/** * @file lldrawpoolavatar.h * @brief LLDrawPoolAvatar class definition * * $LicenseInfo:firstyear=2002&license=viewerlgpl$ * 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_LLDRAWPOOLAVATAR_H #define LL_LLDRAWPOOLAVATAR_H #include "lldrawpool.h" #include "llmodel.h" #include <unordered_map> class LLVOAvatar; class LLVOVolume; class LLGLSLShader; class LLFace; class LLVolume; class LLVolumeFace; extern U32 gFrameCount; 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 }; ~LLDrawPoolAvatar(); /*virtual*/ BOOL isDead(); typedef enum { SHADOW_PASS_AVATAR_OPAQUE, SHADOW_PASS_AVATAR_ALPHA_BLEND, SHADOW_PASS_AVATAR_ALPHA_MASK, NUM_SHADOW_PASSES } eShadowPass; virtual U32 getVertexDataMask() { return VERTEX_DATA_MASK; } virtual S32 getShaderLevel() const; LLDrawPoolAvatar(U32 type); static LLMatrix4& getModelView(); /*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 beginDeferredRigid(); void beginDeferredImpostor(); void beginDeferredSkinned(); void endDeferredRigid(); void endDeferredImpostor(); void endDeferredSkinned(); /*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 sShadowPass; static S32 sDiffuseChannel; static F32 sMinimumAlpha; static LLGLSLShader* sVertexProgram; }; 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