本文整理汇总了C++中LLStrider类的典型用法代码示例。如果您正苦于以下问题:C++ LLStrider类的具体用法?C++ LLStrider怎么用?C++ LLStrider使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了LLStrider类的10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: t
void LLViewerJointMesh::updateFaceData(LLFace *face, F32 pixel_area, BOOL damp_wind, bool terse_update)
{
//IF THIS FUNCTION BREAKS, SEE LLPOLYMESH CONSTRUCTOR AND CHECK ALIGNMENT OF INPUT ARRAYS
mFace = face;
if (!mFace->getVertexBuffer())
{
return;
}
LLDrawPool *poolp = mFace->getPool();
BOOL hardware_skinning = (poolp && poolp->getVertexShaderLevel() > 0) ? TRUE : FALSE;
if (!hardware_skinning && terse_update)
{ //no need to do terse updates if we're doing software vertex skinning
// since mMesh is being copied into mVertexBuffer every frame
return;
}
LLFastTimer t(FTM_AVATAR_FACE);
LLStrider<LLVector3> verticesp;
LLStrider<LLVector3> normalsp;
LLStrider<LLVector2> tex_coordsp;
LLStrider<F32> vertex_weightsp;
LLStrider<LLVector4> clothing_weightsp;
LLStrider<U16> indicesp;
// Copy data into the faces from the polymesh data.
if (mMesh && mValid)
{
const U32 num_verts = mMesh->getNumVertices();
if (num_verts)
{
face->getVertexBuffer()->getIndexStrider(indicesp);
face->getGeometryAvatar(verticesp, normalsp, tex_coordsp, vertex_weightsp, clothing_weightsp);
verticesp += mMesh->mFaceVertexOffset;
normalsp += mMesh->mFaceVertexOffset;
F32* v = (F32*) verticesp.get();
F32* n = (F32*) normalsp.get();
U32 words = num_verts*4;
LLVector4a::memcpyNonAliased16(v, (F32*) mMesh->getCoords(), words*sizeof(F32));
LLVector4a::memcpyNonAliased16(n, (F32*) mMesh->getNormals(), words*sizeof(F32));
if (!terse_update)
{
vertex_weightsp += mMesh->mFaceVertexOffset;
clothing_weightsp += mMesh->mFaceVertexOffset;
tex_coordsp += mMesh->mFaceVertexOffset;
F32* tc = (F32*) tex_coordsp.get();
F32* vw = (F32*) vertex_weightsp.get();
F32* cw = (F32*) clothing_weightsp.get();
S32 tc_size = (num_verts*2*sizeof(F32)+0xF) & ~0xF;
LLVector4a::memcpyNonAliased16(tc, (F32*) mMesh->getTexCoords(), tc_size);
S32 vw_size = (num_verts*sizeof(F32)+0xF) & ~0xF;
LLVector4a::memcpyNonAliased16(vw, (F32*) mMesh->getWeights(), vw_size);
LLVector4a::memcpyNonAliased16(cw, (F32*) mMesh->getClothingWeights(), num_verts*4*sizeof(F32));
}
const U32 idx_count = mMesh->getNumFaces()*3;
indicesp += mMesh->mFaceIndexOffset;
U16* __restrict idx = indicesp.get();
S32* __restrict src_idx = (S32*) mMesh->getFaces();
const S32 offset = (S32) mMesh->mFaceVertexOffset;
for (S32 i = 0; i < (S32)idx_count; ++i)
{
*(idx++) = *(src_idx++)+offset;
}
}
}
}
示例2: getGeometry
void LLVOPartGroup::getGeometry(const LLViewerPart& part,
LLStrider<LLVector4a>& verticesp)
{
if (part.mFlags & LLPartData::LL_PART_RIBBON_MASK)
{
LLVector4a axis, pos, paxis, ppos;
F32 scale, pscale;
pos.load3(part.mPosAgent.mV);
axis.load3(part.mAxis.mV);
scale = part.mScale.mV[0];
if (part.mParent)
{
ppos.load3(part.mParent->mPosAgent.mV);
paxis.load3(part.mParent->mAxis.mV);
pscale = part.mParent->mScale.mV[0];
}
else
{ //use source object as position
if (part.mPartSourcep->mSourceObjectp.notNull())
{
LLVector3 v = LLVector3(0,0,1);
v *= part.mPartSourcep->mSourceObjectp->getRenderRotation();
paxis.load3(v.mV);
ppos.load3(part.mPartSourcep->mPosAgent.mV);
pscale = part.mStartScale.mV[0];
}
else
{ //no source object, no parent, nothing to draw
ppos = pos;
pscale = scale;
paxis = axis;
}
}
LLVector4a p0, p1, p2, p3;
scale *= 0.5f;
pscale *= 0.5f;
axis.mul(scale);
paxis.mul(pscale);
p0.setAdd(pos, axis);
p1.setSub(pos,axis);
p2.setAdd(ppos, paxis);
p3.setSub(ppos, paxis);
(*verticesp++) = p2;
(*verticesp++) = p3;
(*verticesp++) = p0;
(*verticesp++) = p1;
}
else
{
LLVector4a part_pos_agent;
part_pos_agent.load3(part.mPosAgent.mV);
LLVector4a camera_agent;
camera_agent.load3(getCameraPosition().mV);
LLVector4a at;
at.setSub(part_pos_agent, camera_agent);
LLVector4a up(0, 0, 1);
LLVector4a right;
right.setCross3(at, up);
right.normalize3fast();
up.setCross3(right, at);
up.normalize3fast();
if (part.mFlags & LLPartData::LL_PART_FOLLOW_VELOCITY_MASK)
{
LLVector4a normvel;
normvel.load3(part.mVelocity.mV);
normvel.normalize3fast();
LLVector2 up_fracs;
up_fracs.mV[0] = normvel.dot3(right).getF32();
up_fracs.mV[1] = normvel.dot3(up).getF32();
up_fracs.normalize();
LLVector4a new_up;
LLVector4a new_right;
//new_up = up_fracs.mV[0] * right + up_fracs.mV[1]*up;
LLVector4a t = right;
t.mul(up_fracs.mV[0]);
new_up = up;
new_up.mul(up_fracs.mV[1]);
new_up.add(t);
//new_right = up_fracs.mV[1] * right - up_fracs.mV[0]*up;
t = right;
t.mul(up_fracs.mV[1]);
new_right = up;
new_right.mul(up_fracs.mV[0]);
t.sub(new_right);
up = new_up;
right = t;
up.normalize3fast();
//.........这里部分代码省略.........
示例3: getGeometry
void LLVOClouds::getGeometry(S32 idx,
LLStrider<LLVector4a>& verticesp,
LLStrider<LLVector3>& normalsp,
LLStrider<LLVector2>& texcoordsp,
LLStrider<LLColor4U>& colorsp,
LLStrider<U16>& indicesp)
{
if (idx >= mCloudGroupp->getNumPuffs())
{
return;
}
LLDrawable* drawable = mDrawable;
LLFace *facep = drawable->getFace(idx);
if (!facep->hasGeometry())
{
return;
}
const LLCloudPuff &puff = mCloudGroupp->getPuff(idx);
LLColor4 float_color(LLColor3(gSky.getSunDiffuseColor() + gSky.getSunAmbientColor()),puff.getAlpha());
LLColor4U color;
color.setVec(float_color);
facep->setFaceColor(float_color);
U32 vert_offset = facep->getGeomIndex();
LLVector4a part_pos_agent;
part_pos_agent.load3(facep->mCenterLocal.mV);
LLVector4a at;
at.load3(LLViewerCamera::getInstance()->getAtAxis().mV);
LLVector4a up(0, 0, 1);
LLVector4a right;
right.setCross3(at, up);
right.normalize3fast();
up.setCross3(right, at);
up.normalize3fast();
right.mul(0.5f*CLOUD_PUFF_WIDTH);
up.mul(0.5f*CLOUD_PUFF_HEIGHT);
LLVector3 normal(0.f,0.f,-1.f);
//HACK -- the verticesp->mV[3] = 0.f here are to set the texture index to 0 (particles don't use texture batching, maybe they should)
// this works because there is actually a 4th float stored after the vertex position which is used as a texture index
// also, somebody please VECTORIZE THIS
LLVector4a ppapu;
LLVector4a ppamu;
ppapu.setAdd(part_pos_agent, up);
ppamu.setSub(part_pos_agent, up);
verticesp->setSub(ppapu, right);
(*verticesp++).getF32ptr()[3] = 0.f;
verticesp->setSub(ppamu, right);
(*verticesp++).getF32ptr()[3] = 0.f;
verticesp->setAdd(ppapu, right);
(*verticesp++).getF32ptr()[3] = 0.f;
verticesp->setAdd(ppamu, right);
(*verticesp++).getF32ptr()[3] = 0.f;
// *verticesp++ = puff_pos_agent - right + up;
// *verticesp++ = puff_pos_agent - right - up;
// *verticesp++ = puff_pos_agent + right + up;
// *verticesp++ = puff_pos_agent + right - up;
*colorsp++ = color;
*colorsp++ = color;
*colorsp++ = color;
*colorsp++ = color;
*texcoordsp++ = LLVector2(0.f, 1.f);
*texcoordsp++ = LLVector2(0.f, 0.f);
*texcoordsp++ = LLVector2(1.f, 1.f);
*texcoordsp++ = LLVector2(1.f, 0.f);
*normalsp++ = normal;
*normalsp++ = normal;
*normalsp++ = normal;
*normalsp++ = normal;
*indicesp++ = vert_offset + 0;
*indicesp++ = vert_offset + 1;
*indicesp++ = vert_offset + 2;
*indicesp++ = vert_offset + 1;
*indicesp++ = vert_offset + 3;
*indicesp++ = vert_offset + 2;
}
示例4: updateEastGeometry
void LLVOSurfacePatch::updateEastGeometry(LLFace *facep,
LLStrider<LLVector3> &verticesp,
LLStrider<LLVector3> &normalsp,
LLStrider<LLVector2> &texCoords0p,
LLStrider<LLVector2> &texCoords1p,
LLStrider<U16> &indicesp,
U32 &index_offset)
{
S32 i, x, y;
S32 num_vertices;
U32 render_stride = mLastStride;
S32 patch_size = mPatchp->getSurface()->getGridsPerPatchEdge();
S32 length = patch_size / render_stride;
S32 half_length = length / 2;
U32 east_stride = mLastEastStride;
// Stride lengths are the same
if (east_stride == render_stride)
{
num_vertices = 2 * length + 1;
facep->mCenterAgent = (mPatchp->getPointAgent(8, 15) + mPatchp->getPointAgent(8, 16))*0.5f;
// Main patch
for (i = 0; i < length; i++)
{
x = 16 - render_stride;
y = i * render_stride;
mPatchp->eval(x, y, render_stride, verticesp.get(), normalsp.get(), texCoords0p.get(), texCoords1p.get());
verticesp++;
normalsp++;
texCoords0p++;
texCoords1p++;
}
// East patch
for (i = 0; i <= length; i++)
{
x = 16;
y = i * render_stride;
mPatchp->eval(x, y, render_stride, verticesp.get(), normalsp.get(), texCoords0p.get(), texCoords1p.get());
verticesp++;
normalsp++;
texCoords0p++;
texCoords1p++;
}
for (i = 0; i < length; i++)
{
// Generate indices
*(indicesp++) = index_offset + i;
*(indicesp++) = index_offset + length + i;
*(indicesp++) = index_offset + length + i + 1;
if (i != length - 1)
{
*(indicesp++) = index_offset + i;
*(indicesp++) = index_offset + length + i + 1;
*(indicesp++) = index_offset + i + 1;
}
}
}
else if (east_stride > render_stride)
{
// East stride is longer (has less vertices)
num_vertices = length + half_length + 1;
facep->mCenterAgent = (mPatchp->getPointAgent(7, 15) + mPatchp->getPointAgent(8, 16))*0.5f;
// Iterate through this patch's points
for (i = 0; i < length; i++)
{
x = 16 - render_stride;
y = i * render_stride;
mPatchp->eval(x, y, render_stride, verticesp.get(), normalsp.get(), texCoords0p.get(), texCoords1p.get());
verticesp++;
normalsp++;
texCoords0p++;
texCoords1p++;
}
// Iterate through the east patch's points
for (i = 0; i <= length; i+=2)
{
x = 16;
y = i * render_stride;
mPatchp->eval(x, y, render_stride, verticesp.get(), normalsp.get(), texCoords0p.get(), texCoords1p.get());
verticesp++;
normalsp++;
texCoords0p++;
texCoords1p++;
}
for (i = 0; i < length; i++)
//.........这里部分代码省略.........
示例5: updateMainGeometry
void LLVOSurfacePatch::updateMainGeometry(LLFace *facep,
LLStrider<LLVector3> &verticesp,
LLStrider<LLVector3> &normalsp,
LLStrider<LLVector2> &texCoords0p,
LLStrider<LLVector2> &texCoords1p,
LLStrider<U16> &indicesp,
U32 &index_offset)
{
S32 i, j, x, y;
U32 patch_size, render_stride;
S32 num_vertices, num_indices;
U32 index;
llassert(mLastStride > 0);
render_stride = mLastStride;
patch_size = mPatchp->getSurface()->getGridsPerPatchEdge();
S32 vert_size = patch_size / render_stride;
///////////////////////////
//
// Render the main patch
//
//
num_vertices = 0;
num_indices = 0;
// First, figure out how many vertices we need...
getGeomSizesMain(render_stride, num_vertices, num_indices);
if (num_vertices > 0)
{
facep->mCenterAgent = mPatchp->getPointAgent(8, 8);
// Generate patch points first
for (j = 0; j < vert_size; j++)
{
for (i = 0; i < vert_size; i++)
{
x = i * render_stride;
y = j * render_stride;
mPatchp->eval(x, y, render_stride, verticesp.get(), normalsp.get(), texCoords0p.get(), texCoords1p.get());
verticesp++;
normalsp++;
texCoords0p++;
texCoords1p++;
}
}
for (j = 0; j < (vert_size - 1); j++)
{
if (j % 2)
{
for (i = (vert_size - 1); i > 0; i--)
{
index = (i - 1)+ j*vert_size;
*(indicesp++) = index_offset + index;
index = i + (j+1)*vert_size;
*(indicesp++) = index_offset + index;
index = (i - 1) + (j+1)*vert_size;
*(indicesp++) = index_offset + index;
index = (i - 1) + j*vert_size;
*(indicesp++) = index_offset + index;
index = i + j*vert_size;
*(indicesp++) = index_offset + index;
index = i + (j+1)*vert_size;
*(indicesp++) = index_offset + index;
}
}
else
{
for (i = 0; i < (vert_size - 1); i++)
{
index = i + j*vert_size;
*(indicesp++) = index_offset + index;
index = (i + 1) + (j+1)*vert_size;
*(indicesp++) = index_offset + index;
index = i + (j+1)*vert_size;
*(indicesp++) = index_offset + index;
index = i + j*vert_size;
*(indicesp++) = index_offset + index;
index = (i + 1) + j*vert_size;
*(indicesp++) = index_offset + index;
index = (i + 1) + (j + 1)*vert_size;
*(indicesp++) = index_offset + index;
}
}
}
}
//.........这里部分代码省略.........
示例6: LLVertexBuffer
void LLDrawPoolAvatar::updateRiggedFaceVertexBuffer(LLVOAvatar* avatar, LLFace* face,
const LLMeshSkinInfo* skin, LLVolume* volume,
const LLVolumeFace& vol_face, LLVOVolume* vobj)
{
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->getRequestedVerts() != vol_face.mNumVertices ||
buffer->getRequestedIndices() != vol_face.mNumIndices ||
(drawable && drawable->isState(LLDrawable::REBUILD_ALL)))
{
face->setGeomIndex(0);
face->setIndicesIndex(0);
if (buffer.isNull() || buffer->getTypeMask() != data_mask)
{ //make a new buffer
if (sShaderLevel > 0)
{
buffer = new LLVertexBuffer(data_mask, GL_DYNAMIC_DRAW_ARB);
}
else
{
buffer = new LLVertexBuffer(data_mask, GL_STREAM_DRAW_ARB);
}
buffer->allocateBuffer(vol_face.mNumVertices,
vol_face.mNumIndices, true);
}
else
{ //resize existing buffer
buffer->resizeBuffer(vol_face.mNumVertices, vol_face.mNumIndices);
}
face->setSize(vol_face.mNumVertices, vol_face.mNumIndices);
face->setVertexBuffer(buffer);
U16 offset = 0;
LLMatrix4 mat_vert = skin->mBindShapeMatrix;
glh::matrix4f m((F32*) mat_vert.mMatrix);
m = m.inverse().transpose();
F32 mat3[] = { m.m[0], m.m[1], m.m[2],
m.m[4], m.m[5], m.m[6],
m.m[8], m.m[9], m.m[10] };
LLMatrix3 mat_normal(mat3);
static LLCachedControl<bool> mesh_enable_deformer(gSavedSettings, "MeshEnableDeformer");
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();
}
}
//.........这里部分代码省略.........
示例7: getGeometry
void LLVOPartGroup::getGeometry(S32 idx,
LLStrider<LLVector4a>& verticesp,
LLStrider<LLVector3>& normalsp,
LLStrider<LLVector2>& texcoordsp,
LLStrider<LLColor4U>& colorsp,
LLStrider<U16>& indicesp)
{
if (idx >= (S32) mViewerPartGroupp->mParticles.size())
{
return;
}
const LLViewerPart &part = *((LLViewerPart*) (mViewerPartGroupp->mParticles[idx]));
U32 vert_offset = mDrawable->getFace(idx)->getGeomIndex();
LLVector4a part_pos_agent;
part_pos_agent.load3(part.mPosAgent.mV);
LLVector4a camera_agent;
camera_agent.load3(getCameraPosition().mV);
LLVector4a at;
at.setSub(part_pos_agent, camera_agent);
LLVector4a up(0, 0, 1);
LLVector4a right;
right.setCross3(at, up);
right.normalize3fast();
up.setCross3(right, at);
up.normalize3fast();
if (part.mFlags & LLPartData::LL_PART_FOLLOW_VELOCITY_MASK)
{
LLVector4a normvel;
normvel.load3(part.mVelocity.mV);
normvel.normalize3fast();
LLVector2 up_fracs;
up_fracs.mV[0] = normvel.dot3(right).getF32();
up_fracs.mV[1] = normvel.dot3(up).getF32();
up_fracs.normalize();
LLVector4a new_up;
LLVector4a new_right;
//new_up = up_fracs.mV[0] * right + up_fracs.mV[1]*up;
LLVector4a t = right;
t.mul(up_fracs.mV[0]);
new_up = up;
new_up.mul(up_fracs.mV[1]);
new_up.add(t);
//new_right = up_fracs.mV[1] * right - up_fracs.mV[0]*up;
t = right;
t.mul(up_fracs.mV[1]);
new_right = up;
new_right.mul(up_fracs.mV[0]);
t.sub(new_right);
up = new_up;
right = t;
up.normalize3fast();
right.normalize3fast();
}
right.mul(0.5f*part.mScale.mV[0]);
up.mul(0.5f*part.mScale.mV[1]);
LLVector3 normal = -LLViewerCamera::getInstance()->getXAxis();
//HACK -- the verticesp->mV[3] = 0.f here are to set the texture index to 0 (particles don't use texture batching, maybe they should)
// this works because there is actually a 4th float stored after the vertex position which is used as a texture index
// also, somebody please VECTORIZE THIS
LLVector4a ppapu;
LLVector4a ppamu;
ppapu.setAdd(part_pos_agent, up);
ppamu.setSub(part_pos_agent, up);
verticesp->setSub(ppapu, right);
(*verticesp++).getF32ptr()[3] = 0.f;
verticesp->setSub(ppamu, right);
(*verticesp++).getF32ptr()[3] = 0.f;
verticesp->setAdd(ppapu, right);
(*verticesp++).getF32ptr()[3] = 0.f;
verticesp->setAdd(ppamu, right);
(*verticesp++).getF32ptr()[3] = 0.f;
//*verticesp++ = part_pos_agent + up - right;
//*verticesp++ = part_pos_agent - up - right;
//*verticesp++ = part_pos_agent + up + right;
//*verticesp++ = part_pos_agent - up + right;
*colorsp++ = part.mColor;
*colorsp++ = part.mColor;
*colorsp++ = part.mColor;
*colorsp++ = part.mColor;
*texcoordsp++ = LLVector2(0.f, 1.f);
*texcoordsp++ = LLVector2(0.f, 0.f);
//.........这里部分代码省略.........
示例8: llassert
BOOL LLFace::getGeometryVolume(const LLVolume& volume,
const S32 &f,
const LLMatrix4& mat_vert_in, const LLMatrix3& mat_norm_in,
const U16 &index_offset,
bool force_rebuild)
{
llassert(verify());
const LLVolumeFace &vf = volume.getVolumeFace(f);
S32 num_vertices = (S32)vf.mNumVertices;
S32 num_indices = (S32) vf.mNumIndices;
if (mVertexBuffer.notNull())
{
if (num_indices + (S32) mIndicesIndex > mVertexBuffer->getNumIndices())
{
llwarns << "Index buffer overflow!" << llendl;
llwarns << "Indices Count: " << mIndicesCount
<< " VF Num Indices: " << num_indices
<< " Indices Index: " << mIndicesIndex
<< " VB Num Indices: " << mVertexBuffer->getNumIndices() << llendl;
llwarns << "Last Indices Count: " << mLastIndicesCount
<< " Last Indices Index: " << mLastIndicesIndex
<< " Face Index: " << f
<< " Pool Type: " << mPoolType << llendl;
return FALSE;
}
if (num_vertices + mGeomIndex > mVertexBuffer->getNumVerts())
{
llwarns << "Vertex buffer overflow!" << llendl;
return FALSE;
}
}
LLStrider<LLVector3> vertices;
LLStrider<LLVector2> tex_coords;
LLStrider<LLVector2> tex_coords2;
LLStrider<LLVector3> normals;
LLStrider<LLColor4U> colors;
LLStrider<LLVector3> binormals;
LLStrider<U16> indicesp;
#if MESH_ENABLED
LLStrider<LLVector4> weights;
#endif //MESH_ENABLED
BOOL full_rebuild = force_rebuild || mDrawablep->isState(LLDrawable::REBUILD_VOLUME);
BOOL global_volume = mDrawablep->getVOVolume()->isVolumeGlobal();
LLVector3 scale;
if (global_volume)
{
scale.setVec(1,1,1);
}
else
{
scale = mVObjp->getScale();
}
bool rebuild_pos = full_rebuild || mDrawablep->isState(LLDrawable::REBUILD_POSITION);
bool rebuild_color = full_rebuild || mDrawablep->isState(LLDrawable::REBUILD_COLOR);
bool rebuild_tcoord = full_rebuild || mDrawablep->isState(LLDrawable::REBUILD_TCOORD);
bool rebuild_normal = rebuild_pos && mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_NORMAL);
bool rebuild_binormal = rebuild_pos && mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_BINORMAL);
#if MESH_ENABLED
bool rebuild_weights = rebuild_pos && mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_WEIGHT4);
#endif //MESH_ENABLED
const LLTextureEntry *tep = mVObjp->getTE(f);
if (!tep) rebuild_color = FALSE; // can't get color when tep is NULL
U8 bump_code = tep ? tep->getBumpmap() : 0;
BOOL is_static = mDrawablep->isStatic();
BOOL is_global = is_static;
LLVector3 center_sum(0.f, 0.f, 0.f);
if (is_global)
{
setState(GLOBAL);
}
else
{
clearState(GLOBAL);
}
LLColor4U color = (tep ? LLColor4U(tep->getColor()) : LLColor4U::white);
if (rebuild_color) // FALSE if tep == NULL
{
if (tep)
{
GLfloat alpha[4] =
{
0.00f,
0.25f,
0.5f,
0.75f
};
//.........这里部分代码省略.........
示例9: updateFaceData
void LLViewerJointMesh::updateFaceData(LLFace *face, F32 pixel_area, BOOL damp_wind, bool terse_update)
{
mFace = face;
if (!mFace->getVertexBuffer())
{
return;
}
LLStrider<LLVector3> verticesp;
LLStrider<LLVector3> normalsp;
LLStrider<LLVector2> tex_coordsp;
LLStrider<F32> vertex_weightsp;
LLStrider<LLVector4> clothing_weightsp;
LLStrider<U16> indicesp;
// Copy data into the faces from the polymesh data.
if (mMesh && mValid)
{
if (mMesh->getNumVertices())
{
stop_glerror();
face->getGeometryAvatar(verticesp, normalsp, tex_coordsp, vertex_weightsp, clothing_weightsp);
stop_glerror();
face->getVertexBuffer()->getIndexStrider(indicesp);
stop_glerror();
verticesp += mMesh->mFaceVertexOffset;
tex_coordsp += mMesh->mFaceVertexOffset;
normalsp += mMesh->mFaceVertexOffset;
vertex_weightsp += mMesh->mFaceVertexOffset;
clothing_weightsp += mMesh->mFaceVertexOffset;
const U32* __restrict coords = (U32*) mMesh->getCoords();
const U32* __restrict tex_coords = (U32*) mMesh->getTexCoords();
const U32* __restrict normals = (U32*) mMesh->getNormals();
const U32* __restrict weights = (U32*) mMesh->getWeights();
const U32* __restrict cloth_weights = (U32*) mMesh->getClothingWeights();
const U32 num_verts = mMesh->getNumVertices();
U32 i = 0;
const U32 skip = verticesp.getSkip()/sizeof(U32);
U32* __restrict v = (U32*) verticesp.get();
U32* __restrict n = (U32*) normalsp.get();
if (terse_update)
{
for (S32 i = num_verts; i > 0; --i)
{
//morph target application only, only update positions and normals
v[0] = coords[0];
v[1] = coords[1];
v[2] = coords[2];
coords += 3;
v += skip;
}
for (S32 i = num_verts; i > 0; --i)
{
n[0] = normals[0];
n[1] = normals[1];
n[2] = normals[2];
normals += 3;
n += skip;
}
}
else
{
U32* __restrict tc = (U32*) tex_coordsp.get();
U32* __restrict vw = (U32*) vertex_weightsp.get();
U32* __restrict cw = (U32*) clothing_weightsp.get();
do
{
v[0] = *(coords++);
v[1] = *(coords++);
v[2] = *(coords++);
v += skip;
tc[0] = *(tex_coords++);
tc[1] = *(tex_coords++);
tc += skip;
n[0] = *(normals++);
n[1] = *(normals++);
n[2] = *(normals++);
n += skip;
vw[0] = *(weights++);
vw += skip;
cw[0] = *(cloth_weights++);
cw[1] = *(cloth_weights++);
cw[2] = *(cloth_weights++);
cw[3] = *(cloth_weights++);
cw += skip;
//.........这里部分代码省略.........
示例10: LLVertexBuffer
void LLImagePreviewSculpted::setPreviewTarget(LLImageRaw* imagep, F32 distance)
{
mCameraDistance = distance;
mCameraZoom = 1.f;
mCameraPitch = 0.f;
mCameraYaw = 0.f;
mCameraOffset.clearVec();
if (imagep)
{
mVolume->sculpt(imagep->getWidth(), imagep->getHeight(), imagep->getComponents(), imagep->getData(), 0);
}
const LLVolumeFace &vf = mVolume->getVolumeFace(0);
U32 num_indices = vf.mNumIndices;
U32 num_vertices = vf.mNumVertices;
mVertexBuffer = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_NORMAL | LLVertexBuffer::MAP_TEXCOORD0, 0);
mVertexBuffer->allocateBuffer(num_vertices, num_indices, TRUE);
LLStrider<LLVector3> vertex_strider;
LLStrider<LLVector3> normal_strider;
LLStrider<LLVector2> tc_strider;
LLStrider<U16> index_strider;
mVertexBuffer->getVertexStrider(vertex_strider);
mVertexBuffer->getNormalStrider(normal_strider);
mVertexBuffer->getTexCoord0Strider(tc_strider);
mVertexBuffer->getIndexStrider(index_strider);
// build vertices and normals
LLStrider<LLVector3> pos;
pos = (LLVector3*) vf.mPositions;
pos.setStride(16);
LLStrider<LLVector3> norm;
norm = (LLVector3*) vf.mNormals;
norm.setStride(16);
LLStrider<LLVector2> tc;
tc = (LLVector2*) vf.mTexCoords;
tc.setStride(8);
#ifdef OPENSIM // <FS:ND> protect against buffer overflows
pos.setCount( vf.mNumVertices );
norm.setCount( vf.mNumVertices );
tc.setCount( vf.mNumVertices );
#endif // </FS:ND>
for (U32 i = 0; i < num_vertices; i++)
{
*(vertex_strider++) = *pos++;
LLVector3 normal = *norm++;
normal.normalize();
*(normal_strider++) = normal;
*(tc_strider++) = *tc++;
}
// build indices
for (U16 i = 0; i < num_indices; i++)
{
*(index_strider++) = vf.mIndices[i];
}
}