1029 lines
30 KiB
C++
1029 lines
30 KiB
C++
/**
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* @file llviewerjointmesh.cpp
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* @brief Implementation of LLViewerJointMesh class
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*
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* $LicenseInfo:firstyear=2001&license=viewergpl$
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*
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* Copyright (c) 2001-2009, Linden Research, Inc.
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*
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* Second Life Viewer Source Code
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* The source code in this file ("Source Code") is provided by Linden Lab
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* to you under the terms of the GNU General Public License, version 2.0
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* ("GPL"), unless you have obtained a separate licensing agreement
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* ("Other License"), formally executed by you and Linden Lab. Terms of
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* the GPL can be found in doc/GPL-license.txt in this distribution, or
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* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
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*
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* There are special exceptions to the terms and conditions of the GPL as
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* it is applied to this Source Code. View the full text of the exception
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* in the file doc/FLOSS-exception.txt in this software distribution, or
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* online at
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* http://secondlifegrid.net/programs/open_source/licensing/flossexception
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*
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* By copying, modifying or distributing this software, you acknowledge
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* that you have read and understood your obligations described above,
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* and agree to abide by those obligations.
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*
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* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
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* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
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* COMPLETENESS OR PERFORMANCE.
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* $/LicenseInfo$
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*/
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//-----------------------------------------------------------------------------
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// Header Files
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//-----------------------------------------------------------------------------
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#include "llviewerprecompiledheaders.h"
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#include "imageids.h"
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#include "llfasttimer.h"
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#include "llrender.h"
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#include "llagent.h"
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#include "llapr.h"
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#include "llbox.h"
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#include "lldrawable.h"
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#include "lldrawpoolavatar.h"
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#include "lldrawpoolbump.h"
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#include "lldynamictexture.h"
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#include "llface.h"
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#include "llgldbg.h"
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#include "llglheaders.h"
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#include "lltexlayer.h"
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#include "llviewercamera.h"
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#include "llviewercontrol.h"
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#include "llviewerimagelist.h"
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#include "llviewerjointmesh.h"
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#include "llvoavatar.h"
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#include "llsky.h"
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#include "pipeline.h"
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#include "llviewershadermgr.h"
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#include "llmath.h"
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#include "v4math.h"
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#include "m3math.h"
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#include "m4math.h"
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#if !LL_DARWIN && !LL_LINUX && !LL_SOLARIS
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extern PFNGLWEIGHTPOINTERARBPROC glWeightPointerARB;
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extern PFNGLWEIGHTFVARBPROC glWeightfvARB;
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extern PFNGLVERTEXBLENDARBPROC glVertexBlendARB;
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#endif
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extern BOOL gRenderForSelect;
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static LLPointer<LLVertexBuffer> sRenderBuffer = NULL;
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static const U32 sRenderMask = LLVertexBuffer::MAP_VERTEX |
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LLVertexBuffer::MAP_NORMAL |
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LLVertexBuffer::MAP_TEXCOORD0;
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// LLViewerJointMesh::LLSkinJoint
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// LLSkinJoint
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//-----------------------------------------------------------------------------
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LLSkinJoint::LLSkinJoint()
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{
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mJoint = NULL;
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}
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//-----------------------------------------------------------------------------
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// ~LLSkinJoint
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//-----------------------------------------------------------------------------
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LLSkinJoint::~LLSkinJoint()
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{
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mJoint = NULL;
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}
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//-----------------------------------------------------------------------------
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// LLSkinJoint::setupSkinJoint()
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//-----------------------------------------------------------------------------
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BOOL LLSkinJoint::setupSkinJoint( LLViewerJoint *joint)
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{
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// find the named joint
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mJoint = joint;
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if ( !mJoint )
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{
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llinfos << "Can't find joint" << llendl;
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}
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// compute the inverse root skin matrix
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mRootToJointSkinOffset.clearVec();
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LLVector3 rootSkinOffset;
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while (joint)
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{
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rootSkinOffset += joint->getSkinOffset();
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joint = (LLViewerJoint*)joint->getParent();
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}
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mRootToJointSkinOffset = -rootSkinOffset;
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mRootToParentJointSkinOffset = mRootToJointSkinOffset;
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mRootToParentJointSkinOffset += mJoint->getSkinOffset();
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return TRUE;
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// LLViewerJointMesh
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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BOOL LLViewerJointMesh::sPipelineRender = FALSE;
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EAvatarRenderPass LLViewerJointMesh::sRenderPass = AVATAR_RENDER_PASS_SINGLE;
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U32 LLViewerJointMesh::sClothingMaskImageName = 0;
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LLColor4 LLViewerJointMesh::sClothingInnerColor;
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//-----------------------------------------------------------------------------
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// LLViewerJointMesh()
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//-----------------------------------------------------------------------------
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LLViewerJointMesh::LLViewerJointMesh()
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:
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mTexture( NULL ),
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mLayerSet( NULL ),
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mTestImageName( 0 ),
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mIsTransparent(FALSE)
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{
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mColor[0] = 1.0f;
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mColor[1] = 1.0f;
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mColor[2] = 1.0f;
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mColor[3] = 1.0f;
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mShiny = 0.0f;
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mCullBackFaces = TRUE;
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mMesh = NULL;
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mNumSkinJoints = 0;
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mSkinJoints = NULL;
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mFace = NULL;
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mMeshID = 0;
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mUpdateXform = FALSE;
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mValid = FALSE;
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}
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//-----------------------------------------------------------------------------
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// ~LLViewerJointMesh()
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// Class Destructor
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//-----------------------------------------------------------------------------
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LLViewerJointMesh::~LLViewerJointMesh()
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{
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mMesh = NULL;
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mTexture = NULL;
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freeSkinData();
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}
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//-----------------------------------------------------------------------------
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// LLViewerJointMesh::allocateSkinData()
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//-----------------------------------------------------------------------------
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BOOL LLViewerJointMesh::allocateSkinData( U32 numSkinJoints )
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{
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mSkinJoints = new LLSkinJoint[ numSkinJoints ];
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mNumSkinJoints = numSkinJoints;
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return TRUE;
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}
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//-----------------------------------------------------------------------------
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// LLViewerJointMesh::freeSkinData()
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//-----------------------------------------------------------------------------
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void LLViewerJointMesh::freeSkinData()
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{
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mNumSkinJoints = 0;
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delete [] mSkinJoints;
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mSkinJoints = NULL;
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}
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//--------------------------------------------------------------------
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// LLViewerJointMesh::getColor()
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//--------------------------------------------------------------------
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void LLViewerJointMesh::getColor( F32 *red, F32 *green, F32 *blue, F32 *alpha )
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{
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*red = mColor[0];
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*green = mColor[1];
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*blue = mColor[2];
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*alpha = mColor[3];
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}
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//--------------------------------------------------------------------
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// LLViewerJointMesh::setColor()
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//--------------------------------------------------------------------
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void LLViewerJointMesh::setColor( F32 red, F32 green, F32 blue, F32 alpha )
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{
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mColor[0] = red;
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mColor[1] = green;
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mColor[2] = blue;
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mColor[3] = alpha;
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}
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//--------------------------------------------------------------------
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// LLViewerJointMesh::getTexture()
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//--------------------------------------------------------------------
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//LLViewerImage *LLViewerJointMesh::getTexture()
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//{
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// return mTexture;
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//}
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//--------------------------------------------------------------------
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// LLViewerJointMesh::setTexture()
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//--------------------------------------------------------------------
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void LLViewerJointMesh::setTexture( LLViewerImage *texture )
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{
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mTexture = texture;
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// texture and dynamic_texture are mutually exclusive
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if( texture )
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{
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mLayerSet = NULL;
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//texture->bindTexture(0);
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//texture->setClamp(TRUE, TRUE);
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}
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}
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//--------------------------------------------------------------------
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// LLViewerJointMesh::setLayerSet()
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// Sets the shape texture (takes precedence over normal texture)
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//--------------------------------------------------------------------
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void LLViewerJointMesh::setLayerSet( LLTexLayerSet* layer_set )
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{
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mLayerSet = layer_set;
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// texture and dynamic_texture are mutually exclusive
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if( layer_set )
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{
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mTexture = NULL;
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}
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}
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//--------------------------------------------------------------------
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// LLViewerJointMesh::getMesh()
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//--------------------------------------------------------------------
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LLPolyMesh *LLViewerJointMesh::getMesh()
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{
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return mMesh;
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}
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//-----------------------------------------------------------------------------
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// LLViewerJointMesh::setMesh()
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//-----------------------------------------------------------------------------
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void LLViewerJointMesh::setMesh( LLPolyMesh *mesh )
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{
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// set the mesh pointer
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mMesh = mesh;
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// release any existing skin joints
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freeSkinData();
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if ( mMesh == NULL )
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{
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return;
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}
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// acquire the transform from the mesh object
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setPosition( mMesh->getPosition() );
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setRotation( mMesh->getRotation() );
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setScale( mMesh->getScale() );
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// create skin joints if necessary
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if ( mMesh->hasWeights() && !mMesh->isLOD())
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{
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U32 numJointNames = mMesh->getNumJointNames();
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allocateSkinData( numJointNames );
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std::string *jointNames = mMesh->getJointNames();
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U32 jn;
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for (jn = 0; jn < numJointNames; jn++)
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{
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//llinfos << "Setting up joint " << jointNames[jn] << llendl;
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LLViewerJoint* joint = (LLViewerJoint*)(getRoot()->findJoint(jointNames[jn]) );
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mSkinJoints[jn].setupSkinJoint( joint );
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}
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}
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// setup joint array
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if (!mMesh->isLOD())
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{
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setupJoint((LLViewerJoint*)getRoot());
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}
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// llinfos << "joint render entries: " << mMesh->mJointRenderData.count() << llendl;
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}
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//-----------------------------------------------------------------------------
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// setupJoint()
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//-----------------------------------------------------------------------------
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void LLViewerJointMesh::setupJoint(LLViewerJoint* current_joint)
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{
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// llinfos << "Mesh: " << getName() << llendl;
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// S32 joint_count = 0;
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U32 sj;
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for (sj=0; sj<mNumSkinJoints; sj++)
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{
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LLSkinJoint &js = mSkinJoints[sj];
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if (js.mJoint != current_joint)
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{
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continue;
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}
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// we've found a skinjoint for this joint..
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// is the last joint in the array our parent?
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if(mMesh->mJointRenderData.count() && mMesh->mJointRenderData[mMesh->mJointRenderData.count() - 1]->mWorldMatrix == ¤t_joint->getParent()->getWorldMatrix())
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{
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// ...then just add ourselves
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LLViewerJoint* jointp = js.mJoint;
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mMesh->mJointRenderData.put(new LLJointRenderData(&jointp->getWorldMatrix(), &js));
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// llinfos << "joint " << joint_count << js.mJoint->getName() << llendl;
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// joint_count++;
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}
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// otherwise add our parent and ourselves
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else
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{
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mMesh->mJointRenderData.put(new LLJointRenderData(¤t_joint->getParent()->getWorldMatrix(), NULL));
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// llinfos << "joint " << joint_count << current_joint->getParent()->getName() << llendl;
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// joint_count++;
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mMesh->mJointRenderData.put(new LLJointRenderData(¤t_joint->getWorldMatrix(), &js));
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// llinfos << "joint " << joint_count << current_joint->getName() << llendl;
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// joint_count++;
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}
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}
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// depth-first traversal
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for (LLJoint::child_list_t::iterator iter = current_joint->mChildren.begin();
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iter != current_joint->mChildren.end(); ++iter)
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{
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LLViewerJoint* child_joint = (LLViewerJoint*)(*iter);
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setupJoint(child_joint);
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}
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}
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const S32 NUM_AXES = 3;
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// register layoud
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// rotation X 0-n
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// rotation Y 0-n
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// rotation Z 0-n
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// pivot parent 0-n -- child = n+1
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static LLMatrix4 gJointMatUnaligned[32];
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static LLMatrix3 gJointRotUnaligned[32];
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static LLVector4 gJointPivot[32];
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//-----------------------------------------------------------------------------
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// uploadJointMatrices()
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//-----------------------------------------------------------------------------
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void LLViewerJointMesh::uploadJointMatrices()
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{
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S32 joint_num;
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LLPolyMesh *reference_mesh = mMesh->getReferenceMesh();
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LLDrawPool *poolp = mFace ? mFace->getPool() : NULL;
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BOOL hardware_skinning = (poolp && poolp->getVertexShaderLevel() > 0) ? TRUE : FALSE;
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//calculate joint matrices
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for (joint_num = 0; joint_num < reference_mesh->mJointRenderData.count(); joint_num++)
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{
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LLMatrix4 joint_mat = *reference_mesh->mJointRenderData[joint_num]->mWorldMatrix;
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if (hardware_skinning)
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{
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joint_mat *= LLDrawPoolAvatar::getModelView();
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}
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gJointMatUnaligned[joint_num] = joint_mat;
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gJointRotUnaligned[joint_num] = joint_mat.getMat3();
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}
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BOOL last_pivot_uploaded = FALSE;
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S32 j = 0;
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//upload joint pivots
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for (joint_num = 0; joint_num < reference_mesh->mJointRenderData.count(); joint_num++)
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{
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LLSkinJoint *sj = reference_mesh->mJointRenderData[joint_num]->mSkinJoint;
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if (sj)
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{
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if (!last_pivot_uploaded)
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{
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LLVector4 parent_pivot(sj->mRootToParentJointSkinOffset);
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parent_pivot.mV[VW] = 0.f;
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gJointPivot[j++] = parent_pivot;
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}
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LLVector4 child_pivot(sj->mRootToJointSkinOffset);
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child_pivot.mV[VW] = 0.f;
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gJointPivot[j++] = child_pivot;
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last_pivot_uploaded = TRUE;
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}
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else
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{
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last_pivot_uploaded = FALSE;
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}
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}
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//add pivot point into transform
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for (S32 i = 0; i < j; i++)
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{
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LLVector3 pivot;
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pivot = LLVector3(gJointPivot[i]);
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pivot = pivot * gJointRotUnaligned[i];
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gJointMatUnaligned[i].translate(pivot);
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}
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// upload matrices
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if (hardware_skinning)
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{
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GLfloat mat[45*4];
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memset(mat, 0, sizeof(GLfloat)*45*4);
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for (joint_num = 0; joint_num < reference_mesh->mJointRenderData.count(); joint_num++)
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{
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gJointMatUnaligned[joint_num].transpose();
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for (S32 axis = 0; axis < NUM_AXES; axis++)
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{
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F32* vector = gJointMatUnaligned[joint_num].mMatrix[axis];
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U32 offset = LL_CHARACTER_MAX_JOINTS_PER_MESH*axis+joint_num;
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memcpy(mat+offset*4, vector, sizeof(GLfloat)*4);
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}
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}
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stop_glerror();
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glUniform4fvARB(gAvatarMatrixParam, 45, mat);
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stop_glerror();
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}
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}
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//--------------------------------------------------------------------
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// LLViewerJointMesh::drawBone()
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//--------------------------------------------------------------------
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void LLViewerJointMesh::drawBone()
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{
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}
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//--------------------------------------------------------------------
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// LLViewerJointMesh::isTransparent()
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//--------------------------------------------------------------------
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BOOL LLViewerJointMesh::isTransparent()
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{
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return mIsTransparent;
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}
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//--------------------------------------------------------------------
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// DrawElementsBLEND and utility code
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//--------------------------------------------------------------------
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// compate_int is used by the qsort function to sort the index array
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int compare_int(const void *a, const void *b)
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{
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if (*(U32*)a < *(U32*)b)
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{
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return -1;
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}
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else if (*(U32*)a > *(U32*)b)
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{
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return 1;
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}
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else return 0;
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}
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//--------------------------------------------------------------------
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// LLViewerJointMesh::drawShape()
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//--------------------------------------------------------------------
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U32 LLViewerJointMesh::drawShape( F32 pixelArea, BOOL first_pass, BOOL is_dummy)
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{
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if (!mValid || !mMesh || !mFace || !mVisible ||
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mFace->mVertexBuffer.isNull() ||
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mMesh->getNumFaces() == 0)
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{
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return 0;
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}
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U32 triangle_count = 0;
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stop_glerror();
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//----------------------------------------------------------------
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// setup current color
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//----------------------------------------------------------------
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if (!gRenderForSelect)
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{
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if (is_dummy)
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glColor4fv(LLVOAvatar::getDummyColor().mV);
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else
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glColor4fv(mColor.mV);
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}
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stop_glerror();
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LLGLSSpecular specular(LLColor4(1.f,1.f,1.f,1.f), gRenderForSelect ? 0.0f : mShiny && !(mFace->getPool()->getVertexShaderLevel() > 0));
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//----------------------------------------------------------------
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// setup current texture
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//----------------------------------------------------------------
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llassert( !(mTexture.notNull() && mLayerSet) ); // mutually exclusive
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LLTexUnit::eTextureAddressMode old_mode = LLTexUnit::TAM_WRAP;
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if (mTestImageName)
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{
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gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mTestImageName);
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if (mIsTransparent)
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{
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glColor4f(1.f, 1.f, 1.f, 1.f);
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}
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else
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{
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glColor4f(0.7f, 0.6f, 0.3f, 1.f);
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gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_LERP_TEX_ALPHA, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_PREV_COLOR);
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}
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}
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else if( !is_dummy && mLayerSet )
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|
{
|
|
if( mLayerSet->hasComposite() )
|
|
{
|
|
gGL.getTexUnit(0)->bind(mLayerSet->getComposite()->getTexture());
|
|
}
|
|
else
|
|
{
|
|
// This warning will always trigger if you've hacked the avatar to show as incomplete.
|
|
// Ignore the warning if that's the case.
|
|
if (!gSavedSettings.getBOOL("RenderUnloadedAvatar"))
|
|
{
|
|
llwarns << "Layerset without composite" << llendl;
|
|
}
|
|
gGL.getTexUnit(0)->bind(gImageList.getImage(IMG_DEFAULT));
|
|
}
|
|
}
|
|
else
|
|
if ( !is_dummy && mTexture.notNull() )
|
|
{
|
|
old_mode = mTexture->getAddressMode();
|
|
gGL.getTexUnit(0)->bind(mTexture.get());
|
|
gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
|
|
}
|
|
else
|
|
{
|
|
gGL.getTexUnit(0)->bind(gImageList.getImage(IMG_DEFAULT_AVATAR));
|
|
}
|
|
|
|
if (gRenderForSelect)
|
|
{
|
|
if (isTransparent())
|
|
{
|
|
gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR);
|
|
gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_ALPHA, LLTexUnit::TBS_CONST_ALPHA);
|
|
}
|
|
else
|
|
{
|
|
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
|
|
}
|
|
}
|
|
|
|
mFace->mVertexBuffer->setBuffer(sRenderMask);
|
|
|
|
U32 start = mMesh->mFaceVertexOffset;
|
|
U32 end = start + mMesh->mFaceVertexCount - 1;
|
|
U32 count = mMesh->mFaceIndexCount;
|
|
U32 offset = mMesh->mFaceIndexOffset;
|
|
|
|
if (mMesh->hasWeights())
|
|
{
|
|
if ((mFace->getPool()->getVertexShaderLevel() > 0))
|
|
{
|
|
if (first_pass)
|
|
{
|
|
uploadJointMatrices();
|
|
}
|
|
}
|
|
|
|
mFace->mVertexBuffer->drawRange(LLRender::TRIANGLES, start, end, count, offset);
|
|
}
|
|
else
|
|
{
|
|
glPushMatrix();
|
|
LLMatrix4 jointToWorld = getWorldMatrix();
|
|
glMultMatrixf((GLfloat*)jointToWorld.mMatrix);
|
|
mFace->mVertexBuffer->drawRange(LLRender::TRIANGLES, start, end, count, offset);
|
|
glPopMatrix();
|
|
}
|
|
gPipeline.addTrianglesDrawn(count/3);
|
|
|
|
triangle_count += count;
|
|
|
|
if (mTestImageName)
|
|
{
|
|
gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
|
|
}
|
|
|
|
if (mTexture.notNull() && !is_dummy)
|
|
{
|
|
gGL.getTexUnit(0)->bind(mTexture.get());
|
|
gGL.getTexUnit(0)->setTextureAddressMode(old_mode);
|
|
}
|
|
|
|
return triangle_count;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// updateFaceSizes()
|
|
//-----------------------------------------------------------------------------
|
|
void LLViewerJointMesh::updateFaceSizes(U32 &num_vertices, U32& num_indices, F32 pixel_area)
|
|
{
|
|
// Do a pre-alloc pass to determine sizes of data.
|
|
if (mMesh && mValid)
|
|
{
|
|
mMesh->mFaceVertexOffset = num_vertices;
|
|
mMesh->mFaceVertexCount = mMesh->getNumVertices();
|
|
mMesh->mFaceIndexOffset = num_indices;
|
|
mMesh->mFaceIndexCount = mMesh->getSharedData()->mNumTriangleIndices;
|
|
|
|
mMesh->getReferenceMesh()->mCurVertexCount = mMesh->mFaceVertexCount;
|
|
|
|
num_vertices += mMesh->getNumVertices();
|
|
num_indices += mMesh->mFaceIndexCount;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// updateFaceData()
|
|
//-----------------------------------------------------------------------------
|
|
void LLViewerJointMesh::updateFaceData(LLFace *face, F32 pixel_area, BOOL damp_wind)
|
|
{
|
|
mFace = face;
|
|
|
|
if (mFace->mVertexBuffer.isNull())
|
|
{
|
|
return;
|
|
}
|
|
|
|
LLStrider<LLVector3> verticesp;
|
|
LLStrider<LLVector3> normalsp;
|
|
LLStrider<LLVector2> tex_coordsp;
|
|
LLStrider<F32> vertex_weightsp;
|
|
LLStrider<LLVector4> clothing_weightsp;
|
|
LLStrider<U16> indicesp;
|
|
|
|
// Copy data into the faces from the polymesh data.
|
|
if (mMesh && mValid)
|
|
{
|
|
if (mMesh->getNumVertices())
|
|
{
|
|
stop_glerror();
|
|
face->getGeometryAvatar(verticesp, normalsp, tex_coordsp, vertex_weightsp, clothing_weightsp);
|
|
stop_glerror();
|
|
face->mVertexBuffer->getIndexStrider(indicesp);
|
|
stop_glerror();
|
|
|
|
for (U16 i = 0; i < mMesh->getNumVertices(); i++)
|
|
{
|
|
verticesp[mMesh->mFaceVertexOffset + i] = *(mMesh->getCoords() + i);
|
|
tex_coordsp[mMesh->mFaceVertexOffset + i] = *(mMesh->getTexCoords() + i);
|
|
normalsp[mMesh->mFaceVertexOffset + i] = *(mMesh->getNormals() + i);
|
|
vertex_weightsp[mMesh->mFaceVertexOffset + i] = *(mMesh->getWeights() + i);
|
|
if (damp_wind)
|
|
{
|
|
clothing_weightsp[mMesh->mFaceVertexOffset + i] = LLVector4(0,0,0,0);
|
|
}
|
|
else
|
|
{
|
|
clothing_weightsp[mMesh->mFaceVertexOffset + i] = (*(mMesh->getClothingWeights() + i));
|
|
}
|
|
}
|
|
|
|
for (S32 i = 0; i < mMesh->getNumFaces(); i++)
|
|
{
|
|
for (U32 j = 0; j < 3; j++)
|
|
{
|
|
U32 k = i*3+j+mMesh->mFaceIndexOffset;
|
|
indicesp[k] = mMesh->getFaces()[i][j] + mMesh->mFaceVertexOffset;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// updateLOD()
|
|
//-----------------------------------------------------------------------------
|
|
BOOL LLViewerJointMesh::updateLOD(F32 pixel_area, BOOL activate)
|
|
{
|
|
BOOL valid = mValid;
|
|
setValid(activate, TRUE);
|
|
return (valid != activate);
|
|
}
|
|
|
|
// static
|
|
void LLViewerJointMesh::updateGeometryOriginal(LLFace *mFace, LLPolyMesh *mMesh)
|
|
{
|
|
LLStrider<LLVector3> o_vertices;
|
|
LLStrider<LLVector3> o_normals;
|
|
|
|
//get vertex and normal striders
|
|
LLVertexBuffer *buffer = mFace->mVertexBuffer;
|
|
buffer->getVertexStrider(o_vertices, 0);
|
|
buffer->getNormalStrider(o_normals, 0);
|
|
|
|
F32 last_weight = F32_MAX;
|
|
LLMatrix4 gBlendMat;
|
|
LLMatrix3 gBlendRotMat;
|
|
|
|
const F32* weights = mMesh->getWeights();
|
|
const LLVector3* coords = mMesh->getCoords();
|
|
const LLVector3* normals = mMesh->getNormals();
|
|
for (U32 index = 0; index < mMesh->getNumVertices(); index++)
|
|
{
|
|
U32 bidx = index + mMesh->mFaceVertexOffset;
|
|
|
|
// blend by first matrix
|
|
F32 w = weights[index];
|
|
|
|
// Maybe we don't have to change gBlendMat.
|
|
// Profiles of a single-avatar scene on a Mac show this to be a very
|
|
// common case. JC
|
|
if (w == last_weight)
|
|
{
|
|
o_vertices[bidx] = coords[index] * gBlendMat;
|
|
o_normals[bidx] = normals[index] * gBlendRotMat;
|
|
continue;
|
|
}
|
|
|
|
last_weight = w;
|
|
|
|
S32 joint = llfloor(w);
|
|
w -= joint;
|
|
|
|
// No lerp required in this case.
|
|
if (w == 1.0f)
|
|
{
|
|
gBlendMat = gJointMatUnaligned[joint+1];
|
|
o_vertices[bidx] = coords[index] * gBlendMat;
|
|
gBlendRotMat = gJointRotUnaligned[joint+1];
|
|
o_normals[bidx] = normals[index] * gBlendRotMat;
|
|
continue;
|
|
}
|
|
|
|
// Try to keep all the accesses to the matrix data as close
|
|
// together as possible. This function is a hot spot on the
|
|
// Mac. JC
|
|
LLMatrix4 &m0 = gJointMatUnaligned[joint+1];
|
|
LLMatrix4 &m1 = gJointMatUnaligned[joint+0];
|
|
|
|
gBlendMat.mMatrix[VX][VX] = lerp(m1.mMatrix[VX][VX], m0.mMatrix[VX][VX], w);
|
|
gBlendMat.mMatrix[VX][VY] = lerp(m1.mMatrix[VX][VY], m0.mMatrix[VX][VY], w);
|
|
gBlendMat.mMatrix[VX][VZ] = lerp(m1.mMatrix[VX][VZ], m0.mMatrix[VX][VZ], w);
|
|
|
|
gBlendMat.mMatrix[VY][VX] = lerp(m1.mMatrix[VY][VX], m0.mMatrix[VY][VX], w);
|
|
gBlendMat.mMatrix[VY][VY] = lerp(m1.mMatrix[VY][VY], m0.mMatrix[VY][VY], w);
|
|
gBlendMat.mMatrix[VY][VZ] = lerp(m1.mMatrix[VY][VZ], m0.mMatrix[VY][VZ], w);
|
|
|
|
gBlendMat.mMatrix[VZ][VX] = lerp(m1.mMatrix[VZ][VX], m0.mMatrix[VZ][VX], w);
|
|
gBlendMat.mMatrix[VZ][VY] = lerp(m1.mMatrix[VZ][VY], m0.mMatrix[VZ][VY], w);
|
|
gBlendMat.mMatrix[VZ][VZ] = lerp(m1.mMatrix[VZ][VZ], m0.mMatrix[VZ][VZ], w);
|
|
|
|
gBlendMat.mMatrix[VW][VX] = lerp(m1.mMatrix[VW][VX], m0.mMatrix[VW][VX], w);
|
|
gBlendMat.mMatrix[VW][VY] = lerp(m1.mMatrix[VW][VY], m0.mMatrix[VW][VY], w);
|
|
gBlendMat.mMatrix[VW][VZ] = lerp(m1.mMatrix[VW][VZ], m0.mMatrix[VW][VZ], w);
|
|
|
|
o_vertices[bidx] = coords[index] * gBlendMat;
|
|
|
|
LLMatrix3 &n0 = gJointRotUnaligned[joint+1];
|
|
LLMatrix3 &n1 = gJointRotUnaligned[joint+0];
|
|
|
|
gBlendRotMat.mMatrix[VX][VX] = lerp(n1.mMatrix[VX][VX], n0.mMatrix[VX][VX], w);
|
|
gBlendRotMat.mMatrix[VX][VY] = lerp(n1.mMatrix[VX][VY], n0.mMatrix[VX][VY], w);
|
|
gBlendRotMat.mMatrix[VX][VZ] = lerp(n1.mMatrix[VX][VZ], n0.mMatrix[VX][VZ], w);
|
|
|
|
gBlendRotMat.mMatrix[VY][VX] = lerp(n1.mMatrix[VY][VX], n0.mMatrix[VY][VX], w);
|
|
gBlendRotMat.mMatrix[VY][VY] = lerp(n1.mMatrix[VY][VY], n0.mMatrix[VY][VY], w);
|
|
gBlendRotMat.mMatrix[VY][VZ] = lerp(n1.mMatrix[VY][VZ], n0.mMatrix[VY][VZ], w);
|
|
|
|
gBlendRotMat.mMatrix[VZ][VX] = lerp(n1.mMatrix[VZ][VX], n0.mMatrix[VZ][VX], w);
|
|
gBlendRotMat.mMatrix[VZ][VY] = lerp(n1.mMatrix[VZ][VY], n0.mMatrix[VZ][VY], w);
|
|
gBlendRotMat.mMatrix[VZ][VZ] = lerp(n1.mMatrix[VZ][VZ], n0.mMatrix[VZ][VZ], w);
|
|
|
|
o_normals[bidx] = normals[index] * gBlendRotMat;
|
|
}
|
|
|
|
buffer->setBuffer(0);
|
|
}
|
|
|
|
const U32 UPDATE_GEOMETRY_CALL_MASK = 0x1FFF; // 8K samples before overflow
|
|
const U32 UPDATE_GEOMETRY_CALL_OVERFLOW = ~UPDATE_GEOMETRY_CALL_MASK;
|
|
static bool sUpdateGeometryCallPointer = false;
|
|
static F64 sUpdateGeometryGlobalTime = 0.0 ;
|
|
static F64 sUpdateGeometryElapsedTime = 0.0 ;
|
|
static F64 sUpdateGeometryElapsedTimeOff = 0.0 ;
|
|
static F64 sUpdateGeometryElapsedTimeOn = 0.0 ;
|
|
static F64 sUpdateGeometryRunAvgOff[10];
|
|
static F64 sUpdateGeometryRunAvgOn[10];
|
|
static U32 sUpdateGeometryRunCount = 0 ;
|
|
static U32 sUpdateGeometryCalls = 0 ;
|
|
static U32 sUpdateGeometryLastProcessor = 0 ;
|
|
static BOOL sVectorizePerfTest = FALSE;
|
|
static U32 sVectorizeProcessor = 0;
|
|
|
|
//static
|
|
void (*LLViewerJointMesh::sUpdateGeometryFunc)(LLFace* face, LLPolyMesh* mesh);
|
|
|
|
//static
|
|
void LLViewerJointMesh::updateVectorize()
|
|
{
|
|
sVectorizePerfTest = gSavedSettings.getBOOL("VectorizePerfTest");
|
|
sVectorizeProcessor = gSavedSettings.getU32("VectorizeProcessor");
|
|
BOOL vectorizeEnable = gSavedSettings.getBOOL("VectorizeEnable");
|
|
BOOL vectorizeSkin = gSavedSettings.getBOOL("VectorizeSkin");
|
|
|
|
std::string vp;
|
|
switch(sVectorizeProcessor)
|
|
{
|
|
case 2: vp = "SSE2"; break; // *TODO: replace the magic #s
|
|
case 1: vp = "SSE"; break;
|
|
default: vp = "COMPILER DEFAULT"; break;
|
|
}
|
|
LL_INFOS("AppInit") << "Vectorization : " << ( vectorizeEnable ? "ENABLED" : "DISABLED" ) << LL_ENDL ;
|
|
LL_INFOS("AppInit") << "Vector Processor : " << vp << LL_ENDL ;
|
|
LL_INFOS("AppInit") << "Vectorized Skinning : " << ( vectorizeSkin ? "ENABLED" : "DISABLED" ) << LL_ENDL ;
|
|
if(vectorizeEnable && vectorizeSkin)
|
|
{
|
|
switch(sVectorizeProcessor)
|
|
{
|
|
case 2:
|
|
sUpdateGeometryFunc = &updateGeometrySSE2;
|
|
break;
|
|
case 1:
|
|
sUpdateGeometryFunc = &updateGeometrySSE;
|
|
break;
|
|
default:
|
|
sUpdateGeometryFunc = &updateGeometryVectorized;
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sUpdateGeometryFunc = &updateGeometryOriginal;
|
|
}
|
|
}
|
|
|
|
void LLViewerJointMesh::updateJointGeometry()
|
|
{
|
|
if (!(mValid
|
|
&& mMesh
|
|
&& mFace
|
|
&& mMesh->hasWeights()
|
|
&& mFace->mVertexBuffer.notNull()
|
|
&& LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_AVATAR) == 0))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!sVectorizePerfTest)
|
|
{
|
|
// Once we've measured performance, just run the specified
|
|
// code version.
|
|
if(sUpdateGeometryFunc == updateGeometryOriginal)
|
|
uploadJointMatrices();
|
|
sUpdateGeometryFunc(mFace, mMesh);
|
|
}
|
|
else
|
|
{
|
|
// At startup, measure the amount of time in skinning and choose
|
|
// the fastest one.
|
|
LLTimer ug_timer ;
|
|
|
|
if (sUpdateGeometryCallPointer)
|
|
{
|
|
if(sUpdateGeometryFunc == updateGeometryOriginal)
|
|
uploadJointMatrices();
|
|
// call accelerated version for this processor
|
|
sUpdateGeometryFunc(mFace, mMesh);
|
|
}
|
|
else
|
|
{
|
|
uploadJointMatrices();
|
|
updateGeometryOriginal(mFace, mMesh);
|
|
}
|
|
|
|
sUpdateGeometryElapsedTime += ug_timer.getElapsedTimeF64();
|
|
++sUpdateGeometryCalls;
|
|
if(0 != (sUpdateGeometryCalls & UPDATE_GEOMETRY_CALL_OVERFLOW))
|
|
{
|
|
F64 time_since_app_start = ug_timer.getElapsedSeconds();
|
|
if(sUpdateGeometryGlobalTime == 0.0
|
|
|| sUpdateGeometryLastProcessor != sVectorizeProcessor)
|
|
{
|
|
sUpdateGeometryGlobalTime = time_since_app_start;
|
|
sUpdateGeometryElapsedTime = 0;
|
|
sUpdateGeometryCalls = 0;
|
|
sUpdateGeometryRunCount = 0;
|
|
sUpdateGeometryLastProcessor = sVectorizeProcessor;
|
|
sUpdateGeometryCallPointer = false;
|
|
return;
|
|
}
|
|
F64 percent_time_in_function =
|
|
( sUpdateGeometryElapsedTime * 100.0 ) / ( time_since_app_start - sUpdateGeometryGlobalTime ) ;
|
|
sUpdateGeometryGlobalTime = time_since_app_start;
|
|
if (!sUpdateGeometryCallPointer)
|
|
{
|
|
// First set of run data is with vectorization off.
|
|
sUpdateGeometryCallPointer = true;
|
|
llinfos << "profile (avg of " << sUpdateGeometryCalls << " samples) = "
|
|
<< "vectorize off " << percent_time_in_function
|
|
<< "% of time with "
|
|
<< (sUpdateGeometryElapsedTime / (F64)sUpdateGeometryCalls)
|
|
<< " seconds per call "
|
|
<< llendl;
|
|
sUpdateGeometryRunAvgOff[sUpdateGeometryRunCount] = percent_time_in_function;
|
|
sUpdateGeometryElapsedTimeOff += sUpdateGeometryElapsedTime;
|
|
sUpdateGeometryCalls = 0;
|
|
}
|
|
else
|
|
{
|
|
// Second set of run data is with vectorization on.
|
|
sUpdateGeometryCallPointer = false;
|
|
llinfos << "profile (avg of " << sUpdateGeometryCalls << " samples) = "
|
|
<< "VEC on " << percent_time_in_function
|
|
<< "% of time with "
|
|
<< (sUpdateGeometryElapsedTime / (F64)sUpdateGeometryCalls)
|
|
<< " seconds per call "
|
|
<< llendl;
|
|
sUpdateGeometryRunAvgOn[sUpdateGeometryRunCount] = percent_time_in_function ;
|
|
sUpdateGeometryElapsedTimeOn += sUpdateGeometryElapsedTime;
|
|
|
|
sUpdateGeometryCalls = 0;
|
|
sUpdateGeometryRunCount++;
|
|
F64 a = 0.0, b = 0.0;
|
|
for(U32 i = 0; i<sUpdateGeometryRunCount; i++)
|
|
{
|
|
a += sUpdateGeometryRunAvgOff[i];
|
|
b += sUpdateGeometryRunAvgOn[i];
|
|
}
|
|
a /= sUpdateGeometryRunCount;
|
|
b /= sUpdateGeometryRunCount;
|
|
F64 perf_boost = ( sUpdateGeometryElapsedTimeOff - sUpdateGeometryElapsedTimeOn ) / sUpdateGeometryElapsedTimeOn;
|
|
llinfos << "run averages (" << (F64)sUpdateGeometryRunCount
|
|
<< "/10) vectorize off " << a
|
|
<< "% : vectorize type " << sVectorizeProcessor
|
|
<< " " << b
|
|
<< "% : performance boost "
|
|
<< perf_boost * 100.0
|
|
<< "%"
|
|
<< llendl ;
|
|
if(sUpdateGeometryRunCount == 10)
|
|
{
|
|
// In case user runs test again, force reset of data on
|
|
// next run.
|
|
sUpdateGeometryGlobalTime = 0.0;
|
|
|
|
// We have data now on which version is faster. Switch to that
|
|
// code and save the data for next run.
|
|
gSavedSettings.setBOOL("VectorizePerfTest", FALSE);
|
|
|
|
if (perf_boost > 0.0)
|
|
{
|
|
llinfos << "Vectorization improves avatar skinning performance, "
|
|
<< "keeping on for future runs."
|
|
<< llendl;
|
|
gSavedSettings.setBOOL("VectorizeSkin", TRUE);
|
|
}
|
|
else
|
|
{
|
|
// SIMD decreases performance, fall back to original code
|
|
llinfos << "Vectorization decreases avatar skinning performance, "
|
|
<< "switching back to original code."
|
|
<< llendl;
|
|
|
|
gSavedSettings.setBOOL("VectorizeSkin", FALSE);
|
|
}
|
|
}
|
|
}
|
|
sUpdateGeometryElapsedTime = 0.0f;
|
|
}
|
|
}
|
|
}
|
|
|
|
void LLViewerJointMesh::dump()
|
|
{
|
|
if (mValid)
|
|
{
|
|
llinfos << "Usable LOD " << mName << llendl;
|
|
}
|
|
}
|
|
|
|
// End
|