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authorJacek Antonelli2008-08-15 23:44:46 -0500
committerJacek Antonelli2008-08-15 23:44:46 -0500
commit38d6d37f2d982fa959e9e8a4a3f7e1ccfad7b5d4 (patch)
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Second Life viewer sources 1.13.2.12
Diffstat (limited to 'linden/indra/newview/llsprite.cpp')
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1/**
2 * @file llsprite.cpp
3 * @brief LLSprite class implementation
4 *
5 * Copyright (c) 2000-2007, Linden Research, Inc.
6 *
7 * The source code in this file ("Source Code") is provided by Linden Lab
8 * to you under the terms of the GNU General Public License, version 2.0
9 * ("GPL"), unless you have obtained a separate licensing agreement
10 * ("Other License"), formally executed by you and Linden Lab. Terms of
11 * the GPL can be found in doc/GPL-license.txt in this distribution, or
12 * online at http://secondlife.com/developers/opensource/gplv2
13 *
14 * There are special exceptions to the terms and conditions of the GPL as
15 * it is applied to this Source Code. View the full text of the exception
16 * in the file doc/FLOSS-exception.txt in this software distribution, or
17 * online at http://secondlife.com/developers/opensource/flossexception
18 *
19 * By copying, modifying or distributing this software, you acknowledge
20 * that you have read and understood your obligations described above,
21 * and agree to abide by those obligations.
22 *
23 * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
24 * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
25 * COMPLETENESS OR PERFORMANCE.
26 */
27
28/* -*- c++ -*-
29 * Notes:
30 * PR - Should add a creator that can take a pointer rather than handle for streaming
31 * object textures.
32 * PR - Need to add support for lit/non-lit conditions, set normals?
33 */
34
35#include "llviewerprecompiledheaders.h"
36
37#include <llglheaders.h>
38
39#include "llsprite.h"
40
41#include "math.h"
42
43#include "lldrawable.h"
44#include "llface.h"
45#include "llviewercamera.h"
46#include "llviewerimagelist.h"
47#include "viewer.h"
48
49LLVector3 LLSprite::sCameraUp(0.0f,0.0f,1.0f);
50LLVector3 LLSprite::sCameraRight(1.0f,0.0f,0.0f);
51LLVector3 LLSprite::sCameraPosition(0.f, 0.f, 0.f);
52LLVector3 LLSprite::sNormal(0.0f,0.0f,0.0f);
53
54//////////////////////////////////////////////////////////////////////
55// Construction/Destruction
56//////////////////////////////////////////////////////////////////////
57
58// A simple initialization
59LLSprite::LLSprite(const LLUUID &image_uuid)
60{
61 mImageID = image_uuid;
62 mImagep = NULL;
63
64 setSize(1.0f, 1.0f);
65 setPosition(LLVector3(0.0f, 0.0f, 0.0f));
66 mTexMode = GL_REPLACE;
67 mColor.setVec(0.5f, 0.5f, 0.5f, 1.0f);
68 mFollow = TRUE;
69 mUseCameraUp = TRUE;
70}
71
72LLSprite::LLSprite(const LLUUID &image_uuid, const F32 width, const F32 height, const BOOL b_usemipmap)
73{
74 mImageID = image_uuid;
75 mImagep = NULL;
76
77 setSize(width,height);
78 setPosition(LLVector3(0.0f, 0.0f, 0.0f));
79 mTexMode = GL_REPLACE;
80 mColor.setVec(0.5f, 0.5f, 0.5f, 1.0f);
81 mFollow = TRUE;
82 mUseCameraUp = TRUE;
83}
84
85//////////////////////////////////////////////////////////////////////
86LLSprite::~LLSprite()
87{
88}
89
90void LLSprite::updateFace(LLFace &face)
91{
92 LLViewerCamera &camera = *gCamera;
93
94 // First, figure out how many vertices/indices we need.
95 U32 num_vertices, num_indices;
96 U32 vertex_count = 0;
97
98
99 LLStrider<LLVector3> verticesp;
100 LLStrider<LLVector3> normalsp;
101 LLStrider<LLVector2> tex_coordsp;
102 U32 *indicesp;
103 S32 index_offset;
104
105 // Get the total number of vertices and indices
106 if (mFollow)
107 {
108 num_vertices = 4;
109 num_indices = 6;
110 }
111 else
112 {
113 num_vertices = 4;
114 num_indices = 12;
115 }
116
117 // Setup face
118 face.setPrimType(LLTriangles);
119 face.setSize(num_vertices, num_indices);
120 index_offset = face.getGeometry(verticesp,normalsp,tex_coordsp, indicesp);
121 if (-1 == index_offset)
122 {
123 return;
124 }
125
126 if (mFollow)
127 {
128 sCameraUp = camera.getUpAxis();
129 sCameraRight = -camera.getLeftAxis();
130 sCameraPosition = camera.getOrigin();
131 sNormal = -camera.getAtAxis();
132 if (mUseCameraUp)
133 {
134 // these need to live here because the height/width may change between render calls
135 mScaledUp = sCameraUp;
136 mScaledRight = sCameraRight;
137
138 mScaledUp *= mHeightDiv2;
139 mScaledRight *= mWidthDiv2;
140
141 mA = mPosition + mScaledRight + mScaledUp;
142 mB = mPosition - mScaledRight + mScaledUp;
143 mC = mPosition - mScaledRight - mScaledUp;
144 mD = mPosition + mScaledRight - mScaledUp;
145 }
146 else
147 {
148 // The up vector is perpendicular to the camera vector...
149 LLVector3 camera_vec = mPosition - sCameraPosition;
150 mScaledRight = camera_vec % LLVector3(0.f, 0.f, 1.f);
151 mScaledUp = -(camera_vec % mScaledRight);
152 mScaledUp.normVec();
153 mScaledRight.normVec();
154 mScaledUp *= mHeightDiv2;
155 mScaledRight *= mWidthDiv2;
156
157 mA = mPosition + mScaledRight + mScaledUp;
158 mB = mPosition - mScaledRight + mScaledUp;
159 mC = mPosition - mScaledRight - mScaledUp;
160 mD = mPosition + mScaledRight - mScaledUp;
161 }
162 }
163 else
164 {
165 // this is equivalent to how it was done before. . .
166 // we need to establish a way to
167 // identify the orientation of a particular sprite rather than
168 // just banging it in on the x,z plane if it's not following the camera.
169
170 LLVector3 x_axis;
171 LLVector3 y_axis;
172
173 F32 dot = sNormal * LLVector3(0.f, 1.f, 0.f);
174 if (dot == 1.f || dot == -1.f)
175 {
176 x_axis.setVec(1.f, 0.f, 0.f);
177 y_axis.setVec(0.f, 1.f, 0.f);
178 }
179 else
180 {
181 x_axis = sNormal % LLVector3(0.f, -1.f, 0.f);
182 x_axis.normVec();
183
184 y_axis = sNormal % x_axis;
185 }
186
187 LLQuaternion yaw_rot(mYaw, sNormal);
188
189 // rotate axes by specified yaw
190 x_axis = x_axis * yaw_rot;
191 y_axis = y_axis * yaw_rot;
192
193 // rescale axes by width and height of sprite
194 x_axis = x_axis * mWidthDiv2;
195 y_axis = y_axis * mHeightDiv2;
196
197 mA = -x_axis + y_axis;
198 mB = x_axis + y_axis;
199 mC = x_axis - y_axis;
200 mD = -x_axis - y_axis;
201
202 mA += mPosition;
203 mB += mPosition;
204 mC += mPosition;
205 mD += mPosition;
206 }
207
208 face.setFaceColor(mColor);
209
210 *tex_coordsp = LLVector2(0.f, 0.f);
211 *verticesp = mC;
212 tex_coordsp++;
213 verticesp++;
214 vertex_count++;
215
216 *tex_coordsp = LLVector2(0.f, 1.f);
217 *verticesp = mB;
218 tex_coordsp++;
219 verticesp++;
220 vertex_count++;
221
222 *tex_coordsp = LLVector2(1.f, 1.f);
223 *verticesp = mA;
224 tex_coordsp++;
225 verticesp++;
226 vertex_count++;
227
228 *tex_coordsp = LLVector2(1.f, 0.0f);
229 *verticesp = mD;
230 tex_coordsp++;
231 verticesp++;
232 vertex_count++;
233
234 // Generate indices, since they're easy.
235 // Just a series of quads.
236 *indicesp++ = index_offset;
237 *indicesp++ = 2 + index_offset;
238 *indicesp++ = 1 + index_offset;
239
240 *indicesp++ = index_offset;
241 *indicesp++ = 3 + index_offset;
242 *indicesp++ = 2 + index_offset;
243
244 if (!mFollow)
245 {
246 *indicesp++ = 0 + index_offset;
247 *indicesp++ = 1 + index_offset;
248 *indicesp++ = 2 + index_offset;
249 *indicesp++ = 0 + index_offset;
250 *indicesp++ = 2 + index_offset;
251 *indicesp++ = 3 + index_offset;
252 }
253
254 face.mCenterAgent = mPosition;
255}
256
257void LLSprite::setPosition(const LLVector3 &position)
258{
259 mPosition = position;
260}
261
262
263void LLSprite::setPitch(const F32 pitch)
264{
265 mPitch = pitch;
266}
267
268
269void LLSprite::setSize(const F32 width, const F32 height)
270{
271 mWidth = width;
272 mHeight = height;
273 mWidthDiv2 = width/2.0f;
274 mHeightDiv2 = height/2.0f;
275}
276
277void LLSprite::setYaw(F32 yaw)
278{
279 mYaw = yaw;
280}
281
282void LLSprite::setFollow(const BOOL follow)
283{
284 mFollow = follow;
285}
286
287void LLSprite::setUseCameraUp(const BOOL use_up)
288{
289 mUseCameraUp = use_up;
290}
291
292void LLSprite::setTexMode(const LLGLenum mode)
293{
294 mTexMode = mode;
295}
296
297void LLSprite::setColor(const LLColor4 &color)
298{
299 mColor = color;
300}
301
302void LLSprite::setColor(const F32 r, const F32 g, const F32 b, const F32 a)
303{
304 mColor.setVec(r, g, b, a);
305}
306
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