/indra/newview/llsprite.cpp
C++ | 308 lines | 200 code | 59 blank | 49 comment | 9 complexity | 824de7350336dfe4db8e28b403015d16 MD5 | raw file
Possible License(s): LGPL-2.1
- /**
- * @file llsprite.cpp
- * @brief LLSprite class implementation
- *
- * $LicenseInfo:firstyear=2000&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2010, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
- /* -*- c++ -*-
- * Notes:
- * PR - Should add a creator that can take a pointer rather than handle for streaming
- * object textures.
- * PR - Need to add support for lit/non-lit conditions, set normals?
- */
- #include "llviewerprecompiledheaders.h"
- #include <llglheaders.h>
- #include "llsprite.h"
- #include "math.h"
- #include "lldrawable.h"
- #include "llface.h"
- #include "llviewercamera.h"
- #include "llviewertexturelist.h"
- LLVector3 LLSprite::sCameraUp(0.0f,0.0f,1.0f);
- LLVector3 LLSprite::sCameraRight(1.0f,0.0f,0.0f);
- LLVector3 LLSprite::sCameraPosition(0.f, 0.f, 0.f);
- LLVector3 LLSprite::sNormal(0.0f,0.0f,0.0f);
- //////////////////////////////////////////////////////////////////////
- // Construction/Destruction
- //////////////////////////////////////////////////////////////////////
- // A simple initialization
- LLSprite::LLSprite(const LLUUID &image_uuid) :
- mImageID(image_uuid),
- mImagep(NULL),
- mPitch(0.f),
- mYaw(0.f),
- mPosition(0.0f, 0.0f, 0.0f),
- mFollow(TRUE),
- mUseCameraUp(TRUE),
- mColor(0.5f, 0.5f, 0.5f, 1.0f),
- mTexMode(GL_REPLACE)
- {
- setSize(1.0f, 1.0f);
- }
- //////////////////////////////////////////////////////////////////////
- LLSprite::~LLSprite()
- {
- }
- void LLSprite::updateFace(LLFace &face)
- {
- LLViewerCamera &camera = *LLViewerCamera::getInstance();
- // First, figure out how many vertices/indices we need.
- U32 num_vertices, num_indices;
- U32 vertex_count = 0;
-
- // Get the total number of vertices and indices
- if (mFollow)
- {
- num_vertices = 4;
- num_indices = 6;
- }
- else
- {
- num_vertices = 4;
- num_indices = 12;
- }
- face.setSize(num_vertices, num_indices);
-
- if (mFollow)
- {
- sCameraUp = camera.getUpAxis();
- sCameraRight = -camera.getLeftAxis();
- sCameraPosition = camera.getOrigin();
- sNormal = -camera.getAtAxis();
- if (mUseCameraUp)
- {
- // these need to live here because the height/width may change between render calls
- mScaledUp = sCameraUp;
- mScaledRight = sCameraRight;
- mScaledUp *= mHeightDiv2;
- mScaledRight *= mWidthDiv2;
- mA = mPosition + mScaledRight + mScaledUp;
- mB = mPosition - mScaledRight + mScaledUp;
- mC = mPosition - mScaledRight - mScaledUp;
- mD = mPosition + mScaledRight - mScaledUp;
- }
- else
- {
- // The up vector is perpendicular to the camera vector...
- LLVector3 camera_vec = mPosition - sCameraPosition;
- mScaledRight = camera_vec % LLVector3(0.f, 0.f, 1.f);
- mScaledUp = -(camera_vec % mScaledRight);
- mScaledUp.normalize();
- mScaledRight.normalize();
- mScaledUp *= mHeightDiv2;
- mScaledRight *= mWidthDiv2;
- mA = mPosition + mScaledRight + mScaledUp;
- mB = mPosition - mScaledRight + mScaledUp;
- mC = mPosition - mScaledRight - mScaledUp;
- mD = mPosition + mScaledRight - mScaledUp;
- }
- }
- else
- {
- // this is equivalent to how it was done before. . .
- // we need to establish a way to
- // identify the orientation of a particular sprite rather than
- // just banging it in on the x,z plane if it's not following the camera.
- LLVector3 x_axis;
- LLVector3 y_axis;
- F32 dot = sNormal * LLVector3(0.f, 1.f, 0.f);
- if (dot == 1.f || dot == -1.f)
- {
- x_axis.setVec(1.f, 0.f, 0.f);
- y_axis.setVec(0.f, 1.f, 0.f);
- }
- else
- {
- x_axis = sNormal % LLVector3(0.f, -1.f, 0.f);
- x_axis.normalize();
- y_axis = sNormal % x_axis;
- }
- LLQuaternion yaw_rot(mYaw, sNormal);
- // rotate axes by specified yaw
- x_axis = x_axis * yaw_rot;
- y_axis = y_axis * yaw_rot;
- // rescale axes by width and height of sprite
- x_axis = x_axis * mWidthDiv2;
- y_axis = y_axis * mHeightDiv2;
- mA = -x_axis + y_axis;
- mB = x_axis + y_axis;
- mC = x_axis - y_axis;
- mD = -x_axis - y_axis;
- mA += mPosition;
- mB += mPosition;
- mC += mPosition;
- mD += mPosition;
- }
- face.setFaceColor(mColor);
- LLStrider<LLVector3> verticesp;
- LLStrider<LLVector3> normalsp;
- LLStrider<LLVector2> tex_coordsp;
- LLStrider<U16> indicesp;
- U16 index_offset;
- // Setup face
- if (!face.getVertexBuffer())
- {
- LLVertexBuffer* buff = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX |
- LLVertexBuffer::MAP_TEXCOORD0,
- GL_STREAM_DRAW_ARB);
- buff->allocateBuffer(4, 12, TRUE);
- face.setGeomIndex(0);
- face.setIndicesIndex(0);
- face.setVertexBuffer(buff);
- }
-
- index_offset = face.getGeometry(verticesp,normalsp,tex_coordsp, indicesp);
- *tex_coordsp = LLVector2(0.f, 0.f);
- *verticesp = mC;
- tex_coordsp++;
- verticesp++;
- vertex_count++;
- *tex_coordsp = LLVector2(0.f, 1.f);
- *verticesp = mB;
- tex_coordsp++;
- verticesp++;
- vertex_count++;
- *tex_coordsp = LLVector2(1.f, 1.f);
- *verticesp = mA;
- tex_coordsp++;
- verticesp++;
- vertex_count++;
- *tex_coordsp = LLVector2(1.f, 0.0f);
- *verticesp = mD;
- tex_coordsp++;
- verticesp++;
- vertex_count++;
- // Generate indices, since they're easy.
- // Just a series of quads.
- *indicesp++ = index_offset;
- *indicesp++ = 2 + index_offset;
- *indicesp++ = 1 + index_offset;
- *indicesp++ = index_offset;
- *indicesp++ = 3 + index_offset;
- *indicesp++ = 2 + index_offset;
- if (!mFollow)
- {
- *indicesp++ = 0 + index_offset;
- *indicesp++ = 1 + index_offset;
- *indicesp++ = 2 + index_offset;
- *indicesp++ = 0 + index_offset;
- *indicesp++ = 2 + index_offset;
- *indicesp++ = 3 + index_offset;
- }
- face.getVertexBuffer()->flush();
- face.mCenterAgent = mPosition;
- }
- void LLSprite::setPosition(const LLVector3 &position)
- {
- mPosition = position;
- }
- void LLSprite::setPitch(const F32 pitch)
- {
- mPitch = pitch;
- }
- void LLSprite::setSize(const F32 width, const F32 height)
- {
- mWidth = width;
- mHeight = height;
- mWidthDiv2 = width/2.0f;
- mHeightDiv2 = height/2.0f;
- }
- void LLSprite::setYaw(F32 yaw)
- {
- mYaw = yaw;
- }
- void LLSprite::setFollow(const BOOL follow)
- {
- mFollow = follow;
- }
- void LLSprite::setUseCameraUp(const BOOL use_up)
- {
- mUseCameraUp = use_up;
- }
- void LLSprite::setTexMode(const LLGLenum mode)
- {
- mTexMode = mode;
- }
- void LLSprite::setColor(const LLColor4 &color)
- {
- mColor = color;
- }
- void LLSprite::setColor(const F32 r, const F32 g, const F32 b, const F32 a)
- {
- mColor.setVec(r, g, b, a);
- }