Files
SingularityViewer/indra/newview/llviewerjointmesh.h
Shyotl e756140e1d Innitial commit of experimental v2 texture system port work. Compiles and runs on windows, at least. Fixing bugs as they come.
Need to test:
localassetbrowser
preview related floaters
hgfloatertexteditor
maps
media textures! Currently very hacky
web browser
alpha masks on avatars
bumpmaps
Are all sky components appearing?
LLViewerDynamicTexture (texture baking, browser, animated textures, anim previews, etc)
Snapshot related features
Customize avatar
vfs floater
UI textures in general
Texture priority issues
2011-03-31 03:22:01 -05:00

182 lines
5.8 KiB
C++

/**
* @file llviewerjointmesh.h
* @brief Implementation of LLViewerJointMesh class
*
* $LicenseInfo:firstyear=2001&license=viewergpl$
*
* Copyright (c) 2001-2009, 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_LLVIEWERJOINTMESH_H
#define LL_LLVIEWERJOINTMESH_H
#include "llviewerjoint.h"
#include "llviewertexture.h"
#include "llpolymesh.h"
#include "v4color.h"
#include "llapr.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( LLViewerJoint *joint);
LLViewerJoint *mJoint;
LLVector3 mRootToJointSkinOffset;
LLVector3 mRootToParentJointSkinOffset;
};
//-----------------------------------------------------------------------------
// class LLViewerJointMesh
//-----------------------------------------------------------------------------
class LLViewerJointMesh : public LLViewerJoint
{
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();
// 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 );
/*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; }
static void updateVectorize(); // Update globals when settings variables change
static bool supportsSSE();
static bool supportsSSE2();
private:
// Avatar vertex skinning is a significant performance issue on computers
// with avatar vertex programs turned off (for example, most Macs). We
// therefore have custom versions that use SIMD instructions.
//
// These functions require compiler options for SSE2, SSE, or neither, and
// hence are contained in separate individual .cpp files. JC
static void updateGeometryOriginal(LLFace* face, LLPolyMesh* mesh);
// generic vector code, used for Altivec
static void updateGeometryVectorized(LLFace* face, LLPolyMesh* mesh);
static void updateGeometrySSE(LLFace* face, LLPolyMesh* mesh);
static void updateGeometrySSE2(LLFace* face, LLPolyMesh* mesh);
// Use a fuction pointer to indicate which version we are running.
static void (*sUpdateGeometryFunc)(LLFace* face, LLPolyMesh* mesh);
private:
// Allocate skin data
BOOL allocateSkinData( U32 numSkinJoints );
// Free skin data
void freeSkinData();
};
#endif // LL_LLVIEWERJOINTMESH_H