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Diffstat (limited to 'indra/newview/llvoicevisualizer.cpp')
-rw-r--r-- | indra/newview/llvoicevisualizer.cpp | 439 |
1 files changed, 439 insertions, 0 deletions
diff --git a/indra/newview/llvoicevisualizer.cpp b/indra/newview/llvoicevisualizer.cpp new file mode 100644 index 0000000000..fb3fd8af15 --- /dev/null +++ b/indra/newview/llvoicevisualizer.cpp @@ -0,0 +1,439 @@ +/** + * @file llvoicevisualizer.cpp + * @brief Draws in-world speaking indicators. + * + * Copyright (c) 2000-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +//---------------------------------------------------------------------- +// Voice Visualizer +// author: JJ Ventrella +// (information about this stuff can be found in "llvoicevisualizer.h") +//---------------------------------------------------------------------- +#include "llviewerprecompiledheaders.h" +#include "llviewercontrol.h" +#include "llglheaders.h" +#include "llsphere.h" +#include "llvoicevisualizer.h" +#include "llviewercamera.h" +#include "llviewerobject.h" +#include "llimagegl.h" +#include "llviewerimage.h" +#include "llviewerimagelist.h" +#include "llvoiceclient.h" + +//brent's wave image +//29de489d-0491-fb00-7dab-f9e686d31e83 + + +//-------------------------------------------------------------------------------------- +// sound symbol constants +//-------------------------------------------------------------------------------------- +const F32 HEIGHT_ABOVE_HEAD = 0.3f; // how many meters vertically above the av's head the voice symbol will appear +const F32 RED_THRESHOLD = LLVoiceClient::OVERDRIVEN_POWER_LEVEL; // value above which speaking amplitude causes the voice symbol to turn red +const F32 GREEN_THRESHOLD = 0.2f; // value above which speaking amplitude causes the voice symbol to turn green +const F32 FADE_OUT_DURATION = 0.4f; // how many seconds it takes for a pair of waves to fade away +const F32 EXPANSION_RATE = 1.0f; // how many seconds it takes for the waves to expand to twice their original size +const F32 EXPANSION_MAX = 1.5f; // maximum size scale to which the waves can expand before popping back to 1.0 +const F32 WAVE_WIDTH_SCALE = 0.03f; // base width of the waves +const F32 WAVE_HEIGHT_SCALE = 0.02f; // base height of the waves +const F32 BASE_BRIGHTNESS = 0.7f; // gray level of the voice indicator when quiet (below green threshold) +const F32 DOT_SIZE = 0.05f; // size of the dot billboard texture +const F32 DOT_OPACITY = 0.7f; // how opaque the dot is +const F32 WAVE_MOTION_RATE = 1.5f; // scalar applied to consecutive waves as a function of speaking amplitude + +//-------------------------------------------------------------------------------------- +// gesticulation constants +//-------------------------------------------------------------------------------------- +const F32 DEFAULT_MINIMUM_GESTICULATION_AMPLITUDE = 0.2f; +const F32 DEFAULT_MAXIMUM_GESTICULATION_AMPLITUDE = 1.0f; + +//-------------------------------------------------------------------------------------- +// other constants +//-------------------------------------------------------------------------------------- +const F32 ONE_HALF = 1.0f; // to clarify intent and reduce magic numbers in the code. +const LLVector3 WORLD_UPWARD_DIRECTION = LLVector3( 0.0f, 0.0f, 1.0f ); // Z is up in SL + +//----------------------------------------------- +// constructor +//----------------------------------------------- +LLVoiceVisualizer::LLVoiceVisualizer( const U8 type ) +:LLHUDEffect( type ) +{ + mCurrentTime = mTimer.getTotalSeconds(); + mPreviousTime = mCurrentTime; + mVoiceSourceWorldPosition = LLVector3( 0.0f, 0.0f, 0.0f ); + mSpeakingAmplitude = 0.0f; + mCurrentlySpeaking = false; + mVoiceEnabled = false; + mMinGesticulationAmplitude = DEFAULT_MINIMUM_GESTICULATION_AMPLITUDE; + mMaxGesticulationAmplitude = DEFAULT_MAXIMUM_GESTICULATION_AMPLITUDE; + mSoundSymbol.mActive = true; + mSoundSymbol.mPosition = LLVector3( 0.0f, 0.0f, 0.0f ); + + mTimer.reset(); + + LLUUID sound_level_img[] = + { + LLUUID(gSavedSettings.getString("VoiceImageLevel0")), + LLUUID(gSavedSettings.getString("VoiceImageLevel1")), + LLUUID(gSavedSettings.getString("VoiceImageLevel2")), + LLUUID(gSavedSettings.getString("VoiceImageLevel3")), + LLUUID(gSavedSettings.getString("VoiceImageLevel4")), + LLUUID(gSavedSettings.getString("VoiceImageLevel5")), + LLUUID(gSavedSettings.getString("VoiceImageLevel6")) + }; + + for (int i=0; i<NUM_VOICE_SYMBOL_WAVES; i++) + { + mSoundSymbol.mWaveFadeOutStartTime [i] = mCurrentTime; + mSoundSymbol.mTexture [i] = gImageList.getUIImageByID(sound_level_img[i]); + mSoundSymbol.mWaveActive [i] = false; + mSoundSymbol.mWaveOpacity [i] = 1.0f; + mSoundSymbol.mWaveExpansion [i] = 1.0f; + } + +}//--------------------------------------------------- + +//--------------------------------------------------- +void LLVoiceVisualizer::setMinGesticulationAmplitude( F32 m ) +{ + mMinGesticulationAmplitude = m; + +}//--------------------------------------------------- + +//--------------------------------------------------- +void LLVoiceVisualizer::setMaxGesticulationAmplitude( F32 m ) +{ + mMaxGesticulationAmplitude = m; + +}//--------------------------------------------------- + +//--------------------------------------------------- +void LLVoiceVisualizer::setVoiceEnabled( bool v ) +{ + mVoiceEnabled = v; + +}//--------------------------------------------------- + +//--------------------------------------------------- +void LLVoiceVisualizer::setStartSpeaking() +{ + mCurrentlySpeaking = true; + mSoundSymbol.mActive = true; + +}//--------------------------------------------------- + + +//--------------------------------------------------- +bool LLVoiceVisualizer::getCurrentlySpeaking() +{ + return mCurrentlySpeaking; + +}//--------------------------------------------------- + + +//--------------------------------------------------- +void LLVoiceVisualizer::setStopSpeaking() +{ + mCurrentlySpeaking = false; + mSpeakingAmplitude = 0.0f; + +}//--------------------------------------------------- + + +//--------------------------------------------------- +void LLVoiceVisualizer::setSpeakingAmplitude( F32 a ) +{ + mSpeakingAmplitude = a; + +}//--------------------------------------------------- + + +//--------------------------------------------------- +// this method is inherited from HUD Effect +//--------------------------------------------------- +void LLVoiceVisualizer::render() +{ + if ( ! mVoiceEnabled ) + { + return; + } + + if ( mSoundSymbol.mActive ) + { + mPreviousTime = mCurrentTime; + mCurrentTime = mTimer.getTotalSeconds(); + + //--------------------------------------------------------------- + // set the sound symbol position over the source (avatar's head) + //--------------------------------------------------------------- + mSoundSymbol.mPosition = mVoiceSourceWorldPosition + WORLD_UPWARD_DIRECTION * HEIGHT_ABOVE_HEAD; + + //--------------------------------------------------------------- + // some gl state + //--------------------------------------------------------------- + LLGLEnable tex( GL_TEXTURE_2D ); + LLGLEnable blend( GL_BLEND ); + + //------------------------------------------------------------- + // create coordinates of the geometry for the dot + //------------------------------------------------------------- + LLVector3 l = gCamera->getLeftAxis() * DOT_SIZE; + LLVector3 u = gCamera->getUpAxis() * DOT_SIZE; + + LLVector3 bottomLeft = mSoundSymbol.mPosition + l - u; + LLVector3 bottomRight = mSoundSymbol.mPosition - l - u; + LLVector3 topLeft = mSoundSymbol.mPosition + l + u; + LLVector3 topRight = mSoundSymbol.mPosition - l + u; + + //----------------------------- + // bind texture 0 (the dot) + //----------------------------- + mSoundSymbol.mTexture[0]->bind(); + + //------------------------------------------------------------- + // now render the dot + //------------------------------------------------------------- + glColor4fv( LLColor4( 1.0f, 1.0f, 1.0f, DOT_OPACITY ).mV ); + + glBegin( GL_TRIANGLE_STRIP ); + glTexCoord2i( 0, 0 ); glVertex3fv( bottomLeft.mV ); + glTexCoord2i( 1, 0 ); glVertex3fv( bottomRight.mV ); + glTexCoord2i( 0, 1 ); glVertex3fv( topLeft.mV ); + glEnd(); + + glBegin( GL_TRIANGLE_STRIP ); + glTexCoord2i( 1, 0 ); glVertex3fv( bottomRight.mV ); + glTexCoord2i( 1, 1 ); glVertex3fv( topRight.mV ); + glTexCoord2i( 0, 1 ); glVertex3fv( topLeft.mV ); + glEnd(); + + + + //-------------------------------------------------------------------------------------- + // if currently speaking, trigger waves (1 through 6) based on speaking amplitude + //-------------------------------------------------------------------------------------- + if ( mCurrentlySpeaking ) + { + F32 min = 0.2f; + F32 max = 0.7f; + F32 fraction = ( mSpeakingAmplitude - min ) / ( max - min ); + + // in case mSpeakingAmplitude > max.... + if ( fraction > 1.0f ) + { + fraction = 1.0f; + } + + S32 level = 1 + (int)( fraction * ( NUM_VOICE_SYMBOL_WAVES - 2 ) ); + + for (int i=0; i<level+1; i++) + { + mSoundSymbol.mWaveActive [i] = true; + mSoundSymbol.mWaveOpacity [i] = 1.0f; + mSoundSymbol.mWaveFadeOutStartTime [i] = mCurrentTime; + } + + } // if currently speaking + + //--------------------------------------------------- + // determine color + //--------------------------------------------------- + F32 red = 0.0f; + F32 green = 0.0f; + F32 blue = 0.0f; + if ( mSpeakingAmplitude < RED_THRESHOLD ) + { + if ( mSpeakingAmplitude < GREEN_THRESHOLD ) + { + red = BASE_BRIGHTNESS; + green = BASE_BRIGHTNESS; + blue = BASE_BRIGHTNESS; + } + else + { + //--------------------------------------------------- + // fade from gray to bright green + //--------------------------------------------------- + F32 fraction = ( mSpeakingAmplitude - GREEN_THRESHOLD ) / ( 1.0f - GREEN_THRESHOLD ); + red = BASE_BRIGHTNESS - ( fraction * BASE_BRIGHTNESS ); + green = BASE_BRIGHTNESS + fraction * ( 1.0f - BASE_BRIGHTNESS ); + blue = BASE_BRIGHTNESS - ( fraction * BASE_BRIGHTNESS ); + } + } + else + { + //--------------------------------------------------- + // redish + //--------------------------------------------------- + red = 1.0f; + green = 0.2f; + blue = 0.2f; + } + + for (int i=0; i<NUM_VOICE_SYMBOL_WAVES; i++) + { + if ( mSoundSymbol.mWaveActive[i] ) + { + F32 fadeOutFraction = (F32)( mCurrentTime - mSoundSymbol.mWaveFadeOutStartTime[i] ) / FADE_OUT_DURATION; + + mSoundSymbol.mWaveOpacity[i] = 1.0f - fadeOutFraction; + + if ( mSoundSymbol.mWaveOpacity[i] < 0.0f ) + { + mSoundSymbol.mWaveFadeOutStartTime [i] = mCurrentTime; + mSoundSymbol.mWaveOpacity [i] = 0.0f; + mSoundSymbol.mWaveActive [i] = false; + } + + //---------------------------------------------------------------------------------- + // This is where we calculate the expansion of the waves - that is, the + // rate at which they are scaled greater than 1.0 so that they grow over time. + //---------------------------------------------------------------------------------- + F32 timeSlice = (F32)( mCurrentTime - mPreviousTime ); + F32 waveSpeed = mSpeakingAmplitude * WAVE_MOTION_RATE; + mSoundSymbol.mWaveExpansion[i] *= ( 1.0f + EXPANSION_RATE * timeSlice * waveSpeed ); + + if ( mSoundSymbol.mWaveExpansion[i] > EXPANSION_MAX ) + { + mSoundSymbol.mWaveExpansion[i] = 1.0f; + } + + //---------------------------------------------------------------------------------- + // create geometry for the wave billboard textures + //---------------------------------------------------------------------------------- + F32 width = i * WAVE_WIDTH_SCALE * mSoundSymbol.mWaveExpansion[i]; + F32 height = i * WAVE_HEIGHT_SCALE * mSoundSymbol.mWaveExpansion[i]; + + LLVector3 l = gCamera->getLeftAxis() * width; + LLVector3 u = gCamera->getUpAxis() * height; + + LLVector3 bottomLeft = mSoundSymbol.mPosition + l - u; + LLVector3 bottomRight = mSoundSymbol.mPosition - l - u; + LLVector3 topLeft = mSoundSymbol.mPosition + l + u; + LLVector3 topRight = mSoundSymbol.mPosition - l + u; + + glColor4fv( LLColor4( red, green, blue, mSoundSymbol.mWaveOpacity[i] ).mV ); + mSoundSymbol.mTexture[i]->bind(); + + //--------------------------------------------------- + // now, render the mofo + //--------------------------------------------------- + glBegin( GL_TRIANGLE_STRIP ); + glTexCoord2i( 0, 0 ); glVertex3fv( bottomLeft.mV ); + glTexCoord2i( 1, 0 ); glVertex3fv( bottomRight.mV ); + glTexCoord2i( 0, 1 ); glVertex3fv( topLeft.mV ); + glEnd(); + + glBegin( GL_TRIANGLE_STRIP ); + glTexCoord2i( 1, 0 ); glVertex3fv( bottomRight.mV ); + glTexCoord2i( 1, 1 ); glVertex3fv( topRight.mV ); + glTexCoord2i( 0, 1 ); glVertex3fv( topLeft.mV ); + glEnd(); + + } //if ( mSoundSymbol.mWaveActive[i] ) + + }// for loop + + }//if ( mSoundSymbol.mActive ) + +}//--------------------------------------------------- + + + + + +//--------------------------------------------------- +void LLVoiceVisualizer::setVoiceSourceWorldPosition( const LLVector3 &p ) +{ + mVoiceSourceWorldPosition = p; + +}//--------------------------------------------------- + +//--------------------------------------------------- +VoiceGesticulationLevel LLVoiceVisualizer::getCurrentGesticulationLevel() +{ + VoiceGesticulationLevel gesticulationLevel = VOICE_GESTICULATION_LEVEL_OFF; //default + + //----------------------------------------------------------------------------------------- + // Within the range of gesticulation amplitudes, the sound signal is split into + // three equal amplitude regimes, each specifying one of three gesticulation levels. + //----------------------------------------------------------------------------------------- + F32 range = mMaxGesticulationAmplitude - mMinGesticulationAmplitude; + + if ( mSpeakingAmplitude > mMinGesticulationAmplitude + range * 0.66666f ) { gesticulationLevel = VOICE_GESTICULATION_LEVEL_HIGH; } + else if ( mSpeakingAmplitude > mMinGesticulationAmplitude + range * 0.33333f ) { gesticulationLevel = VOICE_GESTICULATION_LEVEL_MEDIUM; } + else if ( mSpeakingAmplitude > mMinGesticulationAmplitude + range * 0.00000f ) { gesticulationLevel = VOICE_GESTICULATION_LEVEL_LOW; } + + return gesticulationLevel; + +}//--------------------------------------------------- + + + +//------------------------------------ +// Destructor +//------------------------------------ +LLVoiceVisualizer::~LLVoiceVisualizer() +{ +}//---------------------------------------------- + + +//--------------------------------------------------- +// "packData" is inherited from HUDEffect +//--------------------------------------------------- +void LLVoiceVisualizer::packData(LLMessageSystem *mesgsys) +{ + // Pack the default data + LLHUDEffect::packData(mesgsys); + + // TODO -- pack the relevant data for voice effects + // we'll come up with some cool configurations....TBD + //U8 packed_data[41]; + //mesgsys->addBinaryDataFast(_PREHASH_TypeData, packed_data, 41); + U8 packed_data = 0; + mesgsys->addBinaryDataFast(_PREHASH_TypeData, &packed_data, 1); +} + + +//--------------------------------------------------- +// "unpackData" is inherited from HUDEffect +//--------------------------------------------------- +void LLVoiceVisualizer::unpackData(LLMessageSystem *mesgsys, S32 blocknum) +{ + // TODO -- find the speaker, unpack binary data, set the properties of this effect + /* + LLHUDEffect::unpackData(mesgsys, blocknum); + LLUUID source_id; + LLUUID target_id; + S32 size = mesgsys->getSizeFast(_PREHASH_Effect, blocknum, _PREHASH_TypeData); + if (size != 1) + { + llwarns << "Voice effect with bad size " << size << llendl; + return; + } + mesgsys->getBinaryDataFast(_PREHASH_Effect, _PREHASH_TypeData, packed_data, 1, blocknum); + */ +} + + +//------------------------------------------------------------------ +// this method is inherited from HUD Effect +//------------------------------------------------------------------ +void LLVoiceVisualizer::markDead() +{ + mCurrentlySpeaking = false; + mVoiceEnabled = false; + mSoundSymbol.mActive = false; + +}//------------------------------------------------------------------ + + + + + + + + |