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SingularityViewer/indra/newview/llvoclouds.cpp
Lirusaito 61beedd3d9 Changed style of comments with asterisks to avoid highlighting errors on //* with weak highlighters, change is to all files that could potentially break highlights
Most were needed, though some were just for possible problems with highlighting, should not affect performance whatsoever.
2012-01-09 05:40:03 -05:00

304 lines
7.6 KiB
C++

/**
* @file llvoclouds.cpp
* @brief Implementation of LLVOClouds class which is a derivation fo LLViewerObject
*
* $LicenseInfo:firstyear=2001&license=viewergpl$
*
* Copyright (c) 2001-2009, 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.
* $/LicenseInfo$
*/
#include "llviewerprecompiledheaders.h"
#include "llvoclouds.h"
#include "lldrawpoolalpha.h"
#include "llviewercontrol.h"
#include "llagent.h" // to get camera position
#include "lldrawable.h"
#include "llface.h"
#include "llprimitive.h"
#include "llsky.h"
#include "llviewercamera.h"
#include "llviewertexturelist.h"
#include "llviewerobjectlist.h"
#include "llviewerregion.h"
#include "llvosky.h"
#include "llworld.h"
#include "pipeline.h"
#include "llspatialpartition.h"
LLUUID gCloudTextureID = IMG_CLOUD_POOF;
LLVOClouds::LLVOClouds(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp)
: LLAlphaObject(id, LL_VO_CLOUDS, regionp)
{
mCloudGroupp = NULL;
mbCanSelect = FALSE;
setNumTEs(1);
LLViewerTexture* image = LLViewerTextureManager::getFetchedTexture(gCloudTextureID);
image->setBoostLevel(LLViewerTexture::BOOST_CLOUDS);
setTEImage(0, image);
}
LLVOClouds::~LLVOClouds()
{
}
BOOL LLVOClouds::isActive() const
{
return TRUE;
}
BOOL LLVOClouds::idleUpdate(LLAgent &agent, LLWorld &world, const F64 &time)
{
if (!(gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLASSIC_CLOUDS)))
{
return TRUE;
}
// Set dirty flag (so renderer will rebuild primitive)
if (mDrawable)
{
gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_VOLUME, TRUE);
}
return TRUE;
}
void LLVOClouds::setPixelAreaAndAngle(LLAgent &agent)
{
mAppAngle = 50;
mPixelArea = 1500*100;
}
void LLVOClouds::updateTextures()
{
getTEImage(0)->addTextureStats(mPixelArea);
}
LLDrawable* LLVOClouds::createDrawable(LLPipeline *pipeline)
{
pipeline->allocDrawable(this);
mDrawable->setLit(FALSE);
mDrawable->setRenderType(LLPipeline::RENDER_TYPE_CLASSIC_CLOUDS);
return mDrawable;
}
BOOL LLVOClouds::updateGeometry(LLDrawable *drawable)
{
LLFastTimer ftm(LLFastTimer::FTM_UPDATE_CLOUDS);
if (!(gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLASSIC_CLOUDS)))
{
return TRUE;
}
if (drawable->isVisible())
{
dirtySpatialGroup(TRUE);
}
LLFace *facep;
S32 num_faces = mCloudGroupp->getNumPuffs();
if (num_faces > drawable->getNumFaces())
{
drawable->setNumFacesFast(num_faces, NULL, getTEImage(0));
}
mDepth = (getPositionAgent()-LLViewerCamera::getInstance()->getOrigin())*LLViewerCamera::getInstance()->getAtAxis();
S32 face_indx = 0;
for ( ; face_indx < num_faces; face_indx++)
{
facep = drawable->getFace(face_indx);
if (!facep)
{
llwarns << "No facep for index " << face_indx << llendl;
continue;
}
facep->setSize(4, 6);
facep->setTEOffset(face_indx);
facep->setTexture(getTEImage(0));
const LLCloudPuff &puff = mCloudGroupp->getPuff(face_indx);
const LLVector3 puff_pos_agent = gAgent.getPosAgentFromGlobal(puff.getPositionGlobal());
facep->mCenterLocal = puff_pos_agent;
/// Update cloud color based on sun color.
LLColor4 float_color(LLColor3(gSky.getSunDiffuseColor() + gSky.getSunAmbientColor()),puff.getAlpha());
facep->setFaceColor(float_color);
}
for ( ; face_indx < drawable->getNumFaces(); face_indx++)
{
facep = drawable->getFace(face_indx);
if (!facep)
{
llwarns << "No facep for index " << face_indx << llendl;
continue;
}
facep->setTEOffset(face_indx);
facep->setSize(0,0);
}
drawable->movePartition();
return TRUE;
}
F32 LLVOClouds::getPartSize(S32 idx)
{
return (CLOUD_PUFF_HEIGHT+CLOUD_PUFF_WIDTH)*0.5f;
}
void LLVOClouds::getGeometry(S32 idx,
LLStrider<LLVector4a>& verticesp,
LLStrider<LLVector3>& normalsp,
LLStrider<LLVector2>& texcoordsp,
LLStrider<LLColor4U>& colorsp,
LLStrider<U16>& indicesp)
{
if (idx >= mCloudGroupp->getNumPuffs())
{
return;
}
LLDrawable* drawable = mDrawable;
LLFace *facep = drawable->getFace(idx);
if (!facep->hasGeometry())
{
return;
}
const LLCloudPuff &puff = mCloudGroupp->getPuff(idx);
LLColor4 float_color(LLColor3(gSky.getSunDiffuseColor() + gSky.getSunAmbientColor()),puff.getAlpha());
LLColor4U color;
color.setVec(float_color);
facep->setFaceColor(float_color);
U32 vert_offset = facep->getGeomIndex();
LLVector4a part_pos_agent;
part_pos_agent.load3(facep->mCenterLocal.mV);
LLVector4a at;
at.load3(LLViewerCamera::getInstance()->getAtAxis().mV);
LLVector4a up(0, 0, 1);
LLVector4a right;
right.setCross3(at, up);
right.normalize3fast();
up.setCross3(right, at);
up.normalize3fast();
right.mul(0.5f*CLOUD_PUFF_WIDTH);
up.mul(0.5f*CLOUD_PUFF_HEIGHT);
LLVector3 normal(0.f,0.f,-1.f);
//HACK -- the verticesp->mV[3] = 0.f here are to set the texture index to 0 (particles don't use texture batching, maybe they should)
// this works because there is actually a 4th float stored after the vertex position which is used as a texture index
// also, somebody please VECTORIZE THIS
LLVector4a ppapu;
LLVector4a ppamu;
ppapu.setAdd(part_pos_agent, up);
ppamu.setSub(part_pos_agent, up);
verticesp->setSub(ppapu, right);
(*verticesp++).getF32ptr()[3] = 0.f;
verticesp->setSub(ppamu, right);
(*verticesp++).getF32ptr()[3] = 0.f;
verticesp->setAdd(ppapu, right);
(*verticesp++).getF32ptr()[3] = 0.f;
verticesp->setAdd(ppamu, right);
(*verticesp++).getF32ptr()[3] = 0.f;
// *verticesp++ = puff_pos_agent - right + up;
// *verticesp++ = puff_pos_agent - right - up;
// *verticesp++ = puff_pos_agent + right + up;
// *verticesp++ = puff_pos_agent + right - up;
*colorsp++ = color;
*colorsp++ = color;
*colorsp++ = color;
*colorsp++ = color;
*texcoordsp++ = LLVector2(0.f, 1.f);
*texcoordsp++ = LLVector2(0.f, 0.f);
*texcoordsp++ = LLVector2(1.f, 1.f);
*texcoordsp++ = LLVector2(1.f, 0.f);
*normalsp++ = normal;
*normalsp++ = normal;
*normalsp++ = normal;
*normalsp++ = normal;
*indicesp++ = vert_offset + 0;
*indicesp++ = vert_offset + 1;
*indicesp++ = vert_offset + 2;
*indicesp++ = vert_offset + 1;
*indicesp++ = vert_offset + 3;
*indicesp++ = vert_offset + 2;
}
U32 LLVOClouds::getPartitionType() const
{
return LLViewerRegion::PARTITION_CLOUD;
}
// virtual
void LLVOClouds::updateDrawable(BOOL force_damped)
{
// Force an immediate rebuild on any update
if (mDrawable.notNull())
{
mDrawable->updateXform(TRUE);
gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_ALL, TRUE);
}
clearChanged(SHIFTED);
}
LLCloudPartition::LLCloudPartition()
{
mDrawableType = LLPipeline::RENDER_TYPE_CLASSIC_CLOUDS;
mPartitionType = LLViewerRegion::PARTITION_CLOUD;
}