phoenix-firestorm/indra/newview/lldrawpoolavatar.cpp

620 lines
16 KiB
C++

/**
* @file lldrawpoolavatar.cpp
* @brief LLDrawPoolAvatar class implementation
*
* Copyright (c) 2002-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#include "llviewerprecompiledheaders.h"
#include "lldrawpoolavatar.h"
#include "llvoavatar.h"
#include "m3math.h"
#include "llagent.h"
#include "lldrawable.h"
#include "llface.h"
#include "llsky.h"
#include "llviewercamera.h"
#include "llviewerregion.h"
#include "noise.h"
#include "pipeline.h"
static U32 sDataMask = LLDrawPoolAvatar::VERTEX_DATA_MASK;
static U32 sBufferUsage = GL_STREAM_DRAW_ARB;
static U32 sShaderLevel = 0;
static LLGLSLShader* sVertexProgram = NULL;
extern F32 gFrameDTClamped;
extern BOOL gUseGLPick;
F32 CLOTHING_GRAVITY_EFFECT = 0.7f;
F32 CLOTHING_ACCEL_FORCE_FACTOR = 0.2f;
const S32 NUM_TEST_AVATARS = 30;
const S32 MIN_PIXEL_AREA_2_PASS_SKINNING = 500000000;
// 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;
LLDrawPoolAvatar::LLDrawPoolAvatar() :
LLFacePool(POOL_AVATAR)
{
//LLDebugVarMessageBox::show("acceleration", &CLOTHING_ACCEL_FORCE_FACTOR, 10.f, 0.1f);
//LLDebugVarMessageBox::show("gravity", &CLOTHING_GRAVITY_EFFECT, 10.f, 0.1f);
}
//-----------------------------------------------------------------------------
// instancePool()
//-----------------------------------------------------------------------------
LLDrawPool *LLDrawPoolAvatar::instancePool()
{
return new LLDrawPoolAvatar();
}
BOOL gRenderAvatar = TRUE;
static LLMatrix4 sModelViewMatrix = LLMatrix4();
S32 LLDrawPoolAvatar::getVertexShaderLevel() const
{
return (S32) gPipeline.getVertexShaderLevel(LLPipeline::SHADER_AVATAR);
}
void LLDrawPoolAvatar::prerender()
{
mVertexShaderLevel = gPipeline.getVertexShaderLevel(LLPipeline::SHADER_AVATAR);
sShaderLevel = mVertexShaderLevel;
if (sShaderLevel > 0)
{
sBufferUsage = GL_STATIC_DRAW_ARB;
}
else
{
sBufferUsage = GL_STREAM_DRAW_ARB;
}
}
LLMatrix4& LLDrawPoolAvatar::getModelView()
{
return sModelViewMatrix;
}
//-----------------------------------------------------------------------------
// render()
//-----------------------------------------------------------------------------
S32 LLDrawPoolAvatar::getNumPasses()
{
return 3;
}
void LLDrawPoolAvatar::render(S32 pass)
{
LLFastTimer t(LLFastTimer::FTM_RENDER_CHARACTERS);
renderAvatars(NULL, pass); // render all avatars
}
void LLDrawPoolAvatar::beginRenderPass(S32 pass)
{
//reset vertex buffer mappings
LLVertexBuffer::unbind();
switch (pass)
{
case 0:
beginFootShadow();
break;
case 1:
glGetFloatv(GL_MODELVIEW_MATRIX, (F32*) sModelViewMatrix.mMatrix);
beginRigid();
break;
case 2:
beginSkinned();
break;
}
}
void LLDrawPoolAvatar::endRenderPass(S32 pass)
{
switch (pass)
{
case 0:
endFootShadow();
break;
case 1:
endRigid();
break;
case 2:
endSkinned();
}
}
void LLDrawPoolAvatar::beginFootShadow()
{
glDepthMask(GL_FALSE);
gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
void LLDrawPoolAvatar::endFootShadow()
{
gPipeline.enableLightsDynamic(1.f);
glDepthMask(GL_TRUE);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
void LLDrawPoolAvatar::beginRigid()
{
sVertexProgram = &gPipeline.mAvatarEyeballProgram;
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
if (sShaderLevel > 0)
{ //eyeballs render with the specular shader
gPipeline.mAvatarEyeballProgram.bind();
gPipeline.mMaterialIndex = gPipeline.mAvatarEyeballProgram.mAttribute[LLPipeline::GLSL_MATERIAL_COLOR];
gPipeline.mSpecularIndex = gPipeline.mAvatarEyeballProgram.mAttribute[LLPipeline::GLSL_SPECULAR_COLOR];
}
}
void LLDrawPoolAvatar::endRigid()
{
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
void LLDrawPoolAvatar::beginSkinned()
{
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
sVertexProgram = &gPipeline.mAvatarProgram;
if (sShaderLevel > 0) // for hardware blending
{
sRenderingSkinned = TRUE;
glClientActiveTextureARB(GL_TEXTURE1_ARB);
if (sShaderLevel >= SHADER_LEVEL_BUMP)
{
gPipeline.mMaterialIndex = sVertexProgram->mAttribute[LLPipeline::GLSL_MATERIAL_COLOR];
gPipeline.mSpecularIndex = sVertexProgram->mAttribute[LLPipeline::GLSL_SPECULAR_COLOR];
}
sVertexProgram->bind();
if (sShaderLevel >= SHADER_LEVEL_CLOTH)
{
enable_cloth_weights(sVertexProgram->mAttribute[LLPipeline::GLSL_AVATAR_CLOTHING]);
}
enable_vertex_weighting(sVertexProgram->mAttribute[LLPipeline::GLSL_AVATAR_WEIGHT]);
if (sShaderLevel >= SHADER_LEVEL_BUMP)
{
enable_binormals(sVertexProgram->mAttribute[LLPipeline::GLSL_BINORMAL]);
}
sVertexProgram->enableTexture(LLPipeline::GLSL_BUMP_MAP);
glActiveTextureARB(GL_TEXTURE0_ARB);
}
}
void LLDrawPoolAvatar::endSkinned()
{
// 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(LLPipeline::GLSL_BUMP_MAP);
glActiveTextureARB(GL_TEXTURE0_ARB);
glClientActiveTextureARB(GL_TEXTURE0_ARB);
disable_vertex_weighting(sVertexProgram->mAttribute[LLPipeline::GLSL_AVATAR_WEIGHT]);
if (sShaderLevel >= SHADER_LEVEL_BUMP)
{
disable_binormals(sVertexProgram->mAttribute[LLPipeline::GLSL_BINORMAL]);
}
if ((sShaderLevel >= SHADER_LEVEL_CLOTH))
{
disable_cloth_weights(sVertexProgram->mAttribute[LLPipeline::GLSL_AVATAR_CLOTHING]);
}
sVertexProgram->unbind();
}
glActiveTextureARB(GL_TEXTURE0_ARB);
glClientActiveTextureARB(GL_TEXTURE0_ARB);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass)
{
if (pass == -1)
{
for (S32 i = 1; i < getNumPasses(); i++)
{ //skip foot shadows
prerender();
beginRenderPass(i);
renderAvatars(single_avatar, i);
endRenderPass(i);
}
return;
}
if (!gRenderAvatar)
{
return;
}
if (mDrawFace.empty() && !single_avatar)
{
return;
}
LLVOAvatar *avatarp;
if (single_avatar)
{
avatarp = single_avatar;
}
else
{
const LLFace *facep = mDrawFace[0];
if (!facep->getDrawable())
{
return;
}
avatarp = (LLVOAvatar *)(facep->getDrawable()->getVObj());
}
if (avatarp->isDead() || avatarp->mDrawable.isNull())
{
return;
}
LLOverrideFaceColor color(this, 1.0f, 1.0f, 1.0f, 1.0f);
if (pass == 0)
{
if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_FOOT_SHADOWS))
{
mIndicesDrawn += avatarp->renderFootShadows();
}
return;
}
if (avatarp->mSpecialRenderMode == 0) // normal
{
gPipeline.enableLightsAvatar(avatarp->mDrawable->getSunShadowFactor());
}
else if (avatarp->mSpecialRenderMode == 1) // anim preview
{
gPipeline.enableLightsAvatarEdit(LLColor4(0.7f, 0.6f, 0.3f, 1.f));
}
else // 2=image preview, 3=morph view
{
gPipeline.enableLightsAvatarEdit(LLColor4(.5f, .5f, .5f, 1.f));
}
if (pass == 1)
{
// render rigid meshes (eyeballs) first
mIndicesDrawn += avatarp->renderRigid();
if (!gRenderForSelect && avatarp->mIsSelf && LLVOAvatar::sAvatarLoadTest)
{
LLVector3 orig_pos_root = avatarp->mRoot.getPosition();
LLVector3 next_pos_root = orig_pos_root;
for (S32 i = 0; i < NUM_TEST_AVATARS; i++)
{
next_pos_root.mV[VX] += 1.f;
if (i % 5 == 0)
{
next_pos_root.mV[VY] += 1.f;
next_pos_root.mV[VX] = orig_pos_root.mV[VX];
}
avatarp->mRoot.setPosition(next_pos_root); // avatar load test
avatarp->mRoot.updateWorldMatrixChildren(); // avatar load test
mIndicesDrawn += avatarp->renderRigid();
}
avatarp->mRoot.setPosition(orig_pos_root); // avatar load test
avatarp->mRoot.updateWorldMatrixChildren(); // avatar load test
}
return;
}
if (sShaderLevel > 0)
{
gPipeline.mAvatarMatrixParam = sVertexProgram->mUniform[LLPipeline::GLSL_AVATAR_MATRIX];
}
if ((sShaderLevel >= SHADER_LEVEL_CLOTH))
{
LLMatrix4 rot_mat;
gCamera->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->vertexAttrib4fv(LLPipeline::GLSL_AVATAR_WIND, 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->vertexAttrib4fv(LLPipeline::GLSL_AVATAR_SINWAVE, sin_params.mV);
LLVector4 gravity(0.f, 0.f, -CLOTHING_GRAVITY_EFFECT, 0.f);
gravity = gravity * rot_mat;
sVertexProgram->vertexAttrib4fv(LLPipeline::GLSL_AVATAR_GRAVITY, gravity.mV);
}
if( !single_avatar || (avatarp == single_avatar) )
{
if (LLVOAvatar::sShowCollisionVolumes)
{
LLGLSNoTexture no_texture;
avatarp->renderCollisionVolumes();
}
if (avatarp->mIsSelf && LLAgent::sDebugDisplayTarget)
{
LLGLSNoTexture gls_no_texture;
LLVector3 pos = avatarp->getPositionAgent();
color.setColor(1.0f, 0.0f, 0.0f, 0.8f);
glBegin(GL_LINES);
{
glVertex3fv((pos - LLVector3(0.2f, 0.f, 0.f)).mV);
glVertex3fv((pos + LLVector3(0.2f, 0.f, 0.f)).mV);
glVertex3fv((pos - LLVector3(0.f, 0.2f, 0.f)).mV);
glVertex3fv((pos + LLVector3(0.f, 0.2f, 0.f)).mV);
glVertex3fv((pos - LLVector3(0.f, 0.f, 0.2f)).mV);
glVertex3fv((pos + LLVector3(0.f, 0.f, 0.2f)).mV);
}glEnd();
pos = avatarp->mDrawable->getPositionAgent();
color.setColor(1.0f, 0.0f, 0.0f, 0.8f);
glBegin(GL_LINES);
{
glVertex3fv((pos - LLVector3(0.2f, 0.f, 0.f)).mV);
glVertex3fv((pos + LLVector3(0.2f, 0.f, 0.f)).mV);
glVertex3fv((pos - LLVector3(0.f, 0.2f, 0.f)).mV);
glVertex3fv((pos + LLVector3(0.f, 0.2f, 0.f)).mV);
glVertex3fv((pos - LLVector3(0.f, 0.f, 0.2f)).mV);
glVertex3fv((pos + LLVector3(0.f, 0.f, 0.2f)).mV);
}glEnd();
pos = avatarp->mRoot.getWorldPosition();
color.setColor(1.0f, 1.0f, 1.0f, 0.8f);
glBegin(GL_LINES);
{
glVertex3fv((pos - LLVector3(0.2f, 0.f, 0.f)).mV);
glVertex3fv((pos + LLVector3(0.2f, 0.f, 0.f)).mV);
glVertex3fv((pos - LLVector3(0.f, 0.2f, 0.f)).mV);
glVertex3fv((pos + LLVector3(0.f, 0.2f, 0.f)).mV);
glVertex3fv((pos - LLVector3(0.f, 0.f, 0.2f)).mV);
glVertex3fv((pos + LLVector3(0.f, 0.f, 0.2f)).mV);
}glEnd();
pos = avatarp->mPelvisp->getWorldPosition();
color.setColor(0.0f, 0.0f, 1.0f, 0.8f);
glBegin(GL_LINES);
{
glVertex3fv((pos - LLVector3(0.2f, 0.f, 0.f)).mV);
glVertex3fv((pos + LLVector3(0.2f, 0.f, 0.f)).mV);
glVertex3fv((pos - LLVector3(0.f, 0.2f, 0.f)).mV);
glVertex3fv((pos + LLVector3(0.f, 0.2f, 0.f)).mV);
glVertex3fv((pos - LLVector3(0.f, 0.f, 0.2f)).mV);
glVertex3fv((pos + LLVector3(0.f, 0.f, 0.2f)).mV);
}glEnd();
color.setColor(1.0f, 1.0f, 1.0f, 1.0f);
}
mIndicesDrawn += avatarp->renderSkinned(AVATAR_RENDER_PASS_SINGLE);
if (!gRenderForSelect && avatarp->mIsSelf && LLVOAvatar::sAvatarLoadTest)
{
LLVector3 orig_pos_root = avatarp->mRoot.getPosition();
LLVector3 next_pos_root = orig_pos_root;
for (S32 i = 0; i < NUM_TEST_AVATARS; i++)
{
next_pos_root.mV[VX] += 1.f;
if (i % 5 == 0)
{
next_pos_root.mV[VY] += 1.f;
next_pos_root.mV[VX] = orig_pos_root.mV[VX];
}
avatarp->mRoot.setPosition(next_pos_root); // avatar load test
avatarp->mRoot.updateWorldMatrixChildren(); // avatar load test
mIndicesDrawn += avatarp->renderSkinned(AVATAR_RENDER_PASS_SINGLE);
}
avatarp->mRoot.setPosition(orig_pos_root); // avatar load test
avatarp->mRoot.updateWorldMatrixChildren(); // avatar load test
}
}
}
//-----------------------------------------------------------------------------
// renderForSelect()
//-----------------------------------------------------------------------------
void LLDrawPoolAvatar::renderForSelect()
{
if (gUseGLPick)
{
return;
}
if (!gRenderAvatar)
{
return;
}
if (mDrawFace.empty())
{
return;
}
const LLFace *facep = mDrawFace[0];
if (!facep->getDrawable())
{
return;
}
LLVOAvatar *avatarp = (LLVOAvatar *)(facep->getDrawable()->getVObj());
if (avatarp->isDead() || avatarp->mIsDummy || avatarp->mDrawable.isNull())
{
return;
}
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glGetFloatv(GL_MODELVIEW_MATRIX, (F32*) sModelViewMatrix.mMatrix);
sVertexProgram = &gPipeline.mAvatarPickProgram;
if (sShaderLevel > 0)
{
gPipeline.mAvatarMatrixParam = sVertexProgram->mUniform[LLPipeline::GLSL_AVATAR_MATRIX];
}
glAlphaFunc(GL_GEQUAL, 0.2f);
glBlendFunc(GL_ONE, GL_ZERO);
S32 name = avatarp->mDrawable->getVObj()->mGLName;
LLColor4U color((U8)(name >> 16), (U8)(name >> 8), (U8)name);
glColor4ubv(color.mV);
// render rigid meshes (eyeballs) first
//mIndicesDrawn += avatarp->renderRigid();
if ((sShaderLevel > 0) && !gUseGLPick) // for hardware blending
{
glClientActiveTextureARB(GL_TEXTURE0_ARB);
sRenderingSkinned = TRUE;
sVertexProgram->bind();
enable_vertex_weighting(sVertexProgram->mAttribute[LLPipeline::GLSL_AVATAR_WEIGHT]);
}
mIndicesDrawn += avatarp->renderSkinned(AVATAR_RENDER_PASS_SINGLE);
// 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) && !gUseGLPick)
{
sRenderingSkinned = FALSE;
sVertexProgram->unbind();
disable_vertex_weighting(sVertexProgram->mAttribute[LLPipeline::GLSL_AVATAR_WEIGHT]);
}
glAlphaFunc(GL_GREATER, 0.01f);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// restore texture mode
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
//-----------------------------------------------------------------------------
// getDebugTexture()
//-----------------------------------------------------------------------------
LLViewerImage *LLDrawPoolAvatar::getDebugTexture()
{
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,
gPipeline.getVertexShaderLevel(LLPipeline::SHADER_AVATAR) > 0 ?
GL_STATIC_DRAW_ARB :
GL_STREAM_DRAW_ARB)
{
}
void LLVertexBufferAvatar::setupVertexBuffer(U32 data_mask) const
{
if (sRenderingSkinned)
{
U8* base = useVBOs() ? NULL : mMappedData;
glVertexPointer(3,GL_FLOAT, mStride, (void*)(base + 0));
glNormalPointer(GL_FLOAT, mStride, (void*)(base + mOffsets[TYPE_NORMAL]));
glClientActiveTextureARB(GL_TEXTURE1_ARB);
glTexCoordPointer(2,GL_FLOAT, mStride, (void*)(base + mOffsets[TYPE_TEXCOORD2]));
glClientActiveTextureARB(GL_TEXTURE0_ARB);
glTexCoordPointer(2,GL_FLOAT, mStride, (void*)(base + mOffsets[TYPE_TEXCOORD]));
set_vertex_weights(sVertexProgram->mAttribute[LLPipeline::GLSL_AVATAR_WEIGHT], mStride, (F32*)(base + mOffsets[TYPE_WEIGHT]));
if (sShaderLevel >= LLDrawPoolAvatar::SHADER_LEVEL_BUMP)
{
set_binormals(sVertexProgram->mAttribute[LLPipeline::GLSL_BINORMAL], mStride, (LLVector3*)(base + mOffsets[TYPE_BINORMAL]));
}
if (sShaderLevel >= LLDrawPoolAvatar::SHADER_LEVEL_CLOTH)
{
set_vertex_clothing_weights(sVertexProgram->mAttribute[LLPipeline::GLSL_AVATAR_CLOTHING], mStride, (LLVector4*)(base + mOffsets[TYPE_CLOTHWEIGHT]));
}
}
else
{
LLVertexBuffer::setupVertexBuffer(data_mask);
}
}