diff options
author | Brad Payne (Vir Linden) <vir@lindenlab.com> | 2015-10-07 15:38:40 -0400 |
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committer | Brad Payne (Vir Linden) <vir@lindenlab.com> | 2015-10-07 15:38:40 -0400 |
commit | 74b8a487646cccb3260d02910ab5b16e274ec9ab (patch) | |
tree | b23fe3a169612535095e34fb5391323cc2e3bace /indra/newview/lldrawpoolavatar.cpp | |
parent | 4588616d0d57e744ec741ed17299c1c052d2bb55 (diff) |
SL-234 WIP - adjust max mesh object joints at run-time, including rebuilding shaders
Diffstat (limited to 'indra/newview/lldrawpoolavatar.cpp')
-rwxr-xr-x | indra/newview/lldrawpoolavatar.cpp | 49 |
1 files changed, 44 insertions, 5 deletions
diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp index b3821fda85..5d78132f6d 100755 --- a/indra/newview/lldrawpoolavatar.cpp +++ b/indra/newview/lldrawpoolavatar.cpp @@ -1538,6 +1538,18 @@ void LLDrawPoolAvatar::getRiggedGeometry( } // static +U32 LLDrawPoolAvatar::getMaxJointCount() +{ + return llmin(LL_MAX_JOINTS_PER_MESH_OBJECT, gSavedSettings.getU32("MaxJointsPerMeshObject")); +} + +// static +U32 LLDrawPoolAvatar::getMeshJointCount(const LLMeshSkinInfo *skin) +{ + return llmin(getMaxJointCount(), skin->mJointNames.size()); +} + +// static void LLDrawPoolAvatar::initSkinningMatrixPalette( LLMatrix4* mat, S32 count, @@ -1555,6 +1567,26 @@ void LLDrawPoolAvatar::initSkinningMatrixPalette( } if (joint) { +#if 0 + // BENTO HACK - test of simple push-to-ancestor complexity reduction scheme. + const std::string& name = joint->getName(); + S32 digit = name.back()-'0'; + while (joint->getParent() && (digit<=9) && (digit>=5)) + { + joint = joint->getParent(); + const std::string& name = joint->getName(); + digit = name.back()-'0'; + } + U32 j_remap = 0; + std::vector<std::string>::const_iterator find_it = + std::find(skin->mJointNames.begin(), skin->mJointNames.end(), joint->getName()); + if (find_it != skin->mJointNames.end()) + { + j_remap = find_it - skin->mJointNames.begin(); + } + // BENTO for hack, use invBindMatrix of up-casted joint + mat[j] = skin->mInvBindMatrix[j_remap]; +#endif mat[j] = skin->mInvBindMatrix[j]; mat[j] *= joint->getWorldMatrix(); } @@ -1570,8 +1602,14 @@ void LLDrawPoolAvatar::initSkinningMatrixPalette( } // static -void LLDrawPoolAvatar::getPerVertexSkinMatrix(F32* weights, LLMatrix4a* mat, bool handle_bad_scale, LLMatrix4a& final_mat) +void LLDrawPoolAvatar::getPerVertexSkinMatrix( + F32* weights, + LLMatrix4a* mat, + bool handle_bad_scale, + LLMatrix4a& final_mat, + U32 max_joints) { + final_mat.clear(); S32 idx[4]; @@ -1589,7 +1627,7 @@ void LLDrawPoolAvatar::getPerVertexSkinMatrix(F32* weights, LLMatrix4a* mat, boo // >= 0.0, we can use int instead of floorf; the latter // allegedly has a lot of overhead due to ieeefp error // checking which we should not need. - idx[k] = llclamp((S32) floorf(w), (S32)0, (S32)LL_MAX_JOINTS_PER_MESH_OBJECT-1); + idx[k] = llclamp((S32) floorf(w), (S32)0, (S32)max_joints-1); wght[k] = w - floorf(w); scale += wght[k]; @@ -1685,16 +1723,17 @@ void LLDrawPoolAvatar::updateRiggedFaceVertexBuffer( //build matrix palette LLMatrix4a mat[LL_MAX_JOINTS_PER_MESH_OBJECT]; - U32 count = llmin((U32) skin->mJointNames.size(), (U32) LL_MAX_JOINTS_PER_MESH_OBJECT); + U32 count = getMeshJointCount(skin); initSkinningMatrixPalette((LLMatrix4*)mat, count, skin, avatar); LLMatrix4a bind_shape_matrix; bind_shape_matrix.loadu(skin->mBindShapeMatrix); + const U32 max_joints = getMaxJointCount(); for (U32 j = 0; j < buffer->getNumVerts(); ++j) { LLMatrix4a final_mat; - getPerVertexSkinMatrix(weight[j].getF32ptr(), mat, false, final_mat); + getPerVertexSkinMatrix(weight[j].getF32ptr(), mat, false, final_mat, max_joints); LLVector4a& v = vol_face.mPositions[j]; LLVector4a t; @@ -1777,7 +1816,7 @@ void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow) { // upload matrix palette to shader LLMatrix4a mat[LL_MAX_JOINTS_PER_MESH_OBJECT]; - U32 count = llmin((U32) skin->mJointNames.size(), (U32) LL_MAX_JOINTS_PER_MESH_OBJECT); + U32 count = getMeshJointCount(skin); initSkinningMatrixPalette((LLMatrix4*)mat, count, skin, avatar); stop_glerror(); |