440 lines
15 KiB
C++
440 lines
15 KiB
C++
/**
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* @file llvoicevisualizer.cpp
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* @brief Draws in-world speaking indicators.
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*
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* Copyright (c) 2000-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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//----------------------------------------------------------------------
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// Voice Visualizer
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// author: JJ Ventrella
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// (information about this stuff can be found in "llvoicevisualizer.h")
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//----------------------------------------------------------------------
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#include "llviewerprecompiledheaders.h"
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#include "llviewercontrol.h"
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#include "llglheaders.h"
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#include "llsphere.h"
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#include "llvoicevisualizer.h"
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#include "llviewercamera.h"
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#include "llviewerobject.h"
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#include "llimagegl.h"
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#include "llviewerimage.h"
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#include "llviewerimagelist.h"
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#include "llvoiceclient.h"
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//brent's wave image
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//29de489d-0491-fb00-7dab-f9e686d31e83
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//--------------------------------------------------------------------------------------
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// sound symbol constants
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//--------------------------------------------------------------------------------------
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const F32 HEIGHT_ABOVE_HEAD = 0.3f; // how many meters vertically above the av's head the voice symbol will appear
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const F32 RED_THRESHOLD = LLVoiceClient::OVERDRIVEN_POWER_LEVEL; // value above which speaking amplitude causes the voice symbol to turn red
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const F32 GREEN_THRESHOLD = 0.2f; // value above which speaking amplitude causes the voice symbol to turn green
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const F32 FADE_OUT_DURATION = 0.4f; // how many seconds it takes for a pair of waves to fade away
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const F32 EXPANSION_RATE = 1.0f; // how many seconds it takes for the waves to expand to twice their original size
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const F32 EXPANSION_MAX = 1.5f; // maximum size scale to which the waves can expand before popping back to 1.0
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const F32 WAVE_WIDTH_SCALE = 0.03f; // base width of the waves
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const F32 WAVE_HEIGHT_SCALE = 0.02f; // base height of the waves
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const F32 BASE_BRIGHTNESS = 0.7f; // gray level of the voice indicator when quiet (below green threshold)
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const F32 DOT_SIZE = 0.05f; // size of the dot billboard texture
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const F32 DOT_OPACITY = 0.7f; // how opaque the dot is
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const F32 WAVE_MOTION_RATE = 1.5f; // scalar applied to consecutive waves as a function of speaking amplitude
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//--------------------------------------------------------------------------------------
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// gesticulation constants
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//--------------------------------------------------------------------------------------
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const F32 DEFAULT_MINIMUM_GESTICULATION_AMPLITUDE = 0.2f;
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const F32 DEFAULT_MAXIMUM_GESTICULATION_AMPLITUDE = 1.0f;
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//--------------------------------------------------------------------------------------
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// other constants
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//--------------------------------------------------------------------------------------
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const F32 ONE_HALF = 1.0f; // to clarify intent and reduce magic numbers in the code.
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const LLVector3 WORLD_UPWARD_DIRECTION = LLVector3( 0.0f, 0.0f, 1.0f ); // Z is up in SL
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//-----------------------------------------------
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// constructor
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//-----------------------------------------------
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LLVoiceVisualizer::LLVoiceVisualizer( const U8 type )
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:LLHUDEffect( type )
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{
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mCurrentTime = mTimer.getTotalSeconds();
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mPreviousTime = mCurrentTime;
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mVoiceSourceWorldPosition = LLVector3( 0.0f, 0.0f, 0.0f );
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mSpeakingAmplitude = 0.0f;
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mCurrentlySpeaking = false;
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mVoiceEnabled = false;
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mMinGesticulationAmplitude = DEFAULT_MINIMUM_GESTICULATION_AMPLITUDE;
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mMaxGesticulationAmplitude = DEFAULT_MAXIMUM_GESTICULATION_AMPLITUDE;
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mSoundSymbol.mActive = true;
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mSoundSymbol.mPosition = LLVector3( 0.0f, 0.0f, 0.0f );
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mTimer.reset();
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LLUUID sound_level_img[] =
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{
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LLUUID(gSavedSettings.getString("VoiceImageLevel0")),
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LLUUID(gSavedSettings.getString("VoiceImageLevel1")),
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LLUUID(gSavedSettings.getString("VoiceImageLevel2")),
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LLUUID(gSavedSettings.getString("VoiceImageLevel3")),
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LLUUID(gSavedSettings.getString("VoiceImageLevel4")),
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LLUUID(gSavedSettings.getString("VoiceImageLevel5")),
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LLUUID(gSavedSettings.getString("VoiceImageLevel6"))
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};
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for (int i=0; i<NUM_VOICE_SYMBOL_WAVES; i++)
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{
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mSoundSymbol.mWaveFadeOutStartTime [i] = mCurrentTime;
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mSoundSymbol.mTexture [i] = gImageList.getUIImageByID(sound_level_img[i]);
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mSoundSymbol.mWaveActive [i] = false;
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mSoundSymbol.mWaveOpacity [i] = 1.0f;
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mSoundSymbol.mWaveExpansion [i] = 1.0f;
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}
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}//---------------------------------------------------
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//---------------------------------------------------
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void LLVoiceVisualizer::setMinGesticulationAmplitude( F32 m )
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{
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mMinGesticulationAmplitude = m;
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}//---------------------------------------------------
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//---------------------------------------------------
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void LLVoiceVisualizer::setMaxGesticulationAmplitude( F32 m )
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{
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mMaxGesticulationAmplitude = m;
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}//---------------------------------------------------
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//---------------------------------------------------
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void LLVoiceVisualizer::setVoiceEnabled( bool v )
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{
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mVoiceEnabled = v;
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}//---------------------------------------------------
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//---------------------------------------------------
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void LLVoiceVisualizer::setStartSpeaking()
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{
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mCurrentlySpeaking = true;
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mSoundSymbol.mActive = true;
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}//---------------------------------------------------
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//---------------------------------------------------
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bool LLVoiceVisualizer::getCurrentlySpeaking()
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{
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return mCurrentlySpeaking;
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}//---------------------------------------------------
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//---------------------------------------------------
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void LLVoiceVisualizer::setStopSpeaking()
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{
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mCurrentlySpeaking = false;
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mSpeakingAmplitude = 0.0f;
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}//---------------------------------------------------
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//---------------------------------------------------
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void LLVoiceVisualizer::setSpeakingAmplitude( F32 a )
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{
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mSpeakingAmplitude = a;
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}//---------------------------------------------------
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//---------------------------------------------------
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// this method is inherited from HUD Effect
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//---------------------------------------------------
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void LLVoiceVisualizer::render()
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{
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if ( ! mVoiceEnabled )
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{
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return;
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}
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if ( mSoundSymbol.mActive )
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{
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mPreviousTime = mCurrentTime;
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mCurrentTime = mTimer.getTotalSeconds();
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//---------------------------------------------------------------
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// set the sound symbol position over the source (avatar's head)
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//---------------------------------------------------------------
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mSoundSymbol.mPosition = mVoiceSourceWorldPosition + WORLD_UPWARD_DIRECTION * HEIGHT_ABOVE_HEAD;
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//---------------------------------------------------------------
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// some gl state
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//---------------------------------------------------------------
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LLGLEnable tex( GL_TEXTURE_2D );
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LLGLEnable blend( GL_BLEND );
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//-------------------------------------------------------------
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// create coordinates of the geometry for the dot
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//-------------------------------------------------------------
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LLVector3 l = gCamera->getLeftAxis() * DOT_SIZE;
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LLVector3 u = gCamera->getUpAxis() * DOT_SIZE;
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LLVector3 bottomLeft = mSoundSymbol.mPosition + l - u;
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LLVector3 bottomRight = mSoundSymbol.mPosition - l - u;
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LLVector3 topLeft = mSoundSymbol.mPosition + l + u;
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LLVector3 topRight = mSoundSymbol.mPosition - l + u;
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//-----------------------------
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// bind texture 0 (the dot)
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//-----------------------------
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mSoundSymbol.mTexture[0]->bind();
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//-------------------------------------------------------------
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// now render the dot
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//-------------------------------------------------------------
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glColor4fv( LLColor4( 1.0f, 1.0f, 1.0f, DOT_OPACITY ).mV );
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glBegin( GL_TRIANGLE_STRIP );
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glTexCoord2i( 0, 0 ); glVertex3fv( bottomLeft.mV );
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glTexCoord2i( 1, 0 ); glVertex3fv( bottomRight.mV );
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glTexCoord2i( 0, 1 ); glVertex3fv( topLeft.mV );
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glEnd();
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glBegin( GL_TRIANGLE_STRIP );
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glTexCoord2i( 1, 0 ); glVertex3fv( bottomRight.mV );
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glTexCoord2i( 1, 1 ); glVertex3fv( topRight.mV );
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glTexCoord2i( 0, 1 ); glVertex3fv( topLeft.mV );
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glEnd();
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//--------------------------------------------------------------------------------------
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// if currently speaking, trigger waves (1 through 6) based on speaking amplitude
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//--------------------------------------------------------------------------------------
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if ( mCurrentlySpeaking )
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{
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F32 min = 0.2f;
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F32 max = 0.7f;
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F32 fraction = ( mSpeakingAmplitude - min ) / ( max - min );
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// in case mSpeakingAmplitude > max....
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if ( fraction > 1.0f )
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{
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fraction = 1.0f;
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}
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S32 level = 1 + (int)( fraction * ( NUM_VOICE_SYMBOL_WAVES - 2 ) );
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for (int i=0; i<level+1; i++)
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{
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mSoundSymbol.mWaveActive [i] = true;
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mSoundSymbol.mWaveOpacity [i] = 1.0f;
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mSoundSymbol.mWaveFadeOutStartTime [i] = mCurrentTime;
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}
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} // if currently speaking
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//---------------------------------------------------
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// determine color
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//---------------------------------------------------
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F32 red = 0.0f;
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F32 green = 0.0f;
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F32 blue = 0.0f;
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if ( mSpeakingAmplitude < RED_THRESHOLD )
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{
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if ( mSpeakingAmplitude < GREEN_THRESHOLD )
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{
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red = BASE_BRIGHTNESS;
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green = BASE_BRIGHTNESS;
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blue = BASE_BRIGHTNESS;
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}
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else
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{
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//---------------------------------------------------
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// fade from gray to bright green
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//---------------------------------------------------
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F32 fraction = ( mSpeakingAmplitude - GREEN_THRESHOLD ) / ( 1.0f - GREEN_THRESHOLD );
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red = BASE_BRIGHTNESS - ( fraction * BASE_BRIGHTNESS );
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green = BASE_BRIGHTNESS + fraction * ( 1.0f - BASE_BRIGHTNESS );
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blue = BASE_BRIGHTNESS - ( fraction * BASE_BRIGHTNESS );
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}
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}
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else
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{
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//---------------------------------------------------
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// redish
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//---------------------------------------------------
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red = 1.0f;
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green = 0.2f;
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blue = 0.2f;
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}
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for (int i=0; i<NUM_VOICE_SYMBOL_WAVES; i++)
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{
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if ( mSoundSymbol.mWaveActive[i] )
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{
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F32 fadeOutFraction = (F32)( mCurrentTime - mSoundSymbol.mWaveFadeOutStartTime[i] ) / FADE_OUT_DURATION;
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mSoundSymbol.mWaveOpacity[i] = 1.0f - fadeOutFraction;
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if ( mSoundSymbol.mWaveOpacity[i] < 0.0f )
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{
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mSoundSymbol.mWaveFadeOutStartTime [i] = mCurrentTime;
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mSoundSymbol.mWaveOpacity [i] = 0.0f;
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mSoundSymbol.mWaveActive [i] = false;
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}
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//----------------------------------------------------------------------------------
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// This is where we calculate the expansion of the waves - that is, the
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// rate at which they are scaled greater than 1.0 so that they grow over time.
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//----------------------------------------------------------------------------------
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F32 timeSlice = (F32)( mCurrentTime - mPreviousTime );
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F32 waveSpeed = mSpeakingAmplitude * WAVE_MOTION_RATE;
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mSoundSymbol.mWaveExpansion[i] *= ( 1.0f + EXPANSION_RATE * timeSlice * waveSpeed );
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if ( mSoundSymbol.mWaveExpansion[i] > EXPANSION_MAX )
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{
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mSoundSymbol.mWaveExpansion[i] = 1.0f;
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}
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//----------------------------------------------------------------------------------
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// create geometry for the wave billboard textures
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//----------------------------------------------------------------------------------
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F32 width = i * WAVE_WIDTH_SCALE * mSoundSymbol.mWaveExpansion[i];
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F32 height = i * WAVE_HEIGHT_SCALE * mSoundSymbol.mWaveExpansion[i];
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LLVector3 l = gCamera->getLeftAxis() * width;
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LLVector3 u = gCamera->getUpAxis() * height;
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LLVector3 bottomLeft = mSoundSymbol.mPosition + l - u;
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LLVector3 bottomRight = mSoundSymbol.mPosition - l - u;
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LLVector3 topLeft = mSoundSymbol.mPosition + l + u;
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LLVector3 topRight = mSoundSymbol.mPosition - l + u;
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glColor4fv( LLColor4( red, green, blue, mSoundSymbol.mWaveOpacity[i] ).mV );
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mSoundSymbol.mTexture[i]->bind();
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//---------------------------------------------------
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// now, render the mofo
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//---------------------------------------------------
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glBegin( GL_TRIANGLE_STRIP );
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glTexCoord2i( 0, 0 ); glVertex3fv( bottomLeft.mV );
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glTexCoord2i( 1, 0 ); glVertex3fv( bottomRight.mV );
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glTexCoord2i( 0, 1 ); glVertex3fv( topLeft.mV );
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glEnd();
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glBegin( GL_TRIANGLE_STRIP );
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glTexCoord2i( 1, 0 ); glVertex3fv( bottomRight.mV );
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glTexCoord2i( 1, 1 ); glVertex3fv( topRight.mV );
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glTexCoord2i( 0, 1 ); glVertex3fv( topLeft.mV );
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glEnd();
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} //if ( mSoundSymbol.mWaveActive[i] )
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}// for loop
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}//if ( mSoundSymbol.mActive )
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}//---------------------------------------------------
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//---------------------------------------------------
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void LLVoiceVisualizer::setVoiceSourceWorldPosition( const LLVector3 &p )
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{
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mVoiceSourceWorldPosition = p;
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}//---------------------------------------------------
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//---------------------------------------------------
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VoiceGesticulationLevel LLVoiceVisualizer::getCurrentGesticulationLevel()
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{
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VoiceGesticulationLevel gesticulationLevel = VOICE_GESTICULATION_LEVEL_OFF; //default
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//-----------------------------------------------------------------------------------------
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// Within the range of gesticulation amplitudes, the sound signal is split into
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// three equal amplitude regimes, each specifying one of three gesticulation levels.
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//-----------------------------------------------------------------------------------------
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F32 range = mMaxGesticulationAmplitude - mMinGesticulationAmplitude;
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if ( mSpeakingAmplitude > mMinGesticulationAmplitude + range * 0.66666f ) { gesticulationLevel = VOICE_GESTICULATION_LEVEL_HIGH; }
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else if ( mSpeakingAmplitude > mMinGesticulationAmplitude + range * 0.33333f ) { gesticulationLevel = VOICE_GESTICULATION_LEVEL_MEDIUM; }
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else if ( mSpeakingAmplitude > mMinGesticulationAmplitude + range * 0.00000f ) { gesticulationLevel = VOICE_GESTICULATION_LEVEL_LOW; }
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return gesticulationLevel;
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}//---------------------------------------------------
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//------------------------------------
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// Destructor
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//------------------------------------
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LLVoiceVisualizer::~LLVoiceVisualizer()
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{
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}//----------------------------------------------
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//---------------------------------------------------
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// "packData" is inherited from HUDEffect
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//---------------------------------------------------
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void LLVoiceVisualizer::packData(LLMessageSystem *mesgsys)
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{
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// Pack the default data
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LLHUDEffect::packData(mesgsys);
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// TODO -- pack the relevant data for voice effects
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// we'll come up with some cool configurations....TBD
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//U8 packed_data[41];
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//mesgsys->addBinaryDataFast(_PREHASH_TypeData, packed_data, 41);
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U8 packed_data = 0;
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mesgsys->addBinaryDataFast(_PREHASH_TypeData, &packed_data, 1);
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}
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//---------------------------------------------------
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// "unpackData" is inherited from HUDEffect
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//---------------------------------------------------
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void LLVoiceVisualizer::unpackData(LLMessageSystem *mesgsys, S32 blocknum)
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{
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// TODO -- find the speaker, unpack binary data, set the properties of this effect
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/*
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LLHUDEffect::unpackData(mesgsys, blocknum);
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LLUUID source_id;
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LLUUID target_id;
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S32 size = mesgsys->getSizeFast(_PREHASH_Effect, blocknum, _PREHASH_TypeData);
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if (size != 1)
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{
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llwarns << "Voice effect with bad size " << size << llendl;
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return;
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}
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mesgsys->getBinaryDataFast(_PREHASH_Effect, _PREHASH_TypeData, packed_data, 1, blocknum);
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*/
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}
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//------------------------------------------------------------------
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// this method is inherited from HUD Effect
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//------------------------------------------------------------------
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void LLVoiceVisualizer::markDead()
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{
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mCurrentlySpeaking = false;
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mVoiceEnabled = false;
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mSoundSymbol.mActive = false;
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}//------------------------------------------------------------------
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