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/** 
 * @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"

class LLVOAvatar;

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*/ void renderForSelect();

	/*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();
		
	/*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;
};

class LLVertexBufferAvatar : public LLVertexBuffer
{
public:
	LLVertexBufferAvatar();
	virtual void setupVertexBuffer(U32 data_mask) const;
};

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