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C++ LLDrawable::clearState方法代码示例

本文整理汇总了C++中LLDrawable::clearState方法的典型用法代码示例。如果您正苦于以下问题:C++ LLDrawable::clearState方法的具体用法?C++ LLDrawable::clearState怎么用?C++ LLDrawable::clearState使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在LLDrawable的用法示例。


在下文中一共展示了LLDrawable::clearState方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: updateRiggedFaceVertexBuffer

void LLDrawPoolAvatar::updateRiggedFaceVertexBuffer(LLVOAvatar* avatar, LLFace* face, const LLMeshSkinInfo* skin, LLVolume* volume, const LLVolumeFace& vol_face)
{
	LLVector4a* weight = vol_face.mWeights;
	if (!weight)
	{
		return;
	}

	LLPointer<LLVertexBuffer> buffer = face->getVertexBuffer();
	LLDrawable* drawable = face->getDrawable();

	U32 data_mask = face->getRiggedVertexBufferDataMask();
	
	if (buffer.isNull() || 
		buffer->getTypeMask() != data_mask ||
		buffer->getNumVerts() != vol_face.mNumVertices ||
		buffer->getNumIndices() != vol_face.mNumIndices ||
		(drawable && drawable->isState(LLDrawable::REBUILD_ALL)))
	{
		if (drawable && drawable->isState(LLDrawable::REBUILD_ALL))
		{ //rebuild EVERY face in the drawable, not just this one, to avoid missing drawable wide rebuild issues
			for (S32 i = 0; i < drawable->getNumFaces(); ++i)
			{
				LLFace* facep = drawable->getFace(i);
				U32 face_data_mask = facep->getRiggedVertexBufferDataMask();
				if (face_data_mask)
				{
					LLPointer<LLVertexBuffer> cur_buffer = facep->getVertexBuffer();
					const LLVolumeFace& cur_vol_face = volume->getVolumeFace(i);
					getRiggedGeometry(facep, cur_buffer, face_data_mask, skin, volume, cur_vol_face);
				}
			}
			drawable->clearState(LLDrawable::REBUILD_ALL);

			buffer = face->getVertexBuffer();
		}
		else
		{ //just rebuild this face
			getRiggedGeometry(face, buffer, data_mask, skin, volume, vol_face);
		}
	}

	if (sShaderLevel <= 0 && face->mLastSkinTime < avatar->getLastSkinTime())
	{
		avatar->updateSoftwareSkinnedVertices(skin, weight, vol_face, buffer);
	}
}
开发者ID:1234-,项目名称:SingularityViewer,代码行数:47,代码来源:lldrawpoolavatar.cpp

示例2: updateRiggedFaceVertexBuffer


//.........这里部分代码省略.........
		if (mesh_enable_deformer)
		{
			LLDeformedVolume* deformed_volume = vobj->getDeformedVolume();
			deformed_volume->deform(volume, avatar, skin, face->getTEOffset());
			face->getGeometryVolume(*deformed_volume, face->getTEOffset(), mat_vert,
									mat_normal, offset, true);
		}
		else
		{
			face->getGeometryVolume(*volume, face->getTEOffset(), mat_vert,
 									mat_normal, offset, true);
		}
	}

	if (sShaderLevel <= 0 && face->mLastSkinTime < avatar->getLastSkinTime())
	{ //perform software vertex skinning for this face
		LLStrider<LLVector3> position;
		LLStrider<LLVector3> normal;

		bool has_normal = buffer->hasDataType(LLVertexBuffer::TYPE_NORMAL);
		buffer->getVertexStrider(position);

		if (has_normal)
		{
			buffer->getNormalStrider(normal);
		}
		LLVector4a* pos = (LLVector4a*) position.get();

		LLVector4a* norm = has_normal ? (LLVector4a*) normal.get() : NULL;

		//build matrix palette
		LLMatrix4a mp[64];
		LLMatrix4* mat = (LLMatrix4*) mp;

		for (U32 j = 0; j < skin->mJointNames.size(); ++j)
		{
			LLJoint* joint = avatar->getJoint(skin->mJointNames[j]);
			if (joint)
			{
				mat[j] = skin->mInvBindMatrix[j];
				mat[j] *= joint->getWorldMatrix();
			}
		}

		LLMatrix4a bind_shape_matrix;
		bind_shape_matrix.loadu(skin->mBindShapeMatrix);

		for (U32 j = 0; j < buffer->getRequestedVerts(); ++j)
		{
			LLMatrix4a final_mat;
			final_mat.clear();

			S32 idx[4];

			LLVector4 wght;

			F32 scale = 0.f;
			for (U32 k = 0; k < 4; k++)
		{
				F32 w = weight[j][k];

				idx[k] = llclamp((S32) floorf(w), 0, 63);
				wght[k] = w - floorf(w);
				scale += wght[k];
			}

			wght *= 1.f/scale;

			for (U32 k = 0; k < 4; k++)
			{
				F32 w = wght[k];

				LLMatrix4a src;
				src.setMul(mp[idx[k]], w);

				final_mat.add(src);
			}

			LLVector4a& v = vol_face.mPositions[j];
			LLVector4a t;
			LLVector4a dst;
			bind_shape_matrix.affineTransform(v, t);
			final_mat.affineTransform(t, dst);
			pos[j] = dst;

			if (norm)
			{
				LLVector4a& n = vol_face.mNormals[j];
				bind_shape_matrix.rotate(n, t);
				final_mat.rotate(t, dst);
				norm[j] = dst;
			}
		}
	}

	if (drawable && face->getTEOffset() == drawable->getNumFaces() - 1)
	{
		drawable->clearState(LLDrawable::REBUILD_ALL);
	}
}
开发者ID:VirtualReality,项目名称:Viewer,代码行数:101,代码来源:lldrawpoolavatar.cpp


注:本文中的LLDrawable::clearState方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。