Innitial commit. Majority of texture baking moved into LLVOAvatarSelf. Very WIP. Not advisable to build off of this, although it does compile and mostly work.
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@@ -151,16 +151,14 @@ BOOL LLVisualParamHint::needsRender()
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void LLVisualParamHint::preRender(BOOL clear_depth)
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{
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LLVOAvatar* avatarp = gAgentAvatarp;
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mLastParamWeight = avatarp->getVisualParamWeight(mVisualParam);
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avatarp->setVisualParamWeight(mVisualParam, mVisualParamWeight);
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avatarp->setVisualParamWeight("Blink_Left", 0.f);
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avatarp->setVisualParamWeight("Blink_Right", 0.f);
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avatarp->updateComposites();
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avatarp->updateVisualParams();
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avatarp->updateGeometry(avatarp->mDrawable);
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avatarp->updateLOD();
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mLastParamWeight = gAgentAvatarp->getVisualParamWeight(mVisualParam);
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gAgentAvatarp->setVisualParamWeight(mVisualParam, mVisualParamWeight);
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gAgentAvatarp->setVisualParamWeight("Blink_Left", 0.f);
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gAgentAvatarp->setVisualParamWeight("Blink_Right", 0.f);
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gAgentAvatarp->updateComposites();
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gAgentAvatarp->updateVisualParams();
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gAgentAvatarp->updateGeometry(gAgentAvatarp->mDrawable);
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gAgentAvatarp->updateLOD();
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LLViewerDynamicTexture::preRender(clear_depth);
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}
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@@ -171,7 +169,6 @@ void LLVisualParamHint::preRender(BOOL clear_depth)
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BOOL LLVisualParamHint::render()
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{
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LLVisualParamReset::sDirty = TRUE;
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LLVOAvatar* avatarp = gAgentAvatarp;
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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@@ -199,7 +196,7 @@ BOOL LLVisualParamHint::render()
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const std::string& cam_target_mesh_name = mVisualParam->getCameraTargetName();
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if( !cam_target_mesh_name.empty() )
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{
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cam_target_joint = (LLViewerJointMesh*)avatarp->getJoint( cam_target_mesh_name );
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cam_target_joint = (LLViewerJointMesh*)gAgentAvatarp->getJoint( cam_target_mesh_name );
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}
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if( !cam_target_joint )
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{
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@@ -207,11 +204,11 @@ BOOL LLVisualParamHint::render()
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}
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if( !cam_target_joint )
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{
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cam_target_joint = (LLViewerJointMesh*)avatarp->getJoint("mHead");
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cam_target_joint = (LLViewerJointMesh*)gAgentAvatarp->getJoint("mHead");
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}
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LLQuaternion avatar_rotation;
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LLJoint* root_joint = avatarp->getRootJoint();
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LLJoint* root_joint = gAgentAvatarp->getRootJoint();
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if( root_joint )
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{
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avatar_rotation = root_joint->getWorldRotation();
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@@ -233,23 +230,23 @@ BOOL LLVisualParamHint::render()
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LLViewerCamera::getInstance()->setAspect((F32)mFullWidth / (F32)mFullHeight);
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LLViewerCamera::getInstance()->setOriginAndLookAt(
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camera_pos, // camera
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LLVector3(0.f, 0.f, 1.f), // up
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target_pos ); // point of interest
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camera_pos, // camera
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LLVector3::z_axis, // up
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target_pos ); // point of interest
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LLViewerCamera::getInstance()->setPerspective(FALSE, mOrigin.mX, mOrigin.mY, mFullWidth, mFullHeight, FALSE);
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if (avatarp->mDrawable.notNull())
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if (gAgentAvatarp->mDrawable.notNull())
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{
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LLDrawPoolAvatar *avatarPoolp = (LLDrawPoolAvatar *)avatarp->mDrawable->getFace(0)->getPool();
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LLDrawPoolAvatar *avatarPoolp = (LLDrawPoolAvatar *)gAgentAvatarp->mDrawable->getFace(0)->getPool();
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LLGLDepthTest gls_depth(GL_TRUE, GL_TRUE);
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gGL.setAlphaRejectSettings(LLRender::CF_ALWAYS);
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gGL.setSceneBlendType(LLRender::BT_REPLACE);
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avatarPoolp->renderAvatars(avatarp); // renders only one avatar
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avatarPoolp->renderAvatars(gAgentAvatarp); // renders only one avatar
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gGL.setSceneBlendType(LLRender::BT_ALPHA);
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gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
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}
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avatarp->setVisualParamWeight(mVisualParam, mLastParamWeight);
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gAgentAvatarp->setVisualParamWeight(mVisualParam, mLastParamWeight);
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gGL.color4f(1,1,1,1);
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mGLTexturep->setGLTextureCreated(true);
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return TRUE;
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@@ -304,10 +301,9 @@ BOOL LLVisualParamReset::render()
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{
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if (sDirty)
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{
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LLVOAvatar* avatarp = gAgentAvatarp;
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avatarp->updateComposites();
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avatarp->updateVisualParams();
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avatarp->updateGeometry(avatarp->mDrawable);
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gAgentAvatarp->updateComposites();
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gAgentAvatarp->updateVisualParams();
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gAgentAvatarp->updateGeometry(gAgentAvatarp->mDrawable);
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sDirty = FALSE;
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}
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