Пример #1
0
/*
For each vertex, given:
	B - binormal
	T - tangent
	N - normal
	P - position

The resulting texture coordinate <u,v> is:

	u = 2(B dot P)
	v = 2(T dot P)
*/
void planarProjection(LLVector2 &tc, const LLVector4a& normal,
					  const LLVector4a &center, const LLVector4a& vec)
{	
	LLVector4a binormal;
	F32 d = normal[0];

	if (d >= 0.5f || d <= -0.5f)
	{
		if (d < 0)
		{
			binormal.set(0,-1,0);
		}
		else
		{
			binormal.set(0, 1, 0);
		}
	}
	else
	{
        if (normal[1] > 0)
		{
			binormal.set(-1,0,0);
		}
		else
		{
			binormal.set(1,0,0);
		}
	}
	LLVector4a tangent;
	tangent.setCross3(binormal,normal);

	tc.mV[1] = -((tangent.dot3(vec).getF32())*2 - 0.5f);
	tc.mV[0] = 1.0f+((binormal.dot3(vec).getF32())*2 - 0.5f);
}
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();
		right.normalize3fast();
	}

		right.mul(0.5f*part.mScale.mV[0]);
		up.mul(0.5f*part.mScale.mV[1]);


		//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;
	}
}
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;
}
void LLPolyMorphTarget::apply( ESex avatar_sex )
{
	if (!mMorphData || mNumMorphMasksPending > 0)
	{
		return;
	}

	LL_RECORD_BLOCK_TIME(FTM_APPLY_MORPH_TARGET);

	mLastSex = avatar_sex;

	// Check for NaN condition (NaN is detected if a variable doesn't equal itself.
	if (mCurWeight != mCurWeight)
	{
		mCurWeight = 0.0;
	}
	if (mLastWeight != mLastWeight)
	{
		mLastWeight = mCurWeight+.001;
	}

	// perform differential update of morph
	F32 delta_weight = ( getSex() & avatar_sex ) ? (mCurWeight - mLastWeight) : (getDefaultWeight() - mLastWeight);
	// store last weight
	mLastWeight += delta_weight;

	if (delta_weight != 0.f)
	{
		llassert(!mMesh->isLOD());
		LLVector4a *coords = mMesh->getWritableCoords();

		LLVector4a *scaled_normals = mMesh->getScaledNormals();
		LLVector4a *normals = mMesh->getWritableNormals();

		LLVector4a *scaled_binormals = mMesh->getScaledBinormals();
		LLVector4a *binormals = mMesh->getWritableBinormals();

		LLVector4a *clothing_weights = mMesh->getWritableClothingWeights();
		LLVector2 *tex_coords = mMesh->getWritableTexCoords();

		F32 *maskWeightArray = (mVertMask) ? mVertMask->getMorphMaskWeights() : NULL;

		for(U32 vert_index_morph = 0; vert_index_morph < mMorphData->mNumIndices; vert_index_morph++)
		{
			S32 vert_index_mesh = mMorphData->mVertexIndices[vert_index_morph];

			F32 maskWeight = 1.f;
			if (maskWeightArray)
			{
				maskWeight = maskWeightArray[vert_index_morph];
			}


			LLVector4a pos = mMorphData->mCoords[vert_index_morph];
			pos.mul(delta_weight*maskWeight);
			coords[vert_index_mesh].add(pos);

			if (getInfo()->mIsClothingMorph && clothing_weights)
			{
				LLVector4a clothing_offset = mMorphData->mCoords[vert_index_morph];
				clothing_offset.mul(delta_weight * maskWeight);
				LLVector4a* clothing_weight = &clothing_weights[vert_index_mesh];
				clothing_weight->add(clothing_offset);
				clothing_weight->getF32ptr()[VW] = maskWeight;
			}

			// calculate new normals based on half angles
			LLVector4a norm = mMorphData->mNormals[vert_index_morph];
			norm.mul(delta_weight*maskWeight*NORMAL_SOFTEN_FACTOR);
			scaled_normals[vert_index_mesh].add(norm);
			norm = scaled_normals[vert_index_mesh];

			// guard against degenerate input data before we create NaNs below!
			//
			norm.normalize3fast();
			normals[vert_index_mesh] = norm;

			// calculate new binormals
			LLVector4a binorm = mMorphData->mBinormals[vert_index_morph];

			// guard against degenerate input data before we create NaNs below!
			//
			if (!binorm.isFinite3() || (binorm.dot3(binorm).getF32() <= F_APPROXIMATELY_ZERO))
			{
				binorm.set(1,0,0,1);
			}

			binorm.mul(delta_weight*maskWeight*NORMAL_SOFTEN_FACTOR);
			scaled_binormals[vert_index_mesh].add(binorm);
			LLVector4a tangent;
			tangent.setCross3(scaled_binormals[vert_index_mesh], norm);
			LLVector4a& normalized_binormal = binormals[vert_index_mesh];

			normalized_binormal.setCross3(norm, tangent); 
			normalized_binormal.normalize3fast();
			
			tex_coords[vert_index_mesh] += mMorphData->mTexCoords[vert_index_morph] * delta_weight * maskWeight;
		}

		// now apply volume changes
		for( volume_list_t::iterator iter = mVolumeMorphs.begin(); iter != mVolumeMorphs.end(); iter++ )
		{
			LLPolyVolumeMorph* volume_morph = &(*iter);
			LLVector3 scale_delta = volume_morph->mScale * delta_weight;
			LLVector3 pos_delta = volume_morph->mPos * delta_weight;
			
			volume_morph->mVolume->setScale(volume_morph->mVolume->getScale() + scale_delta);
			volume_morph->mVolume->setPosition(volume_morph->mVolume->getPosition() + pos_delta);
		}
	}

	if (mNext)
	{
		mNext->apply(avatar_sex);
	}
}
//-----------------------------------------------------------------------------
// setMorphFromMesh()
//-----------------------------------------------------------------------------
BOOL LLPolyMorphData::setMorphFromMesh(LLPolyMesh *morph)
{
	if (!morph)
		return FALSE;

	LLVector4a *morph_coords     = morph->getWritableCoords();
	LLVector4a *morph_normals    = morph->getWritableNormals();
	LLVector4a *morph_binormals  = morph->getWritableBinormals();
	LLVector2 *morph_tex_coords = morph->getWritableTexCoords();

	// We now have the morph loaded as a mesh.  We have to subtract the
	// base mesh to get the delta morph.

	LLPolyMesh delta(mMesh, NULL);
	U32 nverts = delta.getNumVertices();

	LLVector4a *delta_coords     = delta.getWritableCoords();
	LLVector4a *delta_normals    = delta.getWritableNormals();
	LLVector4a *delta_binormals  = delta.getWritableBinormals();
	LLVector2 *delta_tex_coords = delta.getWritableTexCoords();

	U32 num_significant = 0;
	U32 vert_index;
	for( vert_index = 0; vert_index < nverts; vert_index++)
	{
		delta_coords[vert_index].setSub(	morph_coords[vert_index], delta_coords[vert_index]);
		delta_normals[vert_index].setSub(	morph_normals[vert_index], delta_normals[vert_index]);
		delta_binormals[vert_index].setSub(	morph_binormals[vert_index], delta_binormals[vert_index]);
		delta_tex_coords[vert_index] =		morph_tex_coords[vert_index] - delta_tex_coords[vert_index];

		// For the normals and binormals, we really want the deltas
		// to be perpendicular to the mesh (bi)normals in the plane
		// that contains both the mesh and morph (bi)normals, such
		// that the morph (bi)normals form the hypotenuses of right
		// triangles. Right now, we just compute the difference vector.

		if (delta_coords[vert_index].getLength3().getF32()		> SIGNIFICANT_DELTA
		||  delta_normals[vert_index].getLength3().getF32()		> SIGNIFICANT_DELTA
		||  delta_binormals[vert_index].getLength3().getF32()	> SIGNIFICANT_DELTA
		||  delta_tex_coords[vert_index].length()				> SIGNIFICANT_DELTA)
		{
			num_significant++;
		}
	}

	//-------------------------------------------------------------------------
	// compute new morph
	//-------------------------------------------------------------------------

	// If the morph matches the base mesh, we store one vertex to prevent
	// zero length vectors.

	U32 nindices = num_significant;
	if (num_significant == 0)
		nindices = 1;

	LLVector4a* new_coords     = new LLVector4a[nindices];
	LLVector4a* new_normals    = new LLVector4a[nindices];
	LLVector4a* new_binormals  = new LLVector4a[nindices];
	LLVector2* new_tex_coords = new LLVector2[nindices];
	U32* new_vertex_indices   = new U32[nindices];

    // We'll set the distortion directly
	mTotalDistortion = 0.f;
	mMaxDistortion   = 0.f;
	mAvgDistortion.clear();

	U32 morph_index = 0;
	for( vert_index = 0; vert_index < nverts; vert_index++)
	{
		if (delta_coords[vert_index].getLength3().getF32()		> SIGNIFICANT_DELTA
		||  delta_normals[vert_index].getLength3().getF32()		> SIGNIFICANT_DELTA
		||  delta_binormals[vert_index].getLength3().getF32()	> SIGNIFICANT_DELTA
		||  delta_tex_coords[vert_index].length()				> SIGNIFICANT_DELTA
		||  num_significant == 0)
		{
			new_vertex_indices[morph_index] = vert_index;

			new_coords[morph_index]     = delta_coords[vert_index];
			new_normals[morph_index]    = delta_normals[vert_index];
			new_binormals[morph_index]  = delta_binormals[vert_index];
			new_tex_coords[morph_index] = delta_tex_coords[vert_index];

			F32 magnitude = new_coords[morph_index].getLength3().getF32();

			mTotalDistortion += magnitude;
			LLVector4a t;
			t.setAbs(new_coords[morph_index]);
			mAvgDistortion.add(t);

			if (magnitude > mMaxDistortion)
			{
				mMaxDistortion = magnitude;
			}

			morph_index++;
			num_significant = 1;
		}
	}

	mAvgDistortion.mul(1.f/(F32)nindices);
	mAvgDistortion.normalize3();

	//-------------------------------------------------------------------------
	// compute the change in the morph
	//-------------------------------------------------------------------------

	// Because meshes are set by continually updating morph weights
	// there is no easy way to reapply the morphs, so we just compute
	// the change in this morph and apply that appropriately weighted.

	for( morph_index = 0; morph_index < mNumIndices; morph_index++)
	{
		vert_index = mVertexIndices[morph_index];

		delta_coords[vert_index].sub(	mCoords[morph_index]);
		delta_normals[vert_index].sub(	mNormals[morph_index]);
		delta_binormals[vert_index].sub(mBinormals[morph_index]);
		delta_tex_coords[vert_index] -= mTexCoords[morph_index];
	}

	//-------------------------------------------------------------------------
	// Update all avatars
	//-------------------------------------------------------------------------

	std::vector< LLCharacter* >::iterator avatar_it;
	for(avatar_it = LLCharacter::sInstances.begin(); avatar_it != LLCharacter::sInstances.end(); ++avatar_it)
	{
		LLVOAvatar* avatarp = (LLVOAvatar*)*avatar_it;

		LLPolyMorphTarget* param = (LLPolyMorphTarget*) avatarp->getVisualParam(mName.c_str());
		if (!param)
		{
			continue;
		}

		F32 weight = param->getLastWeight();
		if (weight == 0.0f)
		{
			continue;
		}

		LLPolyMesh* mesh = avatarp->getMesh(mMesh);
		if (!mesh)
		{
			continue;
		}

		// If we have a vertex mask, just remove it.  It will be recreated.
		/*if (param->undoMask(TRUE))
		{
			continue;
		}*/

		LLVector4a *mesh_coords           = mesh->getWritableCoords();
		LLVector4a *mesh_normals          = mesh->getWritableNormals();
		LLVector4a *mesh_binormals        = mesh->getWritableBinormals();
		LLVector2 *mesh_tex_coords        = mesh->getWritableTexCoords();
		LLVector4a *mesh_scaled_normals   = mesh->getScaledNormals();
		LLVector4a *mesh_scaled_binormals = mesh->getScaledBinormals();

		for( vert_index = 0; vert_index < nverts; vert_index++)
		{
			delta_coords[vert_index].mul(weight);
			mesh_coords[vert_index].add(delta_coords[vert_index]);

			mesh_tex_coords[vert_index]       += delta_tex_coords[vert_index] * weight;

			delta_normals[vert_index].mul(weight * NORMAL_SOFTEN_FACTOR);
			mesh_scaled_normals[vert_index].add(delta_normals[vert_index]);
			
			LLVector4a normalized_normal       = mesh_scaled_normals[vert_index];
			normalized_normal.normalize3();
			mesh_normals[vert_index]           = normalized_normal;

			delta_binormals[vert_index].mul(weight * NORMAL_SOFTEN_FACTOR);
			mesh_scaled_binormals[vert_index].add(delta_binormals[vert_index]);

			LLVector4a tangent;
			tangent.setCross3(mesh_scaled_binormals[vert_index], normalized_normal);
			LLVector4a normalized_binormal;
			normalized_binormal.setCross3(normalized_normal, tangent);
			normalized_binormal.normalize3();
			mesh_binormals[vert_index]         = normalized_binormal;
		}

		avatarp->dirtyMesh();
	}

	//-------------------------------------------------------------------------
	// reallocate vertices
	//-------------------------------------------------------------------------
	delete [] mVertexIndices;
	delete [] mCoords;
	delete [] mNormals;
	delete [] mBinormals;
	delete [] mTexCoords;

	mVertexIndices = new_vertex_indices;
	mCoords        = new_coords;
	mNormals       = new_normals;
	mBinormals     = new_binormals;
	mTexCoords     = new_tex_coords;
	mNumIndices    = nindices;

	return TRUE;
}
Пример #6
0
void LLModel::generateNormals(F32 angle_cutoff)
{
	//generate normals for all faces by:
	// 1 - Create faceted copy of face with no texture coordinates
	// 2 - Weld vertices in faceted copy that are shared between triangles with less than "angle_cutoff" difference between normals
	// 3 - Generate smoothed set of normals based on welding results
	// 4 - Create faceted copy of face with texture coordinates
	// 5 - Copy smoothed normals to faceted copy, using closest normal to triangle normal where more than one normal exists for a given position
	// 6 - Remove redundant vertices from new faceted (now smooth) copy

	angle_cutoff = cosf(angle_cutoff);
	for (U32 j = 0; j < mVolumeFaces.size(); ++j)
	{
		LLVolumeFace& vol_face = mVolumeFaces[j];

		if (vol_face.mNumIndices > 65535)
		{
			LL_WARNS() << "Too many vertices for normal generation to work." << LL_ENDL;
			continue;
		}

		//create faceted copy of current face with no texture coordinates (step 1)
		LLVolumeFace faceted;

		LLVector4a* src_pos = (LLVector4a*) vol_face.mPositions;
		//LLVector4a* src_norm = (LLVector4a*) vol_face.mNormals;


		faceted.resizeVertices(vol_face.mNumIndices);
		faceted.resizeIndices(vol_face.mNumIndices);
		//bake out triangles into temporary face, clearing texture coordinates
		for (U32 i = 0; i < (U32)vol_face.mNumIndices; ++i)
		{
			U32 idx = vol_face.mIndices[i];
		
			faceted.mPositions[i] = src_pos[idx];
			faceted.mTexCoords[i] = LLVector2(0,0);
			faceted.mIndices[i] = i;
		}

		//generate normals for temporary face
		for (U32 i = 0; i < (U32)faceted.mNumIndices; i += 3)
		{ //for each triangle
			U16 i0 = faceted.mIndices[i+0];
			U16 i1 = faceted.mIndices[i+1];
			U16 i2 = faceted.mIndices[i+2];
			
			LLVector4a& p0 = faceted.mPositions[i0];
			LLVector4a& p1 = faceted.mPositions[i1];
			LLVector4a& p2 = faceted.mPositions[i2];

			LLVector4a& n0 = faceted.mNormals[i0];
			LLVector4a& n1 = faceted.mNormals[i1];
			LLVector4a& n2 = faceted.mNormals[i2];

			LLVector4a lhs, rhs;
			lhs.setSub(p1, p0);
			rhs.setSub(p2, p0);

			n0.setCross3(lhs, rhs);
			n0.normalize3();
			n1 = n0;
			n2 = n0;
		}

		//weld vertices in temporary face, respecting angle_cutoff (step 2)
		validate_face(faceted);
		faceted.optimize(angle_cutoff);
		validate_face(faceted);

		//generate normals for welded face based on new topology (step 3)

		for (U32 i = 0; i < (U32)faceted.mNumVertices; i++)
		{
			faceted.mNormals[i].clear();
		}

		for (U32 i = 0; i < (U32)faceted.mNumIndices; i += 3)
		{ //for each triangle
			U16 i0 = faceted.mIndices[i+0];
			U16 i1 = faceted.mIndices[i+1];
			U16 i2 = faceted.mIndices[i+2];
			
			LLVector4a& p0 = faceted.mPositions[i0];
			LLVector4a& p1 = faceted.mPositions[i1];
			LLVector4a& p2 = faceted.mPositions[i2];

			LLVector4a& n0 = faceted.mNormals[i0];
			LLVector4a& n1 = faceted.mNormals[i1];
			LLVector4a& n2 = faceted.mNormals[i2];

			LLVector4a lhs, rhs;
			lhs.setSub(p1, p0);
			rhs.setSub(p2, p0);

			LLVector4a n;
			n.setCross3(lhs, rhs);

			n0.add(n);
			n1.add(n);
			n2.add(n);
		}

		//normalize normals and build point map
		LLVolumeFace::VertexMapData::PointMap point_map;

		for (U32 i = 0; i < (U32)faceted.mNumVertices; ++i)
		{
			faceted.mNormals[i].normalize3();

			LLVolumeFace::VertexMapData v;
			v.setPosition(faceted.mPositions[i]);
			v.setNormal(faceted.mNormals[i]);

			point_map[LLVector3(v.getPosition().getF32ptr())].push_back(v);
		}

		//create faceted copy of current face with texture coordinates (step 4)
		LLVolumeFace new_face;

		//bake out triangles into new face
		new_face.resizeIndices(vol_face.mNumIndices);
		new_face.resizeVertices(vol_face.mNumIndices);
		
		for (U32 i = 0; i < (U32)vol_face.mNumIndices; ++i)
		{
			U32 idx = vol_face.mIndices[i];
			LLVolumeFace::VertexData v;
			new_face.mPositions[i] = vol_face.mPositions[idx];
			new_face.mNormals[i].clear();
			new_face.mIndices[i] = i;
		}

		if (vol_face.mTexCoords)
		{
			for (U32 i = 0; i < (U32)vol_face.mNumIndices; i++)
			{
				U32 idx = vol_face.mIndices[i];
				new_face.mTexCoords[i] = vol_face.mTexCoords[idx];
			}
		}
		else
		{
			//ll_aligned_free_16(new_face.mTexCoords);
			new_face.mTexCoords = NULL;
		}

		//generate normals for new face
		for (U32 i = 0; i < (U32)new_face.mNumIndices; i += 3)
		{ //for each triangle
			U16 i0 = new_face.mIndices[i+0];
			U16 i1 = new_face.mIndices[i+1];
			U16 i2 = new_face.mIndices[i+2];
			
			LLVector4a& p0 = new_face.mPositions[i0];
			LLVector4a& p1 = new_face.mPositions[i1];
			LLVector4a& p2 = new_face.mPositions[i2];

			LLVector4a& n0 = new_face.mNormals[i0];
			LLVector4a& n1 = new_face.mNormals[i1];
			LLVector4a& n2 = new_face.mNormals[i2];

			LLVector4a lhs, rhs;
			lhs.setSub(p1, p0);
			rhs.setSub(p2, p0);

			n0.setCross3(lhs, rhs);
			n0.normalize3();
			n1 = n0;
			n2 = n0;
		}

		//swap out normals in new_face with best match from point map (step 5)
		for (U32 i = 0; i < (U32)new_face.mNumVertices; ++i)
		{
			//LLVolumeFace::VertexData v = new_face.mVertices[i];

			LLVector4a ref_norm = new_face.mNormals[i];

			LLVolumeFace::VertexMapData::PointMap::iterator iter = point_map.find(LLVector3(new_face.mPositions[i].getF32ptr()));

			if (iter != point_map.end())
			{
				F32 best = -2.f;
				for (U32 k = 0; k < iter->second.size(); ++k)
				{
					LLVector4a& n = iter->second[k].getNormal();

					F32 cur = n.dot3(ref_norm).getF32();

					if (cur > best)
					{
						best = cur;
						new_face.mNormals[i] = n;
					}
				}
			}
		}
		
		//remove redundant vertices from new face (step 6)
		validate_face(new_face);
		new_face.optimize();
		validate_face(new_face);

		mVolumeFaces[j] = new_face;
	}
}
Пример #7
0
bool ll_is_degenerate(const LLVector4a& a, const LLVector4a& b, const LLVector4a& c, F32 tolerance)
{
	// small area check
	{
		LLVector4a edge1; edge1.setSub( a, b );
		LLVector4a edge2; edge2.setSub( a, c );
		//////////////////////////////////////////////////////////////////////////
		/// Linden Modified
		//////////////////////////////////////////////////////////////////////////

		// If no one edge is more than 10x longer than any other edge, we weaken
		// the tolerance by a factor of 1e-4f.

		LLVector4a edge3; edge3.setSub( c, b );
		const F32 len1sq = edge1.dot3(edge1).getF32();
		const F32 len2sq = edge2.dot3(edge2).getF32();
		const F32 len3sq = edge3.dot3(edge3).getF32();
		bool abOK = (len1sq <= 100.f * len2sq) && (len1sq <= 100.f * len3sq);
		bool acOK = (len2sq <= 100.f * len1sq) && (len1sq <= 100.f * len3sq);
		bool cbOK = (len3sq <= 100.f * len1sq) && (len1sq <= 100.f * len2sq);
		if ( abOK && acOK && cbOK )
		{
			tolerance *= 1e-4f;
		}

		//////////////////////////////////////////////////////////////////////////
		/// End Modified
		//////////////////////////////////////////////////////////////////////////

		LLVector4a cross; cross.setCross3( edge1, edge2 );

		LLVector4a edge1b; edge1b.setSub( b, a );
		LLVector4a edge2b; edge2b.setSub( b, c );
		LLVector4a crossb; crossb.setCross3( edge1b, edge2b );

		if ( ( cross.dot3(cross).getF32() < tolerance ) || ( crossb.dot3(crossb).getF32() < tolerance ))
		{
			return true;
		}
	}

	// point triangle distance check
	{
		LLVector4a Q; Q.setSub(a, b);
		LLVector4a R; R.setSub(c, b);

		const F32 QQ = dot3fpu(Q, Q);
		const F32 RR = dot3fpu(R, R);
		const F32 QR = dot3fpu(R, Q);

		volatile F32 QQRR = QQ * RR;
		volatile F32 QRQR = QR * QR;
		F32 Det = (QQRR - QRQR);

		if( Det == 0.0f )
		{
			return true;
		}
	}

	return false;
}
Пример #8
0
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);
	*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;
}
Пример #9
0
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
			};
			
			if (getPoolType() != LLDrawPool::POOL_ALPHA && (LLPipeline::sRenderDeferred || (LLPipeline::sRenderBump && tep->getShiny())))
			{
				color.mV[3] = U8 (alpha[tep->getShiny()] * 255);
			}
		}
	}

    // INDICES
	if (full_rebuild)
	{
		mVertexBuffer->getIndexStrider(indicesp, mIndicesIndex);
		for (U32 i = 0; i < (U32) num_indices; i++)
		{
			indicesp[i] = vf.mIndices[i] + index_offset;
		}

		//mVertexBuffer->setBuffer(0);
	}
	
	LLMatrix4a mat_normal;
	mat_normal.loadu(mat_norm_in);
	
	//if it's not fullbright and has no normals, bake sunlight based on face normal
	//bool bake_sunlight = !getTextureEntry()->getFullbright() &&
	//  !mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_NORMAL);

	F32 r = 0, os = 0, ot = 0, ms = 0, mt = 0, cos_ang = 0, sin_ang = 0;

	if (rebuild_tcoord)
	{
		bool do_xform;
			
		if (tep)
		{
			r  = tep->getRotation();
			os = tep->mOffsetS;
			ot = tep->mOffsetT;
			ms = tep->mScaleS;
			mt = tep->mScaleT;
			cos_ang = cos(r);
			sin_ang = sin(r);

			if (cos_ang != 1.f || 
				sin_ang != 0.f ||
				os != 0.f ||
				ot != 0.f ||
				ms != 1.f ||
				mt != 1.f)
			{
				do_xform = true;
			}
			else
			{
				do_xform = false;
			}	
		}
		else
		{
			do_xform = false;
		}
						
		//bump setup
		LLVector4a binormal_dir( -sin_ang, cos_ang, 0.f );
		LLVector4a bump_s_primary_light_ray(0.f, 0.f, 0.f);
		LLVector4a bump_t_primary_light_ray(0.f, 0.f, 0.f);

		LLQuaternion bump_quat;
		if (mDrawablep->isActive())
		{
			bump_quat = LLQuaternion(mDrawablep->getRenderMatrix());
		}
		
		if (bump_code)
		{
			mVObjp->getVolume()->genBinormals(f);
			F32 offset_multiple; 
			switch( bump_code )
			{
				case BE_NO_BUMP:
				offset_multiple = 0.f;
				break;
				case BE_BRIGHTNESS:
				case BE_DARKNESS:
				if( mTexture.notNull() && mTexture->hasGLTexture())
				{
					// Offset by approximately one texel
					S32 cur_discard = mTexture->getDiscardLevel();
					S32 max_size = llmax( mTexture->getWidth(), mTexture->getHeight() );
					max_size <<= cur_discard;
					const F32 ARTIFICIAL_OFFSET = 2.f;
					offset_multiple = ARTIFICIAL_OFFSET / (F32)max_size;
				}
				else
				{
					offset_multiple = 1.f/256;
				}
				break;

				default:  // Standard bumpmap textures.  Assumed to be 256x256
				offset_multiple = 1.f / 256;
				break;
			}

			F32 s_scale = 1.f;
			F32 t_scale = 1.f;
			if( tep )
			{
				tep->getScale( &s_scale, &t_scale );
			}
			// Use the nudged south when coming from above sun angle, such
			// that emboss mapping always shows up on the upward faces of cubes when 
			// it's noon (since a lot of builders build with the sun forced to noon).
			LLVector3   sun_ray  = gSky.mVOSkyp->mBumpSunDir;
			LLVector3   moon_ray = gSky.getMoonDirection();
			LLVector3& primary_light_ray = (sun_ray.mV[VZ] > 0) ? sun_ray : moon_ray;

			bump_s_primary_light_ray.load3((offset_multiple * s_scale * primary_light_ray).mV);
			bump_t_primary_light_ray.load3((offset_multiple * t_scale * primary_light_ray).mV);
		}

		U8 texgen = getTextureEntry()->getTexGen();
		if (rebuild_tcoord && texgen != LLTextureEntry::TEX_GEN_DEFAULT)
		{ //planar texgen needs binormals
			mVObjp->getVolume()->genBinormals(f);
		}

		U8 tex_mode = 0;
	
		if (isState(TEXTURE_ANIM))
		{
			LLVOVolume* vobj = (LLVOVolume*) (LLViewerObject*) mVObjp;	
			tex_mode = vobj->mTexAnimMode;

			if (!tex_mode)
			{
				clearState(TEXTURE_ANIM);
			}
			else
			{
				os = ot = 0.f;
				r = 0.f;
				cos_ang = 1.f;
				sin_ang = 0.f;
				ms = mt = 1.f;

				do_xform = false;
			}

			if (getVirtualSize() >= MIN_TEX_ANIM_SIZE)
			{ //don't override texture transform during tc bake
				tex_mode = 0;
			}
		}
	
		LLVector4a scalea;
		scalea.load3(scale.mV);

		bool do_bump = bump_code && mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_TEXCOORD1);
		bool do_tex_mat = tex_mode && mTextureMatrix;

		if (!do_bump)
		{ //not in atlas or not bump mapped, might be able to do a cheap update
			mVertexBuffer->getTexCoord0Strider(tex_coords, mGeomIndex);

			if (texgen != LLTextureEntry::TEX_GEN_PLANAR)
			{
				if (!do_tex_mat)
				{
					if (!do_xform)
					{
						tex_coords.assignArray((U8*) vf.mTexCoords, sizeof(vf.mTexCoords[0]), num_vertices);
					}
					else
					{
						for (S32 i = 0; i < num_vertices; i++)
						{	
							LLVector2 tc(vf.mTexCoords[i]);
							xform(tc, cos_ang, sin_ang, os, ot, ms, mt);
							*tex_coords++ = tc;	
						}
					}
				}
				else
				{ //do tex mat, no texgen, no atlas, no bump
					for (S32 i = 0; i < num_vertices; i++)
					{	
						LLVector2 tc(vf.mTexCoords[i]);
						//LLVector4a& norm = vf.mNormals[i];
						//LLVector4a& center = *(vf.mCenter);

						LLVector3 tmp(tc.mV[0], tc.mV[1], 0.f);
						tmp = tmp * *mTextureMatrix;
						tc.mV[0] = tmp.mV[0];
						tc.mV[1] = tmp.mV[1];
						*tex_coords++ = tc;	
					}
				}
			}
			else
			{ //no bump, no atlas, tex gen planar
				if (do_tex_mat)
				{
					for (S32 i = 0; i < num_vertices; i++)
					{	
						LLVector2 tc(vf.mTexCoords[i]);
						LLVector4a& norm = vf.mNormals[i];
						LLVector4a& center = *(vf.mCenter);
						LLVector4a vec = vf.mPositions[i];	
						vec.mul(scalea);
						planarProjection(tc, norm, center, vec);
						
						LLVector3 tmp(tc.mV[0], tc.mV[1], 0.f);
						tmp = tmp * *mTextureMatrix;
						tc.mV[0] = tmp.mV[0];
						tc.mV[1] = tmp.mV[1];
				
						*tex_coords++ = tc;	
					}
				}
				else
				{
					for (S32 i = 0; i < num_vertices; i++)
					{	
						LLVector2 tc(vf.mTexCoords[i]);
						LLVector4a& norm = vf.mNormals[i];
						LLVector4a& center = *(vf.mCenter);
						LLVector4a vec = vf.mPositions[i];	
						vec.mul(scalea);
						planarProjection(tc, norm, center, vec);
						
						xform(tc, cos_ang, sin_ang, os, ot, ms, mt);

						*tex_coords++ = tc;	
					}
				}
			}

			//mVertexBuffer->setBuffer(0);
		}
		else
		{ //either bump mapped or in atlas, just do the whole expensive loop
			mVertexBuffer->getTexCoord0Strider(tex_coords, mGeomIndex);

			std::vector<LLVector2> bump_tc;
		
			for (S32 i = 0; i < num_vertices; i++)
			{	
				LLVector2 tc(vf.mTexCoords[i]);
			
				LLVector4a& norm = vf.mNormals[i];
				
				LLVector4a& center = *(vf.mCenter);
		   
				if (texgen != LLTextureEntry::TEX_GEN_DEFAULT)
				{
					LLVector4a vec = vf.mPositions[i];
				
					vec.mul(scalea);

					switch (texgen)
					{
						case LLTextureEntry::TEX_GEN_PLANAR:
							planarProjection(tc, norm, center, vec);
							break;
						case LLTextureEntry::TEX_GEN_SPHERICAL:
							sphericalProjection(tc, norm, center, vec);
							break;
						case LLTextureEntry::TEX_GEN_CYLINDRICAL:
							cylindricalProjection(tc, norm, center, vec);
							break;
						default:
							break;
					}		
				}

				if (tex_mode && mTextureMatrix)
				{
					LLVector3 tmp(tc.mV[0], tc.mV[1], 0.f);
					tmp = tmp * *mTextureMatrix;
					tc.mV[0] = tmp.mV[0];
					tc.mV[1] = tmp.mV[1];
				}
				else
				{
					xform(tc, cos_ang, sin_ang, os, ot, ms, mt);
				}


				*tex_coords++ = tc;
				if (do_bump)
				{
					bump_tc.push_back(tc);
				}
			}

			//mVertexBuffer->setBuffer(0);


			if (do_bump)
			{
				mVertexBuffer->getTexCoord1Strider(tex_coords2, mGeomIndex);
		
				for (S32 i = 0; i < num_vertices; i++)
				{
					LLVector4a tangent;
					tangent.setCross3(vf.mBinormals[i], vf.mNormals[i]);

					LLMatrix4a tangent_to_object;
					tangent_to_object.setRows(tangent, vf.mBinormals[i], vf.mNormals[i]);
					LLVector4a t;
					tangent_to_object.rotate(binormal_dir, t);
					LLVector4a binormal;
					mat_normal.rotate(t, binormal);
						
					//VECTORIZE THIS
					if (mDrawablep->isActive())
					{
						LLVector3 t;
						t.set(binormal.getF32ptr());
						t *= bump_quat;
						binormal.load3(t.mV);
					}

					binormal.normalize3fast();
					LLVector2 tc = bump_tc[i];
					tc += LLVector2( bump_s_primary_light_ray.dot3(tangent).getF32(), bump_t_primary_light_ray.dot3(binormal).getF32() );
					
					*tex_coords2++ = tc;
				}

				//mVertexBuffer->setBuffer(0);
			}
		}
	}

	if (rebuild_pos)
	{
		llassert(num_vertices > 0);
		mVertexBuffer->getVertexStrider(vertices, mGeomIndex);
		LLMatrix4a mat_vert;
		mat_vert.loadu(mat_vert_in);
		
		LLVector4a* src = vf.mPositions;
		LLVector4a position;
		for (S32 i = 0; i < num_vertices; i++)
		{
			mat_vert.affineTransform(src[i], position);
			vertices[i].set(position.getF32ptr());
		}
			
			
		//mVertexBuffer->setBuffer(0);
	}
		
	if (rebuild_normal)
	{
		mVertexBuffer->getNormalStrider(normals, mGeomIndex);
		for (S32 i = 0; i < num_vertices; i++)
		{	
			LLVector4a normal;
			mat_normal.rotate(vf.mNormals[i], normal);
			normal.normalize3fast();
			normals[i].set(normal.getF32ptr());
		}

		//mVertexBuffer->setBuffer(0);
	}
		
	if (rebuild_binormal)
	{
		mVertexBuffer->getBinormalStrider(binormals, mGeomIndex);
		for (S32 i = 0; i < num_vertices; i++)
		{	
			LLVector4a binormal;
			mat_normal.rotate(vf.mBinormals[i], binormal);
			binormal.normalize3fast();
			binormals[i].set(binormal.getF32ptr());
		}

		//mVertexBuffer->setBuffer(0);
	}
	
#if MESH_ENABLED
	if (rebuild_weights && vf.mWeights)
	{
		mVertexBuffer->getWeight4Strider(weights, mGeomIndex);
		weights.assignArray((U8*) vf.mWeights, sizeof(vf.mWeights[0]), num_vertices);
		//mVertexBuffer->setBuffer(0);
	}
#endif //MESH_ENABLED

	if (rebuild_color)
	{
		mVertexBuffer->getColorStrider(colors, mGeomIndex);
		for (S32 i = 0; i < num_vertices; i++)
		{
			colors[i] = color;	
		}

		//mVertexBuffer->setBuffer(0);
	}

	if (rebuild_tcoord)
	{
		mTexExtents[0].setVec(0,0);
		mTexExtents[1].setVec(1,1);
		xform(mTexExtents[0], cos_ang, sin_ang, os, ot, ms, mt);
		xform(mTexExtents[1], cos_ang, sin_ang, os, ot, ms, mt);
		
		F32 es = vf.mTexCoordExtents[1].mV[0] - vf.mTexCoordExtents[0].mV[0] ;
		F32 et = vf.mTexCoordExtents[1].mV[1] - vf.mTexCoordExtents[0].mV[1] ;
		mTexExtents[0][0] *= es ;
		mTexExtents[1][0] *= es ;
		mTexExtents[0][1] *= et ;
		mTexExtents[1][1] *= et ;
	}

	mLastVertexBuffer = mVertexBuffer;
	mLastGeomCount = mGeomCount;
	mLastGeomIndex = mGeomIndex;
	mLastIndicesCount = mIndicesCount;
	mLastIndicesIndex = mIndicesIndex;

	return TRUE;
}