142 lines
4.0 KiB
C++
142 lines
4.0 KiB
C++
/**
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* @file lldrawpoolavatar.h
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* @brief LLDrawPoolAvatar class definition
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*
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* $LicenseInfo:firstyear=2002&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2010, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#ifndef LL_LLDRAWPOOLAVATAR_H
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#define LL_LLDRAWPOOLAVATAR_H
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#include "lldrawpool.h"
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#include "llmodel.h"
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#include <unordered_map>
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class LLVOAvatar;
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class LLVOVolume;
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class LLGLSLShader;
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class LLFace;
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class LLVolume;
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class LLVolumeFace;
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class LLDrawable;
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extern U32 gFrameCount;
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class LLDrawPoolAvatar : public LLFacePool
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{
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public:
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enum
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{
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SHADER_LEVEL_BUMP = 2,
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SHADER_LEVEL_CLOTH = 3
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};
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enum
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{
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VERTEX_DATA_MASK = LLVertexBuffer::MAP_VERTEX |
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LLVertexBuffer::MAP_NORMAL |
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LLVertexBuffer::MAP_TEXCOORD0 |
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LLVertexBuffer::MAP_WEIGHT |
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LLVertexBuffer::MAP_CLOTHWEIGHT
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};
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~LLDrawPoolAvatar();
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/*virtual*/ bool isDead();
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typedef enum
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{
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SHADOW_PASS_AVATAR_OPAQUE,
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SHADOW_PASS_AVATAR_ALPHA_BLEND,
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SHADOW_PASS_AVATAR_ALPHA_MASK,
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NUM_SHADOW_PASSES
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} eShadowPass;
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virtual U32 getVertexDataMask() { return VERTEX_DATA_MASK; }
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virtual S32 getShaderLevel() const;
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LLDrawPoolAvatar(U32 type);
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static LLMatrix4& getModelView();
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/*virtual*/ S32 getNumPasses();
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/*virtual*/ void beginRenderPass(S32 pass);
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/*virtual*/ void endRenderPass(S32 pass);
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/*virtual*/ void prerender();
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/*virtual*/ void render(S32 pass = 0);
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/*virtual*/ S32 getNumDeferredPasses();
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/*virtual*/ void beginDeferredPass(S32 pass);
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/*virtual*/ void endDeferredPass(S32 pass);
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/*virtual*/ void renderDeferred(S32 pass);
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/*virtual*/ S32 getNumPostDeferredPasses();
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/*virtual*/ void beginPostDeferredPass(S32 pass);
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/*virtual*/ void endPostDeferredPass(S32 pass);
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/*virtual*/ void renderPostDeferred(S32 pass);
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/*virtual*/ S32 getNumShadowPasses();
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/*virtual*/ void beginShadowPass(S32 pass);
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/*virtual*/ void endShadowPass(S32 pass);
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/*virtual*/ void renderShadow(S32 pass);
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void beginRigid();
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void beginImpostor();
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void beginSkinned();
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void endRigid();
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void endImpostor();
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void endSkinned();
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void beginDeferredRigid();
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void beginDeferredImpostor();
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void beginDeferredSkinned();
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void endDeferredRigid();
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void endDeferredImpostor();
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void endDeferredSkinned();
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/*virtual*/ LLViewerTexture *getDebugTexture();
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/*virtual*/ LLColor3 getDebugColor() const; // For AGP debug display
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void renderAvatars(LLVOAvatar *single_avatar, S32 pass = -1); // renders only one avatar if single_avatar is not null.
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static bool sSkipOpaque;
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static bool sSkipTransparent;
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static S32 sShadowPass;
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static S32 sDiffuseChannel;
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static F32 sMinimumAlpha;
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static LLGLSLShader* sVertexProgram;
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};
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extern S32 AVATAR_OFFSET_POS;
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extern S32 AVATAR_OFFSET_NORMAL;
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extern S32 AVATAR_OFFSET_TEX0;
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extern S32 AVATAR_OFFSET_TEX1;
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extern S32 AVATAR_VERTEX_BYTES;
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const S32 AVATAR_BUFFER_ELEMENTS = 8192; // Needs to be enough to store all avatar vertices.
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extern bool gAvatarEmbossBumpMap;
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#endif // LL_LLDRAWPOOLAVATAR_H
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