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/**
* @file llviewerjointmesh.h
* @brief Implementation of LLViewerJointMesh class
*
* $LicenseInfo:firstyear=2001&license=viewerlgpl$
* 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_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
{
friend class LLVOAvatar;
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 );
void setColor( const LLColor4& color );
// 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; }
private:
//copy mesh into given face's vertex buffer, applying current animation pose
static void updateGeometry(LLFace* face, LLPolyMesh* mesh);
private:
// Allocate skin data
BOOL allocateSkinData( U32 numSkinJoints );
// Free skin data
void freeSkinData();
};
#endif // LL_LLVIEWERJOINTMESH_H
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