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/**
* @file llface.h
* @brief LLFace class definition
*
* Copyright (c) 2001-2007, Linden Research, Inc.
*
* 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.
*/
#ifndef LL_LLFACE_H
#define LL_LLFACE_H
#include "llstrider.h"
#include "v2math.h"
#include "v3math.h"
#include "v4math.h"
#include "m4math.h"
#include "v4coloru.h"
#include "llquaternion.h"
#include "xform.h"
#include "lldarrayptr.h"
#include "llpagemem.h"
#include "llstat.h"
#include "lldrawable.h"
#define ENABLE_FACE_LINKING 1 // Causes problems with snapshot rendering
class LLDrawPool;
class LLVolume;
class LLViewerImage;
class LLTextureEntry;
class LLVertexProgram;
class LLViewerImage;
class LLFace
{
public:
enum EMasks
{
SHARED_GEOM = 0x0001,
LIGHT = 0x0002,
REBUILD = 0x0004,
GLOBAL = 0x0008,
VISIBLE = 0x0010,
BACKLIST = 0x0020,
INTERP = 0x0040,
FULLBRIGHT = 0x0080,
HUD_RENDER = 0x0100,
USE_FACE_COLOR = 0x0200,
POINT_SPRITE = 0x10000,
BOARD_SPRITE = 0x20000,
FIXED_SPRITE = 0x40000,
DEPTH_SPRITE = 0x80000
};
enum EDirty
{
DIRTY = -2
};
static void initClass();
public:
LLFace(LLDrawable* drawablep, LLViewerObject* objp) { init(drawablep, objp); }
~LLFace() { destroy(); }
const LLMatrix4& getWorldMatrix() const { return mVObjp->getWorldMatrix(mXform); }
const LLMatrix4& getRenderMatrix() const;
const U32 getIndicesCount() const { return mIndicesCount; };
const S32 getIndicesStart() const { return mIndicesIndex; };
const S32 getGeomCount() const { return mGeomCount; } // vertex count for this face
const S32 getGeomIndex() const { return mGeomIndex; } // index into draw pool
const U32 getGeomStart() const { return mGeomIndex; } // index into draw pool
LLViewerImage* getTexture() const { return mTexture; }
LLXformMatrix* getXform() const { return mXform; }
BOOL hasGeometry() const { return mGeomCount > 0; }
LLVector3 getPositionAgent() const;
void setPrimType(U32 primType) { mPrimType = primType; }
const U32 getPrimType() const { return mPrimType; }
U32 getState() const { return mState; }
void setState(U32 state) { mState |= state; }
void clearState(U32 state) { mState &= ~state; }
BOOL isState(U32 state) const { return ((mState & state) != 0); }
void bindTexture(S32 stage = 0) const { LLViewerImage::bindTexture(mTexture, stage); }
void enableLights() const;
void renderSetColor() const;
S32 renderElements(const U32 *index_array) const;
S32 renderIndexed (const U32 *index_array) const;
S32 pushVertices(const U32* index_array) const;
void setWorldMatrix(const LLMatrix4& mat);
const LLTextureEntry* getTextureEntry() const { return mVObjp->getTE(mTEOffset); }
LLDrawPool* getPool() const { return mDrawPoolp; }
S32 getStride() const { return mDrawPoolp->getStride(); }
const U32* getRawIndices() const { return &mDrawPoolp->mIndices[mIndicesIndex]; }
LLDrawable* getDrawable() const { return mDrawablep; }
LLViewerObject* getViewerObject() const { return mVObjp; }
void clearDirty() { mGeneration = mDrawPoolp->mGeneration; };
S32 backup();
void restore();
void setViewerObject(LLViewerObject* object);
void setPool(LLDrawPool *pool, LLViewerImage *texturep);
void setDrawable(LLDrawable *drawable);
void setTEOffset(const S32 te_offset);
S32 getTEOffset() { return mTEOffset; }
void setFaceColor(const LLColor4& color); // override material color
void unsetFaceColor(); // switch back to material color
const LLColor4& getFaceColor() const { return mFaceColor; }
const LLColor4& getRenderColor() const;
void unReserve(); // Set Removed from pool
BOOL reserveIfNeeded(); // Reserves data if dirty.
// For avatar
S32 getGeometryAvatar(
LLStrider<LLVector3> &vertices,
LLStrider<LLVector3> &normals,
LLStrider<LLVector3> &binormals,
LLStrider<LLVector2> &texCoords,
LLStrider<F32> &vertex_weights,
LLStrider<LLVector4> &clothing_weights);
// For terrain
S32 getGeometryTerrain(LLStrider<LLVector3> &vertices,
LLStrider<LLVector3> &normals,
LLStrider<LLColor4U> &colors,
LLStrider<LLVector2> &texCoords0,
LLStrider<LLVector2> &texCoords1,
U32* &indices);
// For volumes, etc.
S32 getGeometry(LLStrider<LLVector3> &vertices,
LLStrider<LLVector3> &normals,
LLStrider<LLVector2> &texCoords,
U32* &indices);
S32 getGeometryColors(LLStrider<LLVector3> &vertices,
LLStrider<LLVector3> &normals,
LLStrider<LLVector2> &texCoords,
LLStrider<LLColor4U> &colors,
U32* &indices);
S32 getGeometryMultiTexture(LLStrider<LLVector3> &vertices,
LLStrider<LLVector3> &normals,
LLStrider<LLVector3> &binormals,
LLStrider<LLVector2> &texCoords0,
LLStrider<LLVector2> &texCoords1,
U32* &indices);
S32 getVertices (LLStrider<LLVector3> &vertices);
S32 getColors (LLStrider<LLColor4U> &colors);
S32 getIndices (U32* &indices);
void setSize(const S32 numVertices, const S32 num_indices = 0);
BOOL getDirty() const { return (mGeneration != mDrawPoolp->mGeneration); }
BOOL genVolumeTriangles(const LLVolume &volume, S32 f,
const LLMatrix4& mat, const LLMatrix3& inv_trans_mat, BOOL global_volume = FALSE);
BOOL genVolumeTriangles(const LLVolume &volume, S32 fstart, S32 fend,
const LLMatrix4& mat, const LLMatrix3& inv_trans_mat, BOOL global_volume = FALSE);
BOOL genLighting(const LLVolume* volume, const LLDrawable* drawablep, S32 fstart, S32 fend,
const LLMatrix4& mat_vert, const LLMatrix3& mat_normal, BOOL do_lighting);
BOOL genShadows(const LLVolume* volume, const LLDrawable* drawablep, S32 fstart, S32 fend,
const LLMatrix4& mat_vert, const LLMatrix3& mat_normal, BOOL use_shadow_factor);
void init(LLDrawable* drawablep, LLViewerObject* objp);
void destroy();
void update();
void updateCenterAgent(); // Update center when xform has changed.
void renderSelectedUV(const S32 offset = 0, const S32 count = 0);
void renderForSelect() const;
void renderSelected(LLImageGL *image, const LLColor4 &color, const S32 offset = 0, const S32 count = 0);
F32 getKey() const { return mDistance; }
S32 getGeneration() const { return mGeneration; }
S32 getReferenceIndex() const { return mReferenceIndex; }
void setReferenceIndex(const S32 index) { mReferenceIndex = index; }
BOOL verify(const U32* indices_array = NULL) const;
void printDebugInfo() const;
void link(LLFace* facep);
protected:
S32 allocBackupMem(); // Allocate backup memory based on the draw pool information.
void setDirty();
public:
LLVector3 mCenterLocal;
LLVector3 mCenterAgent;
LLVector3 mExtents[2];
LLVector2 mTexExtents[2];
F32 mDistance;
F32 mAlphaFade;
LLFace* mNextFace;
BOOL mSkipRender;
protected:
S32 mGeneration;
U32 mState;
LLDrawPool* mDrawPoolp;
S32 mGeomIndex; // index into draw pool
LLColor4 mFaceColor; // overrides material color if state |= USE_FACE_COLOR
U32 mPrimType;
S32 mGeomCount; // vertex count for this face
U32 mIndicesCount;
S32 mIndicesIndex; // index into draw pool for indices (yeah, I know!)
LLXformMatrix* mXform;
LLPointer<LLViewerImage> mTexture;
U8 *mBackupMem;
LLPointer<LLDrawable> mDrawablep;
LLPointer<LLViewerObject> mVObjp;
S32 mTEOffset;
S32 mReferenceIndex;
protected:
static BOOL sSafeRenderSelect;
public:
struct CompareDistanceGreater
{
bool operator()(const LLFace* const& lhs, const LLFace* const& rhs)
{
return lhs->mDistance > rhs->mDistance; // farthest = first
}
};
};
#endif // LL_LLFACE_H
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