Files
SingularityViewer/indra/newview/lldrawpoolavatar.h
Shyotl ffb285c6ff Huge renderer update (WIP). Still plenty to do, especially pertaining to UI.
-Nametag bubble visbility is oddly inconsistent. May vanish with future planned UI merges...
-VBOs are PAINFULLY slow on ATI hardware. This repos self-compiled davep/shining-fixes branch, so I'll leave the ball in LL's court for now regarding that.
2011-12-09 14:02:29 -06:00

236 lines
6.9 KiB
C++

/**
* @file lldrawpoolavatar.h
* @brief LLDrawPoolAvatar class definition
*
* $LicenseInfo:firstyear=2002&license=viewergpl$
*
* Copyright (c) 2002-2009, 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_LLDRAWPOOLAVATAR_H
#define LL_LLDRAWPOOLAVATAR_H
#include "lldrawpool.h"
class LLVOAvatar;
class LLGLSLShader;
class LLFace;
class LLMeshSkinInfo;
class LLVolume;
class LLVolumeFace;
class LLDrawPoolAvatar : public LLFacePool
{
public:
enum
{
SHADER_LEVEL_BUMP = 2,
SHADER_LEVEL_CLOTH = 3
};
enum
{
VERTEX_DATA_MASK = LLVertexBuffer::MAP_VERTEX |
LLVertexBuffer::MAP_NORMAL |
LLVertexBuffer::MAP_TEXCOORD0 |
LLVertexBuffer::MAP_WEIGHT |
LLVertexBuffer::MAP_CLOTHWEIGHT
};
virtual U32 getVertexDataMask() { return VERTEX_DATA_MASK; }
virtual S32 getVertexShaderLevel() const;
LLDrawPoolAvatar();
static LLMatrix4& getModelView();
/*virtual*/ LLDrawPool *instancePool();
/*virtual*/ S32 getNumPasses();
/*virtual*/ void beginRenderPass(S32 pass);
/*virtual*/ void endRenderPass(S32 pass);
/*virtual*/ void prerender();
/*virtual*/ void render(S32 pass = 0);
/*virtual*/ S32 getNumDeferredPasses();
/*virtual*/ void beginDeferredPass(S32 pass);
/*virtual*/ void endDeferredPass(S32 pass);
/*virtual*/ void renderDeferred(S32 pass);
/*virtual*/ S32 getNumPostDeferredPasses();
/*virtual*/ void beginPostDeferredPass(S32 pass);
/*virtual*/ void endPostDeferredPass(S32 pass);
/*virtual*/ void renderPostDeferred(S32 pass);
/*virtual*/ S32 getNumShadowPasses();
/*virtual*/ void beginShadowPass(S32 pass);
/*virtual*/ void endShadowPass(S32 pass);
/*virtual*/ void renderShadow(S32 pass);
void beginRigid();
void beginImpostor();
void beginSkinned();
void endRigid();
void endImpostor();
void endSkinned();
void beginDeferredImpostor();
void beginDeferredRigid();
void beginDeferredSkinned();
void endDeferredImpostor();
void endDeferredRigid();
void endDeferredSkinned();
void beginPostDeferredAlpha();
void endPostDeferredAlpha();
void beginRiggedSimple();
void beginRiggedFullbright();
void beginRiggedFullbrightShiny();
void beginRiggedShinySimple();
void beginRiggedAlpha();
void beginRiggedFullbrightAlpha();
void beginRiggedGlow();
void beginDeferredRiggedAlpha();
void endRiggedSimple();
void endRiggedFullbright();
void endRiggedFullbrightShiny();
void endRiggedShinySimple();
void endRiggedAlpha();
void endRiggedFullbrightAlpha();
void endRiggedGlow();
void endDeferredRiggedAlpha();
void beginDeferredRiggedSimple();
void beginDeferredRiggedBump();
void endDeferredRiggedSimple();
void endDeferredRiggedBump();
void updateRiggedFaceVertexBuffer(LLVOAvatar* avatar,
LLFace* facep,
const LLMeshSkinInfo* skin,
LLVolume* volume,
const LLVolumeFace& vol_face);
void updateRiggedVertexBuffers(LLVOAvatar* avatar);
void renderRigged(LLVOAvatar* avatar, U32 type, bool glow = false);
void renderRiggedSimple(LLVOAvatar* avatar);
void renderRiggedAlpha(LLVOAvatar* avatar);
void renderRiggedFullbrightAlpha(LLVOAvatar* avatar);
void renderRiggedFullbright(LLVOAvatar* avatar);
void renderRiggedShinySimple(LLVOAvatar* avatar);
void renderRiggedFullbrightShiny(LLVOAvatar* avatar);
void renderRiggedGlow(LLVOAvatar* avatar);
void renderDeferredRiggedSimple(LLVOAvatar* avatar);
void renderDeferredRiggedBump(LLVOAvatar* avatar);
typedef enum
{
RIGGED_SIMPLE = 0,
RIGGED_FULLBRIGHT,
RIGGED_SHINY,
RIGGED_FULLBRIGHT_SHINY,
RIGGED_GLOW,
RIGGED_ALPHA,
RIGGED_FULLBRIGHT_ALPHA,
RIGGED_DEFERRED_BUMP,
RIGGED_DEFERRED_SIMPLE,
NUM_RIGGED_PASSES,
RIGGED_UNKNOWN,
} eRiggedPass;
typedef enum
{
RIGGED_SIMPLE_MASK = LLVertexBuffer::MAP_VERTEX |
LLVertexBuffer::MAP_NORMAL |
LLVertexBuffer::MAP_TEXCOORD0 |
LLVertexBuffer::MAP_COLOR |
LLVertexBuffer::MAP_WEIGHT4,
RIGGED_FULLBRIGHT_MASK = LLVertexBuffer::MAP_VERTEX |
LLVertexBuffer::MAP_TEXCOORD0 |
LLVertexBuffer::MAP_COLOR |
LLVertexBuffer::MAP_WEIGHT4,
RIGGED_SHINY_MASK = RIGGED_SIMPLE_MASK,
RIGGED_FULLBRIGHT_SHINY_MASK = RIGGED_SIMPLE_MASK,
RIGGED_GLOW_MASK = LLVertexBuffer::MAP_VERTEX |
LLVertexBuffer::MAP_TEXCOORD0 |
LLVertexBuffer::MAP_EMISSIVE |
LLVertexBuffer::MAP_WEIGHT4,
RIGGED_ALPHA_MASK = RIGGED_SIMPLE_MASK,
RIGGED_FULLBRIGHT_ALPHA_MASK = RIGGED_FULLBRIGHT_MASK,
RIGGED_DEFERRED_BUMP_MASK = LLVertexBuffer::MAP_VERTEX |
LLVertexBuffer::MAP_NORMAL |
LLVertexBuffer::MAP_TEXCOORD0 |
LLVertexBuffer::MAP_BINORMAL |
LLVertexBuffer::MAP_COLOR |
LLVertexBuffer::MAP_WEIGHT4,
RIGGED_DEFERRED_SIMPLE_MASK = LLVertexBuffer::MAP_VERTEX |
LLVertexBuffer::MAP_NORMAL |
LLVertexBuffer::MAP_TEXCOORD0 |
LLVertexBuffer::MAP_COLOR |
LLVertexBuffer::MAP_WEIGHT4,
} eRiggedDataMask;
void addRiggedFace(LLFace* facep, U32 type);
void removeRiggedFace(LLFace* facep);
std::vector<LLFace*> mRiggedFace[NUM_RIGGED_PASSES];
/*virtual*/ LLViewerTexture *getDebugTexture();
/*virtual*/ LLColor3 getDebugColor() const; // For AGP debug display
void renderAvatars(LLVOAvatar *single_avatar, S32 pass = -1); // renders only one avatar if single_avatar is not null.
static BOOL sSkipOpaque;
static BOOL sSkipTransparent;
static S32 sDiffuseChannel;
static LLGLSLShader* sVertexProgram;
};
class LLVertexBufferAvatar : public LLVertexBuffer
{
public:
LLVertexBufferAvatar();
};
extern S32 AVATAR_OFFSET_POS;
extern S32 AVATAR_OFFSET_NORMAL;
extern S32 AVATAR_OFFSET_TEX0;
extern S32 AVATAR_OFFSET_TEX1;
extern S32 AVATAR_VERTEX_BYTES;
const S32 AVATAR_BUFFER_ELEMENTS = 8192; // Needs to be enough to store all avatar vertices.
extern BOOL gAvatarEmbossBumpMap;
#endif // LL_LLDRAWPOOLAVATAR_H