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; }
void LLVOPartGroup::getGeometry(const LLViewerPart& part, LLStrider<LLVector4a>& verticesp) { if (part.mFlags & LLPartData::LL_PART_RIBBON_MASK) { LLVector4a axis, pos, paxis, ppos; F32 scale, pscale; pos.load3(part.mPosAgent.mV); axis.load3(part.mAxis.mV); scale = part.mScale.mV[0]; if (part.mParent) { ppos.load3(part.mParent->mPosAgent.mV); paxis.load3(part.mParent->mAxis.mV); pscale = part.mParent->mScale.mV[0]; } else { //use source object as position if (part.mPartSourcep->mSourceObjectp.notNull()) { LLVector3 v = LLVector3(0,0,1); v *= part.mPartSourcep->mSourceObjectp->getRenderRotation(); paxis.load3(v.mV); ppos.load3(part.mPartSourcep->mPosAgent.mV); pscale = part.mStartScale.mV[0]; } else { //no source object, no parent, nothing to draw ppos = pos; pscale = scale; paxis = axis; } } LLVector4a p0, p1, p2, p3; scale *= 0.5f; pscale *= 0.5f; axis.mul(scale); paxis.mul(pscale); p0.setAdd(pos, axis); p1.setSub(pos,axis); p2.setAdd(ppos, paxis); p3.setSub(ppos, paxis); (*verticesp++) = p2; (*verticesp++) = p3; (*verticesp++) = p0; (*verticesp++) = p1; } else { LLVector4a part_pos_agent; part_pos_agent.load3(part.mPosAgent.mV); LLVector4a camera_agent; camera_agent.load3(getCameraPosition().mV); LLVector4a at; at.setSub(part_pos_agent, camera_agent); LLVector4a up(0, 0, 1); LLVector4a right; right.setCross3(at, up); right.normalize3fast(); up.setCross3(right, at); up.normalize3fast(); if (part.mFlags & LLPartData::LL_PART_FOLLOW_VELOCITY_MASK) { LLVector4a normvel; normvel.load3(part.mVelocity.mV); normvel.normalize3fast(); LLVector2 up_fracs; up_fracs.mV[0] = normvel.dot3(right).getF32(); up_fracs.mV[1] = normvel.dot3(up).getF32(); up_fracs.normalize(); LLVector4a new_up; LLVector4a new_right; //new_up = up_fracs.mV[0] * right + up_fracs.mV[1]*up; LLVector4a t = right; t.mul(up_fracs.mV[0]); new_up = up; new_up.mul(up_fracs.mV[1]); new_up.add(t); //new_right = up_fracs.mV[1] * right - up_fracs.mV[0]*up; t = right; t.mul(up_fracs.mV[1]); new_right = up; new_right.mul(up_fracs.mV[0]); t.sub(new_right); up = new_up; right = t; up.normalize3fast(); right.normalize3fast(); } right.mul(0.5f*part.mScale.mV[0]); up.mul(0.5f*part.mScale.mV[1]); //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; } }
void LLVOPartGroup::getGeometry(S32 idx, LLStrider<LLVector4a>& verticesp, LLStrider<LLVector3>& normalsp, LLStrider<LLVector2>& texcoordsp, LLStrider<LLColor4U>& colorsp, LLStrider<U16>& indicesp) { if (idx >= (S32) mViewerPartGroupp->mParticles.size()) { return; } const LLViewerPart &part = *((LLViewerPart*) (mViewerPartGroupp->mParticles[idx])); U32 vert_offset = mDrawable->getFace(idx)->getGeomIndex(); LLVector4a part_pos_agent; part_pos_agent.load3(part.mPosAgent.mV); LLVector4a camera_agent; camera_agent.load3(getCameraPosition().mV); LLVector4a at; at.setSub(part_pos_agent, camera_agent); LLVector4a up(0, 0, 1); LLVector4a right; right.setCross3(at, up); right.normalize3fast(); up.setCross3(right, at); up.normalize3fast(); if (part.mFlags & LLPartData::LL_PART_FOLLOW_VELOCITY_MASK) { LLVector4a normvel; normvel.load3(part.mVelocity.mV); normvel.normalize3fast(); LLVector2 up_fracs; up_fracs.mV[0] = normvel.dot3(right).getF32(); up_fracs.mV[1] = normvel.dot3(up).getF32(); up_fracs.normalize(); LLVector4a new_up; LLVector4a new_right; //new_up = up_fracs.mV[0] * right + up_fracs.mV[1]*up; LLVector4a t = right; t.mul(up_fracs.mV[0]); new_up = up; new_up.mul(up_fracs.mV[1]); new_up.add(t); //new_right = up_fracs.mV[1] * right - up_fracs.mV[0]*up; t = right; t.mul(up_fracs.mV[1]); new_right = up; new_right.mul(up_fracs.mV[0]); t.sub(new_right); up = new_up; right = t; up.normalize3fast(); right.normalize3fast(); } right.mul(0.5f*part.mScale.mV[0]); up.mul(0.5f*part.mScale.mV[1]); LLVector3 normal = -LLViewerCamera::getInstance()->getXAxis(); //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++ = part_pos_agent + up - right; //*verticesp++ = part_pos_agent - up - right; //*verticesp++ = part_pos_agent + up + right; //*verticesp++ = part_pos_agent - up + right; *colorsp++ = part.mColor; *colorsp++ = part.mColor; *colorsp++ = part.mColor; *colorsp++ = part.mColor; *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; }