Pulled LLAvatarJointMesh out of LLViewerJointMesh.

This commit is contained in:
Shyotl
2012-12-23 18:33:35 -06:00
parent 1083d7e0ef
commit d03d145be4
6 changed files with 539 additions and 386 deletions

View File

@@ -30,7 +30,7 @@ include_directories(
set(llappearance_SOURCE_FILES
#llavatarappearance.cpp
llavatarjoint.cpp
#llavatarjointmesh.cpp
llavatarjointmesh.cpp
#lldriverparam.cpp
#lllocaltextureobject.cpp
llpolyskeletaldistortion.cpp
@@ -52,7 +52,7 @@ set(llappearance_HEADER_FILES
llavatarappearance.h
llavatarjoint.h
#llavatarjointmesh.h
llavatarjointmesh.h
#lldriverparam.h
lljointpickname.h
#lllocaltextureobject.h

View File

@@ -0,0 +1,375 @@
/**
* @file LLAvatarJointMesh.cpp
* @brief Implementation of LLAvatarJointMesh class
*
* $LicenseInfo:firstyear=2001&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
//-----------------------------------------------------------------------------
// Header Files
//-----------------------------------------------------------------------------
#include "linden_common.h"
#include "imageids.h"
#include "llfasttimer.h"
#include "llrender.h"
#include "llavatarjointmesh.h"
#include "llavatarappearance.h"
//#include "llapr.h"
//#include "llbox.h"
//#include "lldrawable.h"
//#include "lldrawpoolavatar.h"
//#include "lldrawpoolbump.h"
//#include "lldynamictexture.h"
//#include "llface.h"
//#include "llgldbg.h"
//#include "llglheaders.h"
#include "lltexlayer.h"
//#include "llviewercamera.h"
//#include "llviewercontrol.h"
//#include "llviewertexturelist.h"
//#include "llsky.h"
//#include "pipeline.h"
//#include "llviewershadermgr.h"
#include "llmath.h"
#include "v4math.h"
#include "m3math.h"
#include "m4math.h"
#include "llmatrix4a.h"
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// LLAvatarJointMesh::LLSkinJoint
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// LLSkinJoint
//-----------------------------------------------------------------------------
LLSkinJoint::LLSkinJoint()
{
mJoint = NULL;
}
//-----------------------------------------------------------------------------
// ~LLSkinJoint
//-----------------------------------------------------------------------------
LLSkinJoint::~LLSkinJoint()
{
mJoint = NULL;
}
//-----------------------------------------------------------------------------
// LLSkinJoint::setupSkinJoint()
//-----------------------------------------------------------------------------
BOOL LLSkinJoint::setupSkinJoint( LLAvatarJoint *joint)
{
// find the named joint
mJoint = joint;
if ( !mJoint )
{
llinfos << "Can't find joint" << llendl;
}
// compute the inverse root skin matrix
mRootToJointSkinOffset.clearVec();
LLVector3 rootSkinOffset;
while (joint)
{
rootSkinOffset += joint->getSkinOffset();
joint = (LLAvatarJoint*)joint->getParent();
}
mRootToJointSkinOffset = -rootSkinOffset;
mRootToParentJointSkinOffset = mRootToJointSkinOffset;
mRootToParentJointSkinOffset += mJoint->getSkinOffset();
return TRUE;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// LLAvatarJointMesh
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
BOOL LLAvatarJointMesh::sPipelineRender = FALSE;
EAvatarRenderPass LLAvatarJointMesh::sRenderPass = AVATAR_RENDER_PASS_SINGLE;
U32 LLAvatarJointMesh::sClothingMaskImageName = 0;
LLColor4 LLAvatarJointMesh::sClothingInnerColor;
//-----------------------------------------------------------------------------
// LLAvatarJointMesh()
//-----------------------------------------------------------------------------
LLAvatarJointMesh::LLAvatarJointMesh()
:
mTexture( NULL ),
mLayerSet( NULL ),
mTestImageName( 0 ),
mFaceIndexCount(0)
{
mColor[0] = 1.0f;
mColor[1] = 1.0f;
mColor[2] = 1.0f;
mColor[3] = 1.0f;
mShiny = 0.0f;
mCullBackFaces = TRUE;
mMesh = NULL;
mNumSkinJoints = 0;
mSkinJoints = NULL;
mFace = NULL;
mMeshID = 0;
mUpdateXform = FALSE;
mValid = FALSE;
mIsTransparent = FALSE;
}
//-----------------------------------------------------------------------------
// ~LLAvatarJointMesh()
// Class Destructor
//-----------------------------------------------------------------------------
LLAvatarJointMesh::~LLAvatarJointMesh()
{
mMesh = NULL;
mTexture = NULL;
freeSkinData();
}
//-----------------------------------------------------------------------------
// LLAvatarJointMesh::allocateSkinData()
//-----------------------------------------------------------------------------
BOOL LLAvatarJointMesh::allocateSkinData( U32 numSkinJoints )
{
mSkinJoints = new LLSkinJoint[ numSkinJoints ];
mNumSkinJoints = numSkinJoints;
return TRUE;
}
//-----------------------------------------------------------------------------
// LLAvatarJointMesh::freeSkinData()
//-----------------------------------------------------------------------------
void LLAvatarJointMesh::freeSkinData()
{
mNumSkinJoints = 0;
delete [] mSkinJoints;
mSkinJoints = NULL;
}
//--------------------------------------------------------------------
// LLAvatarJointMesh::getColor()
//--------------------------------------------------------------------
void LLAvatarJointMesh::getColor( F32 *red, F32 *green, F32 *blue, F32 *alpha )
{
*red = mColor[0];
*green = mColor[1];
*blue = mColor[2];
*alpha = mColor[3];
}
//--------------------------------------------------------------------
// LLAvatarJointMesh::setColor()
//--------------------------------------------------------------------
void LLAvatarJointMesh::setColor( F32 red, F32 green, F32 blue, F32 alpha )
{
mColor[0] = red;
mColor[1] = green;
mColor[2] = blue;
mColor[3] = alpha;
}
void LLAvatarJointMesh::setColor( const LLColor4& color )
{
mColor = color;
}
//--------------------------------------------------------------------
// LLAvatarJointMesh::getTexture()
//--------------------------------------------------------------------
//LLViewerTexture *LLAvatarJointMesh::getTexture()
//{
// return mTexture;
//}
//--------------------------------------------------------------------
// LLAvatarJointMesh::setTexture()
//--------------------------------------------------------------------
void LLAvatarJointMesh::setTexture( LLGLTexture *texture )
{
mTexture = texture;
// texture and dynamic_texture are mutually exclusive
if( texture )
{
mLayerSet = NULL;
//texture->bindTexture(0);
//texture->setClamp(TRUE, TRUE);
}
}
BOOL LLAvatarJointMesh::hasGLTexture() const
{
return mTexture.notNull() && mTexture->hasGLTexture();
}
//--------------------------------------------------------------------
// LLAvatarJointMesh::setLayerSet()
// Sets the shape texture (takes precedence over normal texture)
//--------------------------------------------------------------------
void LLAvatarJointMesh::setLayerSet( LLTexLayerSet* layer_set )
{
mLayerSet = layer_set;
// texture and dynamic_texture are mutually exclusive
if( layer_set )
{
mTexture = NULL;
}
}
/*BOOL LLAvatarJointMesh::hasComposite() const
{
return (mLayerSet && mLayerSet->hasComposite());
}*/
//--------------------------------------------------------------------
// LLAvatarJointMesh::getMesh()
//--------------------------------------------------------------------
LLPolyMesh *LLAvatarJointMesh::getMesh()
{
return mMesh;
}
//-----------------------------------------------------------------------------
// LLAvatarJointMesh::setMesh()
//-----------------------------------------------------------------------------
void LLAvatarJointMesh::setMesh( LLPolyMesh *mesh )
{
// set the mesh pointer
mMesh = mesh;
// release any existing skin joints
freeSkinData();
if ( mMesh == NULL )
{
return;
}
// acquire the transform from the mesh object
setPosition( mMesh->getPosition() );
setRotation( mMesh->getRotation() );
setScale( mMesh->getScale() );
// create skin joints if necessary
if ( mMesh->hasWeights() && !mMesh->isLOD())
{
U32 numJointNames = mMesh->getNumJointNames();
allocateSkinData( numJointNames );
std::string *jointNames = mMesh->getJointNames();
U32 jn;
for (jn = 0; jn < numJointNames; jn++)
{
//llinfos << "Setting up joint " << jointNames[jn] << llendl;
LLAvatarJoint* joint = (LLAvatarJoint*)(getRoot()->findJoint(jointNames[jn]) );
mSkinJoints[jn].setupSkinJoint( joint );
}
}
// setup joint array
if (!mMesh->isLOD())
{
setupJoint((LLAvatarJoint*)getRoot());
}
// llinfos << "joint render entries: " << mMesh->mJointRenderData.count() << llendl;
}
//-----------------------------------------------------------------------------
// setupJoint()
//-----------------------------------------------------------------------------
void LLAvatarJointMesh::setupJoint(LLAvatarJoint* current_joint)
{
// llinfos << "Mesh: " << getName() << llendl;
// S32 joint_count = 0;
U32 sj;
for (sj=0; sj<mNumSkinJoints; sj++)
{
LLSkinJoint &js = mSkinJoints[sj];
if (js.mJoint != current_joint)
{
continue;
}
// we've found a skinjoint for this joint..
// is the last joint in the array our parent?
if(mMesh->mJointRenderData.count() && mMesh->mJointRenderData[mMesh->mJointRenderData.count() - 1]->mWorldMatrix == &current_joint->getParent()->getWorldMatrix())
{
// ...then just add ourselves
LLAvatarJoint* jointp = js.mJoint;
mMesh->mJointRenderData.put(new LLJointRenderData(&jointp->getWorldMatrix(), &js));
// llinfos << "joint " << joint_count << js.mJoint->getName() << llendl;
// joint_count++;
}
// otherwise add our parent and ourselves
else
{
mMesh->mJointRenderData.put(new LLJointRenderData(&current_joint->getParent()->getWorldMatrix(), NULL));
// llinfos << "joint " << joint_count << current_joint->getParent()->getName() << llendl;
// joint_count++;
mMesh->mJointRenderData.put(new LLJointRenderData(&current_joint->getWorldMatrix(), &js));
// llinfos << "joint " << joint_count << current_joint->getName() << llendl;
// joint_count++;
}
}
// depth-first traversal
for (LLJoint::child_list_t::iterator iter = current_joint->mChildren.begin();
iter != current_joint->mChildren.end(); ++iter)
{
LLAvatarJoint* child_joint = (LLAvatarJoint*)(*iter);
setupJoint(child_joint);
}
}
// End

View File

@@ -0,0 +1,142 @@
/**
* @file llavatarjointmesh.h
* @brief Declaration of LLAvatarJointMesh class
*
* $LicenseInfo:firstyear=2001&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#ifndef LL_LLAVATARJOINTMESH_H
#define LL_LLAVATARJOINTMESH_H
#include "llavatarjoint.h"
#include "llgltexture.h"
#include "llpolymesh.h"
#include "v4color.h"
class LLDrawable;
class LLFace;
class LLCharacter;
class LLTexLayerSet;
typedef enum e_avatar_render_pass
{
AVATAR_RENDER_PASS_SINGLE,
AVATAR_RENDER_PASS_CLOTHING_INNER,
AVATAR_RENDER_PASS_CLOTHING_OUTER
} EAvatarRenderPass;
class LLSkinJoint
{
public:
LLSkinJoint();
~LLSkinJoint();
BOOL setupSkinJoint( LLAvatarJoint *joint);
LLAvatarJoint *mJoint;
LLVector3 mRootToJointSkinOffset;
LLVector3 mRootToParentJointSkinOffset;
};
//-----------------------------------------------------------------------------
// class LLViewerJointMesh
//-----------------------------------------------------------------------------
class LLAvatarJointMesh : public virtual LLAvatarJoint
{
protected:
LLColor4 mColor; // color value
// LLColor4 mSpecular; // specular color (always white for now)
F32 mShiny; // shiny value
LLPointer<LLGLTexture> mTexture; // ptr to a global texture
LLTexLayerSet* mLayerSet; // ptr to a layer set owned by the avatar
U32 mTestImageName; // handle to a temporary texture for previewing uploads
LLPolyMesh* mMesh; // ptr to a global polymesh
BOOL mCullBackFaces; // true by default
LLFace* mFace; // ptr to a face w/ AGP copy of mesh
U32 mFaceIndexCount;
U32 mNumSkinJoints;
LLSkinJoint* mSkinJoints;
S32 mMeshID;
public:
static BOOL sPipelineRender;
//RN: this is here for testing purposes
static U32 sClothingMaskImageName;
static EAvatarRenderPass sRenderPass;
static LLColor4 sClothingInnerColor;
public:
// Constructor
LLAvatarJointMesh();
// Destructor
virtual ~LLAvatarJointMesh();
// Gets the shape color
void getColor( F32 *red, F32 *green, F32 *blue, F32 *alpha );
// Sets the shape color
void setColor( F32 red, F32 green, F32 blue, F32 alpha );
void setColor( const LLColor4& color );
// Sets the shininess
void setSpecular( const LLColor4& color, F32 shiny ) { /*mSpecular = color;*/ mShiny = shiny; };
// Sets the shape texture
void setTexture( LLGLTexture *texture );
BOOL hasGLTexture() const;
void setTestTexture( U32 name ) { mTestImageName = name; }
// Sets layer set responsible for a dynamic shape texture (takes precedence over normal texture)
void setLayerSet( LLTexLayerSet* layer_set );
virtual BOOL hasComposite() const = 0;
// Gets the poly mesh
LLPolyMesh *getMesh();
// Sets the poly mesh
void setMesh( LLPolyMesh *mesh );
// Sets up joint matrix data for rendering
void setupJoint(LLAvatarJoint* current_joint);
// Sets ID for picking
void setMeshID( S32 id ) {mMeshID = id;}
// Gets ID for picking
S32 getMeshID() { return mMeshID; }
void setIsTransparent(BOOL is_transparent) { mIsTransparent = is_transparent; }
private:
// Allocate skin data
BOOL allocateSkinData( U32 numSkinJoints );
// Free skin data
void freeSkinData();
};
#endif // LL_LLAVATARJOINTMESH_H

View File

@@ -67,101 +67,20 @@ static const U32 sRenderMask = LLVertexBuffer::MAP_VERTEX |
LLVertexBuffer::MAP_NORMAL |
LLVertexBuffer::MAP_TEXCOORD0;
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// LLViewerJointMesh::LLSkinJoint
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// LLSkinJoint
//-----------------------------------------------------------------------------
LLSkinJoint::LLSkinJoint()
{
mJoint = NULL;
}
//-----------------------------------------------------------------------------
// ~LLSkinJoint
//-----------------------------------------------------------------------------
LLSkinJoint::~LLSkinJoint()
{
mJoint = NULL;
}
//-----------------------------------------------------------------------------
// LLSkinJoint::setupSkinJoint()
//-----------------------------------------------------------------------------
BOOL LLSkinJoint::setupSkinJoint( LLViewerJoint *joint)
{
// find the named joint
mJoint = joint;
if ( !mJoint )
{
llinfos << "Can't find joint" << llendl;
}
// compute the inverse root skin matrix
mRootToJointSkinOffset.clearVec();
LLVector3 rootSkinOffset;
while (joint)
{
rootSkinOffset += joint->getSkinOffset();
joint = dynamic_cast<LLViewerJoint*>(joint->getParent());
}
mRootToJointSkinOffset = -rootSkinOffset;
mRootToParentJointSkinOffset = mRootToJointSkinOffset;
mRootToParentJointSkinOffset += mJoint->getSkinOffset();
return TRUE;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// LLViewerJointMesh
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
BOOL LLViewerJointMesh::sPipelineRender = FALSE;
EAvatarRenderPass LLViewerJointMesh::sRenderPass = AVATAR_RENDER_PASS_SINGLE;
U32 LLViewerJointMesh::sClothingMaskImageName = 0;
LLColor4 LLViewerJointMesh::sClothingInnerColor;
//-----------------------------------------------------------------------------
// LLViewerJointMesh()
//-----------------------------------------------------------------------------
LLViewerJointMesh::LLViewerJointMesh()
:
mTexture( NULL ),
mLayerSet( NULL ),
mTestImageName( 0 ),
mFaceIndexCount(0),
mIsTransparent(FALSE)
LLAvatarJointMesh()
{
mColor[0] = 1.0f;
mColor[1] = 1.0f;
mColor[2] = 1.0f;
mColor[3] = 1.0f;
mShiny = 0.0f;
mCullBackFaces = TRUE;
mMesh = NULL;
mNumSkinJoints = 0;
mSkinJoints = NULL;
mFace = NULL;
mMeshID = 0;
mUpdateXform = FALSE;
mValid = FALSE;
}
@@ -171,199 +90,6 @@ LLViewerJointMesh::LLViewerJointMesh()
//-----------------------------------------------------------------------------
LLViewerJointMesh::~LLViewerJointMesh()
{
mMesh = NULL;
mTexture = NULL;
freeSkinData();
}
//-----------------------------------------------------------------------------
// LLViewerJointMesh::allocateSkinData()
//-----------------------------------------------------------------------------
BOOL LLViewerJointMesh::allocateSkinData( U32 numSkinJoints )
{
mSkinJoints = new LLSkinJoint[ numSkinJoints ];
mNumSkinJoints = numSkinJoints;
return TRUE;
}
//-----------------------------------------------------------------------------
// LLViewerJointMesh::freeSkinData()
//-----------------------------------------------------------------------------
void LLViewerJointMesh::freeSkinData()
{
mNumSkinJoints = 0;
delete [] mSkinJoints;
mSkinJoints = NULL;
}
//--------------------------------------------------------------------
// LLViewerJointMesh::getColor()
//--------------------------------------------------------------------
void LLViewerJointMesh::getColor( F32 *red, F32 *green, F32 *blue, F32 *alpha )
{
*red = mColor[0];
*green = mColor[1];
*blue = mColor[2];
*alpha = mColor[3];
}
//--------------------------------------------------------------------
// LLViewerJointMesh::setColor()
//--------------------------------------------------------------------
void LLViewerJointMesh::setColor( F32 red, F32 green, F32 blue, F32 alpha )
{
mColor[0] = red;
mColor[1] = green;
mColor[2] = blue;
mColor[3] = alpha;
}
//--------------------------------------------------------------------
// LLViewerJointMesh::getTexture()
//--------------------------------------------------------------------
//LLViewerTexture *LLViewerJointMesh::getTexture()
//{
// return mTexture;
//}
//--------------------------------------------------------------------
// LLViewerJointMesh::setTexture()
//--------------------------------------------------------------------
void LLViewerJointMesh::setTexture( LLViewerTexture *texture )
{
mTexture = texture;
// texture and dynamic_texture are mutually exclusive
if( texture )
{
mLayerSet = NULL;
//texture->bindTexture(0);
//texture->setClamp(TRUE, TRUE);
}
}
//--------------------------------------------------------------------
// LLViewerJointMesh::setLayerSet()
// Sets the shape texture (takes precedence over normal texture)
//--------------------------------------------------------------------
void LLViewerJointMesh::setLayerSet( LLTexLayerSet* layer_set )
{
mLayerSet = layer_set;
// texture and dynamic_texture are mutually exclusive
if( layer_set )
{
mTexture = NULL;
}
}
//--------------------------------------------------------------------
// LLViewerJointMesh::getMesh()
//--------------------------------------------------------------------
LLPolyMesh *LLViewerJointMesh::getMesh()
{
return mMesh;
}
//-----------------------------------------------------------------------------
// LLViewerJointMesh::setMesh()
//-----------------------------------------------------------------------------
void LLViewerJointMesh::setMesh( LLPolyMesh *mesh )
{
// set the mesh pointer
mMesh = mesh;
// release any existing skin joints
freeSkinData();
if ( mMesh == NULL )
{
return;
}
// acquire the transform from the mesh object
setPosition( mMesh->getPosition() );
setRotation( mMesh->getRotation() );
setScale( mMesh->getScale() );
// create skin joints if necessary
if ( mMesh->hasWeights() && !mMesh->isLOD())
{
U32 numJointNames = mMesh->getNumJointNames();
allocateSkinData( numJointNames );
std::string *jointNames = mMesh->getJointNames();
U32 jn;
for (jn = 0; jn < numJointNames; jn++)
{
//llinfos << "Setting up joint " << jointNames[jn] << llendl;
LLViewerJoint* joint = dynamic_cast<LLViewerJoint*>(getRoot()->findJoint(jointNames[jn]) );
mSkinJoints[jn].setupSkinJoint( joint );
}
}
// setup joint array
if (!mMesh->isLOD())
{
setupJoint(dynamic_cast<LLViewerJoint*>(getRoot()));
}
// llinfos << "joint render entries: " << mMesh->mJointRenderData.count() << llendl;
}
//-----------------------------------------------------------------------------
// setupJoint()
//-----------------------------------------------------------------------------
void LLViewerJointMesh::setupJoint(LLViewerJoint* current_joint)
{
// llinfos << "Mesh: " << getName() << llendl;
// S32 joint_count = 0;
U32 sj;
for (sj=0; sj<mNumSkinJoints; sj++)
{
LLSkinJoint &js = mSkinJoints[sj];
if (js.mJoint != current_joint)
{
continue;
}
// we've found a skinjoint for this joint..
// is the last joint in the array our parent?
if(mMesh->mJointRenderData.count() && mMesh->mJointRenderData[mMesh->mJointRenderData.count() - 1]->mWorldMatrix == &current_joint->getParent()->getWorldMatrix())
{
// ...then just add ourselves
LLViewerJoint* jointp = js.mJoint;
mMesh->mJointRenderData.put(new LLJointRenderData(&jointp->getWorldMatrix(), &js));
// llinfos << "joint " << joint_count << js.mJoint->getName() << llendl;
// joint_count++;
}
// otherwise add our parent and ourselves
else
{
mMesh->mJointRenderData.put(new LLJointRenderData(&current_joint->getParent()->getWorldMatrix(), NULL));
// llinfos << "joint " << joint_count << current_joint->getParent()->getName() << llendl;
// joint_count++;
mMesh->mJointRenderData.put(new LLJointRenderData(&current_joint->getWorldMatrix(), &js));
// llinfos << "joint " << joint_count << current_joint->getName() << llendl;
// joint_count++;
}
}
// depth-first traversal
for (LLJoint::child_list_t::iterator iter = current_joint->mChildren.begin();
iter != current_joint->mChildren.end(); ++iter)
{
LLViewerJoint* child_joint = dynamic_cast<LLViewerJoint*>(*iter);
setupJoint(child_joint);
}
}
const S32 NUM_AXES = 3;
@@ -474,21 +200,6 @@ void LLViewerJointMesh::uploadJointMatrices()
}
}
//--------------------------------------------------------------------
// LLViewerJointMesh::drawBone()
//--------------------------------------------------------------------
void LLViewerJointMesh::drawBone()
{
}
//--------------------------------------------------------------------
// LLViewerJointMesh::isTransparent()
//--------------------------------------------------------------------
BOOL LLViewerJointMesh::isTransparent()
{
return mIsTransparent;
}
//--------------------------------------------------------------------
// DrawElementsBLEND and utility code
//--------------------------------------------------------------------
@@ -544,6 +255,7 @@ U32 LLViewerJointMesh::drawShape( F32 pixelArea, BOOL first_pass, BOOL is_dummy)
llassert( !(mTexture.notNull() && mLayerSet) ); // mutually exclusive
LLTexUnit::eTextureAddressMode old_mode = LLTexUnit::TAM_WRAP;
LLTexLayerSet *layerset = mLayerSet;
if (mTestImageName)
{
gGL.getTexUnit(diffuse_channel)->bindManual(LLTexUnit::TT_TEXTURE, mTestImageName);
@@ -558,11 +270,11 @@ U32 LLViewerJointMesh::drawShape( F32 pixelArea, BOOL first_pass, BOOL is_dummy)
gGL.getTexUnit(diffuse_channel)->setTextureColorBlend(LLTexUnit::TBO_LERP_TEX_ALPHA, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_PREV_COLOR);
}
}
else if( !is_dummy && mLayerSet )
else if( !is_dummy && layerset )
{
if( mLayerSet->hasComposite() )
if( layerset->hasComposite() )
{
gGL.getTexUnit(diffuse_channel)->bind(mLayerSet->getComposite());
gGL.getTexUnit(diffuse_channel)->bind(layerset->getComposite());
}
else
{
@@ -851,4 +563,9 @@ void LLViewerJointMesh::dump()
}
}
BOOL LLViewerJointMesh::hasComposite() const
{
return (mLayerSet && mLayerSet->hasComposite());
}
// End

View File

@@ -29,6 +29,7 @@
#include "llviewerjoint.h"
#include "llviewertexture.h"
#include "llavatarjointmesh.h"
#include "llpolymesh.h"
#include "v4color.h"
@@ -37,56 +38,11 @@ class LLFace;
class LLCharacter;
class LLTexLayerSet;
typedef enum e_avatar_render_pass
{
AVATAR_RENDER_PASS_SINGLE,
AVATAR_RENDER_PASS_CLOTHING_INNER,
AVATAR_RENDER_PASS_CLOTHING_OUTER
} EAvatarRenderPass;
class LLSkinJoint
{
public:
LLSkinJoint();
~LLSkinJoint();
BOOL setupSkinJoint( LLViewerJoint *joint);
LLViewerJoint *mJoint;
LLVector3 mRootToJointSkinOffset;
LLVector3 mRootToParentJointSkinOffset;
};
//-----------------------------------------------------------------------------
// class LLViewerJointMesh
//-----------------------------------------------------------------------------
class LLViewerJointMesh : public LLViewerJoint
class LLViewerJointMesh : public LLAvatarJointMesh, public LLViewerJoint
{
friend class LLVOAvatar;
protected:
LLColor4 mColor; // color value
// LLColor4 mSpecular; // specular color (always white for now)
F32 mShiny; // shiny value
LLPointer<LLViewerTexture> mTexture; // ptr to a global texture
LLTexLayerSet* mLayerSet; // ptr to a layer set owned by the avatar
U32 mTestImageName; // handle to a temporary texture for previewing uploads
LLPolyMesh* mMesh; // ptr to a global polymesh
BOOL mCullBackFaces; // true by default
LLFace* mFace; // ptr to a face w/ AGP copy of mesh
U32 mFaceIndexCount;
BOOL mIsTransparent;
U32 mNumSkinJoints;
LLSkinJoint* mSkinJoints;
S32 mMeshID;
public:
static BOOL sPipelineRender;
//RN: this is here for testing purposes
static U32 sClothingMaskImageName;
static EAvatarRenderPass sRenderPass;
static LLColor4 sClothingInnerColor;
public:
// Constructor
LLViewerJointMesh();
@@ -94,67 +50,30 @@ public:
// Destructor
virtual ~LLViewerJointMesh();
// Gets the shape color
void getColor( F32 *red, F32 *green, F32 *blue, F32 *alpha );
// Sets the shape color
void setColor( F32 red, F32 green, F32 blue, F32 alpha );
// Sets the shininess
void setSpecular( const LLColor4& color, F32 shiny ) { /*mSpecular = color;*/ mShiny = shiny; };
// Sets the shape texture
void setTexture( LLViewerTexture *texture );
void setTestTexture( U32 name ) { mTestImageName = name; }
// Sets layer set responsible for a dynamic shape texture (takes precedence over normal texture)
void setLayerSet( LLTexLayerSet* layer_set );
// Gets the poly mesh
LLPolyMesh *getMesh();
// Sets the poly mesh
void setMesh( LLPolyMesh *mesh );
// Sets up joint matrix data for rendering
void setupJoint(LLViewerJoint* current_joint);
// Render time method to upload batches of joint matrices
void uploadJointMatrices();
// Sets ID for picking
void setMeshID( S32 id ) {mMeshID = id;}
// Gets ID for picking
S32 getMeshID() { return mMeshID; }
// overloaded from base class
/*virtual*/ void drawBone();
/*virtual*/ BOOL isTransparent();
/*virtual*/ U32 drawShape( F32 pixelArea, BOOL first_pass, BOOL is_dummy );
// necessary because MS's compiler warns on function inheritance via dominance in the diamond inheritance here.
// warns even though LLViewerJoint holds the only non virtual implementation.
/*virtual*/ U32 render( F32 pixelArea, BOOL first_pass = TRUE, BOOL is_dummy = FALSE ) { return LLViewerJoint::render(pixelArea,first_pass,is_dummy);}
/*virtual*/ void updateFaceSizes(U32 &num_vertices, U32& num_indices, F32 pixel_area);
/*virtual*/ void updateFaceData(LLFace *face, F32 pixel_area, BOOL damp_wind = FALSE, bool terse_update = false);
/*virtual*/ BOOL updateLOD(F32 pixel_area, BOOL activate);
/*virtual*/ void updateJointGeometry();
/*virtual*/ void dump();
void setIsTransparent(BOOL is_transparent) { mIsTransparent = is_transparent; }
/*virtual*/ BOOL isAnimatable() const { return FALSE; }
/*virtual*/ BOOL hasComposite() const; //TO-DO: remove when texlayer is migrated to llappearance
private:
//copy mesh into given face's vertex buffer, applying current animation pose
static void updateGeometry(LLFace* face, LLPolyMesh* mesh);
private:
// Allocate skin data
BOOL allocateSkinData( U32 numSkinJoints );
// Free skin data
void freeSkinData();
};
#endif // LL_LLVIEWERJOINTMESH_H

View File

@@ -1280,11 +1280,11 @@ BOOL LLVOAvatar::isFullyTextured() const
{
continue; // nonexistent mesh OK
}
if (mesh->mTexture.notNull() && mesh->mTexture->hasGLTexture())
if (mesh->hasGLTexture())
{
continue; // Mesh exists and has a baked texture.
}
if (mesh->mLayerSet && mesh->mLayerSet->hasComposite())
if (mesh->hasComposite())
{
continue; // Mesh exists and has a composite texture.
}