diff options
Diffstat (limited to 'indra/newview/llvoavatar.cpp')
-rw-r--r-- | indra/newview/llvoavatar.cpp | 307 |
1 files changed, 75 insertions, 232 deletions
diff --git a/indra/newview/llvoavatar.cpp b/indra/newview/llvoavatar.cpp index 72aec07e67..c31714de5a 100644 --- a/indra/newview/llvoavatar.cpp +++ b/indra/newview/llvoavatar.cpp @@ -2,31 +2,25 @@ * @File llvoavatar.cpp * @brief Implementation of LLVOAvatar class which is a derivation of LLViewerObject * - * $LicenseInfo:firstyear=2001&license=viewergpl$ - * - * Copyright (c) 2001-2009, Linden Research, Inc. - * + * $LicenseInfo:firstyear=2001&license=viewerlgpl$ * Second Life Viewer Source Code - * The source code in this file ("Source Code") is provided by Linden Lab - * to you under the terms of the GNU General Public License, version 2.0 - * ("GPL"), unless you have obtained a separate licensing agreement - * ("Other License"), formally executed by you and Linden Lab. Terms of - * the GPL can be found in doc/GPL-license.txt in this distribution, or - * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2 + * Copyright (C) 2010, Linden Research, Inc. * - * There are special exceptions to the terms and conditions of the GPL as - * it is applied to this Source Code. View the full text of the exception - * in the file doc/FLOSS-exception.txt in this software distribution, or - * online at - * http://secondlifegrid.net/programs/open_source/licensing/flossexception + * 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. * - * By copying, modifying or distributing this software, you acknowledge - * that you have read and understood your obligations described above, - * and agree to abide by those obligations. + * 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. * - * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO - * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, - * COMPLETENESS OR PERFORMANCE. + * 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 * $/LicenseInfo$ */ @@ -182,7 +176,7 @@ const F32 TIME_BEFORE_MESH_CLEANUP = 5.f; // seconds const S32 AVATAR_RELEASE_THRESHOLD = 10; // number of avatar instances before releasing memory const F32 FOOT_GROUND_COLLISION_TOLERANCE = 0.25f; const F32 AVATAR_LOD_TWEAK_RANGE = 0.7f; -const S32 MAX_BUBBLE_CHAT_LENGTH = 1023; +const S32 MAX_BUBBLE_CHAT_LENGTH = DB_CHAT_MSG_STR_LEN; const S32 MAX_BUBBLE_CHAT_UTTERANCES = 12; const F32 CHAT_FADE_TIME = 8.0; const F32 BUBBLE_CHAT_TIME = CHAT_FADE_TIME * 3.f; @@ -702,10 +696,8 @@ 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; @@ -741,12 +733,6 @@ 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; @@ -1975,7 +1961,7 @@ 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. { @@ -1997,6 +1983,8 @@ void LLVOAvatar::updateMeshData() // resize immediately facep->setSize(num_vertices, num_indices); + bool terse_update = false; + if(facep->mVertexBuffer.isNull()) { facep->mVertexBuffer = new LLVertexBufferAvatar(); @@ -2004,8 +1992,16 @@ 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); @@ -2019,7 +2015,7 @@ 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(); @@ -2324,7 +2320,6 @@ BOOL LLVOAvatar::idleUpdate(LLAgent &agent, LLWorld &world, const F64 &time) idleUpdateNameTag( root_pos_last ); idleUpdateRenderCost(); - idleUpdateTractorBeam(); return TRUE; } @@ -2429,12 +2424,6 @@ 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 @@ -2757,7 +2746,7 @@ void LLVOAvatar::idleUpdateNameTag(const LLVector3& root_pos_last) { // update chat bubble //-------------------------------------------------------------------- - // draw text label over characters head + // draw text label over character's head //-------------------------------------------------------------------- if (mChatTimer.getElapsedTimeF32() > BUBBLE_CHAT_TIME) { @@ -3085,14 +3074,6 @@ void LLVOAvatar::idleUpdateNameTag(const LLVector3& root_pos_last) } } -//-------------------------------------------------------------------- -// draw tractor beam when editing objects -//-------------------------------------------------------------------- -// virtual -void LLVOAvatar::idleUpdateTractorBeam() -{ -} - void LLVOAvatar::idleUpdateBelowWater() { F32 avatar_height = (F32)(getPositionGlobal().mdV[VZ]); @@ -3137,14 +3118,16 @@ BOOL LLVOAvatar::updateCharacter(LLAgent &agent) if (motionp->getName().empty()) { output = llformat("%s - %d", - motionp->getID().asString().c_str(), - (U32)motionp->getPriority()); + gAgent.isGodlikeWithoutAdminMenuFakery() ? + motionp->getID().asString().c_str() : + LLUUID::null.asString().c_str(), + (U32)motionp->getPriority()); } else { output = llformat("%s - %d", - motionp->getName().c_str(), - (U32)motionp->getPriority()); + motionp->getName().c_str(), + (U32)motionp->getPriority()); } addDebugText(output); } @@ -3785,13 +3768,20 @@ 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 + if (needs_rebuild || mDirtyMesh >= 2 || mVisibilityRank <= 4) + { updateMeshData(); - mDirtyMesh = FALSE; + mDirtyMesh = 0; mNeedsSkin = TRUE; mDrawable->clearState(LLDrawable::REBUILD_GEOMETRY); } + } if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_AVATAR) <= 0) { @@ -4038,54 +4028,6 @@ 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()) @@ -4211,11 +4153,6 @@ void LLVOAvatar::updateTextures() { setDebugText(llformat("%4.0f:%4.0f", fsqrtf(mMinPixelArea),fsqrtf(mMaxPixelArea))); } - - if( render_avatar ) - { - mShadowImagep->addTextureStats(mPixelArea); - } } @@ -5482,7 +5419,7 @@ BOOL LLVOAvatar::updateJointLODs() if (res) { sNumLODChangesThisFrame++; - dirtyMesh(); + dirtyMesh(2); return TRUE; } } @@ -5506,18 +5443,9 @@ 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; } @@ -5557,107 +5485,6 @@ 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 ) @@ -5672,9 +5499,12 @@ void LLVOAvatar::updateSexDependentLayerSets( BOOL upload_bake ) //----------------------------------------------------------------------------- void LLVOAvatar::dirtyMesh() { - mDirtyMesh = TRUE; + dirtyMesh(1); +} +void LLVOAvatar::dirtyMesh(S32 priority) +{ + mDirtyMesh = llmax(mDirtyMesh, priority); } - //----------------------------------------------------------------------------- // hideSkirt() //----------------------------------------------------------------------------- @@ -5708,6 +5538,7 @@ 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) { @@ -5797,6 +5628,15 @@ 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() @@ -6248,10 +6088,14 @@ 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); @@ -6991,12 +6835,14 @@ void LLVOAvatar::processAvatarAppearance( LLMessageSystem* mesgsys ) llinfos << "AvatarAppearance msg received without any parameters, object: " << getID() << llendl; } + const F32 LOADING_TIMEOUT_SECONDS = 60.f; // this isn't really a problem if we already have a non-default shape - if (visualParamWeightsAreDefault()) + if (visualParamWeightsAreDefault() && mRuthTimer.getElapsedTimeF32() > LOADING_TIMEOUT_SECONDS) { // re-request appearance, hoping that it comes back with a shape next time llinfos << "Re-requesting AvatarAppearance for object: " << getID() << llendl; LLAvatarPropertiesProcessor::getInstance()->sendAvatarTexturesRequest(getID()); + mRuthTimer.reset(); } else { @@ -7939,18 +7785,15 @@ 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); } |