diff options
author | Nyx (Neal Orman) <nyx@lindenlab.com> | 2010-08-18 10:46:40 -0400 |
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committer | Nyx (Neal Orman) <nyx@lindenlab.com> | 2010-08-18 10:46:40 -0400 |
commit | 1435a9cff9e7eca67605890ce85a359099964df5 (patch) | |
tree | d58da2553e9215274298210f69f9906efa57fb9f | |
parent | a6a7f293caa4b5bd0292834a53db01200c3b3081 (diff) |
EXT-8542 FIX (?) Avatar goes nude on teleport / outfit change
Believed fix, but having difficulty reproducing to verify.
changed logic in switching avatar textures so that we don't use the local
baked texture until we have at least the lowest LOD for each clothing texture.
Will ask Dan to help verify the fix.
Code reviewed by Seraph
-rw-r--r-- | indra/newview/lltexlayer.cpp | 4 | ||||
-rw-r--r-- | indra/newview/llvoavatar.cpp | 244 |
2 files changed, 204 insertions, 44 deletions
diff --git a/indra/newview/lltexlayer.cpp b/indra/newview/lltexlayer.cpp index 1feb987682..d8b9bc2329 100644 --- a/indra/newview/lltexlayer.cpp +++ b/indra/newview/lltexlayer.cpp @@ -581,6 +581,10 @@ void LLTexLayerSetBuffer::doUpdate() } restartUpdateTimer(); + + // need to swtich to using this layerset if this is the first update + // after getting the lowest LOD + mTexLayerSet->getAvatar()->updateMeshTextures(); // Print out notification that we uploaded this texture. if (gSavedSettings.getBOOL("DebugAvatarRezTime")) diff --git a/indra/newview/llvoavatar.cpp b/indra/newview/llvoavatar.cpp index 6392aad248..c688338000 100644 --- a/indra/newview/llvoavatar.cpp +++ b/indra/newview/llvoavatar.cpp @@ -702,8 +702,10 @@ LLVOAvatar::LLVOAvatar(const LLUUID& id, mBakedTextureDatas[i].mTextureIndex = LLVOAvatarDictionary::bakedToLocalTextureIndex((EBakedTextureIndex)i); } - mDirtyMesh = 2; // Dirty geometry, need to regenerate. + mDirtyMesh = TRUE; // Dirty geometry, need to regenerate. mMeshTexturesDirty = FALSE; + mShadow0Facep = NULL; + mShadow1Facep = NULL; mHeadp = NULL; mIsBuilt = FALSE; @@ -739,6 +741,12 @@ LLVOAvatar::LLVOAvatar(const LLUUID& id, mRippleTimeLast = 0.f; + mShadowImagep = LLViewerTextureManager::getFetchedTextureFromFile("foot_shadow.j2c"); + + // GL NOT ACTIVE HERE + //gGL.getTexUnit(0)->bind(mShadowImagep.get()); + //mShadowImagep->setAddressMode(LLTexUnit::TAM_CLAMP); + mInAir = FALSE; mStepOnLand = TRUE; @@ -1967,7 +1975,7 @@ void LLVOAvatar::updateMeshData() } if(num_vertices < 1)//skip empty meshes { - continue ; + break ; } if(last_v_num > 0)//put the last inserted part into next vertex buffer. { @@ -1989,8 +1997,6 @@ void LLVOAvatar::updateMeshData() // resize immediately facep->setSize(num_vertices, num_indices); - bool terse_update = false; - if(facep->mVertexBuffer.isNull()) { facep->mVertexBuffer = new LLVertexBufferAvatar(); @@ -1998,16 +2004,8 @@ void LLVOAvatar::updateMeshData() } else { - if (facep->mVertexBuffer->getRequestedIndices() == num_indices && - facep->mVertexBuffer->getRequestedVerts() == num_vertices) - { - terse_update = true; - } - else - { facep->mVertexBuffer->resizeBuffer(num_vertices, num_indices) ; } - } facep->setGeomIndex(0); facep->setIndicesIndex(0); @@ -2021,7 +2019,7 @@ void LLVOAvatar::updateMeshData() for(S32 k = j ; k < part_index ; k++) { - mMeshLOD[k]->updateFaceData(facep, mAdjustedPixelArea, k == MESH_ID_HAIR, terse_update); + mMeshLOD[k]->updateFaceData(facep, mAdjustedPixelArea, k == MESH_ID_HAIR); } stop_glerror(); @@ -2431,6 +2429,12 @@ void LLVOAvatar::idleUpdateMisc(bool detailed_update) LLJoint::sNumUpdates = 0; LLJoint::sNumTouches = 0; + // *NOTE: this is necessary for the floating name text above your head. + if (mDrawable.notNull()) + { + gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_SHADOW, TRUE); + } + BOOL visible = isVisible() || mNeedsAnimUpdate; // update attachments positions @@ -3783,20 +3787,13 @@ U32 LLVOAvatar::renderSkinned(EAvatarRenderPass pass) return num_indices; } - LLFace* face = mDrawable->getFace(0); - - bool needs_rebuild = !face || face->mVertexBuffer.isNull() || mDrawable->isState(LLDrawable::REBUILD_GEOMETRY); - - if (needs_rebuild || mDirtyMesh) + if (mDirtyMesh || mDrawable->isState(LLDrawable::REBUILD_GEOMETRY)) { //LOD changed or new mesh created, allocate new vertex buffer if needed - if (needs_rebuild || mDirtyMesh >= 2 || mVisibilityRank <= 4) - { updateMeshData(); - mDirtyMesh = 0; + mDirtyMesh = FALSE; mNeedsSkin = TRUE; mDrawable->clearState(LLDrawable::REBUILD_GEOMETRY); } - } if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_AVATAR) <= 0) { @@ -4043,6 +4040,54 @@ U32 LLVOAvatar::renderRigid() return num_indices; } +U32 LLVOAvatar::renderFootShadows() +{ + U32 num_indices = 0; + + if (!mIsBuilt) + { + return 0; + } + + if (isSelf() && (!gAgent.needsRenderAvatar() || !gAgent.needsRenderHead())) + { + return 0; + } + + if (!mIsBuilt) + { + return 0; + } + + // Don't render foot shadows if your lower body is completely invisible. + // (non-humanoid avatars rule!) + if (!isTextureVisible(TEX_LOWER_BAKED)) + { + return 0; + } + + // Update the shadow, tractor, and text label geometry. + if (mDrawable->isState(LLDrawable::REBUILD_SHADOW) && !isImpostor()) + { + updateShadowFaces(); + mDrawable->clearState(LLDrawable::REBUILD_SHADOW); + } + + U32 foot_mask = LLVertexBuffer::MAP_VERTEX | + LLVertexBuffer::MAP_TEXCOORD0; + + LLGLDepthTest test(GL_TRUE, GL_FALSE); + //render foot shadows + LLGLEnable blend(GL_BLEND); + gGL.getTexUnit(0)->bind(mShadowImagep, TRUE); + glColor4fv(mShadow0Facep->getRenderColor().mV); + mShadow0Facep->renderIndexed(foot_mask); + glColor4fv(mShadow1Facep->getRenderColor().mV); + mShadow1Facep->renderIndexed(foot_mask); + + return num_indices; +} + U32 LLVOAvatar::renderImpostor(LLColor4U color, S32 diffuse_channel) { if (!mImpostor.isComplete()) @@ -4168,6 +4213,11 @@ void LLVOAvatar::updateTextures() { setDebugText(llformat("%4.0f:%4.0f", fsqrtf(mMinPixelArea),fsqrtf(mMaxPixelArea))); } + + if( render_avatar ) + { + mShadowImagep->addTextureStats(mPixelArea); + } } @@ -5434,7 +5484,7 @@ BOOL LLVOAvatar::updateJointLODs() if (res) { sNumLODChangesThisFrame++; - dirtyMesh(2); + dirtyMesh(); return TRUE; } } @@ -5458,9 +5508,18 @@ LLDrawable *LLVOAvatar::createDrawable(LLPipeline *pipeline) mDrawable->addFace(poolp, NULL); mDrawable->setRenderType(LLPipeline::RENDER_TYPE_AVATAR); + LLFace *facep; + + // Add faces for the foot shadows + facep = mDrawable->addFace((LLFacePool*) NULL, mShadowImagep); + mShadow0Facep = facep; + + facep = mDrawable->addFace((LLFacePool*) NULL, mShadowImagep); + mShadow1Facep = facep; + mNumInitFaces = mDrawable->getNumFaces() ; - dirtyMesh(2); + dirtyMesh(); return mDrawable; } @@ -5500,6 +5559,107 @@ BOOL LLVOAvatar::updateGeometry(LLDrawable *drawable) } //----------------------------------------------------------------------------- +// updateShadowFaces() +//----------------------------------------------------------------------------- +void LLVOAvatar::updateShadowFaces() +{ + LLFace *face0p = mShadow0Facep; + LLFace *face1p = mShadow1Facep; + + // + // render avatar shadows + // + if (mInAir || mUpdatePeriod >= IMPOSTOR_PERIOD) + { + face0p->setSize(0, 0); + face1p->setSize(0, 0); + return; + } + + LLSprite sprite(mShadowImagep.notNull() ? mShadowImagep->getID() : LLUUID::null); + sprite.setFollow(FALSE); + const F32 cos_angle = gSky.getSunDirection().mV[2]; + F32 cos_elev = sqrt(1 - cos_angle * cos_angle); + if (cos_angle < 0) cos_elev = -cos_elev; + sprite.setSize(0.4f + cos_elev * 0.8f, 0.3f); + LLVector3 sun_vec = gSky.mVOSkyp ? gSky.mVOSkyp->getToSun() : LLVector3(0.f, 0.f, 0.f); + + if (mShadowImagep->hasGLTexture()) + { + LLVector3 normal; + LLVector3d shadow_pos; + LLVector3 shadow_pos_agent; + F32 foot_height; + + if (mFootLeftp) + { + LLVector3 joint_world_pos = mFootLeftp->getWorldPosition(); + // this only does a ray straight down from the foot, as our client-side ray-tracing is very limited now + // but we make an explicit ray trace call in expectation of future improvements + resolveRayCollisionAgent(gAgent.getPosGlobalFromAgent(joint_world_pos), + gAgent.getPosGlobalFromAgent(gSky.getSunDirection() + joint_world_pos), shadow_pos, normal); + shadow_pos_agent = gAgent.getPosAgentFromGlobal(shadow_pos); + foot_height = joint_world_pos.mV[VZ] - shadow_pos_agent.mV[VZ]; + + // Pull sprite in direction of surface normal + shadow_pos_agent += normal * SHADOW_OFFSET_AMT; + + // Render sprite + sprite.setNormal(normal); + if (isSelf() && gAgentCamera.getCameraMode() == CAMERA_MODE_MOUSELOOK) + { + sprite.setColor(0.f, 0.f, 0.f, 0.f); + } + else + { + sprite.setColor(0.f, 0.f, 0.f, clamp_rescale(foot_height, MIN_SHADOW_HEIGHT, MAX_SHADOW_HEIGHT, 0.5f, 0.f)); + } + sprite.setPosition(shadow_pos_agent); + + LLVector3 foot_to_knee = mKneeLeftp->getWorldPosition() - joint_world_pos; + //foot_to_knee.normalize(); + foot_to_knee -= projected_vec(foot_to_knee, sun_vec); + sprite.setYaw(azimuth(sun_vec - foot_to_knee)); + + sprite.updateFace(*face0p); + } + + if (mFootRightp) + { + LLVector3 joint_world_pos = mFootRightp->getWorldPosition(); + // this only does a ray straight down from the foot, as our client-side ray-tracing is very limited now + // but we make an explicit ray trace call in expectation of future improvements + resolveRayCollisionAgent(gAgent.getPosGlobalFromAgent(joint_world_pos), + gAgent.getPosGlobalFromAgent(gSky.getSunDirection() + joint_world_pos), shadow_pos, normal); + shadow_pos_agent = gAgent.getPosAgentFromGlobal(shadow_pos); + foot_height = joint_world_pos.mV[VZ] - shadow_pos_agent.mV[VZ]; + + // Pull sprite in direction of surface normal + shadow_pos_agent += normal * SHADOW_OFFSET_AMT; + + // Render sprite + sprite.setNormal(normal); + if (isSelf() && gAgentCamera.getCameraMode() == CAMERA_MODE_MOUSELOOK) + { + sprite.setColor(0.f, 0.f, 0.f, 0.f); + } + else + { + sprite.setColor(0.f, 0.f, 0.f, clamp_rescale(foot_height, MIN_SHADOW_HEIGHT, MAX_SHADOW_HEIGHT, 0.5f, 0.f)); + } + sprite.setPosition(shadow_pos_agent); + + LLVector3 foot_to_knee = mKneeRightp->getWorldPosition() - joint_world_pos; + //foot_to_knee.normalize(); + foot_to_knee -= projected_vec(foot_to_knee, sun_vec); + sprite.setYaw(azimuth(sun_vec - foot_to_knee)); + + sprite.updateFace(*face1p); + } + } +} + +//----------------------------------------------------------------------------- // updateSexDependentLayerSets() //----------------------------------------------------------------------------- void LLVOAvatar::updateSexDependentLayerSets( BOOL upload_bake ) @@ -5514,12 +5674,9 @@ void LLVOAvatar::updateSexDependentLayerSets( BOOL upload_bake ) //----------------------------------------------------------------------------- void LLVOAvatar::dirtyMesh() { - dirtyMesh(1); -} -void LLVOAvatar::dirtyMesh(S32 priority) -{ - mDirtyMesh = llmax(mDirtyMesh, priority); + mDirtyMesh = TRUE; } + //----------------------------------------------------------------------------- // hideSkirt() //----------------------------------------------------------------------------- @@ -5553,6 +5710,7 @@ BOOL LLVOAvatar::setParent(LLViewerObject* parent) void LLVOAvatar::addChild(LLViewerObject *childp) { + childp->extractAttachmentItemID(); // find the inventory item this object is associated with. LLViewerObject::addChild(childp); if (childp->mDrawable) { @@ -5642,15 +5800,6 @@ BOOL LLVOAvatar::canAttachMoreObjects() const } //----------------------------------------------------------------------------- -// canAttachMoreObjects() -// Returns true if we can attach <n> more objects. -//----------------------------------------------------------------------------- -BOOL LLVOAvatar::canAttachMoreObjects(U32 n) const -{ - return (getNumAttachments() + n) <= MAX_AGENT_ATTACHMENTS; -} - -//----------------------------------------------------------------------------- // lazyAttach() //----------------------------------------------------------------------------- void LLVOAvatar::lazyAttach() @@ -6102,10 +6251,14 @@ void LLVOAvatar::updateMeshTextures() // When an avatar is changing clothes and not in Appearance mode, // use the last-known good baked texture until it finish the first // render of the new layerset. + + const BOOL layerset_invalid = !mBakedTextureDatas[i].mTexLayerSet + || !mBakedTextureDatas[i].mTexLayerSet->getComposite()->isInitialized() + || !mBakedTextureDatas[i].mTexLayerSet->isLocalTextureDataAvailable(); + use_lkg_baked_layer[i] = (!is_layer_baked[i] && (mBakedTextureDatas[i].mLastTextureIndex != IMG_DEFAULT_AVATAR) - && mBakedTextureDatas[i].mTexLayerSet - && !mBakedTextureDatas[i].mTexLayerSet->getComposite()->isInitialized()); + && layerset_invalid); if (use_lkg_baked_layer[i]) { mBakedTextureDatas[i].mTexLayerSet->setUpdatesEnabled(TRUE); @@ -7793,15 +7946,18 @@ BOOL LLVOAvatar::updateLOD() BOOL res = updateJointLODs(); LLFace* facep = mDrawable->getFace(0); - if (facep->mVertexBuffer.isNull()) + if (facep->mVertexBuffer.isNull() || + (LLVertexBuffer::sEnableVBOs && + ((facep->mVertexBuffer->getUsage() == GL_STATIC_DRAW ? TRUE : FALSE) != + (facep->getPool()->getVertexShaderLevel() > 0 ? TRUE : FALSE)))) { - dirtyMesh(2); + mDirtyMesh = TRUE; } - if (mDirtyMesh >= 2 || mDrawable->isState(LLDrawable::REBUILD_GEOMETRY)) + if (mDirtyMesh || mDrawable->isState(LLDrawable::REBUILD_GEOMETRY)) { //LOD changed or new mesh created, allocate new vertex buffer if needed updateMeshData(); - mDirtyMesh = 0; + mDirtyMesh = FALSE; mNeedsSkin = TRUE; mDrawable->clearState(LLDrawable::REBUILD_GEOMETRY); } |