/** * @file lldrawable.h * @brief LLDrawable class definition * * $LicenseInfo:firstyear=2002&license=viewergpl$ * * Copyright (c) 2002-2007, 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://secondlife.com/developers/opensource/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://secondlife.com/developers/opensource/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_DRAWABLE_H #define LL_DRAWABLE_H #include #include #include "v2math.h" #include "v3math.h" #include "v4math.h" #include "m4math.h" #include "v4coloru.h" #include "llquaternion.h" #include "xform.h" #include "llmemtype.h" #include "llprimitive.h" #include "lldarray.h" #include "llstat.h" #include "llviewerobject.h" #include "llrect.h" #include "llappviewer.h" // for gFrameTimeSeconds class LLCamera; class LLDrawPool; class LLDrawable; class LLFace; class LLSpatialGroup; class LLSpatialBridge; class LLSpatialPartition; class LLVOVolume; class LLViewerImage; // Can have multiple silhouettes for each object const U32 SILHOUETTE_HIGHLIGHT = 0; // All data for new renderer goes into this class. class LLDrawable : public LLRefCount { public: static void initClass(); LLDrawable() { init(); } MEM_TYPE_NEW(LLMemType::MTYPE_DRAWABLE); void markDead(); // Mark this drawable as dead BOOL isDead() const { return isState(DEAD); } BOOL isNew() const { return !isState(BUILT); } BOOL isLight() const; BOOL isVisible() const; virtual void setVisible(LLCamera& camera_in, std::vector* results = NULL, BOOL for_select = FALSE); const LLViewerRegion* getRegion() const { return mVObjp->getRegion(); } const LLTextureEntry* getTextureEntry(U8 which) const { return mVObjp->getTE(which); } LLPointer& getVObj() { return mVObjp; } const LLViewerObject *getVObj() const { return mVObjp; } LLVOVolume* getVOVolume() const; // cast mVObjp tp LLVOVolume if OK const LLMatrix4& getWorldMatrix() const { return mXform.getWorldMatrix(); } const LLMatrix4& getRenderMatrix() const { return isRoot() ? getWorldMatrix() : getParent()->getWorldMatrix(); } void setPosition(LLVector3 v) const { } const LLVector3& getPosition() const { return mXform.getPosition(); } const LLVector3& getWorldPosition() const { return mXform.getPositionW(); } const LLVector3 getPositionAgent() const; const LLVector3d& getPositionGroup() const { return mPositionGroup; } const LLVector3& getScale() const { return mCurrentScale; } const LLQuaternion& getWorldRotation() const { return mXform.getWorldRotation(); } const LLQuaternion& getRotation() const { return mXform.getRotation(); } F32 getIntensity() const { return llmin(mXform.getScale().mV[0], 4.f); } S32 getLOD() const { return mVObjp ? mVObjp->getLOD() : 1; } F64 getBinRadius() const { return mBinRadius; } void getMinMax(LLVector3& min,LLVector3& max) const { mXform.getMinMax(min,max); } LLXformMatrix* getXform() { return &mXform; } U32 getState() const { return mState; } BOOL isState (U32 bits) const { return ((mState & bits) != 0); } void setState (U32 bits) { mState |= bits; } void clearState(U32 bits) { mState &= ~bits; } BOOL isAvatar() const { return mVObjp.notNull() && mVObjp->isAvatar(); } BOOL isRoot() const { return !mParent || mParent->isAvatar(); } BOOL isSpatialRoot() const { return !mParent || mParent->isAvatar(); } virtual BOOL isSpatialBridge() const { return FALSE; } virtual LLSpatialPartition* asPartition() { return NULL; } LLDrawable* getParent() const { return mParent; } LLDrawable* getChild(U32 index) { return mVObjp->mChildList[index]->mDrawable; } U32 getChildCount() { return mVObjp ? mVObjp->mChildList.size() : 0; } // must set parent through LLViewerObject:: () //BOOL setParent(LLDrawable *parent); inline LLFace* getFace(const S32 i) const; inline S32 getNumFaces() const; //void removeFace(const S32 i); // SJB: Avoid using this, it's slow LLFace* addFace(LLFacePool *poolp, LLViewerImage *texturep); LLFace* addFace(const LLTextureEntry *te, LLViewerImage *texturep); void deleteFaces(S32 offset, S32 count); void setNumFaces(const S32 numFaces, LLFacePool *poolp, LLViewerImage *texturep); void setNumFacesFast(const S32 numFaces, LLFacePool *poolp, LLViewerImage *texturep); void mergeFaces(LLDrawable* src); void init(); void destroy(); void update(); F32 updateXform(BOOL undamped); virtual void makeActive(); virtual void makeStatic(); BOOL isActive() const { return isState(ACTIVE); } BOOL isStatic() const { return !isActive(); } BOOL isAnimating() const; virtual BOOL updateMove(); virtual void movePartition(); void updateTexture(); void updateMaterial(); virtual void updateDistance(LLCamera& camera); BOOL updateGeometry(BOOL priority); BOOL updateLighting(BOOL priority); void updateFaceSize(S32 idx); void updateLightSet(); F32 getSunShadowFactor() const { return mSunShadowFactor; } void setSunShadowFactor(F32 factor) { mSunShadowFactor = factor; } void applyLightsAsPoint(LLColor4& result); void updateSpecialHoverCursor(BOOL enabled); virtual void shiftPos(const LLVector3 &shift_vector); S32 getGeneration() const { return mGeneration; } BOOL getLit() const { return isState(UNLIT) ? FALSE : TRUE; } void setLit(BOOL lit) { lit ? clearState(UNLIT) : setState(UNLIT); } void clearLightSet(); virtual void cleanupReferences(); void setRadius(const F32 radius); F32 getRadius() const { return mRadius; } F32 getVisibilityRadius() const; void updateUVMinMax(); // Updates the cache of sun space bounding box. const LLVector3& getBounds(LLVector3& min, LLVector3& max) const; virtual void updateSpatialExtents(); virtual void updateBinRadius(); const LLVector3* getSpatialExtents() const; void setSpatialExtents(LLVector3 min, LLVector3 max); void setPositionGroup(const LLVector3d& pos); void setPositionGroup(const LLVector3& pos) { setPositionGroup(LLVector3d(pos)); } void setRenderType(S32 type) { mRenderType = type; } BOOL isRenderType(S32 type) { return mRenderType == type; } S32 getRenderType() { return mRenderType; } // Debugging methods S32 findReferences(LLDrawable *drawablep); // Not const because of @#$! iterators... void setSpatialGroup(LLSpatialGroup *groupp); LLSpatialGroup *getSpatialGroup() const { return mSpatialGroupp; } LLSpatialPartition* getSpatialPartition(); // Statics static void incrementVisible(); static void cleanupDeadDrawables(); protected: ~LLDrawable() { destroy(); } void moveUpdatePipeline(BOOL moved); void updatePartition(); BOOL updateMoveDamped(); BOOL updateMoveUndamped(); public: friend class LLPipeline; friend class LLDrawPool; friend class LLSpatialBridge; typedef std::set > drawable_set_t; typedef std::vector > drawable_vector_t; typedef std::list > drawable_list_t; typedef std::queue > drawable_queue_t; struct CompareDistanceGreater { bool operator()(const LLDrawable* const& lhs, const LLDrawable* const& rhs) { return lhs->mDistanceWRTCamera < rhs->mDistanceWRTCamera; // farthest = last } }; struct CompareDistanceGreaterVisibleFirst { bool operator()(const LLDrawable* const& lhs, const LLDrawable* const& rhs) { if (lhs->isVisible() && !rhs->isVisible()) { return TRUE; //visible things come first } else if (!lhs->isVisible() && rhs->isVisible()) { return FALSE; //rhs is visible, comes first } return lhs->mDistanceWRTCamera < rhs->mDistanceWRTCamera; // farthest = last } }; typedef enum e_drawable_flags { // TEXTURE = 0x00000001, IN_REBUILD_Q1 = 0x00000002, IN_REBUILD_Q2 = 0x00000004, IN_LIGHT_Q = 0x00000008, EARLY_MOVE = 0x00000010, MOVE_UNDAMPED = 0x00000020, ON_MOVE_LIST = 0x00000040, USE_BACKLIGHT = 0x00000080, UV = 0x00000100, UNLIT = 0x00000200, LIGHT = 0x00000400, LIGHTING_BUILT = 0x00000800, REBUILD_VOLUME = 0x00001000, //volume changed LOD or parameters, or vertex buffer changed REBUILD_TCOORD = 0x00002000, //texture coordinates changed REBUILD_COLOR = 0x00004000, //color changed REBUILD_LIGHTING= 0x00008000, //lighting information changed REBUILD_POSITION= 0x00010000, //vertex positions/normals changed REBUILD_GEOMETRY= REBUILD_POSITION|REBUILD_TCOORD|REBUILD_COLOR, REBUILD_MATERIAL= REBUILD_TCOORD|REBUILD_COLOR, REBUILD_ALL = REBUILD_GEOMETRY|REBUILD_LIGHTING|REBUILD_VOLUME, ON_SHIFT_LIST = 0x00100000, // NO_INTERP_COLOR = 0x00200000, BLOCKER = 0x00400000, ACTIVE = 0x00800000, DEAD = 0x01000000, INVISIBLE = 0x02000000, // stay invisible until flag is cleared NEARBY_LIGHT = 0x04000000, // In gPipeline.mNearbyLightSet BUILT = 0x08000000, FORCE_INVISIBLE = 0x10000000, // stay invis until CLEAR_INVISIBLE is set (set of orphaned) CLEAR_INVISIBLE = 0x20000000, // clear FORCE_INVISIBLE next draw frame REBUILD_SHADOW = 0x40000000 } EDrawableFlags; LLXformMatrix mXform; // vis data LLPointer mParent; F32 mDistanceWRTCamera; LLRectf mUVRect; F32 mUVZ; drawable_set_t mLightSet; drawable_set_t mBlockSet; LLVector3 mSavePos; S32 mQuietCount; static S32 getCurrentFrame() { return sCurVisible; } void setSpatialBridge(LLSpatialBridge* bridge) { mSpatialBridge = (LLDrawable*) bridge; } LLSpatialBridge* getSpatialBridge() { return (LLSpatialBridge*) (LLDrawable*) mSpatialBridge; } static F32 sCurPixelAngle; //current pixels per radian protected: typedef std::vector face_list_t; U32 mState; S32 mRenderType; LLPointer mVObjp; face_list_t mFaces; LLSpatialGroup* mSpatialGroupp; LLPointer mSpatialBridge; mutable U32 mVisible; F32 mRadius; LLVector3 mExtents[2]; LLVector3d mPositionGroup; F64 mBinRadius; S32 mGeneration; F32 mSunShadowFactor; LLVector3 mCurrentScale; static U32 sCurVisible; // Counter for what value of mVisible means currently visible static U32 sNumZombieDrawables; static LLDynamicArrayPtr > sDeadList; }; inline LLFace* LLDrawable::getFace(const S32 i) const { llassert((U32)i < mFaces.size()); llassert(mFaces[i]); return mFaces[i]; } inline S32 LLDrawable::getNumFaces()const { return (S32)mFaces.size(); } #endif