/** * @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" 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 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