diff options
Diffstat (limited to 'indra/newview/llvoavatar.cpp')
-rw-r--r-- | indra/newview/llvoavatar.cpp | 234 |
1 files changed, 37 insertions, 197 deletions
diff --git a/indra/newview/llvoavatar.cpp b/indra/newview/llvoavatar.cpp index b5faa984eb..c75ae7a06e 100644 --- a/indra/newview/llvoavatar.cpp +++ b/indra/newview/llvoavatar.cpp @@ -701,10 +701,8 @@ 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; @@ -740,12 +738,6 @@ 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; @@ -1972,7 +1964,7 @@ 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. { @@ -1994,6 +1986,8 @@ void LLVOAvatar::updateMeshData() // resize immediately facep->setSize(num_vertices, num_indices); + bool terse_update = false; + if(facep->mVertexBuffer.isNull()) { facep->mVertexBuffer = new LLVertexBufferAvatar(); @@ -2001,7 +1995,15 @@ 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); @@ -2016,7 +2018,7 @@ 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(); @@ -2412,12 +2414,6 @@ 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 @@ -3768,12 +3764,19 @@ 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) @@ -4021,54 +4024,6 @@ 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()) @@ -4189,11 +4144,6 @@ void LLVOAvatar::updateTextures() { setDebugText(llformat("%4.0f:%4.0f", fsqrtf(mMinPixelArea),fsqrtf(mMaxPixelArea))); } - - if( render_avatar ) - { - mShadowImagep->addTextureStats(mPixelArea); - } } @@ -5390,7 +5340,7 @@ BOOL LLVOAvatar::updateJointLODs() if (res) { sNumLODChangesThisFrame++; - dirtyMesh(); + dirtyMesh(2); return TRUE; } } @@ -5414,18 +5364,9 @@ 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; } @@ -5465,107 +5406,6 @@ 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 ) @@ -5580,9 +5420,12 @@ void LLVOAvatar::updateSexDependentLayerSets( BOOL upload_bake ) //----------------------------------------------------------------------------- void LLVOAvatar::dirtyMesh() { - mDirtyMesh = TRUE; + dirtyMesh(1); +} +void LLVOAvatar::dirtyMesh(S32 priority) +{ + mDirtyMesh = llmax(mDirtyMesh, priority); } - //----------------------------------------------------------------------------- // hideSkirt() //----------------------------------------------------------------------------- @@ -7827,18 +7670,15 @@ 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); } |