llsprite.cpp
上传用户:king477883
上传日期:2021-03-01
资源大小:9553k
文件大小:7k
- /**
- * @file llsprite.cpp
- * @brief LLSprite class implementation
- *
- * $LicenseInfo:firstyear=2000&license=viewergpl$
- *
- * Copyright (c) 2000-2010, Linden Research, Inc.
- *
- * Second Life Viewer Source Code
- * The source code in this file ("Source Code") is provided by Linden Lab
- * to you under the terms of the GNU General Public License, version 2.0
- * ("GPL"), unless you have obtained a separate licensing agreement
- * ("Other License"), formally executed by you and Linden Lab. Terms of
- * the GPL can be found in doc/GPL-license.txt in this distribution, or
- * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
- *
- * There are special exceptions to the terms and conditions of the GPL as
- * it is applied to this Source Code. View the full text of the exception
- * in the file doc/FLOSS-exception.txt in this software distribution, or
- * online at
- * http://secondlifegrid.net/programs/open_source/licensing/flossexception
- *
- * By copying, modifying or distributing this software, you acknowledge
- * that you have read and understood your obligations described above,
- * and agree to abide by those obligations.
- *
- * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
- * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
- * COMPLETENESS OR PERFORMANCE.
- * $/LicenseInfo$
- */
- /* -*- 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.mVertexBuffer.isNull())
- {
- face.mVertexBuffer = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX |
- LLVertexBuffer::MAP_TEXCOORD0,
- GL_STREAM_DRAW_ARB);
- face.mVertexBuffer->allocateBuffer(4, 12, TRUE);
- face.setGeomIndex(0);
- face.setIndicesIndex(0);
- }
-
- 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.mVertexBuffer->setBuffer(0);
- 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);
- }