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SingularityViewer/indra/newview/lldrawpoolavatar.cpp

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/**
* @file lldrawpoolavatar.cpp
* @brief LLDrawPoolAvatar class implementation
*
* $LicenseInfo:firstyear=2002&license=viewergpl$
*
* Copyright (c) 2002-2009, Linden Research, Inc.
*
* Second Life Viewer Source Code
* The source code in this file ("Source Code") is provided by Linden Lab
* to you under the terms of the GNU General Public License, version 2.0
* ("GPL"), unless you have obtained a separate licensing agreement
* ("Other License"), formally executed by you and Linden Lab. Terms of
* the GPL can be found in doc/GPL-license.txt in this distribution, or
* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
*
* There are special exceptions to the terms and conditions of the GPL as
* it is applied to this Source Code. View the full text of the exception
* in the file doc/FLOSS-exception.txt in this software distribution, or
* online at
* http://secondlifegrid.net/programs/open_source/licensing/flossexception
*
* By copying, modifying or distributing this software, you acknowledge
* that you have read and understood your obligations described above,
* and agree to abide by those obligations.
*
* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
* COMPLETENESS OR PERFORMANCE.
* $/LicenseInfo$
*/
#include "llviewerprecompiledheaders.h"
#include "lldrawpoolavatar.h"
#include "llrender.h"
#include "llvoavatar.h"
#include "m3math.h"
#include "llmatrix4a.h"
#include "llagent.h" //for gAgent.needsRenderAvatar()
#include "lldrawable.h"
#include "lldrawpoolbump.h"
#include "llface.h"
#include "llmeshrepository.h"
#include "llsky.h"
#include "llviewercamera.h"
#include "llviewerregion.h"
#include "noise.h"
#include "pipeline.h"
#include "llviewershadermgr.h"
#include "llvovolume.h"
#include "llvolume.h"
#include "llappviewer.h"
#include "llrendersphere.h"
#include "llviewerpartsim.h"
#include "llviewercontrol.h" // for gSavedSettings
static U32 sDataMask = LLDrawPoolAvatar::VERTEX_DATA_MASK;
static U32 sBufferUsage = GL_STREAM_DRAW_ARB;
static U32 sShaderLevel = 0;
LLGLSLShader* LLDrawPoolAvatar::sVertexProgram = NULL;
BOOL LLDrawPoolAvatar::sSkipOpaque = FALSE;
BOOL LLDrawPoolAvatar::sSkipTransparent = FALSE;
S32 LLDrawPoolAvatar::sDiffuseChannel = 0;
F32 LLDrawPoolAvatar::sMinimumAlpha = 0.2f;
static bool is_deferred_render = false;
static bool is_post_deferred_render = false;
extern BOOL gUseGLPick;
F32 CLOTHING_GRAVITY_EFFECT = 0.7f;
F32 CLOTHING_ACCEL_FORCE_FACTOR = 0.2f;
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;
S32 normal_channel = -1;
S32 specular_channel = -1;
S32 cube_channel = -1;
static LLFastTimer::DeclareTimer FTM_SHADOW_AVATAR("Avatar Shadow");
LLDrawPoolAvatar::LLDrawPoolAvatar() :
LLFacePool(POOL_AVATAR)
{
}
//-----------------------------------------------------------------------------
// instancePool()
//-----------------------------------------------------------------------------
LLDrawPool *LLDrawPoolAvatar::instancePool()
{
return new LLDrawPoolAvatar();
}
S32 LLDrawPoolAvatar::getVertexShaderLevel() const
{
return (S32) LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_AVATAR);
}
void LLDrawPoolAvatar::prerender()
{
mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_AVATAR);
sShaderLevel = mVertexShaderLevel;
if (sShaderLevel > 0)
{
sBufferUsage = GL_DYNAMIC_DRAW_ARB;
//sBufferUsage = GL_STATIC_DRAW_ARB;
}
else
{
sBufferUsage = GL_STREAM_DRAW_ARB;
}
if (!mDrawFace.empty())
{
const LLFace *facep = mDrawFace[0];
if (facep && facep->getDrawable())
{
LLVOAvatar* avatarp = (LLVOAvatar *)facep->getDrawable()->getVObj().get();
updateRiggedVertexBuffers(avatarp);
}
}
}
LLMatrix4& LLDrawPoolAvatar::getModelView()
{
static LLMatrix4 ret;
ret = LLMatrix4(gGLModelView.getF32ptr());
return ret;
}
//-----------------------------------------------------------------------------
// render()
//-----------------------------------------------------------------------------
void LLDrawPoolAvatar::beginDeferredPass(S32 pass)
{
LLFastTimer t(FTM_RENDER_CHARACTERS);
sSkipTransparent = TRUE;
is_deferred_render = true;
if (LLPipeline::sImpostorRender)
{ //impostor pass does not have rigid or impostor rendering
pass += 2;
}
switch (pass)
{
case 0:
beginDeferredImpostor();
break;
case 1:
beginDeferredRigid();
break;
case 2:
beginDeferredSkinned();
break;
case 3:
beginDeferredRiggedSimple();
break;
case 4:
beginDeferredRiggedBump();
break;
default:
beginDeferredRiggedMaterial(pass-5);
break;
}
}
void LLDrawPoolAvatar::endDeferredPass(S32 pass)
{
LLFastTimer t(FTM_RENDER_CHARACTERS);
sSkipTransparent = FALSE;
is_deferred_render = false;
if (LLPipeline::sImpostorRender)
{
pass += 2;
}
switch (pass)
{
case 0:
endDeferredImpostor();
break;
case 1:
endDeferredRigid();
break;
case 2:
endDeferredSkinned();
break;
case 3:
endDeferredRiggedSimple();
break;
case 4:
endDeferredRiggedBump();
break;
default:
endDeferredRiggedMaterial(pass-5);
break;
}
}
void LLDrawPoolAvatar::renderDeferred(S32 pass)
{
render(pass);
}
S32 LLDrawPoolAvatar::getNumPostDeferredPasses()
{
return 10;
}
void LLDrawPoolAvatar::beginPostDeferredPass(S32 pass)
{
switch (pass)
{
case 0:
beginPostDeferredAlpha();
break;
case 1:
beginRiggedFullbright();
break;
case 2:
beginRiggedFullbrightShiny();
break;
case 3:
beginDeferredRiggedAlpha();
break;
case 4:
beginRiggedFullbrightAlpha();
break;
case 9:
beginRiggedGlow();
break;
default:
beginDeferredRiggedMaterialAlpha(pass-5);
break;
}
}
void LLDrawPoolAvatar::beginPostDeferredAlpha()
{
sSkipOpaque = TRUE;
sShaderLevel = mVertexShaderLevel;
sVertexProgram = &gDeferredAvatarAlphaProgram;
sRenderingSkinned = TRUE;
gPipeline.bindDeferredShader(*sVertexProgram);
sVertexProgram->setMinimumAlpha(LLDrawPoolAvatar::sMinimumAlpha);
sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
}
void LLDrawPoolAvatar::beginDeferredRiggedAlpha()
{
sVertexProgram = &gDeferredSkinnedAlphaProgram;
gPipeline.bindDeferredShader(*sVertexProgram);
sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
gPipeline.enableLightsDynamic();
}
void LLDrawPoolAvatar::beginDeferredRiggedMaterialAlpha(S32 pass)
{
switch (pass)
{
case 0: pass = 1; break;
case 1: pass = 5; break;
case 2: pass = 9; break;
default: pass = 13; break;
}
pass += LLMaterial::SHADER_COUNT;
sVertexProgram = &gDeferredMaterialProgram[pass];
if (LLPipeline::sUnderWaterRender)
{
sVertexProgram = &(gDeferredMaterialWaterProgram[pass]);
}
gPipeline.bindDeferredShader(*sVertexProgram);
sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
normal_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::BUMP_MAP);
specular_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::SPECULAR_MAP);
gPipeline.enableLightsDynamic();
}
void LLDrawPoolAvatar::endDeferredRiggedAlpha()
{
LLVertexBuffer::unbind();
gPipeline.unbindDeferredShader(*sVertexProgram);
sDiffuseChannel = 0;
normal_channel = -1;
specular_channel = -1;
sVertexProgram = NULL;
}
void LLDrawPoolAvatar::endPostDeferredPass(S32 pass)
{
switch (pass)
{
case 0:
endPostDeferredAlpha();
break;
case 1:
endRiggedFullbright();
break;
case 2:
endRiggedFullbrightShiny();
break;
case 3:
endDeferredRiggedAlpha();
break;
case 4:
endRiggedFullbrightAlpha();
break;
case 5:
endRiggedGlow();
break;
default:
endDeferredRiggedAlpha();
break;
}
}
void LLDrawPoolAvatar::endPostDeferredAlpha()
{
// if we're in software-blending, remember to set the fence _after_ we draw so we wait till this rendering is done
sRenderingSkinned = FALSE;
sSkipOpaque = FALSE;
gPipeline.unbindDeferredShader(*sVertexProgram);
sDiffuseChannel = 0;
sShaderLevel = mVertexShaderLevel;
}
void LLDrawPoolAvatar::renderPostDeferred(S32 pass)
{
const S32 actual_pass[] =
{ //map post deferred pass numbers to what render() expects
2, //skinned
4, // rigged fullbright
6, //rigged fullbright shiny
7, //rigged alpha
8, //rigged fullbright alpha
9, //rigged glow
10,//rigged material alpha 2
11,//rigged material alpha 3
12,//rigged material alpha 4
13, //rigged glow
};
S32 p = actual_pass[pass];
if (LLPipeline::sImpostorRender)
{ //HACK for impostors so actual pass ends up being proper pass
p -= 2;
}
is_post_deferred_render = true;
render(p);
is_post_deferred_render = false;
}
S32 LLDrawPoolAvatar::getNumShadowPasses()
{
return 2;
}
void LLDrawPoolAvatar::beginShadowPass(S32 pass)
{
LLFastTimer t(FTM_SHADOW_AVATAR);
if (pass == 0)
{
sVertexProgram = &gDeferredAvatarShadowProgram;
//gGL.setAlphaRejectSettings(LLRender::CF_GREATER_EQUAL, 0.2f);
if ((sShaderLevel > 0)) // for hardware blending
{
sRenderingSkinned = TRUE;
sVertexProgram->bind();
}
gGL.diffuseColor4f(1,1,1,1);
}
else
{
sVertexProgram = &gDeferredAttachmentShadowProgram;
sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
sVertexProgram->bind();
}
}
void LLDrawPoolAvatar::endShadowPass(S32 pass)
{
LLFastTimer t(FTM_SHADOW_AVATAR);
if (pass == 0)
{
if (sShaderLevel > 0)
{
sRenderingSkinned = FALSE;
sVertexProgram->unbind();
}
}
else
{
LLVertexBuffer::unbind();
sVertexProgram->unbind();
sVertexProgram = NULL;
}
}
void LLDrawPoolAvatar::renderShadow(S32 pass)
{
LLFastTimer t(FTM_SHADOW_AVATAR);
if (mDrawFace.empty())
{
return;
}
const LLFace *facep = mDrawFace[0];
if (!facep->getDrawable())
{
return;
}
LLVOAvatar *avatarp = (LLVOAvatar *)facep->getDrawable()->getVObj().get();
if (avatarp->isDead() || avatarp->mIsDummy || avatarp->mDrawable.isNull())
{
return;
}
BOOL impostor = avatarp->isImpostor();
if (impostor)
{
return;
}
if (pass == 0)
{
avatarp->renderSkinned(AVATAR_RENDER_PASS_SINGLE);
}
else
{
for (U32 i = 0; i < NUM_RIGGED_PASSES; ++i)
{
renderRigged(avatarp, i);
}
}
}
S32 LLDrawPoolAvatar::getNumPasses()
{
if (LLPipeline::sImpostorRender)
{
return 8;
}
else
{
return 10;
}
}
S32 LLDrawPoolAvatar::getNumDeferredPasses()
{
if (LLPipeline::sImpostorRender)
{
return 19;
}
else
{
return 21;
}
}
void LLDrawPoolAvatar::render(S32 pass)
{
LLFastTimer t(FTM_RENDER_CHARACTERS);
if (LLPipeline::sImpostorRender)
{
renderAvatars(NULL, pass+2);
return;
}
renderAvatars(NULL, pass); // render all avatars
}
void LLDrawPoolAvatar::beginRenderPass(S32 pass)
{
LLFastTimer t(FTM_RENDER_CHARACTERS);
//reset vertex buffer mappings
LLVertexBuffer::unbind();
if (LLPipeline::sImpostorRender)
{ //impostor render does not have impostors or rigid rendering
pass += 2;
}
switch (pass)
{
case 0:
beginImpostor();
break;
case 1:
beginRigid();
break;
case 2:
beginSkinned();
break;
case 3:
beginRiggedSimple();
break;
case 4:
beginRiggedFullbright();
break;
case 5:
beginRiggedShinySimple();
break;
case 6:
beginRiggedFullbrightShiny();
break;
case 7:
beginRiggedAlpha();
break;
case 8:
beginRiggedFullbrightAlpha();
break;
case 9:
beginRiggedGlow();
break;
}
if (pass == 0)
{ //make sure no stale colors are left over from a previous render
gGL.diffuseColor4f(1,1,1,1);
}
}
void LLDrawPoolAvatar::endRenderPass(S32 pass)
{
LLFastTimer t(FTM_RENDER_CHARACTERS);
if (LLPipeline::sImpostorRender)
{
pass += 2;
}
switch (pass)
{
case 0:
endImpostor();
break;
case 1:
endRigid();
break;
case 2:
endSkinned();
break;
case 3:
endRiggedSimple();
break;
case 4:
endRiggedFullbright();
break;
case 5:
endRiggedShinySimple();
break;
case 6:
endRiggedFullbrightShiny();
break;
case 7:
endRiggedAlpha();
break;
case 8:
endRiggedFullbrightAlpha();
break;
case 9:
endRiggedGlow();
break;
}
}
void LLDrawPoolAvatar::beginImpostor()
{
if (!LLPipeline::sReflectionRender)
{
LLVOAvatar::sRenderDistance = llclamp(LLVOAvatar::sRenderDistance, 16.f, 256.f);
LLVOAvatar::sNumVisibleAvatars = 0;
}
if (LLGLSLShader::sNoFixedFunction)
{
gImpostorProgram.bind();
gImpostorProgram.setMinimumAlpha(0.01f);
}
gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
sDiffuseChannel = 0;
}
void LLDrawPoolAvatar::endImpostor()
{
if (LLGLSLShader::sNoFixedFunction)
{
gImpostorProgram.unbind();
}
gPipeline.enableLightsDynamic();
}
void LLDrawPoolAvatar::beginRigid()
{
if (gPipeline.canUseVertexShaders())
{
if (LLPipeline::sUnderWaterRender)
{
sVertexProgram = &gObjectAlphaMaskNoColorWaterProgram;
}
else
{
sVertexProgram = &gObjectAlphaMaskNoColorProgram;
}
if (sVertexProgram != NULL)
{ //eyeballs render with the specular shader
sVertexProgram->bind();
sVertexProgram->setMinimumAlpha(LLDrawPoolAvatar::sMinimumAlpha);
}
}
else
{
sVertexProgram = NULL;
}
}
void LLDrawPoolAvatar::endRigid()
{
sShaderLevel = mVertexShaderLevel;
if (sVertexProgram != NULL)
{
sVertexProgram->unbind();
}
}
void LLDrawPoolAvatar::beginDeferredImpostor()
{
if (!LLPipeline::sReflectionRender)
{
LLVOAvatar::sRenderDistance = llclamp(LLVOAvatar::sRenderDistance, 16.f, 256.f);
LLVOAvatar::sNumVisibleAvatars = 0;
}
sVertexProgram = &gDeferredImpostorProgram;
specular_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::SPECULAR_MAP);
normal_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::DEFERRED_NORMAL);
sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
sVertexProgram->bind();
sVertexProgram->setMinimumAlpha(0.01f);
}
void LLDrawPoolAvatar::endDeferredImpostor()
{
sShaderLevel = mVertexShaderLevel;
sVertexProgram->disableTexture(LLViewerShaderMgr::DEFERRED_NORMAL);
sVertexProgram->disableTexture(LLViewerShaderMgr::SPECULAR_MAP);
sVertexProgram->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
gPipeline.unbindDeferredShader(*sVertexProgram);
sVertexProgram = NULL;
sDiffuseChannel = 0;
}
void LLDrawPoolAvatar::beginDeferredRigid()
{
sVertexProgram = &gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram;
sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
sVertexProgram->bind();
sVertexProgram->setMinimumAlpha(LLDrawPoolAvatar::sMinimumAlpha);
}
void LLDrawPoolAvatar::endDeferredRigid()
{
sShaderLevel = mVertexShaderLevel;
sVertexProgram->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
sVertexProgram->unbind();
gGL.getTexUnit(0)->activate();
}
void LLDrawPoolAvatar::beginSkinned()
{
if(!gPipeline.canUseVertexShaders())
{
sVertexProgram = NULL;
return;
}
if (sShaderLevel > 0)
{
if (LLPipeline::sUnderWaterRender)
{
sVertexProgram = &gAvatarWaterProgram;
sShaderLevel = llmin((U32) 1, sShaderLevel);
}
else
{
sVertexProgram = &gAvatarProgram;
}
}
else
{
if (LLPipeline::sUnderWaterRender)
{
sVertexProgram = &gObjectAlphaMaskNoColorWaterProgram;
}
else
{
sVertexProgram = &gObjectAlphaMaskNoColorProgram;
}
}
if (sShaderLevel > 0) // for hardware blending
{
sRenderingSkinned = TRUE;
sVertexProgram->bind();
sVertexProgram->enableTexture(LLViewerShaderMgr::BUMP_MAP);
gGL.getTexUnit(0)->activate();
}
else
{
// software skinning, use a basic shader for windlight.
// TODO: find a better fallback method for software skinning.
sVertexProgram->bind();
}
if (LLGLSLShader::sNoFixedFunction)
{
sVertexProgram->setMinimumAlpha(LLDrawPoolAvatar::sMinimumAlpha);
}
}
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(LLViewerShaderMgr::BUMP_MAP);
gGL.getTexUnit(0)->activate();
sShaderLevel = mVertexShaderLevel;
}
if(sVertexProgram)
{
sVertexProgram->unbind();
}
gGL.getTexUnit(0)->activate();
}
void LLDrawPoolAvatar::beginRiggedSimple()
{
sDiffuseChannel = 0;
if(!gPipeline.canUseVertexShaders())
{
sVertexProgram = NULL;
return;
}
sVertexProgram = &gObjectSimpleProgram[1<<SHD_ALPHA_MASK_BIT | LLPipeline::sUnderWaterRender<<SHD_WATER_BIT | 1<<SHD_NO_INDEX_BIT | (sShaderLevel>0)<<SHD_SKIN_BIT];
llassert_always(sVertexProgram->mProgramObject > 0);
sDiffuseChannel = 0;
sVertexProgram->bind();
}
void LLDrawPoolAvatar::endRiggedSimple()
{
LLVertexBuffer::unbind();
if(!sVertexProgram)
return;
sVertexProgram->unbind();
sVertexProgram = NULL;
}
void LLDrawPoolAvatar::beginRiggedAlpha()
{
beginRiggedSimple();
}
void LLDrawPoolAvatar::endRiggedAlpha()
{
endRiggedSimple();
}
void LLDrawPoolAvatar::beginRiggedFullbrightAlpha()
{
beginRiggedFullbright();
}
void LLDrawPoolAvatar::endRiggedFullbrightAlpha()
{
endRiggedFullbright();
}
void LLDrawPoolAvatar::beginRiggedGlow()
{
sDiffuseChannel = 0;
if(!gPipeline.canUseVertexShaders())
{
sVertexProgram = NULL;
return;
}
sVertexProgram = &gObjectEmissiveProgram[1<<SHD_ALPHA_MASK_BIT | LLPipeline::sUnderWaterRender<<SHD_WATER_BIT | 1<<SHD_NO_INDEX_BIT | (sShaderLevel>0)<<SHD_SKIN_BIT];
llassert_always(sVertexProgram->mProgramObject > 0);
sVertexProgram->bind();
sVertexProgram->uniform1f(LLShaderMgr::TEXTURE_GAMMA, LLPipeline::sRenderDeferred ? 2.2f : 1.1f);
//F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma");
//sVertexProgram->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f));
}
void LLDrawPoolAvatar::endRiggedGlow()
{
endRiggedFullbright();
}
void LLDrawPoolAvatar::beginRiggedFullbright()
{
sDiffuseChannel = 0;
if(!gPipeline.canUseVertexShaders())
{
sVertexProgram = NULL;
return;
}
if (sShaderLevel > 0 && !LLPipeline::sUnderWaterRender && LLPipeline::sRenderDeferred)
{
sVertexProgram = &gDeferredSkinnedFullbrightProgram;
}
else
{
sVertexProgram = &gObjectFullbrightProgram[1<<SHD_ALPHA_MASK_BIT | LLPipeline::sUnderWaterRender<<SHD_WATER_BIT | 1<<SHD_NO_INDEX_BIT | (sShaderLevel>0)<<SHD_SKIN_BIT];
}
llassert_always(sVertexProgram->mProgramObject > 0);
sVertexProgram->bind();
if (LLPipeline::sRenderingHUDs || !LLPipeline::sRenderDeferred)
{
sVertexProgram->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.0f);
}
else
{
sVertexProgram->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f);
//F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma");
//sVertexProgram->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f));
}
}
void LLDrawPoolAvatar::endRiggedFullbright()
{
LLVertexBuffer::unbind();
if(!sVertexProgram)
return;
sVertexProgram->unbind();
sVertexProgram = NULL;
}
void LLDrawPoolAvatar::beginRiggedShinySimple()
{
if(!gPipeline.canUseVertexShaders())
{
sVertexProgram = NULL;
return;
}
sVertexProgram = &gObjectSimpleProgram[1<<SHD_ALPHA_MASK_BIT | LLPipeline::sUnderWaterRender<<SHD_WATER_BIT | 1<<SHD_NO_INDEX_BIT | (sShaderLevel>0)<<SHD_SKIN_BIT | 1<<SHD_SHINY_BIT];
llassert_always(sVertexProgram->mProgramObject > 0);
sVertexProgram->bind();
LLDrawPoolBump::bindCubeMap(sVertexProgram, 2, sDiffuseChannel, cube_channel, false);
}
void LLDrawPoolAvatar::endRiggedShinySimple()
{
LLVertexBuffer::unbind();
if(!sVertexProgram)
return;
LLDrawPoolBump::unbindCubeMap(sVertexProgram, 2, sDiffuseChannel, cube_channel, false);
sVertexProgram->unbind();
sVertexProgram = NULL;
}
void LLDrawPoolAvatar::beginRiggedFullbrightShiny()
{
if(!gPipeline.canUseVertexShaders())
{
sVertexProgram = NULL;
return;
}
if (sShaderLevel > 0 && !LLPipeline::sUnderWaterRender && LLPipeline::sRenderDeferred)
{
sVertexProgram = &gDeferredSkinnedFullbrightShinyProgram;
}
else
{
sVertexProgram = &gObjectFullbrightProgram[1<<SHD_ALPHA_MASK_BIT | LLPipeline::sUnderWaterRender<<SHD_WATER_BIT | 1<<SHD_NO_INDEX_BIT | (sShaderLevel>0)<<SHD_SKIN_BIT | 1<<SHD_SHINY_BIT];
}
llassert_always(sVertexProgram->mProgramObject > 0);
sVertexProgram->bind();
LLDrawPoolBump::bindCubeMap(sVertexProgram, 2, sDiffuseChannel, cube_channel, false);
if (LLPipeline::sRenderingHUDs || !LLPipeline::sRenderDeferred)
{
sVertexProgram->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.0f);
}
else
{
sVertexProgram->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f);
//F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma");
//sVertexProgram->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f));
}
}
void LLDrawPoolAvatar::endRiggedFullbrightShiny()
{
LLVertexBuffer::unbind();
if(!sVertexProgram)
return;
LLDrawPoolBump::unbindCubeMap(sVertexProgram, 2, sDiffuseChannel, cube_channel, false);
sVertexProgram->unbind();
sVertexProgram = NULL;
}
void LLDrawPoolAvatar::beginDeferredRiggedSimple()
{
sVertexProgram = &gDeferredSkinnedDiffuseProgram;
sDiffuseChannel = 0;
sVertexProgram->bind();
}
void LLDrawPoolAvatar::endDeferredRiggedSimple()
{
LLVertexBuffer::unbind();
sVertexProgram->unbind();
sVertexProgram = NULL;
}
void LLDrawPoolAvatar::beginDeferredRiggedBump()
{
sVertexProgram = &gDeferredSkinnedBumpProgram;
sVertexProgram->bind();
normal_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::BUMP_MAP);
sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
}
void LLDrawPoolAvatar::endDeferredRiggedBump()
{
LLVertexBuffer::unbind();
sVertexProgram->disableTexture(LLViewerShaderMgr::BUMP_MAP);
sVertexProgram->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
sVertexProgram->unbind();
normal_channel = -1;
sDiffuseChannel = 0;
sVertexProgram = NULL;
}
void LLDrawPoolAvatar::beginDeferredRiggedMaterial(S32 pass)
{
if (pass == 1 ||
pass == 5 ||
pass == 9 ||
pass == 13)
{ //skip alpha passes
return;
}
sVertexProgram = &gDeferredMaterialProgram[pass+LLMaterial::SHADER_COUNT];
if (LLPipeline::sUnderWaterRender)
{
sVertexProgram = &(gDeferredMaterialWaterProgram[pass+LLMaterial::SHADER_COUNT]);
}
sVertexProgram->bind();
normal_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::BUMP_MAP);
specular_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::SPECULAR_MAP);
sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
}
void LLDrawPoolAvatar::endDeferredRiggedMaterial(S32 pass)
{
if (pass == 1 ||
pass == 5 ||
pass == 9 ||
pass == 13)
{
return;
}
LLVertexBuffer::unbind();
sVertexProgram->disableTexture(LLViewerShaderMgr::BUMP_MAP);
sVertexProgram->disableTexture(LLViewerShaderMgr::SPECULAR_MAP);
sVertexProgram->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
sVertexProgram->unbind();
normal_channel = -1;
sDiffuseChannel = 0;
sVertexProgram = NULL;
}
void LLDrawPoolAvatar::beginDeferredSkinned()
{
sShaderLevel = mVertexShaderLevel;
sVertexProgram = &gDeferredAvatarProgram;
sRenderingSkinned = TRUE;
sVertexProgram->bind();
sVertexProgram->setMinimumAlpha(LLDrawPoolAvatar::sMinimumAlpha);
sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
gGL.getTexUnit(0)->activate();
}
void LLDrawPoolAvatar::endDeferredSkinned()
{
// if we're in software-blending, remember to set the fence _after_ we draw so we wait till this rendering is done
sRenderingSkinned = FALSE;
sVertexProgram->unbind();
sVertexProgram->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
sShaderLevel = mVertexShaderLevel;
gGL.getTexUnit(0)->activate();
}
static LLFastTimer::DeclareTimer FTM_RENDER_AVATARS("renderAvatars");
void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass)
{
LLFastTimer t(FTM_RENDER_AVATARS);
if (pass == -1)
{
for (S32 i = 1; i < getNumPasses(); i++)
{ //skip foot shadows
prerender();
beginRenderPass(i);
renderAvatars(single_avatar, i);
endRenderPass(i);
}
return;
}
if (mDrawFace.empty() && !single_avatar)
{
return;
}
LLVOAvatar *avatarp;
if (single_avatar)
{
avatarp = single_avatar;
}
else
{
const LLFace *facep = mDrawFace[0];
if (!facep->getDrawable())
{
return;
}
avatarp = (LLVOAvatar *)facep->getDrawable()->getVObj().get();
}
if (avatarp->isDead() || avatarp->mDrawable.isNull())
{
return;
}
if (!single_avatar && !avatarp->isFullyLoaded() )
{
if (pass==0 && (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_PARTICLES) || LLViewerPartSim::getMaxPartCount() <= 0))
{
// debug code to draw a sphere in place of avatar
gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep);
gGL.setColorMask(true, true);
LLVector3 pos = avatarp->getPositionAgent();
gGL.color4f(1.0f, 1.0f, 1.0f, 0.7f);
gGL.pushMatrix();
gGL.translatef((F32)(pos.mV[VX]),
(F32)(pos.mV[VY]),
(F32)(pos.mV[VZ]));
gGL.scalef(0.15f, 0.15f, 0.3f);
gSphere.renderGGL();
gGL.popMatrix();
gGL.setColorMask(true, false);
}
// don't render please
return;
}
BOOL impostor = avatarp->isImpostor() && !single_avatar;
if (impostor && pass != 0)
{ //don't draw anything but the impostor for impostored avatars
return;
}
if (pass == 0 && !impostor && LLPipeline::sUnderWaterRender)
{ //don't draw foot shadows under water
return;
}
if (pass == 0)
{
if (!LLPipeline::sReflectionRender)
{
LLVOAvatar::sNumVisibleAvatars++;
}
if (impostor)
{
if (LLPipeline::sRenderDeferred && !LLPipeline::sReflectionRender && avatarp->mImpostor.isComplete())
{
if (normal_channel > -1)
{
avatarp->mImpostor.bindTexture(2, normal_channel);
}
if (specular_channel > -1)
{
avatarp->mImpostor.bindTexture(1, specular_channel);
}
}
avatarp->renderImpostor(LLColor4U(255,255,255,255), sDiffuseChannel);
}
//else if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_FOOT_SHADOWS) && !LLPipeline::sRenderDeferred)
//{
// avatarp->renderFootShadows();
//}
return;
}
llassert(LLPipeline::sImpostorRender || !avatarp->isVisuallyMuted());
/*if (single_avatar && avatarp->mSpecialRenderMode >= 1) // 1=anim preview, 2=image preview, 3=morph view
{
gPipeline.enableLightsAvatarEdit(LLColor4(.5f, .5f, .5f, 1.f));
}*/
if (pass == 1)
{
// render rigid meshes (eyeballs) first
avatarp->renderRigid();
return;
}
if (pass == 3)
{
if (is_deferred_render)
{
renderDeferredRiggedSimple(avatarp);
}
else
{
renderRiggedSimple(avatarp);
if (LLPipeline::sRenderDeferred)
{ //render "simple" materials
renderRigged(avatarp, RIGGED_MATERIAL);
renderRigged(avatarp, RIGGED_MATERIAL_ALPHA_MASK);
renderRigged(avatarp, RIGGED_MATERIAL_ALPHA_EMISSIVE);
renderRigged(avatarp, RIGGED_NORMMAP);
renderRigged(avatarp, RIGGED_NORMMAP_MASK);
renderRigged(avatarp, RIGGED_NORMMAP_EMISSIVE);
renderRigged(avatarp, RIGGED_SPECMAP);
renderRigged(avatarp, RIGGED_SPECMAP_MASK);
renderRigged(avatarp, RIGGED_SPECMAP_EMISSIVE);
renderRigged(avatarp, RIGGED_NORMSPEC);
renderRigged(avatarp, RIGGED_NORMSPEC_MASK);
renderRigged(avatarp, RIGGED_NORMSPEC_EMISSIVE);
}
}
return;
}
if (pass == 4)
{
if (is_deferred_render)
{
renderDeferredRiggedBump(avatarp);
}
else
{
renderRiggedFullbright(avatarp);
}
return;
}
if (is_deferred_render && pass >= 5 && pass <= 21)
{
S32 p = pass-5;
if (p != 1 &&
p != 5 &&
p != 9 &&
p != 13)
{
renderDeferredRiggedMaterial(avatarp, p);
}
return;
}
if (pass == 5)
{
renderRiggedShinySimple(avatarp);
return;
}
if (pass == 6)
{
renderRiggedFullbrightShiny(avatarp);
return;
}
if (pass >= 7 && pass < 13)
{
if (pass == 7)
{
renderRiggedAlpha(avatarp);
if (LLPipeline::sRenderDeferred && !is_post_deferred_render)
{ //render transparent materials under water
LLGLEnable blend(GL_BLEND);
gGL.setColorMask(true, true);
gGL.blendFunc(LLRender::BF_SOURCE_ALPHA,
LLRender::BF_ONE_MINUS_SOURCE_ALPHA,
LLRender::BF_ZERO,
LLRender::BF_ONE_MINUS_SOURCE_ALPHA);
renderRigged(avatarp, RIGGED_MATERIAL_ALPHA);
renderRigged(avatarp, RIGGED_SPECMAP_BLEND);
renderRigged(avatarp, RIGGED_NORMMAP_BLEND);
renderRigged(avatarp, RIGGED_NORMSPEC_BLEND);
gGL.setSceneBlendType(LLRender::BT_ALPHA);
gGL.setColorMask(true, false);
}
return;
}
if (pass == 8)
{
renderRiggedFullbrightAlpha(avatarp);
return;
}
if (LLPipeline::sRenderDeferred && is_post_deferred_render)
{
S32 p = 0;
switch (pass)
{
case 9: p = 1; break;
case 10: p = 5; break;
case 11: p = 9; break;
case 12: p = 13; break;
}
{
LLGLEnable blend(GL_BLEND);
renderDeferredRiggedMaterial(avatarp, p);
}
return;
}
else if (pass == 9)
{
renderRiggedGlow(avatarp);
return;
}
}
if (pass == 13)
{
renderRiggedGlow(avatarp);
return;
}
if ((sShaderLevel >= SHADER_LEVEL_CLOTH))
{
LLMatrix4 rot_mat;
LLViewerCamera::getInstance()->getMatrixToLocal(rot_mat);
LLMatrix4 cfr(OGL_TO_CFR_ROTATION);
rot_mat *= cfr;
LLVector4 wind;
wind.setVec(avatarp->mWindVec);
wind.mV[VW] = 0;
wind = wind * rot_mat;
wind.mV[VW] = avatarp->mWindVec.mV[VW];
sVertexProgram->uniform4fv(LLViewerShaderMgr::AVATAR_WIND, 1, wind.mV);
F32 phase = -1.f * (avatarp->mRipplePhase);
F32 freq = 7.f + (noise1(avatarp->mRipplePhase) * 2.f);
LLVector4 sin_params(freq, freq, freq, phase);
sVertexProgram->uniform4fv(LLViewerShaderMgr::AVATAR_SINWAVE, 1, sin_params.mV);
LLVector4 gravity(0.f, 0.f, -CLOTHING_GRAVITY_EFFECT, 0.f);
gravity = gravity * rot_mat;
sVertexProgram->uniform4fv(LLViewerShaderMgr::AVATAR_GRAVITY, 1, gravity.mV);
}
if( !single_avatar || (avatarp == single_avatar) )
{
avatarp->renderSkinned(AVATAR_RENDER_PASS_SINGLE);
}
}
void LLDrawPoolAvatar::getRiggedGeometry(LLFace* face, LLPointer<LLVertexBuffer>& buffer, U32 data_mask, const LLMeshSkinInfo* skin, LLVolume* volume, const LLVolumeFace& vol_face)
{
face->setGeomIndex(0);
face->setIndicesIndex(0);
//rigged faces do not batch textures
face->setTextureIndex(255);
if (buffer.isNull() || buffer->getTypeMask() != data_mask || !buffer->isWriteable())
{ //make a new buffer
if (sShaderLevel > 0)
{
buffer = new LLVertexBuffer(data_mask, GL_DYNAMIC_DRAW_ARB);
}
else
{
buffer = new LLVertexBuffer(data_mask, GL_STREAM_DRAW_ARB);
}
buffer->allocateBuffer(vol_face.mNumVertices, vol_face.mNumIndices, true);
}
else //resize existing buffer
{
buffer->resizeBuffer(vol_face.mNumVertices, vol_face.mNumIndices);
}
face->setSize(vol_face.mNumVertices, vol_face.mNumIndices);
face->setVertexBuffer(buffer);
U16 offset = 0;
LLMatrix4 mat_vert = skin->mBindShapeMatrix;
glh::matrix4f m((F32*) mat_vert.mMatrix);
m = m.inverse().transpose();
F32 mat3[] =
{ m.m[0], m.m[1], m.m[2],
m.m[4], m.m[5], m.m[6],
m.m[8], m.m[9], m.m[10] };
LLMatrix3 mat_normal(mat3);
//let getGeometryVolume know if alpha should override shiny
U32 type = gPipeline.getPoolTypeFromTE(face->getTextureEntry(), face->getTexture());
if (type == LLDrawPool::POOL_ALPHA)
{
face->setPoolType(LLDrawPool::POOL_ALPHA);
}
else
{
face->setPoolType(LLDrawPool::POOL_AVATAR);
}
//llinfos << "Rebuilt face " << face->getTEOffset() << " of " << face->getDrawable() << " at " << gFrameTimeSeconds << llendl;
face->getGeometryVolume(*volume, face->getTEOffset(), mat_vert, mat_normal, offset, true);
buffer->flush();
}
void LLDrawPoolAvatar::updateRiggedFaceVertexBuffer(LLVOAvatar* avatar, LLFace* face, const LLMeshSkinInfo* skin, LLVolume* volume, const LLVolumeFace& vol_face)
{
LLVector4a* weight = vol_face.mWeights;
if (!weight)
{
return;
}
LLPointer<LLVertexBuffer> buffer = face->getVertexBuffer();
LLDrawable* drawable = face->getDrawable();
U32 data_mask = face->getRiggedVertexBufferDataMask();
if (buffer.isNull() ||
buffer->getTypeMask() != data_mask ||
buffer->getNumVerts() != vol_face.mNumVertices ||
buffer->getNumIndices() != vol_face.mNumIndices ||
(drawable && drawable->isState(LLDrawable::REBUILD_ALL)))
{
if (drawable && drawable->isState(LLDrawable::REBUILD_ALL))
{ //rebuild EVERY face in the drawable, not just this one, to avoid missing drawable wide rebuild issues
for (S32 i = 0; i < drawable->getNumFaces(); ++i)
{
LLFace* facep = drawable->getFace(i);
U32 face_data_mask = facep->getRiggedVertexBufferDataMask();
if (face_data_mask)
{
LLPointer<LLVertexBuffer> cur_buffer = facep->getVertexBuffer();
const LLVolumeFace& cur_vol_face = volume->getVolumeFace(i);
getRiggedGeometry(facep, cur_buffer, face_data_mask, skin, volume, cur_vol_face);
}
}
drawable->clearState(LLDrawable::REBUILD_ALL);
buffer = face->getVertexBuffer();
}
else
{ //just rebuild this face
getRiggedGeometry(face, buffer, data_mask, skin, volume, vol_face);
}
}
if (sShaderLevel <= 0 && face->mLastSkinTime < avatar->getLastSkinTime())
{
avatar->updateSoftwareSkinnedVertices(skin, weight, vol_face, buffer);
}
}
void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow)
{
if ((avatar->isSelf() && !gAgent.needsRenderAvatar()) || !gMeshRepo.meshRezEnabled())
{
return;
}
stop_glerror();
for (U32 i = 0; i < mRiggedFace[type].size(); ++i)
{
LLFace* face = mRiggedFace[type][i];
LLDrawable* drawable = face->getDrawable();
if (!drawable)
{
continue;
}
LLVOVolume* vobj = drawable->getVOVolume();
if (!vobj)
{
continue;
}
LLVolume* volume = vobj->getVolume();
S32 te = face->getTEOffset();
if (!volume || volume->getNumVolumeFaces() <= te || !volume->isMeshAssetLoaded())
{
continue;
}
LLUUID mesh_id = volume->getParams().getSculptID();
if (mesh_id.isNull())
{
continue;
}
const LLMeshSkinInfo* skin = gMeshRepo.getSkinInfo(mesh_id, vobj);
if (!skin)
{
continue;
}
//stop_glerror();
//const LLVolumeFace& vol_face = volume->getVolumeFace(te);
//updateRiggedFaceVertexBuffer(avatar, face, skin, volume, vol_face);
//stop_glerror();
U32 data_mask = LLFace::getRiggedDataMask(type);
LLVertexBuffer* buff = face->getVertexBuffer();
if (buff)
{
if (sShaderLevel > 0)
{ //upload matrix palette to shader
LLMatrix4 mat[JOINT_COUNT];
U32 count = llmin((U32) skin->mJointNames.size(), (U32) JOINT_COUNT);
for (U32 i = 0; i < count; ++i)
{
LLJoint* joint = avatar->getJoint(skin->mJointNames[i]);
if(!joint)
{
joint = avatar->getJoint("mRoot");
}
if (joint)
{
mat[i] = skin->mInvBindMatrix[i];
mat[i] *= joint->getWorldMatrix();
}
}
stop_glerror();
F32 mp[JOINT_COUNT*12];
for (U32 i = 0; i < count; ++i)
{
F32* m = (F32*) mat[i].mMatrix;
U32 idx = i*12;
mp[idx+0] = m[0];
mp[idx+1] = m[1];
mp[idx+2] = m[2];
mp[idx+3] = m[12];
mp[idx+4] = m[4];
mp[idx+5] = m[5];
mp[idx+6] = m[6];
mp[idx+7] = m[13];
mp[idx+8] = m[8];
mp[idx+9] = m[9];
mp[idx+10] = m[10];
mp[idx+11] = m[14];
}
LLDrawPoolAvatar::sVertexProgram->uniformMatrix3x4fv(LLViewerShaderMgr::AVATAR_MATRIX,
count,
FALSE,
(GLfloat*) mp);
LLDrawPoolAvatar::sVertexProgram->uniform1f(LLShaderMgr::AVATAR_MAX_WEIGHT, F32(count-1));
stop_glerror();
}
else
{
data_mask &= ~LLVertexBuffer::MAP_WEIGHT4;
}
U16 start = face->getGeomStart();
U16 end = start + face->getGeomCount()-1;
S32 offset = face->getIndicesStart();
U32 count = face->getIndicesCount();
/*if (glow)
{
gGL.diffuseColor4f(0,0,0,face->getTextureEntry()->getGlow());
}*/
const LLTextureEntry* te = face->getTextureEntry();
LLMaterial* mat = te->getMaterialParams().get();
if (mat && is_deferred_render)
{
gGL.getTexUnit(sDiffuseChannel)->bind(face->getTexture(LLRender::DIFFUSE_MAP));
gGL.getTexUnit(normal_channel)->bind(face->getTexture(LLRender::NORMAL_MAP));
gGL.getTexUnit(specular_channel)->bind(face->getTexture(LLRender::SPECULAR_MAP));
LLColor4 col = mat->getSpecularLightColor();
F32 spec = mat->getSpecularLightExponent()/255.f;
F32 env = mat->getEnvironmentIntensity()/255.f;
if (mat->getSpecularID().isNull())
{
env = te->getShiny()*0.25f;
col.set(env,env,env,0);
spec = env;
}
BOOL fullbright = te->getFullbright();
sVertexProgram->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, fullbright ? 1.f : 0.f);
sVertexProgram->uniform4f(LLShaderMgr::SPECULAR_COLOR, col.mV[0], col.mV[1], col.mV[2], spec);
sVertexProgram->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, env);
if (mat->getDiffuseAlphaMode() == LLMaterial::DIFFUSE_ALPHA_MODE_MASK)
{
sVertexProgram->setMinimumAlpha(mat->getAlphaMaskCutoff()/255.f);
}
else
{
sVertexProgram->setMinimumAlpha(0.004f);
}
for (U32 i = 0; i < LLRender::NUM_TEXTURE_CHANNELS; ++i)
{
LLViewerTexture* tex = face->getTexture(i);
if (tex)
{
tex->addTextureStats(avatar->getPixelArea());
}
}
}
else
{
gGL.getTexUnit(sDiffuseChannel)->bind(face->getTexture());
if(sVertexProgram)
{
if (mat && mat->getDiffuseAlphaMode() == LLMaterial::DIFFUSE_ALPHA_MODE_MASK)
{
sVertexProgram->setMinimumAlpha(mat->getAlphaMaskCutoff()/255.f);
}
else
{
sVertexProgram->setMinimumAlpha(0.004f);
}
}
if (normal_channel > -1)
{
LLDrawPoolBump::bindBumpMap(face, normal_channel);
}
}
if (face->mTextureMatrix && vobj->mTexAnimMode)
{
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadMatrix((F32*) face->mTextureMatrix->mMatrix);
buff->setBuffer(data_mask);
buff->drawRange(LLRender::TRIANGLES, start, end, count, offset);
gGL.loadIdentity();
gGL.matrixMode(LLRender::MM_MODELVIEW);
}
else
{
buff->setBuffer(data_mask);
buff->drawRange(LLRender::TRIANGLES, start, end, count, offset);
}
gPipeline.addTrianglesDrawn(count, LLRender::TRIANGLES);
}
}
}
void LLDrawPoolAvatar::renderDeferredRiggedSimple(LLVOAvatar* avatar)
{
renderRigged(avatar, RIGGED_DEFERRED_SIMPLE);
}
void LLDrawPoolAvatar::renderDeferredRiggedBump(LLVOAvatar* avatar)
{
renderRigged(avatar, RIGGED_DEFERRED_BUMP);
}
void LLDrawPoolAvatar::renderDeferredRiggedMaterial(LLVOAvatar* avatar, S32 pass)
{
renderRigged(avatar, pass);
}
static LLFastTimer::DeclareTimer FTM_RIGGED_VBO("Rigged VBO");
void LLDrawPoolAvatar::updateRiggedVertexBuffers(LLVOAvatar* avatar)
{
LLFastTimer t(FTM_RIGGED_VBO);
//update rigged vertex buffers
for (U32 type = 0; type < NUM_RIGGED_PASSES; ++type)
{
for (U32 i = 0; i < mRiggedFace[type].size(); ++i)
{
LLFace* face = mRiggedFace[type][i];
LLDrawable* drawable = face->getDrawable();
if (!drawable)
{
continue;
}
LLVOVolume* vobj = drawable->getVOVolume();
if (!vobj)
{
continue;
}
LLVolume* volume = vobj->getVolume();
S32 te = face->getTEOffset();
if (!volume || volume->getNumVolumeFaces() <= te)
{
continue;
}
LLUUID mesh_id = volume->getParams().getSculptID();
if (mesh_id.isNull())
{
continue;
}
const LLMeshSkinInfo* skin = gMeshRepo.getSkinInfo(mesh_id, vobj);
if (!skin)
{
continue;
}
stop_glerror();
const LLVolumeFace& vol_face = volume->getVolumeFace(te);
updateRiggedFaceVertexBuffer(avatar, face, skin, volume, vol_face);
}
}
}
void LLDrawPoolAvatar::renderRiggedSimple(LLVOAvatar* avatar)
{
renderRigged(avatar, RIGGED_SIMPLE);
}
void LLDrawPoolAvatar::renderRiggedFullbright(LLVOAvatar* avatar)
{
renderRigged(avatar, RIGGED_FULLBRIGHT);
}
void LLDrawPoolAvatar::renderRiggedShinySimple(LLVOAvatar* avatar)
{
renderRigged(avatar, RIGGED_SHINY);
}
void LLDrawPoolAvatar::renderRiggedFullbrightShiny(LLVOAvatar* avatar)
{
renderRigged(avatar, RIGGED_FULLBRIGHT_SHINY);
}
void LLDrawPoolAvatar::renderRiggedAlpha(LLVOAvatar* avatar)
{
if (!mRiggedFace[RIGGED_ALPHA].empty())
{
LLGLEnable blend(GL_BLEND);
gGL.setColorMask(true, true);
gGL.blendFunc(LLRender::BF_SOURCE_ALPHA,
LLRender::BF_ONE_MINUS_SOURCE_ALPHA,
LLRender::BF_ZERO,
LLRender::BF_ONE_MINUS_SOURCE_ALPHA);
renderRigged(avatar, RIGGED_ALPHA);
gGL.setSceneBlendType(LLRender::BT_ALPHA);
gGL.setColorMask(true, false);
}
}
void LLDrawPoolAvatar::renderRiggedFullbrightAlpha(LLVOAvatar* avatar)
{
if (!mRiggedFace[RIGGED_FULLBRIGHT_ALPHA].empty())
{
LLGLEnable blend(GL_BLEND);
gGL.setColorMask(true, true);
gGL.blendFunc(LLRender::BF_SOURCE_ALPHA,
LLRender::BF_ONE_MINUS_SOURCE_ALPHA,
LLRender::BF_ZERO,
LLRender::BF_ONE_MINUS_SOURCE_ALPHA);
renderRigged(avatar, RIGGED_FULLBRIGHT_ALPHA);
gGL.setSceneBlendType(LLRender::BT_ALPHA);
gGL.setColorMask(true, false);
}
}
void LLDrawPoolAvatar::renderRiggedGlow(LLVOAvatar* avatar)
{
if (!mRiggedFace[RIGGED_GLOW].empty())
{
LLGLEnable blend(GL_BLEND);
LLGLDisable test(GL_ALPHA_TEST);
gGL.flush();
LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -1.0f);
gGL.setSceneBlendType(LLRender::BT_ADD);
LLGLDepthTest depth(GL_TRUE, GL_FALSE);
gGL.setColorMask(false, true);
renderRigged(avatar, RIGGED_GLOW, true);
gGL.setColorMask(true, false);
gGL.setSceneBlendType(LLRender::BT_ALPHA);
}
}
//-----------------------------------------------------------------------------
// getDebugTexture()
//-----------------------------------------------------------------------------
LLViewerTexture *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);
}
void LLDrawPoolAvatar::addRiggedFace(LLFace* facep, U32 type)
{
if (type >= NUM_RIGGED_PASSES)
{
llerrs << "Invalid rigged face type." << llendl;
}
if (facep->getRiggedIndex(type) != -1)
{
llerrs << "Tried to add a rigged face that's referenced elsewhere." << llendl;
}
facep->setRiggedIndex(type, mRiggedFace[type].size());
facep->setPool(this);
mRiggedFace[type].push_back(facep);
facep->mShinyInAlpha = type == RIGGED_DEFERRED_SIMPLE || type == RIGGED_DEFERRED_BUMP || type == RIGGED_FULLBRIGHT_SHINY || type == RIGGED_SHINY;
}
void LLDrawPoolAvatar::removeRiggedFace(LLFace* facep)
{
facep->setPool(NULL);
for (U32 i = 0; i < NUM_RIGGED_PASSES; ++i)
{
S32 index = facep->getRiggedIndex(i);
if (index > -1)
{
if (mRiggedFace[i].size() > (U32)index && mRiggedFace[i][index] == facep)
{
facep->setRiggedIndex(i,-1);
mRiggedFace[i].erase(mRiggedFace[i].begin()+index);
for (U32 j = index; j < mRiggedFace[i].size(); ++j)
{ //bump indexes down for faces referenced after erased face
mRiggedFace[i][j]->setRiggedIndex(i, j);
}
}
else
{
llerrs << "Face reference data corrupt for rigged type " << i << llendl;
}
}
}
}
LLVertexBufferAvatar::LLVertexBufferAvatar()
: LLVertexBuffer(sDataMask,
GL_STREAM_DRAW_ARB) //avatars are always stream draw due to morph targets
{
}