Files
SingularityViewer/indra/newview/llsprite.h
Shyotl e756140e1d Innitial commit of experimental v2 texture system port work. Compiles and runs on windows, at least. Fixing bugs as they come.
Need to test:
localassetbrowser
preview related floaters
hgfloatertexteditor
maps
media textures! Currently very hacky
web browser
alpha masks on avatars
bumpmaps
Are all sky components appearing?
LLViewerDynamicTexture (texture baking, browser, animated textures, anim previews, etc)
Snapshot related features
Customize avatar
vfs floater
UI textures in general
Texture priority issues
2011-03-31 03:22:01 -05:00

113 lines
3.1 KiB
C++

/**
* @file llsprite.h
* @brief LLSprite class definition
*
* $LicenseInfo:firstyear=2001&license=viewergpl$
*
* 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.
* $/LicenseInfo$
*/
#ifndef LL_LLSPRITE_H
#define LL_LLSPRITE_H
////#include "vmath.h"
//#include "llmath.h"
#include "v3math.h"
#include "v4math.h"
#include "v4color.h"
#include "lluuid.h"
#include "llgl.h"
#include "llviewertexture.h"
class LLViewerCamera;
class LLFace;
class LLSprite
{
public:
LLSprite(const LLUUID &image_uuid);
~LLSprite();
void render(LLViewerCamera * camerap);
F32 getWidth() const { return mWidth; }
F32 getHeight() const { return mHeight; }
F32 getYaw() const { return mYaw; }
F32 getPitch() const { return mPitch; }
F32 getAlpha() const { return mColor.mV[VALPHA]; }
LLVector3 getPosition() const { return mPosition; }
LLColor4 getColor() const { return mColor; }
void setPosition(const LLVector3 &position);
void setPitch(const F32 pitch);
void setSize(const F32 width, const F32 height);
void setYaw(const F32 yaw);
void setFollow(const BOOL follow);
void setUseCameraUp(const BOOL use_up);
void setTexMode(LLGLenum mode);
void setColor(const LLColor4 &color);
void setColor(const F32 r, const F32 g, const F32 b, const F32 a);
void setAlpha(const F32 alpha) { mColor.mV[VALPHA] = alpha; }
void setNormal(const LLVector3 &normal) { sNormal = normal; sNormal.normalize();}
F32 getAlpha();
void updateFace(LLFace &face);
public:
LLUUID mImageID;
LLPointer<LLViewerTexture> mImagep;
private:
F32 mWidth;
F32 mHeight;
F32 mWidthDiv2;
F32 mHeightDiv2;
F32 mPitch;
F32 mYaw;
LLVector3 mPosition;
BOOL mFollow;
BOOL mUseCameraUp;
LLColor4 mColor;
LLGLenum mTexMode;
// put
LLVector3 mScaledUp;
LLVector3 mScaledRight;
static LLVector3 sCameraUp;
static LLVector3 sCameraRight;
static LLVector3 sCameraPosition;
static LLVector3 sNormal;
LLVector3 mA,mB,mC,mD; // the four corners of a quad
};
#endif