本文整理汇总了C++中LLVolume::getNumVolumeFaces方法的典型用法代码示例。如果您正苦于以下问题:C++ LLVolume::getNumVolumeFaces方法的具体用法?C++ LLVolume::getNumVolumeFaces怎么用?C++ LLVolume::getNumVolumeFaces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类LLVolume
的用法示例。
在下文中一共展示了LLVolume::getNumVolumeFaces方法的4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: updateRiggedVertexBuffers
void LLDrawPoolAvatar::updateRiggedVertexBuffers(LLVOAvatar* avatar)
{
LLFastTimer t(FTM_RIGGED_VBO);
//update rigged vertex buffers
for (U32 type = 0; type < NUM_RIGGED_PASSES; ++type)
{
for (U32 i = 0; i < mRiggedFace[type].size(); ++i)
{
LLFace* face = mRiggedFace[type][i];
LLDrawable* drawable = face->getDrawable();
if (!drawable)
{
continue;
}
LLVOVolume* vobj = drawable->getVOVolume();
if (!vobj)
{
continue;
}
LLVolume* volume = vobj->getVolume();
S32 te = face->getTEOffset();
if (!volume || volume->getNumVolumeFaces() <= te)
{
continue;
}
LLUUID mesh_id = volume->getParams().getSculptID();
if (mesh_id.isNull())
{
continue;
}
const LLMeshSkinInfo* skin = gMeshRepo.getSkinInfo(mesh_id, vobj);
if (!skin)
{
continue;
}
stop_glerror();
const LLVolumeFace& vol_face = volume->getVolumeFace(te);
updateRiggedFaceVertexBuffer(avatar, face, skin, volume, vol_face);
}
}
}
示例2: renderRigged
void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow)
{
if (avatar->isSelf() && !gAgent.needsRenderAvatar() || !gMeshRepo.meshRezEnabled())
{
return;
}
stop_glerror();
for (U32 i = 0; i < mRiggedFace[type].size(); ++i)
{
LLFace* face = mRiggedFace[type][i];
LLDrawable* drawable = face->getDrawable();
if (!drawable)
{
continue;
}
LLVOVolume* vobj = drawable->getVOVolume();
if (!vobj)
{
continue;
}
LLVolume* volume = vobj->getVolume();
S32 te = face->getTEOffset();
if (!volume || volume->getNumVolumeFaces() <= te || !volume->isMeshAssetLoaded())
{
continue;
}
LLUUID mesh_id = volume->getParams().getSculptID();
if (mesh_id.isNull())
{
continue;
}
const LLMeshSkinInfo* skin = gMeshRepo.getSkinInfo(mesh_id, vobj);
if (!skin)
{
continue;
}
stop_glerror();
const LLVolumeFace& vol_face = volume->getVolumeFace(te);
updateRiggedFaceVertexBuffer(avatar, face, skin, volume, vol_face, vobj);
stop_glerror();
U32 data_mask = LLFace::getRiggedDataMask(type);
LLVertexBuffer* buff = face->getVertexBuffer();
if (buff)
{
if (sShaderLevel > 0)
{ //upload matrix palette to shader
LLMatrix4 mat[64];
for (U32 i = 0; i < skin->mJointNames.size(); ++i)
{
LLJoint* joint = avatar->getJoint(skin->mJointNames[i]);
if (joint)
{
mat[i] = skin->mInvBindMatrix[i];
mat[i] *= joint->getWorldMatrix();
}
}
stop_glerror();
LLDrawPoolAvatar::sVertexProgram->uniformMatrix4fv("matrixPalette",
skin->mJointNames.size(),
FALSE,
(GLfloat*) mat[0].mMatrix);
stop_glerror();
}
else
{
data_mask &= ~LLVertexBuffer::MAP_WEIGHT4;
}
buff->setBuffer(data_mask);
U16 start = face->getGeomStart();
U16 end = start + face->getGeomCount()-1;
S32 offset = face->getIndicesStart();
U32 count = face->getIndicesCount();
if (glow)
{
glColor4f(0,0,0,face->getTextureEntry()->getGlow());
}
gGL.getTexUnit(sDiffuseChannel)->bind(face->getTexture());
if (normal_channel > -1)
{
//.........这里部分代码省略.........
示例3: renderRigged
void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow)
{
if ((avatar->isSelf() && !gAgent.needsRenderAvatar()) || !gMeshRepo.meshRezEnabled())
{
return;
}
stop_glerror();
for (U32 i = 0; i < mRiggedFace[type].size(); ++i)
{
LLFace* face = mRiggedFace[type][i];
LLDrawable* drawable = face->getDrawable();
if (!drawable)
{
continue;
}
LLVOVolume* vobj = drawable->getVOVolume();
if (!vobj)
{
continue;
}
LLVolume* volume = vobj->getVolume();
S32 te = face->getTEOffset();
if (!volume || volume->getNumVolumeFaces() <= te || !volume->isMeshAssetLoaded())
{
continue;
}
LLUUID mesh_id = volume->getParams().getSculptID();
if (mesh_id.isNull())
{
continue;
}
const LLMeshSkinInfo* skin = gMeshRepo.getSkinInfo(mesh_id, vobj);
if (!skin)
{
continue;
}
//stop_glerror();
//const LLVolumeFace& vol_face = volume->getVolumeFace(te);
//updateRiggedFaceVertexBuffer(avatar, face, skin, volume, vol_face);
//stop_glerror();
U32 data_mask = LLFace::getRiggedDataMask(type);
LLVertexBuffer* buff = face->getVertexBuffer();
if (buff)
{
if (sShaderLevel > 0)
{ //upload matrix palette to shader
LLMatrix4 mat[JOINT_COUNT];
U32 count = llmin((U32) skin->mJointNames.size(), (U32) JOINT_COUNT);
for (U32 i = 0; i < count; ++i)
{
LLJoint* joint = avatar->getJoint(skin->mJointNames[i]);
if(!joint)
{
joint = avatar->getJoint("mRoot");
}
if (joint)
{
LLMatrix4a tmp;
tmp.loadu((F32*)skin->mInvBindMatrix[i].mMatrix);
tmp.setMul(joint->getWorldMatrix(),tmp);
mat[i] = LLMatrix4(tmp.getF32ptr());
}
}
stop_glerror();
F32 mp[JOINT_COUNT*12];
for (U32 i = 0; i < count; ++i)
{
F32* m = (F32*) mat[i].mMatrix;
U32 idx = i*12;
mp[idx+0] = m[0];
mp[idx+1] = m[1];
mp[idx+2] = m[2];
mp[idx+3] = m[12];
mp[idx+4] = m[4];
mp[idx+5] = m[5];
mp[idx+6] = m[6];
mp[idx+7] = m[13];
//.........这里部分代码省略.........
示例4: genVolumeBBoxes
BOOL LLFace::genVolumeBBoxes(const LLVolume &volume, S32 f,
const LLMatrix4& mat_vert_in, const LLMatrix3& mat_normal_in, BOOL global_volume)
{
LLMemType mt1(LLMemType::MTYPE_DRAWABLE);
//get bounding box
if (mDrawablep->isState(LLDrawable::REBUILD_VOLUME | LLDrawable::REBUILD_POSITION
#if MESH_ENABLED
| LLDrawable::REBUILD_RIGGED
#endif //MESH_ENABLED
))
{
//VECTORIZE THIS
LLMatrix4a mat_vert;
mat_vert.loadu(mat_vert_in);
LLMatrix4a mat_normal;
mat_normal.loadu(mat_normal_in);
//if (mDrawablep->isState(LLDrawable::REBUILD_VOLUME))
//{ //vertex buffer no longer valid
// mVertexBuffer = NULL;
// mLastVertexBuffer = NULL;
//}
//VECTORIZE THIS
LLVector4a min,max;
if (f >= volume.getNumVolumeFaces())
{
llwarns << "Generating bounding box for invalid face index!" << llendl;
f = 0;
}
const LLVolumeFace &face = volume.getVolumeFace(f);
min = face.mExtents[0];
max = face.mExtents[1];
llassert(less_than_max_mag(min));
llassert(less_than_max_mag(max));
//min, max are in volume space, convert to drawable render space
LLVector4a center;
LLVector4a t;
t.setAdd(min, max);
t.mul(0.5f);
mat_vert.affineTransform(t, center);
LLVector4a size;
size.setSub(max, min);
size.mul(0.5f);
llassert(less_than_max_mag(min));
llassert(less_than_max_mag(max));
if (!global_volume)
{
//VECTORIZE THIS
LLVector4a scale;
scale.load3(mDrawablep->getVObj()->getScale().mV);
size.mul(scale);
}
mat_normal.mMatrix[0].normalize3fast();
mat_normal.mMatrix[1].normalize3fast();
mat_normal.mMatrix[2].normalize3fast();
LLVector4a v[4];
//get 4 corners of bounding box
mat_normal.rotate(size,v[0]);
//VECTORIZE THIS
LLVector4a scale;
scale.set(-1.f, -1.f, 1.f);
scale.mul(size);
mat_normal.rotate(scale, v[1]);
scale.set(1.f, -1.f, -1.f);
scale.mul(size);
mat_normal.rotate(scale, v[2]);
scale.set(-1.f, 1.f, -1.f);
scale.mul(size);
mat_normal.rotate(scale, v[3]);
LLVector4a& newMin = mExtents[0];
LLVector4a& newMax = mExtents[1];
newMin = newMax = center;
llassert(less_than_max_mag(center));
for (U32 i = 0; i < 4; i++)
{
LLVector4a delta;
delta.setAbs(v[i]);
LLVector4a min;
min.setSub(center, delta);
LLVector4a max;
//.........这里部分代码省略.........