diff options
Diffstat (limited to 'indra')
-rw-r--r-- | indra/newview/lltexlayer.cpp | 4 | ||||
-rw-r--r-- | indra/newview/llvoavatar.cpp | 244 |
2 files changed, 204 insertions, 44 deletions
diff --git a/indra/newview/lltexlayer.cpp b/indra/newview/lltexlayer.cpp index 1feb987682..d8b9bc2329 100644 --- a/indra/newview/lltexlayer.cpp +++ b/indra/newview/lltexlayer.cpp @@ -581,6 +581,10 @@ void LLTexLayerSetBuffer::doUpdate() } restartUpdateTimer(); + + // need to swtich to using this layerset if this is the first update + // after getting the lowest LOD + mTexLayerSet->getAvatar()->updateMeshTextures(); // Print out notification that we uploaded this texture. if (gSavedSettings.getBOOL("DebugAvatarRezTime")) diff --git a/indra/newview/llvoavatar.cpp b/indra/newview/llvoavatar.cpp index 6392aad248..c688338000 100644 --- a/indra/newview/llvoavatar.cpp +++ b/indra/newview/llvoavatar.cpp @@ -702,8 +702,10 @@ LLVOAvatar::LLVOAvatar(const LLUUID& id, mBakedTextureDatas[i].mTextureIndex = LLVOAvatarDictionary::bakedToLocalTextureIndex((EBakedTextureIndex)i); } - mDirtyMesh = 2; // Dirty geometry, need to regenerate. + mDirtyMesh = TRUE; // Dirty geometry, need to regenerate. mMeshTexturesDirty = FALSE; + mShadow0Facep = NULL; + mShadow1Facep = NULL; mHeadp = NULL; mIsBuilt = FALSE; @@ -739,6 +741,12 @@ 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; @@ -1967,7 +1975,7 @@ void LLVOAvatar::updateMeshData() } if(num_vertices < 1)//skip empty meshes { - continue ; + break ; } if(last_v_num > 0)//put the last inserted part into next vertex buffer. { @@ -1989,8 +1997,6 @@ void LLVOAvatar::updateMeshData() // resize immediately facep->setSize(num_vertices, num_indices); - bool terse_update = false; - if(facep->mVertexBuffer.isNull()) { facep->mVertexBuffer = new LLVertexBufferAvatar(); @@ -1998,16 +2004,8 @@ 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); @@ -2021,7 +2019,7 @@ void LLVOAvatar::updateMeshData() for(S32 k = j ; k < part_index ; k++) { - mMeshLOD[k]->updateFaceData(facep, mAdjustedPixelArea, k == MESH_ID_HAIR, terse_update); + mMeshLOD[k]->updateFaceData(facep, mAdjustedPixelArea, k == MESH_ID_HAIR); } stop_glerror(); @@ -2431,6 +2429,12 @@ 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 @@ -3783,20 +3787,13 @@ U32 LLVOAvatar::renderSkinned(EAvatarRenderPass pass) return num_indices; } - LLFace* face = mDrawable->getFace(0); - - bool needs_rebuild = !face || face->mVertexBuffer.isNull() || mDrawable->isState(LLDrawable::REBUILD_GEOMETRY); - - if (needs_rebuild || mDirtyMesh) + if (mDirtyMesh || mDrawable->isState(LLDrawable::REBUILD_GEOMETRY)) { //LOD changed or new mesh created, allocate new vertex buffer if needed - if (needs_rebuild || mDirtyMesh >= 2 || mVisibilityRank <= 4) - { updateMeshData(); - mDirtyMesh = 0; + mDirtyMesh = FALSE; mNeedsSkin = TRUE; mDrawable->clearState(LLDrawable::REBUILD_GEOMETRY); } - } if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_AVATAR) <= 0) { @@ -4043,6 +4040,54 @@ 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()) @@ -4168,6 +4213,11 @@ void LLVOAvatar::updateTextures() { setDebugText(llformat("%4.0f:%4.0f", fsqrtf(mMinPixelArea),fsqrtf(mMaxPixelArea))); } + + if( render_avatar ) + { + mShadowImagep->addTextureStats(mPixelArea); + } } @@ -5434,7 +5484,7 @@ BOOL LLVOAvatar::updateJointLODs() if (res) { sNumLODChangesThisFrame++; - dirtyMesh(2); + dirtyMesh(); return TRUE; } } @@ -5458,9 +5508,18 @@ 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(2); + dirtyMesh(); return mDrawable; } @@ -5500,6 +5559,107 @@ 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 ) @@ -5514,12 +5674,9 @@ void LLVOAvatar::updateSexDependentLayerSets( BOOL upload_bake ) //----------------------------------------------------------------------------- void LLVOAvatar::dirtyMesh() { - dirtyMesh(1); -} -void LLVOAvatar::dirtyMesh(S32 priority) -{ - mDirtyMesh = llmax(mDirtyMesh, priority); + mDirtyMesh = TRUE; } + //----------------------------------------------------------------------------- // hideSkirt() //----------------------------------------------------------------------------- @@ -5553,6 +5710,7 @@ 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) { @@ -5642,15 +5800,6 @@ 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() @@ -6102,10 +6251,14 @@ 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); @@ -7793,15 +7946,18 @@ BOOL LLVOAvatar::updateLOD() BOOL res = updateJointLODs(); LLFace* facep = mDrawable->getFace(0); - if (facep->mVertexBuffer.isNull()) + if (facep->mVertexBuffer.isNull() || + (LLVertexBuffer::sEnableVBOs && + ((facep->mVertexBuffer->getUsage() == GL_STATIC_DRAW ? TRUE : FALSE) != + (facep->getPool()->getVertexShaderLevel() > 0 ? TRUE : FALSE)))) { - dirtyMesh(2); + mDirtyMesh = TRUE; } - if (mDirtyMesh >= 2 || mDrawable->isState(LLDrawable::REBUILD_GEOMETRY)) + if (mDirtyMesh || mDrawable->isState(LLDrawable::REBUILD_GEOMETRY)) { //LOD changed or new mesh created, allocate new vertex buffer if needed updateMeshData(); - mDirtyMesh = 0; + mDirtyMesh = FALSE; mNeedsSkin = TRUE; mDrawable->clearState(LLDrawable::REBUILD_GEOMETRY); } |