102 lines
4.3 KiB
C#
102 lines
4.3 KiB
C#
/*
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* Copyright (c) 2006-2016, openmetaverse.co
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* All rights reserved.
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*
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* - Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* - Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* - Neither the name of the openmetaverse.co nor the names
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* of its contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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namespace OpenMetaverse.Rendering
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{
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[AttributeUsage(AttributeTargets.Class)]
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public class RendererNameAttribute : System.Attribute
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{
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private string _name;
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public RendererNameAttribute(string name)
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{
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_name = name;
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}
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public override string ToString()
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{
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return _name;
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}
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}
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/// <summary>
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/// Abstract base for rendering plugins
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/// </summary>
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public interface IRendering
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{
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/// <summary>
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/// Generates a basic mesh structure from a primitive
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/// </summary>
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/// <param name="prim">Primitive to generate the mesh from</param>
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/// <param name="lod">Level of detail to generate the mesh at</param>
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/// <returns>The generated mesh</returns>
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SimpleMesh GenerateSimpleMesh(Primitive prim, DetailLevel lod);
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/// <summary>
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/// Generates a basic mesh structure from a sculpted primitive and
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/// texture
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/// </summary>
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/// <param name="prim">Sculpted primitive to generate the mesh from</param>
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/// <param name="sculptTexture">Sculpt texture</param>
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/// <param name="lod">Level of detail to generate the mesh at</param>
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/// <returns>The generated mesh</returns>
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SimpleMesh GenerateSimpleSculptMesh(Primitive prim, Bitmap sculptTexture, DetailLevel lod);
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/// <summary>
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/// Generates a series of faces, each face containing a mesh and
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/// metadata
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/// </summary>
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/// <param name="prim">Primitive to generate the mesh from</param>
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/// <param name="lod">Level of detail to generate the mesh at</param>
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/// <returns>The generated mesh</returns>
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FacetedMesh GenerateFacetedMesh(Primitive prim, DetailLevel lod);
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/// <summary>
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/// Generates a series of faces for a sculpted prim, each face
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/// containing a mesh and metadata
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/// </summary>
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/// <param name="prim">Sculpted primitive to generate the mesh from</param>
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/// <param name="sculptTexture">Sculpt texture</param>
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/// <param name="lod">Level of detail to generate the mesh at</param>
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/// <returns>The generated mesh</returns>
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FacetedMesh GenerateFacetedSculptMesh(Primitive prim, Bitmap sculptTexture, DetailLevel lod);
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/// <summary>
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/// Apply texture coordinate modifications from a
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/// <seealso cref="Primitive.TextureEntryFace"/> to a list of vertices
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/// </summary>
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/// <param name="vertices">Vertex list to modify texture coordinates for</param>
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/// <param name="center">Center-point of the face</param>
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/// <param name="teFace">Face texture parameters</param>
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/// <param name="primScale">Scale of the prim</param>
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void TransformTexCoords (List<Vertex> vertices, Vector3 center, Primitive.TextureEntryFace teFace, Vector3 primScale);
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}
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}
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