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/**
 * @file llfloatermodelpreview.h
 * @brief LLFloaterModelPreview class definition
 *
 * $LicenseInfo:firstyear=2004&license=viewergpl$
 * 
 * Copyright (c) 2004-2007, 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_LLFLOATERMODELPREVIEW_H
#define LL_LLFLOATERMODELPREVIEW_H

#include "llfloaternamedesc.h"

#include "lldynamictexture.h"
#include "llquaternion.h"
#include "llmeshrepository.h"
#include "llmodel.h"
#include "llthread.h"

#if LL_MESH_ENABLED
class LLComboBox;
class LLJoint;
class LLViewerJointMesh;
class LLVOAvatar;
class LLTextBox;
class LLVertexBuffer;
class LLModelPreview;
class LLFloaterModelPreview;
class daeElement;
class domProfile_COMMON;
class domInstance_geometry;

class LLPhysicsDecompFloater : public LLFloater
{
public:

	LLPhysicsDecompFloater(LLSD& key);
	~LLPhysicsDecompFloater();
};

class LLModelLoader : public LLThread
{
public:
	typedef enum
	{
		STARTING = 0,
		READING_FILE,
		CREATING_FACES,
		GENERATING_VERTEX_BUFFERS,
		GENERATING_LOD,
		DONE,
	} eLoadState;

	U32 mState;
	std::string mFilename;
	S32 mLod;
	LLModelPreview* mPreview;
	LLMatrix4 mTransform;
	BOOL mFirstTransform;
	LLVector3 mExtents[2];

	std::map<daeElement*, LLPointer<LLModel> > mModel;
	
	typedef std::vector<LLPointer<LLModel> > model_list;
	model_list mModelList;

	typedef std::vector<LLModelInstance> model_instance_list;
	
	typedef std::map<LLMatrix4, model_instance_list > scene;

	scene mScene;

	LLModelLoader(std::string filename, S32 lod, LLModelPreview* preview);

	virtual void run();
	
	void processElement(daeElement* element);
	std::vector<LLImportMaterial> getMaterials(LLModel* model, domInstance_geometry* instance_geo);
	LLImportMaterial profileToMaterial(domProfile_COMMON* material);
	std::string getElementLabel(daeElement *element);
	LLColor4 getDaeColor(daeElement* element);

	//map of avatar joints as named in COLLADA assets to internal joint names
	std::map<std::string, std::string> mJointMap;
};

class LLModelPreview : public LLViewerDynamicTexture, public LLMutex
{
 public:
	
	 LLModelPreview(S32 width, S32 height, LLFloaterModelPreview* fmp);
	virtual ~LLModelPreview();

	void setPreviewTarget(F32 distance);
	void setTexture(U32 name) { mTextureName = name; }

	BOOL render();
	void update();
	void genBuffers(S32 lod);
	void refresh();
	void rotate(F32 yaw_radians, F32 pitch_radians);
	void zoom(F32 zoom_amt);
	void pan(F32 right, F32 up);
	virtual BOOL needsRender() { return mNeedsUpdate; }
	void setPreviewLOD(S32 lod);
	void loadModel(std::string filename, S32 lod);
	void loadModelCallback(S32 lod);
	void genLODs(S32 which_lod = -1);
	void smoothNormals();
	void consolidate();
	void scrubMaterials();
	U32 calcResourceCost();
	void rebuildUploadData();
	void clearIncompatible(S32 lod);
	void updateStatusMessages();

	static void	textureLoadedCallback( BOOL success, LLViewerFetchedTexture *src_vi, LLImageRaw* src, LLImageRaw* src_aux, S32 discard_level, BOOL final, void* userdata );

 protected:
	friend class LLFloaterModelPreview;
	friend class LLPhysicsDecomp;

	LLFloaterModelPreview* mFMP;

	BOOL        mNeedsUpdate;
	bool		mDirty;
	U32         mTextureName;
	F32			mCameraDistance;
	F32			mCameraYaw;
	F32			mCameraPitch;
	F32			mCameraZoom;
	LLVector3	mCameraOffset;
	LLVector3	mPreviewTarget;
	LLVector3	mPreviewScale;
	S32			mPreviewLOD;
	U32			mResourceCost;
	S32			mLODMode[LLModel::NUM_LODS];
	S32			mLimit[LLModel::NUM_LODS];
	
	LLModelLoader* mModelLoader;


	LLModelLoader::scene mScene[LLModel::NUM_LODS];
	LLModelLoader::scene mBaseScene;

	LLModelLoader::model_list mModel[LLModel::NUM_LODS];
	LLModelLoader::model_list mBaseModel;

	std::map<LLModel*, U32> mGroup;
	std::map<LLModel*, U32> mObject;
	std::map<LLModel*, std::vector<U32> > mPatch;

	std::map<LLModel*, F32> mPercentage;
	std::map<LLModel*, std::vector<LLPointer<LLVertexBuffer> > > mPhysicsMesh;

	LLMeshUploadThread::instance_list mUploadData;
	std::set<LLPointer<LLViewerFetchedTexture> > mTextureSet;

	//map of vertex buffers to models (one vertex buffer in vector per face in model
	std::map<LLModel*, std::vector<LLPointer<LLVertexBuffer> > > mVertexBuffer[6];
};

class LLFloaterModelPreview : public LLFloater
{
public:
	static LLFloaterModelPreview* sInstance;

	LLFloaterModelPreview(const LLSD& key);
	virtual ~LLFloaterModelPreview();

	virtual BOOL postBuild();
	
	BOOL handleMouseDown(S32 x, S32 y, MASK mask);
	BOOL handleMouseUp(S32 x, S32 y, MASK mask);
	BOOL handleHover(S32 x, S32 y, MASK mask);
	BOOL handleScrollWheel(S32 x, S32 y, S32 clicks); 

	static void onMouseCaptureLostModelPreview(LLMouseHandler*);
	static void setUploadAmount(S32 amount) { sUploadAmount = amount; }

	static void onBrowseHighLOD(void* data);
	static void onBrowseMediumLOD(void* data); 
	static void onBrowseLowLOD(void* data);
	static void onBrowseLowestLOD(void* data);

	static void onUpload(void* data);

	static void onConsolidate(void* data);
	static void onScrubMaterials(void* data);
	static void onDecompose(void* data);
	static void onModelDecompositionComplete(LLModel* model, std::vector<LLPointer<LLVertexBuffer> >& physics_mesh);

	static void refresh(LLUICtrl* ctrl, void* data);

	void updateResourceCost();

	void			loadModel(S32 lod);

protected:
	friend class LLModelPreview;
	friend class LLMeshFilePicker;
	friend class LLPhysicsDecomp;
	friend class LLPhysicsDecompFloater;
	
	static void		onPreviewLODCommit(LLUICtrl*,void*);
	
	static void		onHighLODCommit(LLUICtrl*,void*);
	static void		onMediumLODCommit(LLUICtrl*,void*);
	static void		onLowLODCommit(LLUICtrl*,void*);
	static void		onLowestLODCommit(LLUICtrl*,void*);
	static void		onPhysicsLODCommit(LLUICtrl*,void*);

	static void		onHighLimitCommit(LLUICtrl*,void*);
	static void		onMediumLimitCommit(LLUICtrl*,void*);
	static void		onLowLimitCommit(LLUICtrl*,void*);
	static void		onLowestLimitCommit(LLUICtrl*,void*);
	static void		onPhysicsLimitCommit(LLUICtrl*,void*);
	
	static void		onSmoothNormalsCommit(LLUICtrl*,void*);

	static void		onAutoFillCommit(LLUICtrl*,void*);
	static void		onShowEdgesCommit(LLUICtrl*,void*);

	static void		onExplodeCommit(LLUICtrl*, void*);

	static void onPhysicsParamCommit(LLUICtrl* ctrl, void* userdata);
	static void onPhysicsStageExecute(LLUICtrl* ctrl, void* userdata);
	static void onPhysicsStageCancel(LLUICtrl* ctrl, void* userdata);
	static void onClosePhysicsFloater(LLUICtrl* ctrl, void* userdata);

	void			draw();
	static void		setLODMode(S32 lod, void* userdata);
	void			setLODMode(S32 lod, S32 which_mode);

	static void		setLimit(S32 lod, void* userdata);
	void			setLimit(S32 lod, S32 limit);

	void showDecompFloater();
	
	LLModelPreview*	mModelPreview;

	LLFloater* mDecompFloater;
	
	S32				mLastMouseX;
	S32				mLastMouseY;
	LLRect			mPreviewRect;
	U32				mGLName;
	BOOL			mLoading;
	static S32		sUploadAmount;
};

#endif

#endif  // LL_LLFLOATERMODELPREVIEW_H