Files
SingularityViewer/indra/newview/lldrawpoolavatar.cpp
Shyotl 694f95269e Added LLFace::canRenderAsMask()
Added LLVOVolume::isVisible()
Avatar VBO now uses stream type under all scenarios. Todo: Perf test.
Added other misc render-related tweaks that looked safe.
2011-03-02 20:32:10 -06:00

901 lines
20 KiB
C++

/**
* @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 "llagent.h"
#include "lldrawable.h"
#include "llface.h"
#include "llsky.h"
#include "llviewercamera.h"
#include "llviewerregion.h"
#include "noise.h"
#include "pipeline.h"
#include "llviewershadermgr.h"
#include "llappviewer.h"
#include "llrendersphere.h"
#include "llviewerpartsim.h"
static U32 sDataMask = LLDrawPoolAvatar::VERTEX_DATA_MASK;
static U32 sBufferUsage = GL_STREAM_DRAW_ARB;
static U32 sShaderLevel = 0;
static LLGLSLShader* sVertexProgram = NULL;
BOOL LLDrawPoolAvatar::sSkipOpaque = FALSE;
BOOL LLDrawPoolAvatar::sSkipTransparent = 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;
LLDrawPoolAvatar::LLDrawPoolAvatar() :
LLFacePool(POOL_AVATAR)
{
//LLDebugVarMessageBox::show("acceleration", &CLOTHING_ACCEL_FORCE_FACTOR, 10.f, 0.1f);
//LLDebugVarMessageBox::show("gravity", &CLOTHING_GRAVITY_EFFECT, 10.f, 0.1f);
}
//-----------------------------------------------------------------------------
// instancePool()
//-----------------------------------------------------------------------------
LLDrawPool *LLDrawPoolAvatar::instancePool()
{
return new LLDrawPoolAvatar();
}
BOOL gRenderAvatar = TRUE;
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;
}
}
LLMatrix4& LLDrawPoolAvatar::getModelView()
{
static LLMatrix4 ret;
ret.initRows(LLVector4(gGLModelView+0),
LLVector4(gGLModelView+4),
LLVector4(gGLModelView+8),
LLVector4(gGLModelView+12));
return ret;
}
//-----------------------------------------------------------------------------
// render()
//-----------------------------------------------------------------------------
S32 LLDrawPoolAvatar::getNumDeferredPasses()
{
return getNumPasses();
}
void LLDrawPoolAvatar::beginDeferredPass(S32 pass)
{
LLFastTimer t(LLFastTimer::FTM_RENDER_CHARACTERS);
if (LLPipeline::sImpostorRender)
{
beginDeferredSkinned();
return;
}
switch (pass)
{
case 0:
beginDeferredImpostor();
break;
case 1:
beginDeferredRigid();
break;
case 2:
beginDeferredSkinned();
break;
}
}
void LLDrawPoolAvatar::endDeferredPass(S32 pass)
{
LLFastTimer t(LLFastTimer::FTM_RENDER_CHARACTERS);
if (LLPipeline::sImpostorRender)
{
endDeferredSkinned();
return;
}
switch (pass)
{
case 0:
endDeferredImpostor();
break;
case 1:
endDeferredRigid();
break;
case 2:
endDeferredSkinned();
break;
}
}
void LLDrawPoolAvatar::renderDeferred(S32 pass)
{
render(pass);
}
S32 LLDrawPoolAvatar::getNumPostDeferredPasses()
{
return 1;
}
void LLDrawPoolAvatar::beginPostDeferredPass(S32 pass)
{
sSkipOpaque = TRUE;
sShaderLevel = mVertexShaderLevel;
sVertexProgram = &gDeferredAvatarAlphaProgram;
sRenderingSkinned = TRUE;
gPipeline.bindDeferredShader(*sVertexProgram);
enable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);
}
void LLDrawPoolAvatar::endPostDeferredPass(S32 pass)
{
// 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;
disable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);
gPipeline.unbindDeferredShader(*sVertexProgram);
sShaderLevel = mVertexShaderLevel;
}
void LLDrawPoolAvatar::renderPostDeferred(S32 pass)
{
render(2); //pass 2 = skinned
}
S32 LLDrawPoolAvatar::getNumShadowPasses()
{
return 1;
}
void LLDrawPoolAvatar::beginShadowPass(S32 pass)
{
LLFastTimer t(LLFastTimer::FTM_SHADOW_AVATAR);
sVertexProgram = &gDeferredAvatarShadowProgram;
if (sShaderLevel > 0)
{
gAvatarMatrixParam = sVertexProgram->mUniform[LLViewerShaderMgr::AVATAR_MATRIX];
}
gGL.setAlphaRejectSettings(LLRender::CF_GREATER_EQUAL, 0.2f);
glColor4f(1,1,1,1);
if ((sShaderLevel > 0)) // for hardware blending
{
sRenderingSkinned = TRUE;
sVertexProgram->bind();
enable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);
}
}
void LLDrawPoolAvatar::endShadowPass(S32 pass)
{
LLFastTimer t(LLFastTimer::FTM_SHADOW_AVATAR);
if (sShaderLevel > 0)
{
sRenderingSkinned = FALSE;
sVertexProgram->unbind();
disable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);
}
gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
}
void LLDrawPoolAvatar::renderShadow(S32 pass)
{
LLFastTimer t(LLFastTimer::FTM_SHADOW_AVATAR);
if (!gRenderAvatar)
{
return;
}
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;
}
avatarp->renderSkinned(AVATAR_RENDER_PASS_SINGLE);
}
S32 LLDrawPoolAvatar::getNumPasses()
{
return LLPipeline::sImpostorRender ? 1 : 3;
}
void LLDrawPoolAvatar::render(S32 pass)
{
LLFastTimer t(LLFastTimer::FTM_RENDER_CHARACTERS);
if (LLPipeline::sImpostorRender)
{
renderAvatars(NULL, 2);
return;
}
renderAvatars(NULL, pass); // render all avatars
}
void LLDrawPoolAvatar::beginRenderPass(S32 pass)
{
LLFastTimer t(LLFastTimer::FTM_RENDER_CHARACTERS);
//reset vertex buffer mappings
LLVertexBuffer::unbind();
if (LLPipeline::sImpostorRender)
{
beginSkinned();
return;
}
switch (pass)
{
case 0:
beginFootShadow();
break;
case 1:
beginRigid();
break;
case 2:
beginSkinned();
break;
}
}
void LLDrawPoolAvatar::endRenderPass(S32 pass)
{
LLFastTimer t(LLFastTimer::FTM_RENDER_CHARACTERS);
if (LLPipeline::sImpostorRender)
{
endSkinned();
return;
}
switch (pass)
{
case 0:
endFootShadow();
break;
case 1:
endRigid();
break;
case 2:
endSkinned();
}
}
void LLDrawPoolAvatar::beginFootShadow()
{
if (!LLPipeline::sReflectionRender)
{
LLVOAvatar::sRenderDistance = llclamp(LLVOAvatar::sRenderDistance, 16.f, 256.f);
LLVOAvatar::sNumVisibleAvatars = 0;
}
gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
}
void LLDrawPoolAvatar::endFootShadow()
{
gPipeline.enableLightsDynamic();
}
void LLDrawPoolAvatar::beginRigid()
{
if (gPipeline.canUseVertexShaders())
{
if (LLPipeline::sUnderWaterRender)
{
sVertexProgram = &gObjectSimpleWaterProgram;
}
else
{
sVertexProgram = &gObjectSimpleProgram;
}
if (sVertexProgram != NULL)
{ //eyeballs render with the specular shader
sVertexProgram->bind();
}
}
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;
normal_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::DEFERRED_NORMAL);
specular_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::SPECULAR_MAP);
sVertexProgram->bind();
}
void LLDrawPoolAvatar::endDeferredImpostor()
{
sShaderLevel = mVertexShaderLevel;
sVertexProgram->disableTexture(LLViewerShaderMgr::DEFERRED_NORMAL);
sVertexProgram->disableTexture(LLViewerShaderMgr::SPECULAR_MAP);
sVertexProgram->unbind();
gGL.getTexUnit(0)->activate();
}
void LLDrawPoolAvatar::beginDeferredRigid()
{
sVertexProgram = &gDeferredDiffuseProgram;
sVertexProgram->bind();
}
void LLDrawPoolAvatar::endDeferredRigid()
{
sShaderLevel = mVertexShaderLevel;
sVertexProgram->unbind();
gGL.getTexUnit(0)->activate();
}
void LLDrawPoolAvatar::beginSkinned()
{
if (sShaderLevel > 0)
{
if (LLPipeline::sUnderWaterRender)
{
sVertexProgram = &gAvatarWaterProgram;
sShaderLevel = llmin((U32) 1, sShaderLevel);
}
else
{
sVertexProgram = &gAvatarProgram;
}
}
else
{
if (LLPipeline::sUnderWaterRender)
{
sVertexProgram = &gObjectSimpleWaterProgram;
}
else
{
sVertexProgram = &gObjectSimpleProgram;
}
}
if (sShaderLevel > 0) // for hardware blending
{
sRenderingSkinned = TRUE;
sVertexProgram->bind();
if (sShaderLevel >= SHADER_LEVEL_CLOTH)
{
enable_cloth_weights(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_CLOTHING]);
}
enable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);
if (sShaderLevel >= SHADER_LEVEL_BUMP)
{
enable_binormals(sVertexProgram->mAttribute[LLViewerShaderMgr::BINORMAL]);
}
sVertexProgram->enableTexture(LLViewerShaderMgr::BUMP_MAP);
gGL.getTexUnit(0)->activate();
}
else
{
if(gPipeline.canUseVertexShaders())
{
// software skinning, use a basic shader for windlight.
// TODO: find a better fallback method for software skinning.
sVertexProgram->bind();
}
}
}
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();
disable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);
if (sShaderLevel >= SHADER_LEVEL_BUMP)
{
disable_binormals(sVertexProgram->mAttribute[LLViewerShaderMgr::BINORMAL]);
}
if ((sShaderLevel >= SHADER_LEVEL_CLOTH))
{
disable_cloth_weights(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_CLOTHING]);
}
sVertexProgram->unbind();
sShaderLevel = mVertexShaderLevel;
}
else
{
if(gPipeline.canUseVertexShaders())
{
// software skinning, use a basic shader for windlight.
// TODO: find a better fallback method for software skinning.
sVertexProgram->unbind();
}
}
gGL.getTexUnit(0)->activate();
}
void LLDrawPoolAvatar::beginDeferredSkinned()
{
sSkipTransparent = TRUE;
sShaderLevel = mVertexShaderLevel;
sVertexProgram = &gDeferredAvatarProgram;
sRenderingSkinned = TRUE;
sVertexProgram->bind();
enable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);
gGL.getTexUnit(0)->activate();
}
void LLDrawPoolAvatar::endDeferredSkinned()
{
sSkipTransparent = FALSE;
// if we're in software-blending, remember to set the fence _after_ we draw so we wait till this rendering is done
sRenderingSkinned = FALSE;
disable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);
sVertexProgram->unbind();
sShaderLevel = mVertexShaderLevel;
gGL.getTexUnit(0)->activate();
}
void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass)
{
if (pass == -1)
{
for (S32 i = 1; i < getNumPasses(); i++)
{ //skip foot shadows
prerender();
beginRenderPass(i);
renderAvatars(single_avatar, i);
endRenderPass(i);
}
return;
}
if (!gRenderAvatar)
{
return;
}
if (mDrawFace.empty() && !single_avatar)
{
return;
}
LLVOAvatar *avatarp;
if (single_avatar)
{
avatarp = single_avatar;
}
else
{
const LLFace *facep = mDrawFace[0];
if (!facep->getDrawable())
{
return;
}
avatarp = (LLVOAvatar *)facep->getDrawable()->getVObj().get();
}
if (avatarp->isDead() || avatarp->mDrawable.isNull())
{
return;
}
if (!single_avatar && !avatarp->isFullyLoaded() )
{
if (pass==1 && (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_PARTICLES) || LLViewerPartSim::getMaxPartCount() <= 0))
{
// debug code to draw a sphere in place of avatar
gGL.getTexUnit(0)->bind(LLViewerImage::sWhiteImagep.get());
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.render();
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;
}
LLOverrideFaceColor color(this, 1.0f, 1.0f, 1.0f, 1.0f);
if (pass == 0)
{
if (!LLPipeline::sReflectionRender)
{
LLVOAvatar::sNumVisibleAvatars++;
}
if (impostor)
{
if (LLPipeline::sRenderDeferred && 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();
}
else if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_FOOT_SHADOWS) && !LLPipeline::sRenderDeferred)
{
avatarp->renderFootShadows();
}
return;
}
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 (sShaderLevel > 0)
{
gAvatarMatrixParam = sVertexProgram->mUniform[LLViewerShaderMgr::AVATAR_MATRIX];
}
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->vertexAttrib4fv(LLViewerShaderMgr::AVATAR_WIND, wind.mV);
F32 phase = -1.f * (avatarp->mRipplePhase);
F32 freq = 7.f + (noise1(avatarp->mRipplePhase) * 2.f);
LLVector4 sin_params(freq, freq, freq, phase);
sVertexProgram->vertexAttrib4fv(LLViewerShaderMgr::AVATAR_SINWAVE, sin_params.mV);
LLVector4 gravity(0.f, 0.f, -CLOTHING_GRAVITY_EFFECT, 0.f);
gravity = gravity * rot_mat;
sVertexProgram->vertexAttrib4fv(LLViewerShaderMgr::AVATAR_GRAVITY, gravity.mV);
}
if( !single_avatar || (avatarp == single_avatar) )
{
avatarp->renderSkinned(AVATAR_RENDER_PASS_SINGLE);
}
}
//-----------------------------------------------------------------------------
// renderForSelect()
//-----------------------------------------------------------------------------
void LLDrawPoolAvatar::renderForSelect()
{
if (!gRenderAvatar)
{
return;
}
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;
}
S32 curr_shader_level = getVertexShaderLevel();
S32 name = avatarp->mDrawable->getVObj()->mGLName;
LLColor4U color((U8)(name >> 16), (U8)(name >> 8), (U8)name);
BOOL impostor = avatarp->isImpostor();
if (impostor)
{
gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_VERT_COLOR);
gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_ALPHA, LLTexUnit::TBS_VERT_ALPHA);
avatarp->renderImpostor(color);
gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
return;
}
sVertexProgram = &gAvatarPickProgram;
if (curr_shader_level > 0)
{
gAvatarMatrixParam = sVertexProgram->mUniform[LLViewerShaderMgr::AVATAR_MATRIX];
}
gGL.setAlphaRejectSettings(LLRender::CF_GREATER_EQUAL, 0.2f);
gGL.setSceneBlendType(LLRender::BT_REPLACE);
glColor4ubv(color.mV);
if (curr_shader_level > 0) // for hardware blending
{
sRenderingSkinned = TRUE;
sVertexProgram->bind();
enable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);
}
avatarp->renderSkinned(AVATAR_RENDER_PASS_SINGLE);
// if we're in software-blending, remember to set the fence _after_ we draw so we wait till this rendering is done
if (curr_shader_level > 0)
{
sRenderingSkinned = FALSE;
sVertexProgram->unbind();
disable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);
}
gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
gGL.setSceneBlendType(LLRender::BT_ALPHA);
// restore texture mode
gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
}
//-----------------------------------------------------------------------------
// getDebugTexture()
//-----------------------------------------------------------------------------
LLViewerImage *LLDrawPoolAvatar::getDebugTexture()
{
if (mReferences.empty())
{
return NULL;
}
LLFace *face = mReferences[0];
if (!face->getDrawable())
{
return NULL;
}
const LLViewerObject *objectp = face->getDrawable()->getVObj();
// Avatar should always have at least 1 (maybe 3?) TE's.
return objectp->getTEImage(0);
}
LLColor3 LLDrawPoolAvatar::getDebugColor() const
{
return LLColor3(0.f, 1.f, 0.f);
}
LLVertexBufferAvatar::LLVertexBufferAvatar()
: LLVertexBuffer(sDataMask,
//LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_AVATAR) > 0 ?
//GL_DYNAMIC_DRAW_ARB :
GL_STREAM_DRAW_ARB)
{
}
void LLVertexBufferAvatar::setupVertexBuffer(U32 data_mask) const
{
if (sRenderingSkinned)
{
volatile U8* base = useVBOs() ? NULL : mMappedData;
glVertexPointer(3,GL_FLOAT, mStride, (void*)(base + 0));
glNormalPointer(GL_FLOAT, mStride, (void*)(base + mOffsets[TYPE_NORMAL]));
glTexCoordPointer(2,GL_FLOAT, mStride, (void*)(base + mOffsets[TYPE_TEXCOORD0]));
set_vertex_weights(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT], mStride, (F32*)(base + mOffsets[TYPE_WEIGHT]));
if (sShaderLevel >= LLDrawPoolAvatar::SHADER_LEVEL_BUMP)
{
set_binormals(sVertexProgram->mAttribute[LLViewerShaderMgr::BINORMAL], mStride, (LLVector3*)(base + mOffsets[TYPE_BINORMAL]));
}
if (sShaderLevel >= LLDrawPoolAvatar::SHADER_LEVEL_CLOTH)
{
set_vertex_clothing_weights(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_CLOTHING], mStride, (LLVector4*)(base + mOffsets[TYPE_CLOTHWEIGHT]));
}
}
else
{
LLVertexBuffer::setupVertexBuffer(data_mask);
}
}