Files
SingularityViewer/indra/newview/llviewerjointmesh.cpp
2012-10-16 20:07:04 -05:00

855 lines
24 KiB
C++

/**
* @file llviewerjointmesh.cpp
* @brief Implementation of LLViewerJointMesh class
*
* $LicenseInfo:firstyear=2001&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
//-----------------------------------------------------------------------------
// Header Files
//-----------------------------------------------------------------------------
#include "llviewerprecompiledheaders.h"
#include "imageids.h"
#include "llfasttimer.h"
#include "llrender.h"
#include "llapr.h"
#include "llbox.h"
#include "lldrawable.h"
#include "lldrawpoolavatar.h"
#include "lldrawpoolbump.h"
#include "lldynamictexture.h"
#include "llface.h"
#include "llgldbg.h"
#include "llglheaders.h"
#include "lltexlayer.h"
#include "llviewercamera.h"
#include "llviewercontrol.h"
#include "llviewertexturelist.h"
#include "llviewerjointmesh.h"
#include "llvoavatar.h"
#include "llsky.h"
#include "pipeline.h"
#include "llviewershadermgr.h"
#include "llmath.h"
#include "v4math.h"
#include "m3math.h"
#include "m4math.h"
#include "llmatrix4a.h"
#if !LL_DARWIN && !LL_LINUX && !LL_SOLARIS
extern PFNGLWEIGHTPOINTERARBPROC glWeightPointerARB;
extern PFNGLWEIGHTFVARBPROC glWeightfvARB;
extern PFNGLVERTEXBLENDARBPROC glVertexBlendARB;
#endif
static const U32 sRenderMask = LLVertexBuffer::MAP_VERTEX |
LLVertexBuffer::MAP_NORMAL |
LLVertexBuffer::MAP_TEXCOORD0;
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// LLViewerJointMesh::LLSkinJoint
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// LLSkinJoint
//-----------------------------------------------------------------------------
LLSkinJoint::LLSkinJoint()
{
mJoint = NULL;
}
//-----------------------------------------------------------------------------
// ~LLSkinJoint
//-----------------------------------------------------------------------------
LLSkinJoint::~LLSkinJoint()
{
mJoint = NULL;
}
//-----------------------------------------------------------------------------
// LLSkinJoint::setupSkinJoint()
//-----------------------------------------------------------------------------
BOOL LLSkinJoint::setupSkinJoint( LLViewerJoint *joint)
{
// find the named joint
mJoint = joint;
if ( !mJoint )
{
llinfos << "Can't find joint" << llendl;
}
// compute the inverse root skin matrix
mRootToJointSkinOffset.clearVec();
LLVector3 rootSkinOffset;
while (joint)
{
rootSkinOffset += joint->getSkinOffset();
joint = (LLViewerJoint*)joint->getParent();
}
mRootToJointSkinOffset = -rootSkinOffset;
mRootToParentJointSkinOffset = mRootToJointSkinOffset;
mRootToParentJointSkinOffset += mJoint->getSkinOffset();
return TRUE;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// LLViewerJointMesh
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
BOOL LLViewerJointMesh::sPipelineRender = FALSE;
EAvatarRenderPass LLViewerJointMesh::sRenderPass = AVATAR_RENDER_PASS_SINGLE;
U32 LLViewerJointMesh::sClothingMaskImageName = 0;
LLColor4 LLViewerJointMesh::sClothingInnerColor;
//-----------------------------------------------------------------------------
// LLViewerJointMesh()
//-----------------------------------------------------------------------------
LLViewerJointMesh::LLViewerJointMesh()
:
mTexture( NULL ),
mLayerSet( NULL ),
mTestImageName( 0 ),
mFaceIndexCount(0),
mIsTransparent(FALSE)
{
mColor[0] = 1.0f;
mColor[1] = 1.0f;
mColor[2] = 1.0f;
mColor[3] = 1.0f;
mShiny = 0.0f;
mCullBackFaces = TRUE;
mMesh = NULL;
mNumSkinJoints = 0;
mSkinJoints = NULL;
mFace = NULL;
mMeshID = 0;
mUpdateXform = FALSE;
mValid = FALSE;
}
//-----------------------------------------------------------------------------
// ~LLViewerJointMesh()
// Class Destructor
//-----------------------------------------------------------------------------
LLViewerJointMesh::~LLViewerJointMesh()
{
mMesh = NULL;
mTexture = NULL;
freeSkinData();
}
//-----------------------------------------------------------------------------
// LLViewerJointMesh::allocateSkinData()
//-----------------------------------------------------------------------------
BOOL LLViewerJointMesh::allocateSkinData( U32 numSkinJoints )
{
mSkinJoints = new LLSkinJoint[ numSkinJoints ];
mNumSkinJoints = numSkinJoints;
return TRUE;
}
//-----------------------------------------------------------------------------
// LLViewerJointMesh::freeSkinData()
//-----------------------------------------------------------------------------
void LLViewerJointMesh::freeSkinData()
{
mNumSkinJoints = 0;
delete [] mSkinJoints;
mSkinJoints = NULL;
}
//--------------------------------------------------------------------
// LLViewerJointMesh::getColor()
//--------------------------------------------------------------------
void LLViewerJointMesh::getColor( F32 *red, F32 *green, F32 *blue, F32 *alpha )
{
*red = mColor[0];
*green = mColor[1];
*blue = mColor[2];
*alpha = mColor[3];
}
//--------------------------------------------------------------------
// LLViewerJointMesh::setColor()
//--------------------------------------------------------------------
void LLViewerJointMesh::setColor( F32 red, F32 green, F32 blue, F32 alpha )
{
mColor[0] = red;
mColor[1] = green;
mColor[2] = blue;
mColor[3] = alpha;
}
//--------------------------------------------------------------------
// LLViewerJointMesh::getTexture()
//--------------------------------------------------------------------
//LLViewerTexture *LLViewerJointMesh::getTexture()
//{
// return mTexture;
//}
//--------------------------------------------------------------------
// LLViewerJointMesh::setTexture()
//--------------------------------------------------------------------
void LLViewerJointMesh::setTexture( LLViewerTexture *texture )
{
mTexture = texture;
// texture and dynamic_texture are mutually exclusive
if( texture )
{
mLayerSet = NULL;
//texture->bindTexture(0);
//texture->setClamp(TRUE, TRUE);
}
}
//--------------------------------------------------------------------
// LLViewerJointMesh::setLayerSet()
// Sets the shape texture (takes precedence over normal texture)
//--------------------------------------------------------------------
void LLViewerJointMesh::setLayerSet( LLTexLayerSet* layer_set )
{
mLayerSet = layer_set;
// texture and dynamic_texture are mutually exclusive
if( layer_set )
{
mTexture = NULL;
}
}
//--------------------------------------------------------------------
// LLViewerJointMesh::getMesh()
//--------------------------------------------------------------------
LLPolyMesh *LLViewerJointMesh::getMesh()
{
return mMesh;
}
//-----------------------------------------------------------------------------
// LLViewerJointMesh::setMesh()
//-----------------------------------------------------------------------------
void LLViewerJointMesh::setMesh( LLPolyMesh *mesh )
{
// set the mesh pointer
mMesh = mesh;
// release any existing skin joints
freeSkinData();
if ( mMesh == NULL )
{
return;
}
// acquire the transform from the mesh object
setPosition( mMesh->getPosition() );
setRotation( mMesh->getRotation() );
setScale( mMesh->getScale() );
// create skin joints if necessary
if ( mMesh->hasWeights() && !mMesh->isLOD())
{
U32 numJointNames = mMesh->getNumJointNames();
allocateSkinData( numJointNames );
std::string *jointNames = mMesh->getJointNames();
U32 jn;
for (jn = 0; jn < numJointNames; jn++)
{
//llinfos << "Setting up joint " << jointNames[jn] << llendl;
LLViewerJoint* joint = (LLViewerJoint*)(getRoot()->findJoint(jointNames[jn]) );
mSkinJoints[jn].setupSkinJoint( joint );
}
}
// setup joint array
if (!mMesh->isLOD())
{
setupJoint((LLViewerJoint*)getRoot());
}
// llinfos << "joint render entries: " << mMesh->mJointRenderData.count() << llendl;
}
//-----------------------------------------------------------------------------
// setupJoint()
//-----------------------------------------------------------------------------
void LLViewerJointMesh::setupJoint(LLViewerJoint* current_joint)
{
// llinfos << "Mesh: " << getName() << llendl;
// S32 joint_count = 0;
U32 sj;
for (sj=0; sj<mNumSkinJoints; sj++)
{
LLSkinJoint &js = mSkinJoints[sj];
if (js.mJoint != current_joint)
{
continue;
}
// we've found a skinjoint for this joint..
// is the last joint in the array our parent?
if(mMesh->mJointRenderData.count() && mMesh->mJointRenderData[mMesh->mJointRenderData.count() - 1]->mWorldMatrix == &current_joint->getParent()->getWorldMatrix())
{
// ...then just add ourselves
LLViewerJoint* jointp = js.mJoint;
mMesh->mJointRenderData.put(new LLJointRenderData(&jointp->getWorldMatrix(), &js));
// llinfos << "joint " << joint_count << js.mJoint->getName() << llendl;
// joint_count++;
}
// otherwise add our parent and ourselves
else
{
mMesh->mJointRenderData.put(new LLJointRenderData(&current_joint->getParent()->getWorldMatrix(), NULL));
// llinfos << "joint " << joint_count << current_joint->getParent()->getName() << llendl;
// joint_count++;
mMesh->mJointRenderData.put(new LLJointRenderData(&current_joint->getWorldMatrix(), &js));
// llinfos << "joint " << joint_count << current_joint->getName() << llendl;
// joint_count++;
}
}
// depth-first traversal
for (LLJoint::child_list_t::iterator iter = current_joint->mChildren.begin();
iter != current_joint->mChildren.end(); ++iter)
{
LLViewerJoint* child_joint = (LLViewerJoint*)(*iter);
setupJoint(child_joint);
}
}
const S32 NUM_AXES = 3;
// register layoud
// rotation X 0-n
// rotation Y 0-n
// rotation Z 0-n
// pivot parent 0-n -- child = n+1
static LLMatrix4 gJointMatUnaligned[32];
static LLMatrix4a gJointMatAligned[32];
static LLMatrix3 gJointRotUnaligned[32];
static LLVector4 gJointPivot[32];
//-----------------------------------------------------------------------------
// uploadJointMatrices()
//-----------------------------------------------------------------------------
void LLViewerJointMesh::uploadJointMatrices()
{
S32 joint_num;
LLPolyMesh *reference_mesh = mMesh->getReferenceMesh();
LLDrawPool *poolp = mFace ? mFace->getPool() : NULL;
BOOL hardware_skinning = (poolp && poolp->getVertexShaderLevel() > 0) ? TRUE : FALSE;
//calculate joint matrices
for (joint_num = 0; joint_num < reference_mesh->mJointRenderData.count(); joint_num++)
{
LLMatrix4 joint_mat = *reference_mesh->mJointRenderData[joint_num]->mWorldMatrix;
if (hardware_skinning)
{
joint_mat *= LLDrawPoolAvatar::getModelView();
}
gJointMatUnaligned[joint_num] = joint_mat;
gJointRotUnaligned[joint_num] = joint_mat.getMat3();
}
BOOL last_pivot_uploaded = FALSE;
S32 j = 0;
//upload joint pivots
for (joint_num = 0; joint_num < reference_mesh->mJointRenderData.count(); joint_num++)
{
LLSkinJoint *sj = reference_mesh->mJointRenderData[joint_num]->mSkinJoint;
if (sj)
{
if (!last_pivot_uploaded)
{
LLVector4 parent_pivot(sj->mRootToParentJointSkinOffset);
parent_pivot.mV[VW] = 0.f;
gJointPivot[j++] = parent_pivot;
}
LLVector4 child_pivot(sj->mRootToJointSkinOffset);
child_pivot.mV[VW] = 0.f;
gJointPivot[j++] = child_pivot;
last_pivot_uploaded = TRUE;
}
else
{
last_pivot_uploaded = FALSE;
}
}
//add pivot point into transform
for (S32 i = 0; i < j; i++)
{
LLVector3 pivot;
pivot = LLVector3(gJointPivot[i]);
pivot = pivot * gJointRotUnaligned[i];
gJointMatUnaligned[i].translate(pivot);
}
// upload matrices
if (hardware_skinning)
{
GLfloat mat[45*4];
memset(mat, 0, sizeof(GLfloat)*45*4);
for (joint_num = 0; joint_num < reference_mesh->mJointRenderData.count(); joint_num++)
{
gJointMatUnaligned[joint_num].transpose();
for (S32 axis = 0; axis < NUM_AXES; axis++)
{
F32* vector = gJointMatUnaligned[joint_num].mMatrix[axis];
U32 offset = LL_CHARACTER_MAX_JOINTS_PER_MESH*axis+joint_num;
memcpy(mat+offset*4, vector, sizeof(GLfloat)*4);
}
}
stop_glerror();
if (LLGLSLShader::sCurBoundShaderPtr)
{
LLGLSLShader::sCurBoundShaderPtr->uniform4fv(LLViewerShaderMgr::AVATAR_MATRIX, 45, mat);
}
stop_glerror();
}
else
{
//load gJointMatUnaligned into gJointMatAligned
for (joint_num = 0; joint_num < reference_mesh->mJointRenderData.count(); ++joint_num)
{
gJointMatAligned[joint_num].loadu(gJointMatUnaligned[joint_num]);
}
}
}
//--------------------------------------------------------------------
// LLViewerJointMesh::drawBone()
//--------------------------------------------------------------------
void LLViewerJointMesh::drawBone()
{
}
//--------------------------------------------------------------------
// LLViewerJointMesh::isTransparent()
//--------------------------------------------------------------------
BOOL LLViewerJointMesh::isTransparent()
{
return mIsTransparent;
}
//--------------------------------------------------------------------
// DrawElementsBLEND and utility code
//--------------------------------------------------------------------
// compate_int is used by the qsort function to sort the index array
int compare_int(const void *a, const void *b)
{
if (*(U32*)a < *(U32*)b)
{
return -1;
}
else if (*(U32*)a > *(U32*)b)
{
return 1;
}
else return 0;
}
//--------------------------------------------------------------------
// LLViewerJointMesh::drawShape()
//--------------------------------------------------------------------
U32 LLViewerJointMesh::drawShape( F32 pixelArea, BOOL first_pass, BOOL is_dummy)
{
if (!mValid || !mMesh || !mFace || !mVisible ||
!mFace->getVertexBuffer() ||
mMesh->getNumFaces() == 0 ||
(LLGLSLShader::sNoFixedFunction && LLGLSLShader::sCurBoundShaderPtr == NULL))
{
return 0;
}
U32 triangle_count = 0;
S32 diffuse_channel = LLDrawPoolAvatar::sDiffuseChannel;
stop_glerror();
//----------------------------------------------------------------
// setup current color
//----------------------------------------------------------------
if (is_dummy)
gGL.diffuseColor4fv(LLVOAvatar::getDummyColor().mV);
else
gGL.diffuseColor4fv(mColor.mV);
stop_glerror();
LLGLSSpecular specular(LLColor4(1.f,1.f,1.f,1.f), (mFace->getPool()->getVertexShaderLevel() > 0 || LLGLSLShader::sNoFixedFunction) ? 0.f : mShiny);
//----------------------------------------------------------------
// setup current texture
//----------------------------------------------------------------
llassert( !(mTexture.notNull() && mLayerSet) ); // mutually exclusive
LLTexUnit::eTextureAddressMode old_mode = LLTexUnit::TAM_WRAP;
if (mTestImageName)
{
gGL.getTexUnit(diffuse_channel)->bindManual(LLTexUnit::TT_TEXTURE, mTestImageName);
if (mIsTransparent)
{
gGL.diffuseColor4f(1.f, 1.f, 1.f, 1.f);
}
else
{
gGL.diffuseColor4f(0.7f, 0.6f, 0.3f, 1.f);
gGL.getTexUnit(diffuse_channel)->setTextureColorBlend(LLTexUnit::TBO_LERP_TEX_ALPHA, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_PREV_COLOR);
}
}
else if( !is_dummy && mLayerSet )
{
if( mLayerSet->hasComposite() )
{
gGL.getTexUnit(diffuse_channel)->bind(mLayerSet->getComposite());
}
else
{
// This warning will always trigger if you've hacked the avatar to show as incomplete.
// Ignore the warning if that's the case.
static const LLCachedControl<bool> rener_unloaded_avatar("RenderUnloadedAvatar");
if (!rener_unloaded_avatar)
{
llwarns << "Layerset without composite" << llendl;
}
gGL.getTexUnit(diffuse_channel)->bind(LLViewerTextureManager::getFetchedTexture(IMG_DEFAULT));
}
}
else
if ( !is_dummy && mTexture.notNull() )
{
if(mTexture->hasGLTexture())
{
old_mode = mTexture->getAddressMode();
}
gGL.getTexUnit(diffuse_channel)->bind(mTexture);
gGL.getTexUnit(diffuse_channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
}
else
{
gGL.getTexUnit(diffuse_channel)->bind(LLViewerTextureManager::getFetchedTexture(IMG_DEFAULT));
}
U32 mask = sRenderMask;
U32 start = mMesh->mFaceVertexOffset;
U32 end = start + mMesh->mFaceVertexCount - 1;
U32 count = mMesh->mFaceIndexCount;
U32 offset = mMesh->mFaceIndexOffset;
LLVertexBuffer* buff = mFace->getVertexBuffer();
if (mMesh->hasWeights())
{
if ((mFace->getPool()->getVertexShaderLevel() > 0))
{
if (first_pass)
{
uploadJointMatrices();
}
mask = mask | LLVertexBuffer::MAP_WEIGHT;
if (mFace->getPool()->getVertexShaderLevel() > 1)
{
mask = mask | LLVertexBuffer::MAP_CLOTHWEIGHT;
}
}
buff->setBuffer(mask);
buff->drawRange(LLRender::TRIANGLES, start, end, count, offset);
}
else
{
gGL.pushMatrix();
LLMatrix4 jointToWorld = getWorldMatrix();
gGL.multMatrix((GLfloat*)jointToWorld.mMatrix);
buff->setBuffer(mask);
buff->drawRange(LLRender::TRIANGLES, start, end, count, offset);
gGL.popMatrix();
}
gPipeline.addTrianglesDrawn(count);
triangle_count += count;
if (mTestImageName)
{
gGL.getTexUnit(diffuse_channel)->setTextureBlendType(LLTexUnit::TB_MULT);
}
if (mTexture.notNull() && !is_dummy)
{
gGL.getTexUnit(diffuse_channel)->bind(mTexture);
gGL.getTexUnit(diffuse_channel)->setTextureAddressMode(old_mode);
}
return triangle_count;
}
//-----------------------------------------------------------------------------
// updateFaceSizes()
//-----------------------------------------------------------------------------
void LLViewerJointMesh::updateFaceSizes(U32 &num_vertices, U32& num_indices, F32 pixel_area)
{
//bump num_vertices to next multiple of 4
num_vertices = (num_vertices + 0x3) & ~0x3;
// 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()
//-----------------------------------------------------------------------------
static LLFastTimer::DeclareTimer FTM_AVATAR_FACE("Avatar Face");
void LLViewerJointMesh::updateFaceData(LLFace *face, F32 pixel_area, BOOL damp_wind, bool terse_update)
{
//IF THIS FUNCTION BREAKS, SEE LLPOLYMESH CONSTRUCTOR AND CHECK ALIGNMENT OF INPUT ARRAYS
mFace = face;
if (!mFace->getVertexBuffer())
{
return;
}
LLDrawPool *poolp = mFace->getPool();
BOOL hardware_skinning = (poolp && poolp->getVertexShaderLevel() > 0) ? TRUE : FALSE;
if (!hardware_skinning && terse_update)
{ //no need to do terse updates if we're doing software vertex skinning
// since mMesh is being copied into mVertexBuffer every frame
return;
}
LLFastTimer t(FTM_AVATAR_FACE);
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)
{
const U32 num_verts = mMesh->getNumVertices();
if (num_verts)
{
face->getVertexBuffer()->getIndexStrider(indicesp);
face->getGeometryAvatar(verticesp, normalsp, tex_coordsp, vertex_weightsp, clothing_weightsp);
verticesp += mMesh->mFaceVertexOffset;
normalsp += mMesh->mFaceVertexOffset;
F32* v = (F32*) verticesp.get();
F32* n = (F32*) normalsp.get();
U32 words = num_verts*4;
LLVector4a::memcpyNonAliased16(v, (F32*) mMesh->getCoords(), words*sizeof(F32));
LLVector4a::memcpyNonAliased16(n, (F32*) mMesh->getNormals(), words*sizeof(F32));
if (!terse_update)
{
vertex_weightsp += mMesh->mFaceVertexOffset;
clothing_weightsp += mMesh->mFaceVertexOffset;
tex_coordsp += mMesh->mFaceVertexOffset;
F32* tc = (F32*) tex_coordsp.get();
F32* vw = (F32*) vertex_weightsp.get();
F32* cw = (F32*) clothing_weightsp.get();
S32 tc_size = (num_verts*2*sizeof(F32)+0xF) & ~0xF;
LLVector4a::memcpyNonAliased16(tc, (F32*) mMesh->getTexCoords(), tc_size);
S32 vw_size = (num_verts*sizeof(F32)+0xF) & ~0xF;
LLVector4a::memcpyNonAliased16(vw, (F32*) mMesh->getWeights(), vw_size);
LLVector4a::memcpyNonAliased16(cw, (F32*) mMesh->getClothingWeights(), num_verts*4*sizeof(F32));
}
const U32 idx_count = mMesh->getNumFaces()*3;
indicesp += mMesh->mFaceIndexOffset;
U16* __restrict idx = indicesp.get();
S32* __restrict src_idx = (S32*) mMesh->getFaces();
const S32 offset = (S32) mMesh->mFaceVertexOffset;
for (S32 i = 0; i < (S32)idx_count; ++i)
{
*(idx++) = *(src_idx++)+offset;
}
}
}
}
//-----------------------------------------------------------------------------
// updateLOD()
//-----------------------------------------------------------------------------
BOOL LLViewerJointMesh::updateLOD(F32 pixel_area, BOOL activate)
{
BOOL valid = mValid;
setValid(activate, TRUE);
return (valid != activate);
}
// static
void LLViewerJointMesh::updateGeometry(LLFace *mFace, LLPolyMesh *mMesh)
{
LLStrider<LLVector3> o_vertices;
LLStrider<LLVector3> o_normals;
//get vertex and normal striders
LLVertexBuffer* buffer = mFace->getVertexBuffer();
buffer->getVertexStrider(o_vertices, 0);
buffer->getNormalStrider(o_normals, 0);
F32* __restrict vert = o_vertices[0].mV;
F32* __restrict norm = o_normals[0].mV;
const F32* __restrict weights = mMesh->getWeights();
const LLVector4a* __restrict coords = (LLVector4a*) mMesh->getCoords();
const LLVector4a* __restrict normals = (LLVector4a*) mMesh->getNormals();
U32 offset = mMesh->mFaceVertexOffset*4;
vert += offset;
norm += offset;
for (U32 index = 0; index < mMesh->getNumVertices(); index++)
{
// equivalent to joint = floorf(weights[index]);
S32 joint = _mm_cvtt_ss2si(_mm_load_ss(weights+index));
F32 w = weights[index] - joint;
LLMatrix4a gBlendMat;
if (w != 0.f)
{
// blend between matrices and apply
gBlendMat.setLerp(gJointMatAligned[joint+0],
gJointMatAligned[joint+1], w);
LLVector4a res;
gBlendMat.affineTransform(coords[index], res);
res.store4a(vert+index*4);
gBlendMat.rotate(normals[index], res);
res.store4a(norm+index*4);
}
else
{ // No lerp required in this case.
LLVector4a res;
gJointMatAligned[joint].affineTransform(coords[index], res);
res.store4a(vert+index*4);
gJointMatAligned[joint].rotate(normals[index], res);
res.store4a(norm+index*4);
}
}
buffer->flush();
}
void LLViewerJointMesh::updateJointGeometry()
{
if (!(mValid
&& mMesh
&& mFace
&& mMesh->hasWeights()
&& mFace->getVertexBuffer()
&& LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_AVATAR) == 0))
{
return;
}
uploadJointMatrices();
updateGeometry(mFace, mMesh);
}
void LLViewerJointMesh::dump()
{
if (mValid)
{
llinfos << "Usable LOD " << mName << llendl;
}
}
// End