BOOL LLVOClouds::updateGeometry(LLDrawable *drawable)
{
	LLFastTimer ftm(LLFastTimer::FTM_UPDATE_CLOUDS);
	if (!(gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS)))
	{
		return TRUE;
	}
	
	dirtySpatialGroup();

	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;
}
BOOL LLVOPartGroup::updateGeometry(LLDrawable *drawable)
{
	LLFastTimer ftm(FTM_UPDATE_PARTICLES);

	dirtySpatialGroup();
	
	S32 num_parts = mViewerPartGroupp->getCount();
	LLFace *facep;
	LLSpatialGroup* group = drawable->getSpatialGroup();
	if (!group && num_parts)
	{
		drawable->movePartition();
		group = drawable->getSpatialGroup();
	}

	if (group && group->isVisible())
	{
		dirtySpatialGroup(TRUE);
	}

	if (!num_parts)
	{
		if (group && drawable->getNumFaces())
		{
			group->setState(LLSpatialGroup::GEOM_DIRTY);
		}
		drawable->setNumFaces(0, NULL, getTEImage(0));
		return TRUE;
	}

 	if (!(gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_PARTICLES)))
	{
		return TRUE;
	}

	if (num_parts > drawable->getNumFaces())
	{
		drawable->setNumFacesFast(num_parts+num_parts/4, NULL, getTEImage(0));
	}

	F32 tot_area = 0;

	F32 max_area = LLViewerPartSim::getMaxPartCount() * MAX_PARTICLE_AREA_SCALE; 
	F32 pixel_meter_ratio = LLViewerCamera::getInstance()->getPixelMeterRatio();
	pixel_meter_ratio *= pixel_meter_ratio;

	LLViewerPartSim::checkParticleCount(mViewerPartGroupp->mParticles.size()) ;

	S32 count=0;
	mDepth = 0.f;
	S32 i = 0 ;
	LLVector3 camera_agent = getCameraPosition();
	
	F32 max_scale = 0.f;


	for (i = 0 ; i < (S32)mViewerPartGroupp->mParticles.size(); i++)
	{
		const LLViewerPart *part = mViewerPartGroupp->mParticles[i];


		//remember the largest particle
		max_scale = llmax(max_scale, part->mScale.mV[0], part->mScale.mV[1]);

		if (part->mFlags & LLPartData::LL_PART_RIBBON_MASK)
		{ //include ribbon segment length in scale
			const LLVector3* pos_agent = NULL;
			if (part->mParent)
			{
				pos_agent = &(part->mParent->mPosAgent);
			}
			else if (part->mPartSourcep.notNull())
			{
				pos_agent = &(part->mPartSourcep->mPosAgent);
			}

			if (pos_agent)
			{
				F32 dist = (*pos_agent-part->mPosAgent).length();

				max_scale = llmax(max_scale, dist);
			}
		}

		LLVector3 part_pos_agent(part->mPosAgent);
		LLVector3 at(part_pos_agent - camera_agent);

		
		F32 camera_dist_squared = at.lengthSquared();
		F32 inv_camera_dist_squared;
		if (camera_dist_squared > 1.f)
			inv_camera_dist_squared = 1.f / camera_dist_squared;
		else
			inv_camera_dist_squared = 1.f;

		llassert(llfinite(inv_camera_dist_squared));
		llassert(!llisnan(inv_camera_dist_squared));

		F32 area = part->mScale.mV[0] * part->mScale.mV[1] * inv_camera_dist_squared;
		tot_area = llmax(tot_area, area);
 		
		if (tot_area > max_area)
		{
			break;
		}
	
		count++;

		facep = drawable->getFace(i);
		if (!facep)
		{
			LL_WARNS() << "No face found for index " << i << "!" << LL_ENDL;
			continue;
		}

		facep->setTEOffset(i);
		const F32 NEAR_PART_DIST_SQ = 5.f*5.f;  // Only discard particles > 5 m from the camera
		const F32 MIN_PART_AREA = .005f*.005f;  // only less than 5 mm x 5 mm at 1 m from camera
		
		if (camera_dist_squared > NEAR_PART_DIST_SQ && area < MIN_PART_AREA)
		{
			facep->setSize(0, 0);
			continue;
		}

		facep->setSize(4, 6);
		
		facep->setViewerObject(this);

		if (part->mFlags & LLPartData::LL_PART_EMISSIVE_MASK)
		{
			facep->setState(LLFace::FULLBRIGHT);
		}
		else
		{
			facep->clearState(LLFace::FULLBRIGHT);
		}

		facep->mCenterLocal = part->mPosAgent;
		facep->setFaceColor(part->mColor);
		facep->setTexture(part->mImagep);
			
		//check if this particle texture is replaced by a parcel media texture.
		if(part->mImagep.notNull() && part->mImagep->hasParcelMedia()) 
		{
			part->mImagep->getParcelMedia()->addMediaToFace(facep) ;
		}

		mPixelArea = tot_area * pixel_meter_ratio;
		const F32 area_scale = 10.f; // scale area to increase priority a bit
		facep->setVirtualSize(mPixelArea*area_scale);
	}
	for (i = count; i < drawable->getNumFaces(); i++)
	{
		LLFace* facep = drawable->getFace(i);
		if (!facep)
		{
			LL_WARNS() << "No face found for index " << i << "!" << LL_ENDL;
			continue;
		}
		facep->setTEOffset(i);
		facep->setSize(0, 0);
	}

	//record max scale (used to stretch bounding box for visibility culling)
	
	mScale.set(max_scale, max_scale, max_scale);

	mDrawable->movePartition();
	return TRUE;
}
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;
}
Exemple #4
0
BOOL LLVOPartGroup::updateGeometry(LLDrawable *drawable)
{
	LLFastTimer ftm(LLFastTimer::FTM_UPDATE_PARTICLES);

	dirtySpatialGroup();
	
	S32 num_parts = mViewerPartGroupp->getCount();
	LLFace *facep;
	LLSpatialGroup* group = drawable->getSpatialGroup();
	if (!group && num_parts)
	{
		drawable->movePartition();
		group = drawable->getSpatialGroup();
	}

	if (!num_parts)
	{
		if (group && drawable->getNumFaces())
		{
			group->setState(LLSpatialGroup::GEOM_DIRTY);
		}
		drawable->setNumFaces(0, NULL, getTEImage(0));
		LLPipeline::sCompiles++;
		return TRUE;
	}

 	if (!(gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_PARTICLES)))
	{
		return TRUE;
	}

	if (num_parts > drawable->getNumFaces())
	{
		drawable->setNumFacesFast(num_parts+num_parts/4, NULL, getTEImage(0));
	}

	F32 tot_area = 0;

	F32 max_area = LLViewerPartSim::getMaxPartCount() * MAX_PARTICLE_AREA_SCALE; 
	F32 pixel_meter_ratio = LLViewerCamera::getInstance()->getPixelMeterRatio();
	pixel_meter_ratio *= pixel_meter_ratio;

	LLViewerPartSim::checkParticleCount(mViewerPartGroupp->mParticles.size()) ;

	S32 count=0;
	mDepth = 0.f;
	S32 i = 0 ;
	LLVector3 camera_agent = getCameraPosition();
	for (i = 0 ; i < (S32)mViewerPartGroupp->mParticles.size(); i++)
	{
		const LLViewerPart *part = mViewerPartGroupp->mParticles[i];

		LLVector3 part_pos_agent(part->mPosAgent);
		LLVector3 at(part_pos_agent - camera_agent);

		F32 camera_dist_squared = at.lengthSquared();
		F32 inv_camera_dist_squared;
		if (camera_dist_squared > 1.f)
			inv_camera_dist_squared = 1.f / camera_dist_squared;
		else
			inv_camera_dist_squared = 1.f;
		F32 area = part->mScale.mV[0] * part->mScale.mV[1] * inv_camera_dist_squared;
		tot_area = llmax(tot_area, area);
 		
		if (tot_area > max_area)
		{
			break;
		}
	
		count++;

		facep = drawable->getFace(i);
		if (!facep)
		{
			llwarns << "No face found for index " << i << "!" << llendl;
			continue;
		}

		facep->setTEOffset(i);
		const F32 NEAR_PART_DIST_SQ = 5.f*5.f;  // Only discard particles > 5 m from the camera
		const F32 MIN_PART_AREA = .005f*.005f;  // only less than 5 mm x 5 mm at 1 m from camera
		
		if (camera_dist_squared > NEAR_PART_DIST_SQ && area < MIN_PART_AREA)
		{
			facep->setSize(0, 0);
			continue;
		}

		facep->setSize(4, 6);
		
		facep->setViewerObject(this);

		if (part->mFlags & LLPartData::LL_PART_EMISSIVE_MASK)
		{
			facep->setState(LLFace::FULLBRIGHT);
		}
		else
		{
			facep->clearState(LLFace::FULLBRIGHT);
		}

		facep->mCenterLocal = part->mPosAgent;
		facep->setFaceColor(part->mColor);
		facep->setTexture(part->mImagep);

		mPixelArea = tot_area * pixel_meter_ratio;
		const F32 area_scale = 10.f; // scale area to increase priority a bit
		facep->setVirtualSize(mPixelArea*area_scale);
	}
	for (i = count; i < drawable->getNumFaces(); i++)
	{
		LLFace* facep = drawable->getFace(i);
		if (!facep)
		{
			llwarns << "No face found for index " << i << "!" << llendl;
			continue;
		}
		facep->setTEOffset(i);
		facep->setSize(0, 0);
	}

	mDrawable->movePartition();
	LLPipeline::sCompiles++;
	return TRUE;
}
Exemple #5
0
void LLVOClouds::getGeometry(S32 te, 
							LLStrider<LLVector3>& verticesp, 
							LLStrider<LLVector3>& normalsp, 
							LLStrider<LLVector2>& texcoordsp, 
							LLStrider<LLColor4U>& colorsp, 
							LLStrider<U16>& indicesp)
{

	if (te >= mCloudGroupp->getNumPuffs())
	{
		return;
	}

	LLDrawable* drawable = mDrawable;
	LLFace *facep = drawable->getFace(te);

	if (!facep->hasGeometry())
	{
		return;
	}
	
	LLVector3 normal(0.f,0.f,-1.f);

	const LLCloudPuff &puff = mCloudGroupp->getPuff(te);
	S32 index_offset = facep->getGeomIndex();
	LLColor4 float_color(LLColor3(gSky.getSunDiffuseColor() + gSky.getSunAmbientColor()),puff.getAlpha());
	LLColor4U color;
	color.setVec(float_color);
	facep->setFaceColor(float_color);
		
	
	LLVector3 up;
	LLVector3 right;
	LLVector3 at;

	const LLVector3& puff_pos_agent = facep->mCenterLocal;
	LLVector2 uvs[4];

	uvs[0].setVec(0.f, 1.f);
	uvs[1].setVec(0.f, 0.f);
	uvs[2].setVec(1.f, 1.f);
	uvs[3].setVec(1.f, 0.f);

	LLVector3 vtx[4];

	at = LLViewerCamera::getInstance()->getAtAxis();
	right = at % LLVector3(0.f, 0.f, 1.f);
	right.normVec();
	up = right % at;
	up.normVec();
	right *= 0.5f*CLOUD_PUFF_WIDTH;
	up *= 0.5f*CLOUD_PUFF_HEIGHT;;
		
	*colorsp++ = color;
	*colorsp++ = color;
	*colorsp++ = color;
	*colorsp++ = color;

	vtx[0] = puff_pos_agent - right + up;
	vtx[1] = puff_pos_agent - right - up;
	vtx[2] = puff_pos_agent + right + up;
	vtx[3] = puff_pos_agent + right - up;

	verticesp->mV[3] = 0.f;
	*verticesp++  = vtx[0];
	verticesp->mV[3] = 0.f;
	*verticesp++  = vtx[1];
	verticesp->mV[3] = 0.f;
	*verticesp++  = vtx[2];
	verticesp->mV[3] = 0.f;
	*verticesp++  = vtx[3];

	*texcoordsp++ = uvs[0];
	*texcoordsp++ = uvs[1];
	*texcoordsp++ = uvs[2];
	*texcoordsp++ = uvs[3];

	*normalsp++   = normal;
	*normalsp++   = normal;
	*normalsp++   = normal;
	*normalsp++   = normal;

	*indicesp++ = index_offset + 0;
	*indicesp++ = index_offset + 1;
	*indicesp++ = index_offset + 2;

	*indicesp++ = index_offset + 1;
	*indicesp++ = index_offset + 3;
	*indicesp++ = index_offset + 2;
}
Exemple #6
0
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()->setBuffer(0);
	face.mCenterAgent = mPosition;
}
Exemple #7
0
BOOL LLVOGround::updateGeometry(LLDrawable *drawable)
{
	LLStrider<LLVector3> verticesp;
	LLStrider<LLVector3> normalsp;
	LLStrider<LLVector2> texCoordsp;
	LLStrider<U16> indicesp;
	S32 index_offset;
	LLFace *face;	

	LLDrawPoolGround *poolp = (LLDrawPoolGround*) gPipeline.getPool(LLDrawPool::POOL_GROUND);

	if (drawable->getNumFaces() < 1)
		drawable->addFace(poolp, NULL);
	face = drawable->getFace(0); 
		
	if (face->mVertexBuffer.isNull())
	{
		face->setSize(5, 12);
		face->mVertexBuffer = new LLVertexBuffer(LLDrawPoolGround::VERTEX_DATA_MASK, GL_STREAM_DRAW_ARB);
		face->mVertexBuffer->allocateBuffer(face->getGeomCount(), face->getIndicesCount(), TRUE);
		face->setGeomIndex(0);
		face->setIndicesIndex(0);
	}
	
	index_offset = face->getGeometry(verticesp,normalsp,texCoordsp, indicesp);
	if (-1 == index_offset)
	{
		return TRUE;
	}

	///////////////////////////////////////
	//
	//
	//
	LLVector3 at_dir = LLViewerCamera::getInstance()->getAtAxis();
	at_dir.mV[VZ] = 0.f;
	if (at_dir.normVec() < 0.01)
	{
		// We really don't care, as we're not looking anywhere near the horizon.
	}
	LLVector3 left_dir = LLViewerCamera::getInstance()->getLeftAxis();
	left_dir.mV[VZ] = 0.f;
	left_dir.normVec();

	// Our center top point
	LLColor4 ground_color = gSky.getFogColor();
	ground_color.mV[3] = 1.f;
	face->setFaceColor(ground_color);
	
	*(verticesp++)  = LLVector3(64, 64, 0);
	*(verticesp++)  = LLVector3(-64, 64, 0);
	*(verticesp++)  = LLVector3(-64, -64, 0);
	*(verticesp++)  = LLVector3(64, -64, 0);
	*(verticesp++)  = LLVector3(0, 0, -1024);
	
	
	// Triangles for each side
	*indicesp++ = index_offset + 0;
	*indicesp++ = index_offset + 1;
	*indicesp++ = index_offset + 4;

	*indicesp++ = index_offset + 1;
	*indicesp++ = index_offset + 2;
	*indicesp++ = index_offset + 4;

	*indicesp++ = index_offset + 2;
	*indicesp++ = index_offset + 3;
	*indicesp++ = index_offset + 4;

	*indicesp++ = index_offset + 3;
	*indicesp++ = index_offset + 0;
	*indicesp++ = index_offset + 4;

	*(texCoordsp++) = LLVector2(0.f, 0.f);
	*(texCoordsp++) = LLVector2(1.f, 0.f);
	*(texCoordsp++) = LLVector2(1.f, 1.f);
	*(texCoordsp++) = LLVector2(0.f, 1.f);
	*(texCoordsp++) = LLVector2(0.5f, 0.5f);
	
	face->mVertexBuffer->setBuffer(0);
	LLPipeline::sCompiles++;
	return TRUE;
}
Exemple #8
0
void LLVOClouds::getGeometry(S32 te, 
							LLStrider<LLVector3>& verticesp, 
							LLStrider<LLVector3>& normalsp, 
							LLStrider<LLVector2>& texcoordsp, 
							LLStrider<LLColor4U>& colorsp, 
							LLStrider<U32>& indicesp)
{

	if (te >= mCloudGroupp->getNumPuffs())
	{
		return;
	}

	LLDrawable* drawable = mDrawable;
	LLFace *facep = drawable->getFace(te);

	if (!facep->hasGeometry())
	{
		return;
	}
	
	LLVector3 normal(0.f,0.f,-1.f);

	const LLCloudPuff &puff = mCloudGroupp->getPuff(te);
	S32 index_offset = facep->getGeomIndex();
	LLColor4U color(255, 255, 255, (U8) (puff.getAlpha()*255));
	facep->setFaceColor(LLColor4(color));
		
	
	if (isParticle())
	{
		*verticesp++ = facep->mCenterLocal;
		*texcoordsp++ = LLVector2(0.5f, 0.5f);
		*colorsp++ = color;
		*normalsp++ = normal;
		*indicesp++ = facep->getGeomIndex();
	}
	else
	{
		LLVector3 up;
		LLVector3 right;
		LLVector3 at;

		const LLVector3& puff_pos_agent = facep->mCenterLocal;
		LLVector2 uvs[4];

		uvs[0].setVec(0.f, 1.f);
		uvs[1].setVec(0.f, 0.f);
		uvs[2].setVec(1.f, 1.f);
		uvs[3].setVec(1.f, 0.f);

		LLVector3 vtx[4];

		at = gCamera->getAtAxis();
		right = at % LLVector3(0.f, 0.f, 1.f);
		right.normVec();
		up = right % at;
		up.normVec();
		right *= 0.5f*CLOUD_PUFF_WIDTH;
		up *= 0.5f*CLOUD_PUFF_HEIGHT;;
		
		*colorsp++ = color;
		*colorsp++ = color;
		*colorsp++ = color;
		*colorsp++ = color;

		vtx[0] = puff_pos_agent - right + up;
		vtx[1] = puff_pos_agent - right - up;
		vtx[2] = puff_pos_agent + right + up;
		vtx[3] = puff_pos_agent + right - up;

		*verticesp++  = vtx[0];
		*verticesp++  = vtx[1];
		*verticesp++  = vtx[2];
		*verticesp++  = vtx[3];

		*texcoordsp++ = uvs[0];
		*texcoordsp++ = uvs[1];
		*texcoordsp++ = uvs[2];
		*texcoordsp++ = uvs[3];

		*normalsp++   = normal;
		*normalsp++   = normal;
		*normalsp++   = normal;
		*normalsp++   = normal;

		*indicesp++ = index_offset + 0;
		*indicesp++ = index_offset + 1;
		*indicesp++ = index_offset + 2;

		*indicesp++ = index_offset + 1;
		*indicesp++ = index_offset + 3;
		*indicesp++ = index_offset + 2;
	}
}