phoenix-firestorm/indra/newview/lldrawpoolavatar.cpp

943 lines
22 KiB
C++

/**
* @file lldrawpoolavatar.cpp
* @brief LLDrawPoolAvatar class implementation
*
* $LicenseInfo:firstyear=2002&license=viewerlgpl$
* 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"
#include "lldrawpoolavatar.h"
#include "llskinningutil.h"
#include "llrender.h"
#include "llvoavatar.h"
#include "m3math.h"
#include "llmatrix4a.h"
#include "llagent.h" //for gAgent.needsRenderAvatar()
#include "lldrawable.h"
#include "lldrawpoolbump.h"
#include "llface.h"
#include "llmeshrepository.h"
#include "llsky.h"
#include "llviewercamera.h"
#include "llviewerregion.h"
#include "noise.h"
#include "pipeline.h"
#include "llviewershadermgr.h"
#include "llvovolume.h"
#include "llvolume.h"
#include "llappviewer.h"
#include "llrendersphere.h"
#include "llviewerpartsim.h"
#include "llviewercontrol.h" // for gSavedSettings
#include "llviewertexturelist.h"
static U32 sDataMask = LLDrawPoolAvatar::VERTEX_DATA_MASK;
static U32 sBufferUsage = GL_STREAM_DRAW_ARB;
static U32 sShaderLevel = 0;
LLGLSLShader* LLDrawPoolAvatar::sVertexProgram = NULL;
BOOL LLDrawPoolAvatar::sSkipOpaque = FALSE;
BOOL LLDrawPoolAvatar::sSkipTransparent = FALSE;
S32 LLDrawPoolAvatar::sShadowPass = -1;
S32 LLDrawPoolAvatar::sDiffuseChannel = 0;
F32 LLDrawPoolAvatar::sMinimumAlpha = 0.2f;
LLUUID gBlackSquareID;
static bool is_deferred_render = false;
static bool is_post_deferred_render = false;
extern BOOL gUseGLPick;
F32 CLOTHING_GRAVITY_EFFECT = 0.7f;
F32 CLOTHING_ACCEL_FORCE_FACTOR = 0.2f;
// Format for gAGPVertices
// vertex format for bumpmapping:
// vertices 12
// pad 4
// normals 12
// pad 4
// texcoords0 8
// texcoords1 8
// total 48
//
// for no bumpmapping
// vertices 12
// texcoords 8
// normals 12
// total 32
//
S32 AVATAR_OFFSET_POS = 0;
S32 AVATAR_OFFSET_NORMAL = 16;
S32 AVATAR_OFFSET_TEX0 = 32;
S32 AVATAR_OFFSET_TEX1 = 40;
S32 AVATAR_VERTEX_BYTES = 48;
BOOL gAvatarEmbossBumpMap = FALSE;
static BOOL sRenderingSkinned = FALSE;
S32 normal_channel = -1;
S32 specular_channel = -1;
S32 cube_channel = -1;
LLDrawPoolAvatar::LLDrawPoolAvatar(U32 type) :
LLFacePool(type)
{
}
LLDrawPoolAvatar::~LLDrawPoolAvatar()
{
if (!isDead())
{
LL_WARNS() << "Destroying avatar drawpool that still contains faces" << LL_ENDL;
}
}
// virtual
BOOL LLDrawPoolAvatar::isDead()
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR
if (!LLFacePool::isDead())
{
return FALSE;
}
return TRUE;
}
S32 LLDrawPoolAvatar::getShaderLevel() const
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR
return (S32) LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_AVATAR);
}
void LLDrawPoolAvatar::prerender()
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR
mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_AVATAR);
sShaderLevel = mShaderLevel;
if (sShaderLevel > 0)
{
sBufferUsage = GL_DYNAMIC_DRAW_ARB;
}
else
{
sBufferUsage = GL_STREAM_DRAW_ARB;
}
}
LLMatrix4& LLDrawPoolAvatar::getModelView()
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR
static LLMatrix4 ret;
ret.initRows(LLVector4(gGLModelView+0),
LLVector4(gGLModelView+4),
LLVector4(gGLModelView+8),
LLVector4(gGLModelView+12));
return ret;
}
//-----------------------------------------------------------------------------
// render()
//-----------------------------------------------------------------------------
void LLDrawPoolAvatar::beginDeferredPass(S32 pass)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR;
sSkipTransparent = TRUE;
is_deferred_render = true;
if (LLPipeline::sImpostorRender)
{ //impostor pass does not have rigid or impostor rendering
pass += 2;
}
switch (pass)
{
case 0:
beginDeferredImpostor();
break;
case 1:
beginDeferredRigid();
break;
case 2:
beginDeferredSkinned();
break;
}
}
void LLDrawPoolAvatar::endDeferredPass(S32 pass)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR;
sSkipTransparent = FALSE;
is_deferred_render = false;
if (LLPipeline::sImpostorRender)
{
pass += 2;
}
switch (pass)
{
case 0:
endDeferredImpostor();
break;
case 1:
endDeferredRigid();
break;
case 2:
endDeferredSkinned();
break;
}
}
void LLDrawPoolAvatar::renderDeferred(S32 pass)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR
render(pass);
}
S32 LLDrawPoolAvatar::getNumPostDeferredPasses()
{
return 1;
}
void LLDrawPoolAvatar::beginPostDeferredPass(S32 pass)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR
sSkipOpaque = TRUE;
sShaderLevel = mShaderLevel;
sVertexProgram = &gDeferredAvatarAlphaProgram;
sRenderingSkinned = TRUE;
gPipeline.bindDeferredShader(*sVertexProgram);
sVertexProgram->setMinimumAlpha(LLDrawPoolAvatar::sMinimumAlpha);
sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
}
void LLDrawPoolAvatar::endPostDeferredPass(S32 pass)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR
// if we're in software-blending, remember to set the fence _after_ we draw so we wait till this rendering is done
sRenderingSkinned = FALSE;
sSkipOpaque = FALSE;
gPipeline.unbindDeferredShader(*sVertexProgram);
sDiffuseChannel = 0;
sShaderLevel = mShaderLevel;
}
void LLDrawPoolAvatar::renderPostDeferred(S32 pass)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR
is_post_deferred_render = true;
if (LLPipeline::sImpostorRender)
{ //HACK for impostors so actual pass ends up being proper pass
render(0);
}
else
{
render(2);
}
is_post_deferred_render = false;
}
S32 LLDrawPoolAvatar::getNumShadowPasses()
{
// avatars opaque, avatar alpha, avatar alpha mask, alpha attachments, alpha mask attachments, opaque attachments...
return NUM_SHADOW_PASSES;
}
void LLDrawPoolAvatar::beginShadowPass(S32 pass)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR;
if (pass == SHADOW_PASS_AVATAR_OPAQUE)
{
sVertexProgram = &gDeferredAvatarShadowProgram;
if ((sShaderLevel > 0)) // for hardware blending
{
sRenderingSkinned = TRUE;
sVertexProgram->bind();
}
gGL.diffuseColor4f(1, 1, 1, 1);
}
else if (pass == SHADOW_PASS_AVATAR_ALPHA_BLEND)
{
sVertexProgram = &gDeferredAvatarAlphaShadowProgram;
// bind diffuse tex so we can reference the alpha channel...
S32 loc = sVertexProgram->getUniformLocation(LLViewerShaderMgr::DIFFUSE_MAP);
sDiffuseChannel = 0;
if (loc != -1)
{
sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
}
if ((sShaderLevel > 0)) // for hardware blending
{
sRenderingSkinned = TRUE;
sVertexProgram->bind();
}
gGL.diffuseColor4f(1, 1, 1, 1);
}
else if (pass == SHADOW_PASS_AVATAR_ALPHA_MASK)
{
sVertexProgram = &gDeferredAvatarAlphaMaskShadowProgram;
// bind diffuse tex so we can reference the alpha channel...
S32 loc = sVertexProgram->getUniformLocation(LLViewerShaderMgr::DIFFUSE_MAP);
sDiffuseChannel = 0;
if (loc != -1)
{
sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
}
if ((sShaderLevel > 0)) // for hardware blending
{
sRenderingSkinned = TRUE;
sVertexProgram->bind();
}
gGL.diffuseColor4f(1, 1, 1, 1);
}
}
void LLDrawPoolAvatar::endShadowPass(S32 pass)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR;
if (sShaderLevel > 0)
{
sVertexProgram->unbind();
}
sVertexProgram = NULL;
sRenderingSkinned = FALSE;
LLDrawPoolAvatar::sShadowPass = -1;
}
void LLDrawPoolAvatar::renderShadow(S32 pass)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR;
if (mDrawFace.empty())
{
return;
}
const LLFace *facep = mDrawFace[0];
if (!facep->getDrawable())
{
return;
}
LLVOAvatar *avatarp = (LLVOAvatar *)facep->getDrawable()->getVObj().get();
if (avatarp->isDead() || avatarp->isUIAvatar() || avatarp->mDrawable.isNull())
{
return;
}
LLVOAvatar::AvatarOverallAppearance oa = avatarp->getOverallAppearance();
BOOL impostor = !LLPipeline::sImpostorRender && avatarp->isImpostor();
if (impostor || (oa == LLVOAvatar::AOA_INVISIBLE))
{
// No shadows for impostored (including jellydolled) or invisible avs.
return;
}
LLDrawPoolAvatar::sShadowPass = pass;
if (pass == SHADOW_PASS_AVATAR_OPAQUE)
{
LLDrawPoolAvatar::sSkipTransparent = true;
avatarp->renderSkinned();
LLDrawPoolAvatar::sSkipTransparent = false;
}
else if (pass == SHADOW_PASS_AVATAR_ALPHA_BLEND)
{
LLDrawPoolAvatar::sSkipOpaque = true;
avatarp->renderSkinned();
LLDrawPoolAvatar::sSkipOpaque = false;
}
else if (pass == SHADOW_PASS_AVATAR_ALPHA_MASK)
{
LLDrawPoolAvatar::sSkipOpaque = true;
avatarp->renderSkinned();
LLDrawPoolAvatar::sSkipOpaque = false;
}
}
S32 LLDrawPoolAvatar::getNumPasses()
{
return 3;
}
S32 LLDrawPoolAvatar::getNumDeferredPasses()
{
return 3;
}
void LLDrawPoolAvatar::render(S32 pass)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR;
if (LLPipeline::sImpostorRender)
{
renderAvatars(NULL, pass+2);
return;
}
renderAvatars(NULL, pass); // render all avatars
}
void LLDrawPoolAvatar::beginRenderPass(S32 pass)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR;
//reset vertex buffer mappings
LLVertexBuffer::unbind();
if (LLPipeline::sImpostorRender)
{ //impostor render does not have impostors or rigid rendering
pass += 2;
}
switch (pass)
{
case 0:
beginImpostor();
break;
case 1:
beginRigid();
break;
case 2:
beginSkinned();
break;
}
if (pass == 0)
{ //make sure no stale colors are left over from a previous render
gGL.diffuseColor4f(1,1,1,1);
}
}
void LLDrawPoolAvatar::endRenderPass(S32 pass)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR;
if (LLPipeline::sImpostorRender)
{
pass += 2;
}
switch (pass)
{
case 0:
endImpostor();
break;
case 1:
endRigid();
break;
case 2:
endSkinned();
break;
}
}
void LLDrawPoolAvatar::beginImpostor()
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR
if (!LLPipeline::sReflectionRender)
{
LLVOAvatar::sRenderDistance = llclamp(LLVOAvatar::sRenderDistance, 16.f, 256.f);
LLVOAvatar::sNumVisibleAvatars = 0;
}
gImpostorProgram.bind();
gImpostorProgram.setMinimumAlpha(0.01f);
gPipeline.enableLightsFullbright();
sDiffuseChannel = 0;
}
void LLDrawPoolAvatar::endImpostor()
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR
gImpostorProgram.unbind();
gPipeline.enableLightsDynamic();
}
void LLDrawPoolAvatar::beginRigid()
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR
if (gPipeline.shadersLoaded())
{
if (LLPipeline::sUnderWaterRender)
{
sVertexProgram = &gObjectAlphaMaskNoColorWaterProgram;
}
else
{
sVertexProgram = &gObjectAlphaMaskNoColorProgram;
}
if (sVertexProgram != NULL)
{ //eyeballs render with the specular shader
sVertexProgram->bind();
sVertexProgram->setMinimumAlpha(LLDrawPoolAvatar::sMinimumAlpha);
if (LLPipeline::sRenderingHUDs)
{
sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1);
}
else
{
sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0);
}
}
}
else
{
sVertexProgram = NULL;
}
}
void LLDrawPoolAvatar::endRigid()
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR
sShaderLevel = mShaderLevel;
if (sVertexProgram != NULL)
{
sVertexProgram->unbind();
}
}
void LLDrawPoolAvatar::beginDeferredImpostor()
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR
if (!LLPipeline::sReflectionRender)
{
LLVOAvatar::sRenderDistance = llclamp(LLVOAvatar::sRenderDistance, 16.f, 256.f);
LLVOAvatar::sNumVisibleAvatars = 0;
}
sVertexProgram = &gDeferredImpostorProgram;
specular_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::SPECULAR_MAP);
normal_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::DEFERRED_NORMAL);
sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
sVertexProgram->bind();
sVertexProgram->setMinimumAlpha(0.01f);
}
void LLDrawPoolAvatar::endDeferredImpostor()
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR
sShaderLevel = mShaderLevel;
sVertexProgram->disableTexture(LLViewerShaderMgr::DEFERRED_NORMAL);
sVertexProgram->disableTexture(LLViewerShaderMgr::SPECULAR_MAP);
sVertexProgram->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
gPipeline.unbindDeferredShader(*sVertexProgram);
sVertexProgram = NULL;
sDiffuseChannel = 0;
}
void LLDrawPoolAvatar::beginDeferredRigid()
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR
sVertexProgram = &gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram;
sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
sVertexProgram->bind();
sVertexProgram->setMinimumAlpha(LLDrawPoolAvatar::sMinimumAlpha);
if (LLPipeline::sRenderingHUDs)
{
sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1);
}
else
{
sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0);
}
}
void LLDrawPoolAvatar::endDeferredRigid()
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR
sShaderLevel = mShaderLevel;
sVertexProgram->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
sVertexProgram->unbind();
gGL.getTexUnit(0)->activate();
}
void LLDrawPoolAvatar::beginSkinned()
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR
if (sShaderLevel > 0)
{
if (LLPipeline::sUnderWaterRender)
{
sVertexProgram = &gAvatarWaterProgram;
sShaderLevel = llmin((U32) 1, sShaderLevel);
}
else
{
sVertexProgram = &gAvatarProgram;
}
}
else
{
if (LLPipeline::sUnderWaterRender)
{
sVertexProgram = &gObjectAlphaMaskNoColorWaterProgram;
}
else
{
sVertexProgram = &gObjectAlphaMaskNoColorProgram;
}
}
if (sShaderLevel > 0) // for hardware blending
{
sRenderingSkinned = TRUE;
sVertexProgram->bind();
sVertexProgram->enableTexture(LLViewerShaderMgr::BUMP_MAP);
if (LLPipeline::sRenderingHUDs)
{
sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1);
}
else
{
sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0);
}
gGL.getTexUnit(0)->activate();
}
else
{
if(gPipeline.shadersLoaded())
{
// software skinning, use a basic shader for windlight.
// TODO: find a better fallback method for software skinning.
sVertexProgram->bind();
if (LLPipeline::sRenderingHUDs)
{
sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1);
}
else
{
sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0);
}
}
}
sVertexProgram->setMinimumAlpha(LLDrawPoolAvatar::sMinimumAlpha);
}
void LLDrawPoolAvatar::endSkinned()
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR
// if we're in software-blending, remember to set the fence _after_ we draw so we wait till this rendering is done
if (sShaderLevel > 0)
{
sRenderingSkinned = FALSE;
sVertexProgram->disableTexture(LLViewerShaderMgr::BUMP_MAP);
gGL.getTexUnit(0)->activate();
sVertexProgram->unbind();
sShaderLevel = mShaderLevel;
}
else
{
if(gPipeline.shadersLoaded())
{
// software skinning, use a basic shader for windlight.
// TODO: find a better fallback method for software skinning.
sVertexProgram->unbind();
}
}
gGL.getTexUnit(0)->activate();
}
void LLDrawPoolAvatar::beginDeferredSkinned()
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR
sShaderLevel = mShaderLevel;
sVertexProgram = &gDeferredAvatarProgram;
sRenderingSkinned = TRUE;
sVertexProgram->bind();
sVertexProgram->setMinimumAlpha(LLDrawPoolAvatar::sMinimumAlpha);
if (LLPipeline::sRenderingHUDs)
{
sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1);
}
else
{
sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0);
}
sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
gGL.getTexUnit(0)->activate();
}
void LLDrawPoolAvatar::endDeferredSkinned()
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR
// if we're in software-blending, remember to set the fence _after_ we draw so we wait till this rendering is done
sRenderingSkinned = FALSE;
sVertexProgram->unbind();
sVertexProgram->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
sShaderLevel = mShaderLevel;
gGL.getTexUnit(0)->activate();
}
void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR; //LL_RECORD_BLOCK_TIME(FTM_RENDER_CHARACTERS);
if (pass == -1)
{
for (S32 i = 1; i < getNumPasses(); i++)
{ //skip foot shadows
prerender();
beginRenderPass(i);
renderAvatars(single_avatar, i);
endRenderPass(i);
}
return;
}
if (mDrawFace.empty() && !single_avatar)
{
return;
}
LLVOAvatar *avatarp = NULL;
if (single_avatar)
{
avatarp = single_avatar;
}
else
{
const LLFace *facep = mDrawFace[0];
if (!facep->getDrawable())
{
return;
}
avatarp = (LLVOAvatar *)facep->getDrawable()->getVObj().get();
}
if (avatarp->isDead() || avatarp->mDrawable.isNull())
{
return;
}
if (!single_avatar && !avatarp->isFullyLoaded() )
{
if (pass==0 && (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_PARTICLES) || LLViewerPartSim::getMaxPartCount() <= 0))
{
// debug code to draw a sphere in place of avatar
gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep);
gGL.setColorMask(true, true);
LLVector3 pos = avatarp->getPositionAgent();
gGL.color4f(1.0f, 1.0f, 1.0f, 0.7f);
gGL.pushMatrix();
gGL.translatef((F32)(pos.mV[VX]),
(F32)(pos.mV[VY]),
(F32)(pos.mV[VZ]));
gGL.scalef(0.15f, 0.15f, 0.3f);
gSphere.renderGGL();
gGL.popMatrix();
gGL.setColorMask(true, false);
}
// don't render please
return;
}
BOOL impostor = !LLPipeline::sImpostorRender && avatarp->isImpostor() && !single_avatar;
if (( avatarp->isInMuteList()
|| impostor
|| (LLVOAvatar::AOA_NORMAL != avatarp->getOverallAppearance() && !avatarp->needsImpostorUpdate()) ) && pass != 0)
// || (LLVOAvatar::AV_DO_NOT_RENDER == avatarp->getVisualMuteSettings() && !avatarp->needsImpostorUpdate()) ) && pass != 0)
{ //don't draw anything but the impostor for impostored avatars
return;
}
if (pass == 0 && !impostor && LLPipeline::sUnderWaterRender)
{ //don't draw foot shadows under water
return;
}
LLVOAvatar *attached_av = avatarp->getAttachedAvatar();
if (attached_av && (LLVOAvatar::AOA_NORMAL != attached_av->getOverallAppearance() || !gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_AVATAR)))
{
// Animesh attachment of a jellydolled or invisible parent - don't show
return;
}
if (pass == 0)
{
if (!LLPipeline::sReflectionRender)
{
LLVOAvatar::sNumVisibleAvatars++;
}
// if (impostor || (LLVOAvatar::AV_DO_NOT_RENDER == avatarp->getVisualMuteSettings() && !avatarp->needsImpostorUpdate()))
if (impostor || (LLVOAvatar::AOA_NORMAL != avatarp->getOverallAppearance() && !avatarp->needsImpostorUpdate()))
{
if (LLPipeline::sRenderDeferred && !LLPipeline::sReflectionRender && avatarp->mImpostor.isComplete())
{
if (normal_channel > -1)
{
avatarp->mImpostor.bindTexture(2, normal_channel);
}
if (specular_channel > -1)
{
avatarp->mImpostor.bindTexture(1, specular_channel);
}
}
avatarp->renderImpostor(avatarp->getMutedAVColor(), sDiffuseChannel);
}
return;
}
if (pass == 1)
{
// render rigid meshes (eyeballs) first
avatarp->renderRigid();
return;
}
if ((sShaderLevel >= SHADER_LEVEL_CLOTH))
{
LLMatrix4 rot_mat;
LLViewerCamera::getInstance()->getMatrixToLocal(rot_mat);
LLMatrix4 cfr(OGL_TO_CFR_ROTATION);
rot_mat *= cfr;
LLVector4 wind;
wind.setVec(avatarp->mWindVec);
wind.mV[VW] = 0;
wind = wind * rot_mat;
wind.mV[VW] = avatarp->mWindVec.mV[VW];
sVertexProgram->uniform4fv(LLViewerShaderMgr::AVATAR_WIND, 1, wind.mV);
F32 phase = -1.f * (avatarp->mRipplePhase);
F32 freq = 7.f + (noise1(avatarp->mRipplePhase) * 2.f);
LLVector4 sin_params(freq, freq, freq, phase);
sVertexProgram->uniform4fv(LLViewerShaderMgr::AVATAR_SINWAVE, 1, sin_params.mV);
LLVector4 gravity(0.f, 0.f, -CLOTHING_GRAVITY_EFFECT, 0.f);
gravity = gravity * rot_mat;
sVertexProgram->uniform4fv(LLViewerShaderMgr::AVATAR_GRAVITY, 1, gravity.mV);
}
if( !single_avatar || (avatarp == single_avatar) )
{
avatarp->renderSkinned();
}
}
static LLTrace::BlockTimerStatHandle FTM_RIGGED_VBO("Rigged VBO");
//-----------------------------------------------------------------------------
// getDebugTexture()
//-----------------------------------------------------------------------------
LLViewerTexture *LLDrawPoolAvatar::getDebugTexture()
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR
if (mReferences.empty())
{
return NULL;
}
LLFace *face = mReferences[0];
if (!face->getDrawable())
{
return NULL;
}
const LLViewerObject *objectp = face->getDrawable()->getVObj();
// Avatar should always have at least 1 (maybe 3?) TE's.
return objectp->getTEImage(0);
}
LLColor3 LLDrawPoolAvatar::getDebugColor() const
{
return LLColor3(0.f, 1.f, 0.f);
}
LLVertexBufferAvatar::LLVertexBufferAvatar()
: LLVertexBuffer(sDataMask,
GL_STREAM_DRAW_ARB) //avatars are always stream draw due to morph targets
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR
}