/**
* @file lltoolmorph.cpp
* @brief A tool to manipulate faces..
*
* $LicenseInfo:firstyear=2001&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#include "llviewerprecompiledheaders.h"
// File includes
#include "lltoolmorph.h"
#include "llrender.h"
// Library includes
#include "llaudioengine.h"
#include "llviewercontrol.h"
#include "llfontgl.h"
#include "llwearable.h"
#include "sound_ids.h"
#include "v3math.h"
#include "v3color.h"
// Viewer includes
#include "llagent.h"
#include "lldrawable.h"
#include "lldrawpoolavatar.h"
#include "llface.h"
#include "llmorphview.h"
#include "llresmgr.h"
#include "llselectmgr.h"
#include "llsky.h"
#include "lltexlayer.h"
#include "lltoolmgr.h"
#include "llui.h"
#include "llviewercamera.h"
#include "llviewertexturelist.h"
#include "llviewerobject.h"
#include "llviewerwearable.h"
#include "llviewerwindow.h"
#include "llvoavatarself.h"
#include "pipeline.h"
//static
LLVisualParamHint::instance_list_t LLVisualParamHint::sInstances;
bool LLVisualParamReset::sDirty = false;
//-----------------------------------------------------------------------------
// LLVisualParamHint()
//-----------------------------------------------------------------------------
// static
LLVisualParamHint::LLVisualParamHint(
S32 pos_x, S32 pos_y,
S32 width, S32 height,
LLViewerJointMesh *mesh,
LLViewerVisualParam *param,
LLWearable *wearable,
F32 param_weight,
LLJoint* jointp)
:
LLViewerDynamicTexture(width, height, 3, LLViewerDynamicTexture::ORDER_MIDDLE, true ),
mNeedsUpdate( true ),
mIsVisible( false ),
mJointMesh( mesh ),
mVisualParam( param ),
mWearablePtr( wearable ),
mVisualParamWeight( param_weight ),
mAllowsUpdates( true ),
mDelayFrames( 0 ),
mRect( pos_x, pos_y + height, pos_x + width, pos_y ),
mLastParamWeight(0.f),
mCamTargetJoint(jointp)
{
LLVisualParamHint::sInstances.insert( this );
mBackgroundp = LLUI::getUIImage("avatar_thumb_bkgrnd.png");
llassert(width != 0);
llassert(height != 0);
}
//-----------------------------------------------------------------------------
// ~LLVisualParamHint()
//-----------------------------------------------------------------------------
LLVisualParamHint::~LLVisualParamHint()
{
LLVisualParamHint::sInstances.erase( this );
}
//virtual
S8 LLVisualParamHint::getType() const
{
return LLViewerDynamicTexture::LL_VISUAL_PARAM_HINT ;
}
//-----------------------------------------------------------------------------
// static
// requestHintUpdates()
// Requests updates for all instances (excluding two possible exceptions) Grungy but efficient.
//-----------------------------------------------------------------------------
void LLVisualParamHint::requestHintUpdates( LLVisualParamHint* exception1, LLVisualParamHint* exception2 )
{
S32 delay_frames = 0;
for (instance_list_t::iterator iter = sInstances.begin();
iter != sInstances.end(); ++iter)
{
LLVisualParamHint* instance = *iter;
if( (instance != exception1) && (instance != exception2) )
{
if( instance->mAllowsUpdates )
{
instance->mNeedsUpdate = true;
instance->mDelayFrames = delay_frames;
delay_frames++;
}
else
{
instance->mNeedsUpdate = true;
instance->mDelayFrames = 0;
}
}
}
}
bool LLVisualParamHint::needsRender()
{
return mNeedsUpdate && mDelayFrames-- <= 0 && !gAgentAvatarp->getIsAppearanceAnimating() && mAllowsUpdates;
}
void LLVisualParamHint::preRender(bool clear_depth)
{
LLViewerWearable* wearable = (LLViewerWearable*)mWearablePtr;
if (wearable)
{
wearable->setVolatile(true);
}
mLastParamWeight = mVisualParam->getWeight();
// [Legacy Bake]
//mWearablePtr->setVisualParamWeight(mVisualParam->getID(), mVisualParamWeight);
//gAgentAvatarp->setVisualParamWeight(mVisualParam->getID(), mVisualParamWeight);
mWearablePtr->setVisualParamWeight(mVisualParam->getID(), mVisualParamWeight, false);
gAgentAvatarp->setVisualParamWeight(mVisualParam->getID(), mVisualParamWeight, false);
// [Legacy Bake]
gAgentAvatarp->setVisualParamWeight("Blink_Left", 0.f);
gAgentAvatarp->setVisualParamWeight("Blink_Right", 0.f);
gAgentAvatarp->updateComposites();
// Calling LLCharacter version, as we don't want position/height changes to cause the avatar to jump
// up and down when we're doing preview renders. -Nyx
gAgentAvatarp->LLCharacter::updateVisualParams();
if (gAgentAvatarp->mDrawable.notNull())
{
gAgentAvatarp->updateGeometry(gAgentAvatarp->mDrawable);
gAgentAvatarp->updateLOD();
}
else
{
LL_WARNS() << "Attempting to update avatar's geometry, but drawable doesn't exist yet" << LL_ENDL;
}
LLViewerDynamicTexture::preRender(clear_depth);
}
//-----------------------------------------------------------------------------
// render()
//-----------------------------------------------------------------------------
bool LLVisualParamHint::render()
{
LLVisualParamReset::sDirty = true;
gGL.pushUIMatrix();
gGL.loadUIIdentity();
gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.pushMatrix();
gGL.loadIdentity();
gGL.ortho(0.0f, (F32)mFullWidth, 0.0f, (F32)mFullHeight, -1.0f, 1.0f);
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
gGL.loadIdentity();
gUIProgram.bind();
LLGLSUIDefault gls_ui;
//LLGLState::verify(true);
mBackgroundp->draw(0, 0, mFullWidth, mFullHeight);
gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.popMatrix();
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.popMatrix();
mNeedsUpdate = false;
mIsVisible = true;
LLQuaternion avatar_rotation;
LLJoint* root_joint = gAgentAvatarp->getRootJoint();
if( root_joint )
{
avatar_rotation = root_joint->getWorldRotation();
}
LLVector3 target_joint_pos = mCamTargetJoint->getWorldPosition();
LLVector3 target_offset( 0, 0, mVisualParam->getCameraElevation() );
LLVector3 target_pos = target_joint_pos + (target_offset * avatar_rotation);
F32 cam_angle_radians = mVisualParam->getCameraAngle() * DEG_TO_RAD;
static LLCachedControl auto_camera_position(gSavedSettings, "AppearanceCameraMovement");
if (!auto_camera_position)
{
cam_angle_radians += F_PI;
}
LLVector3 camera_snapshot_offset(
mVisualParam->getCameraDistance() * cosf( cam_angle_radians ),
mVisualParam->getCameraDistance() * sinf( cam_angle_radians ),
mVisualParam->getCameraElevation() );
LLVector3 camera_pos = target_joint_pos + (camera_snapshot_offset * avatar_rotation);
gGL.flush();
LLViewerCamera::getInstance()->setAspect((F32)mFullWidth / (F32)mFullHeight);
LLViewerCamera::getInstance()->setOriginAndLookAt(
camera_pos, // camera
LLVector3::z_axis, // up
target_pos ); // point of interest
LLViewerCamera::getInstance()->setPerspective(false, mOrigin.mX, mOrigin.mY, mFullWidth, mFullHeight, false);
if (gAgentAvatarp->mDrawable.notNull())
{
LLGLDepthTest gls_depth(GL_TRUE, GL_TRUE);
gGL.flush();
gGL.setSceneBlendType(LLRender::BT_REPLACE);
gPipeline.generateImpostor(gAgentAvatarp, true);
gGL.setSceneBlendType(LLRender::BT_ALPHA);
gGL.flush();
}
gAgentAvatarp->setVisualParamWeight(mVisualParam->getID(), mLastParamWeight);
// [Legacy Bake]
//mWearablePtr->setVisualParamWeight(mVisualParam->getID(), mLastParamWeight);
mWearablePtr->setVisualParamWeight(mVisualParam->getID(), mLastParamWeight, false);
LLViewerWearable* wearable = (LLViewerWearable*)mWearablePtr;
if (wearable)
{
wearable->setVolatile(false);
}
gAgentAvatarp->updateVisualParams();
gGL.color4f(1,1,1,1);
mGLTexturep->setGLTextureCreated(true);
gGL.popUIMatrix();
return true;
}
//-----------------------------------------------------------------------------
// draw()
//-----------------------------------------------------------------------------
void LLVisualParamHint::draw(F32 alpha)
{
if (!mIsVisible) return;
gGL.getTexUnit(0)->bind(this);
gGL.color4f(1.f, 1.f, 1.f, alpha);
LLGLSUIDefault gls_ui;
gGL.begin(LLRender::TRIANGLES);
{
gGL.texCoord2i(0, 1);
gGL.vertex2i(0, mFullHeight);
gGL.texCoord2i(0, 0);
gGL.vertex2i(0, 0);
gGL.texCoord2i(1, 0);
gGL.vertex2i(mFullWidth, 0);
gGL.texCoord2i(0, 1);
gGL.vertex2i(0, mFullHeight);
gGL.texCoord2i(1, 0);
gGL.vertex2i(mFullWidth, 0);
gGL.texCoord2i(1, 1);
gGL.vertex2i(mFullWidth, mFullHeight);
}
gGL.end();
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
}
//-----------------------------------------------------------------------------
// LLVisualParamReset()
//-----------------------------------------------------------------------------
LLVisualParamReset::LLVisualParamReset() : LLViewerDynamicTexture(1, 1, 1, ORDER_RESET, false)
{
}
//virtual
S8 LLVisualParamReset::getType() const
{
return LLViewerDynamicTexture::LL_VISUAL_PARAM_RESET ;
}
//-----------------------------------------------------------------------------
// render()
//-----------------------------------------------------------------------------
bool LLVisualParamReset::render()
{
if (sDirty)
{
gAgentAvatarp->updateComposites();
gAgentAvatarp->updateVisualParams();
gAgentAvatarp->updateGeometry(gAgentAvatarp->mDrawable);
sDirty = false;
}
return false;
}