diff options
Diffstat (limited to 'indra/newview/llvoavatar.cpp')
-rw-r--r-- | indra/newview/llvoavatar.cpp | 311 |
1 files changed, 85 insertions, 226 deletions
diff --git a/indra/newview/llvoavatar.cpp b/indra/newview/llvoavatar.cpp index af833db9c3..bef1d63fcf 100644 --- a/indra/newview/llvoavatar.cpp +++ b/indra/newview/llvoavatar.cpp @@ -1,6 +1,6 @@ /** * @File llvoavatar.cpp - * @brief Implementation of LLVOAvatar class which is a derivation fo LLViewerObject + * @brief Implementation of LLVOAvatar class which is a derivation of LLViewerObject * * $LicenseInfo:firstyear=2001&license=viewergpl$ * @@ -66,6 +66,7 @@ #include "llkeyframewalkmotion.h" #include "llmutelist.h" #include "llmoveview.h" +#include "llnotificationsutil.h" #include "llquantize.h" #include "llregionhandle.h" #include "llresmgr.h" @@ -101,6 +102,8 @@ #include <boost/lexical_cast.hpp> +#define DISPLAY_AVATAR_LOAD_TIMES + using namespace LLVOAvatarDefines; //----------------------------------------------------------------------------- @@ -656,6 +659,7 @@ LLVOAvatar::LLVOAvatar(const LLUUID& id, mNameMute(FALSE), mRenderGroupTitles(sRenderGroupTitles), mNameAppearance(FALSE), + mNameCloud(FALSE), mFirstTEMessageReceived( FALSE ), mFirstAppearanceMessageReceived( FALSE ), mCulled( FALSE ), @@ -690,10 +694,8 @@ LLVOAvatar::LLVOAvatar(const LLUUID& id, mBakedTextureDatas[i].mTextureIndex = LLVOAvatarDictionary::bakedToLocalTextureIndex((EBakedTextureIndex)i); } - mDirtyMesh = TRUE; // Dirty geometry, need to regenerate. + mDirtyMesh = 2; // Dirty geometry, need to regenerate. mMeshTexturesDirty = FALSE; - mShadow0Facep = NULL; - mShadow1Facep = NULL; mHeadp = NULL; mIsBuilt = FALSE; @@ -729,12 +731,6 @@ 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; @@ -1920,7 +1916,7 @@ void LLVOAvatar::updateMeshData() } if(num_vertices < 1)//skip empty meshes { - break ; + continue ; } if(last_v_num > 0)//put the last inserted part into next vertex buffer. { @@ -1942,6 +1938,8 @@ void LLVOAvatar::updateMeshData() // resize immediately facep->setSize(num_vertices, num_indices); + bool terse_update = false; + if(facep->mVertexBuffer.isNull()) { facep->mVertexBuffer = new LLVertexBufferAvatar(); @@ -1949,7 +1947,15 @@ void LLVOAvatar::updateMeshData() } else { - facep->mVertexBuffer->resizeBuffer(num_vertices, num_indices) ; + 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); @@ -1964,7 +1970,7 @@ void LLVOAvatar::updateMeshData() for(S32 k = j ; k < part_index ; k++) { - mMeshLOD[k]->updateFaceData(facep, mAdjustedPixelArea, k == MESH_ID_HAIR); + mMeshLOD[k]->updateFaceData(facep, mAdjustedPixelArea, k == MESH_ID_HAIR, terse_update); } stop_glerror(); @@ -2317,12 +2323,6 @@ 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 @@ -2764,25 +2764,20 @@ void LLVOAvatar::idleUpdateNameTag(const LLVector3& root_pos_last) if (mNameText.notNull() && firstname && lastname) { - BOOL is_away = mSignaledAnimations.find(ANIM_AGENT_AWAY) != mSignaledAnimations.end(); - BOOL is_busy = mSignaledAnimations.find(ANIM_AGENT_BUSY) != mSignaledAnimations.end(); - BOOL is_appearance = mSignaledAnimations.find(ANIM_AGENT_CUSTOMIZE) != mSignaledAnimations.end(); - BOOL is_muted; - if (isSelf()) - { - is_muted = FALSE; - } - else - { - is_muted = LLMuteList::getInstance()->isMuted(getID()); - } + const BOOL is_away = mSignaledAnimations.find(ANIM_AGENT_AWAY) != mSignaledAnimations.end(); + const BOOL is_busy = mSignaledAnimations.find(ANIM_AGENT_BUSY) != mSignaledAnimations.end(); + const BOOL is_appearance = mSignaledAnimations.find(ANIM_AGENT_CUSTOMIZE) != mSignaledAnimations.end(); + const BOOL is_muted = isSelf() ? FALSE : LLMuteList::getInstance()->isMuted(getID()); + const BOOL is_cloud = getIsCloud(); if (mNameString.empty() || new_name || (!title && !mTitle.empty()) || (title && mTitle != title->getString()) || (is_away != mNameAway || is_busy != mNameBusy || is_muted != mNameMute) - || is_appearance != mNameAppearance) + || is_appearance != mNameAppearance + || is_cloud != mNameCloud + ) { std::string line; if (!sRenderGroupTitles) @@ -2836,7 +2831,12 @@ void LLVOAvatar::idleUpdateNameTag(const LLVector3& root_pos_last) } line += ")"; } - if (is_appearance) + if (is_cloud) + { + line += "\n"; + line += "(" + LLTrans::getString("LoadingData") + ")"; + } + else if (is_appearance) { line += "\n"; line += LLTrans::getString("AvatarEditingAppearance"); @@ -2845,6 +2845,7 @@ void LLVOAvatar::idleUpdateNameTag(const LLVector3& root_pos_last) mNameBusy = is_busy; mNameMute = is_muted; mNameAppearance = is_appearance; + mNameCloud = is_cloud; mTitle = title ? title->getString() : ""; LLStringFn::replace_ascii_controlchars(mTitle,LL_UNKNOWN_CHAR); mNameString = utf8str_to_wstring(line); @@ -3649,12 +3650,19 @@ U32 LLVOAvatar::renderSkinned(EAvatarRenderPass pass) return num_indices; } - if (mDirtyMesh || mDrawable->isState(LLDrawable::REBUILD_GEOMETRY)) + LLFace* face = mDrawable->getFace(0); + + bool needs_rebuild = !face || face->mVertexBuffer.isNull() || mDrawable->isState(LLDrawable::REBUILD_GEOMETRY); + + if (needs_rebuild || mDirtyMesh) { //LOD changed or new mesh created, allocate new vertex buffer if needed - updateMeshData(); - mDirtyMesh = FALSE; - mNeedsSkin = TRUE; - mDrawable->clearState(LLDrawable::REBUILD_GEOMETRY); + if (needs_rebuild || mDirtyMesh >= 2 || mVisibilityRank <= 4) + { + updateMeshData(); + mDirtyMesh = 0; + mNeedsSkin = TRUE; + mDrawable->clearState(LLDrawable::REBUILD_GEOMETRY); + } } if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_AVATAR) <= 0) @@ -3902,54 +3910,6 @@ 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()) @@ -4070,11 +4030,6 @@ void LLVOAvatar::updateTextures() { setDebugText(llformat("%4.0f:%4.0f", fsqrtf(mMinPixelArea),fsqrtf(mMaxPixelArea))); } - - if( render_avatar ) - { - mShadowImagep->addTextureStats(mPixelArea); - } } @@ -5218,7 +5173,7 @@ BOOL LLVOAvatar::updateJointLODs() if (res) { sNumLODChangesThisFrame++; - dirtyMesh(); + dirtyMesh(2); return TRUE; } } @@ -5242,18 +5197,9 @@ 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(); + dirtyMesh(2); return mDrawable; } @@ -5293,107 +5239,6 @@ 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 ) @@ -5408,9 +5253,12 @@ void LLVOAvatar::updateSexDependentLayerSets( BOOL upload_bake ) //----------------------------------------------------------------------------- void LLVOAvatar::dirtyMesh() { - mDirtyMesh = TRUE; + dirtyMesh(1); +} +void LLVOAvatar::dirtyMesh(S32 priority) +{ + mDirtyMesh = llmax(mDirtyMesh, priority); } - //----------------------------------------------------------------------------- // hideSkirt() //----------------------------------------------------------------------------- @@ -5607,8 +5455,6 @@ void LLVOAvatar::sitDown(BOOL bSitting) //----------------------------------------------------------------------------- void LLVOAvatar::sitOnObject(LLViewerObject *sit_object) { - sitDown(TRUE); - if (isSelf()) { // Might be first sit @@ -5641,6 +5487,9 @@ void LLVOAvatar::sitOnObject(LLViewerObject *sit_object) mDrawable->mXform.setRotation(mDrawable->getWorldRotation() * inv_obj_rot); gPipeline.markMoved(mDrawable, TRUE); + // Notice that removing sitDown() from here causes avatars sitting on + // objects to be not rendered for new arrivals. See EXT-6835 and EXT-1655. + sitDown(TRUE); mRoot.getXform()->setParent(&sit_object->mDrawable->mXform); // LLVOAvatar::sitOnObject mRoot.setPosition(getPosition()); mRoot.updateWorldMatrixChildren(); @@ -5812,27 +5661,29 @@ BOOL LLVOAvatar::isVisible() const && (mDrawable->isVisible() || mIsDummy); } -// call periodically to keep isFullyLoaded up to date. -// returns true if the value has changed. -BOOL LLVOAvatar::updateIsFullyLoaded() +// Determine if we have enough avatar data to render +BOOL LLVOAvatar::getIsCloud() { - // a "heuristic" to determine if we have enough avatar data to render - // (to avoid rendering a "Ruth" - DEV-3168) - BOOL loading = FALSE; - - // do we have a shape? + // Do we have a shape? if (visualParamWeightsAreDefault()) { - loading = TRUE; + return TRUE; } if (!isTextureDefined(TEX_LOWER_BAKED) || !isTextureDefined(TEX_UPPER_BAKED) || !isTextureDefined(TEX_HEAD_BAKED)) { - loading = TRUE; + return TRUE; } - + return FALSE; +} + +// call periodically to keep isFullyLoaded up to date. +// returns true if the value has changed. +BOOL LLVOAvatar::updateIsFullyLoaded() +{ + const BOOL loading = getIsCloud(); updateRuthTimer(loading); return processFullyLoadedChange(loading); } @@ -5847,6 +5698,7 @@ void LLVOAvatar::updateRuthTimer(bool loading) if (mPreviousFullyLoaded) { mRuthTimer.reset(); + mRuthDebugTimer.reset(); } const F32 LOADING_TIMEOUT = 120.f; @@ -5875,7 +5727,17 @@ BOOL LLVOAvatar::processFullyLoadedChange(bool loading) mFullyLoaded = (mFullyLoadedTimer.getElapsedTimeF32() > PAUSE); - +#ifdef DISPLAY_AVATAR_LOAD_TIMES + if (!mPreviousFullyLoaded && !loading && mFullyLoaded) + { + llinfos << "Avatar '" << getFullname() << "' resolved in " << mRuthDebugTimer.getElapsedTimeF32() << " seconds." << llendl; + LLSD args; + args["TIME"] = llformat("%d",(U32)mRuthDebugTimer.getElapsedTimeF32()); + args["NAME"] = getFullname(); + LLNotificationsUtil::add("AvatarRezNotification",args); + } +#endif + // did our loading state "change" from last call? const S32 UPDATE_RATE = 30; BOOL changed = @@ -7565,18 +7427,15 @@ BOOL LLVOAvatar::updateLOD() BOOL res = updateJointLODs(); LLFace* facep = mDrawable->getFace(0); - if (facep->mVertexBuffer.isNull() || - (LLVertexBuffer::sEnableVBOs && - ((facep->mVertexBuffer->getUsage() == GL_STATIC_DRAW ? TRUE : FALSE) != - (facep->getPool()->getVertexShaderLevel() > 0 ? TRUE : FALSE)))) + if (facep->mVertexBuffer.isNull()) { - mDirtyMesh = TRUE; + dirtyMesh(2); } - if (mDirtyMesh || mDrawable->isState(LLDrawable::REBUILD_GEOMETRY)) + if (mDirtyMesh >= 2 || mDrawable->isState(LLDrawable::REBUILD_GEOMETRY)) { //LOD changed or new mesh created, allocate new vertex buffer if needed updateMeshData(); - mDirtyMesh = FALSE; + mDirtyMesh = 0; mNeedsSkin = TRUE; mDrawable->clearState(LLDrawable::REBUILD_GEOMETRY); } |