/** * @file lldrawpoolavatar.cpp * @brief LLDrawPoolAvatar class implementation * * $LicenseInfo:firstyear=2002&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2010, Linden Research, Inc. * * 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. * * 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. * * 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 * $/LicenseInfo$ */ #include "llviewerprecompiledheaders.h" #include "lldrawpoolavatar.h" #include "llrender.h" #include "llvoavatar.h" #include "m3math.h" #include "llmatrix4a.h" #include "llagent.h" //for gAgent.needsRenderAvatar() #include "lldrawable.h" #include "lldrawpoolbump.h" #include "llface.h" #include "llmeshrepository.h" #include "llsky.h" #include "llviewercamera.h" #include "llviewerregion.h" #include "noise.h" #include "pipeline.h" #include "llviewershadermgr.h" #include "llvovolume.h" #include "llvolume.h" #include "llappviewer.h" #include "llrendersphere.h" #include "llviewerpartsim.h" static U32 sDataMask = LLDrawPoolAvatar::VERTEX_DATA_MASK; static U32 sBufferUsage = GL_STREAM_DRAW_ARB; static U32 sShaderLevel = 0; LLGLSLShader* LLDrawPoolAvatar::sVertexProgram = NULL; BOOL LLDrawPoolAvatar::sSkipOpaque = FALSE; BOOL LLDrawPoolAvatar::sSkipTransparent = FALSE; S32 LLDrawPoolAvatar::sDiffuseChannel = 0; F32 LLDrawPoolAvatar::sMinimumAlpha = 0.2f; static bool is_deferred_render = false; extern BOOL gUseGLPick; F32 CLOTHING_GRAVITY_EFFECT = 0.7f; F32 CLOTHING_ACCEL_FORCE_FACTOR = 0.2f; const S32 NUM_TEST_AVATARS = 30; const S32 MIN_PIXEL_AREA_2_PASS_SKINNING = 500000000; // Format for gAGPVertices // vertex format for bumpmapping: // vertices 12 // pad 4 // normals 12 // pad 4 // texcoords0 8 // texcoords1 8 // total 48 // // for no bumpmapping // vertices 12 // texcoords 8 // normals 12 // total 32 // S32 AVATAR_OFFSET_POS = 0; S32 AVATAR_OFFSET_NORMAL = 16; S32 AVATAR_OFFSET_TEX0 = 32; S32 AVATAR_OFFSET_TEX1 = 40; S32 AVATAR_VERTEX_BYTES = 48; BOOL gAvatarEmbossBumpMap = FALSE; static BOOL sRenderingSkinned = FALSE; S32 normal_channel = -1; S32 specular_channel = -1; S32 cube_channel = -1; static LLFastTimer::DeclareTimer FTM_SHADOW_AVATAR("Avatar Shadow"); LLDrawPoolAvatar::LLDrawPoolAvatar() : LLFacePool(POOL_AVATAR) { } //----------------------------------------------------------------------------- // instancePool() //----------------------------------------------------------------------------- LLDrawPool *LLDrawPoolAvatar::instancePool() { return new LLDrawPoolAvatar(); } S32 LLDrawPoolAvatar::getVertexShaderLevel() const { return (S32) LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_AVATAR); } void LLDrawPoolAvatar::prerender() { mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_AVATAR); sShaderLevel = mVertexShaderLevel; if (sShaderLevel > 0) { sBufferUsage = GL_DYNAMIC_DRAW_ARB; } else { sBufferUsage = GL_STREAM_DRAW_ARB; } if (!mDrawFace.empty()) { const LLFace *facep = mDrawFace[0]; if (facep && facep->getDrawable()) { LLVOAvatar* avatarp = (LLVOAvatar *)facep->getDrawable()->getVObj().get(); updateRiggedVertexBuffers(avatarp); } } } LLMatrix4& LLDrawPoolAvatar::getModelView() { static LLMatrix4 ret; ret.initRows(LLVector4(gGLModelView+0), LLVector4(gGLModelView+4), LLVector4(gGLModelView+8), LLVector4(gGLModelView+12)); return ret; } //----------------------------------------------------------------------------- // render() //----------------------------------------------------------------------------- void LLDrawPoolAvatar::beginDeferredPass(S32 pass) { LLFastTimer t(FTM_RENDER_CHARACTERS); sSkipTransparent = TRUE; is_deferred_render = true; if (LLPipeline::sImpostorRender) { //impostor pass does not have rigid or impostor rendering pass += 2; } switch (pass) { case 0: beginDeferredImpostor(); break; case 1: beginDeferredRigid(); break; case 2: beginDeferredSkinned(); break; case 3: beginDeferredRiggedSimple(); break; case 4: beginDeferredRiggedBump(); break; } } void LLDrawPoolAvatar::endDeferredPass(S32 pass) { LLFastTimer t(FTM_RENDER_CHARACTERS); sSkipTransparent = FALSE; is_deferred_render = false; if (LLPipeline::sImpostorRender) { pass += 2; } switch (pass) { case 0: endDeferredImpostor(); break; case 1: endDeferredRigid(); break; case 2: endDeferredSkinned(); break; case 3: endDeferredRiggedSimple(); break; case 4: endDeferredRiggedBump(); break; } } void LLDrawPoolAvatar::renderDeferred(S32 pass) { render(pass); } S32 LLDrawPoolAvatar::getNumPostDeferredPasses() { return 6; } void LLDrawPoolAvatar::beginPostDeferredPass(S32 pass) { switch (pass) { case 0: beginPostDeferredAlpha(); break; case 1: beginRiggedFullbright(); break; case 2: beginRiggedFullbrightShiny(); break; case 3: beginDeferredRiggedAlpha(); break; case 4: beginRiggedFullbrightAlpha(); break; case 5: beginRiggedGlow(); break; } } void LLDrawPoolAvatar::beginPostDeferredAlpha() { sSkipOpaque = TRUE; sShaderLevel = mVertexShaderLevel; sVertexProgram = &gDeferredAvatarAlphaProgram; sRenderingSkinned = TRUE; gPipeline.bindDeferredShader(*sVertexProgram); sVertexProgram->setMinimumAlpha(LLDrawPoolAvatar::sMinimumAlpha); sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); } void LLDrawPoolAvatar::beginDeferredRiggedAlpha() { sVertexProgram = &gDeferredSkinnedAlphaProgram; gPipeline.bindDeferredShader(*sVertexProgram); sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); gPipeline.enableLightsDynamic(); } void LLDrawPoolAvatar::endDeferredRiggedAlpha() { LLVertexBuffer::unbind(); gPipeline.unbindDeferredShader(*sVertexProgram); sDiffuseChannel = 0; sVertexProgram = NULL; } void LLDrawPoolAvatar::endPostDeferredPass(S32 pass) { switch (pass) { case 0: endPostDeferredAlpha(); break; case 1: endRiggedFullbright(); break; case 2: endRiggedFullbrightShiny(); break; case 3: endDeferredRiggedAlpha(); break; case 4: endRiggedFullbrightAlpha(); break; case 5: endRiggedGlow(); break; } } void LLDrawPoolAvatar::endPostDeferredAlpha() { // if we're in software-blending, remember to set the fence _after_ we draw so we wait till this rendering is done sRenderingSkinned = FALSE; sSkipOpaque = FALSE; gPipeline.unbindDeferredShader(*sVertexProgram); sDiffuseChannel = 0; sShaderLevel = mVertexShaderLevel; } void LLDrawPoolAvatar::renderPostDeferred(S32 pass) { const S32 actual_pass[] = { //map post deferred pass numbers to what render() expects 2, //skinned 4, // rigged fullbright 6, //rigged fullbright shiny 7, //rigged alpha 8, //rigged fullbright alpha 9, //rigged glow }; pass = actual_pass[pass]; if (LLPipeline::sImpostorRender) { //HACK for impostors so actual pass ends up being proper pass pass -= 2; } render(pass); } S32 LLDrawPoolAvatar::getNumShadowPasses() { return 2; } void LLDrawPoolAvatar::beginShadowPass(S32 pass) { LLFastTimer t(FTM_SHADOW_AVATAR); if (pass == 0) { sVertexProgram = &gDeferredAvatarShadowProgram; //gGL.setAlphaRejectSettings(LLRender::CF_GREATER_EQUAL, 0.2f); if ((sShaderLevel > 0)) // for hardware blending { sRenderingSkinned = TRUE; sVertexProgram->bind(); } gGL.diffuseColor4f(1,1,1,1); } else { sVertexProgram = &gDeferredAttachmentShadowProgram; sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); sVertexProgram->bind(); } } void LLDrawPoolAvatar::endShadowPass(S32 pass) { LLFastTimer t(FTM_SHADOW_AVATAR); if (pass == 0) { if (sShaderLevel > 0) { sRenderingSkinned = FALSE; sVertexProgram->unbind(); } } else { LLVertexBuffer::unbind(); sVertexProgram->unbind(); sVertexProgram = NULL; } } void LLDrawPoolAvatar::renderShadow(S32 pass) { LLFastTimer t(FTM_SHADOW_AVATAR); if (mDrawFace.empty()) { return; } const LLFace *facep = mDrawFace[0]; if (!facep->getDrawable()) { return; } LLVOAvatar *avatarp = (LLVOAvatar *)facep->getDrawable()->getVObj().get(); if (avatarp->isDead() || avatarp->mIsDummy || avatarp->mDrawable.isNull()) { return; } BOOL impostor = avatarp->isImpostor(); if (impostor) { return; } if (pass == 0) { avatarp->renderSkinned(AVATAR_RENDER_PASS_SINGLE); } else { renderRigged(avatarp, RIGGED_SIMPLE); renderRigged(avatarp, RIGGED_ALPHA); renderRigged(avatarp, RIGGED_FULLBRIGHT); renderRigged(avatarp, RIGGED_FULLBRIGHT_SHINY); renderRigged(avatarp, RIGGED_SHINY); renderRigged(avatarp, RIGGED_FULLBRIGHT_ALPHA); } } S32 LLDrawPoolAvatar::getNumPasses() { if (LLPipeline::sImpostorRender) { return 8; } else { return 10; } } S32 LLDrawPoolAvatar::getNumDeferredPasses() { if (LLPipeline::sImpostorRender) { return 3; } else { return 5; } } void LLDrawPoolAvatar::render(S32 pass) { LLFastTimer t(FTM_RENDER_CHARACTERS); if (LLPipeline::sImpostorRender) { renderAvatars(NULL, pass+2); return; } renderAvatars(NULL, pass); // render all avatars } void LLDrawPoolAvatar::beginRenderPass(S32 pass) { LLFastTimer t(FTM_RENDER_CHARACTERS); //reset vertex buffer mappings LLVertexBuffer::unbind(); if (LLPipeline::sImpostorRender) { //impostor render does not have impostors or rigid rendering pass += 2; } switch (pass) { case 0: beginImpostor(); break; case 1: beginRigid(); break; case 2: beginSkinned(); break; case 3: beginRiggedSimple(); break; case 4: beginRiggedFullbright(); break; case 5: beginRiggedShinySimple(); break; case 6: beginRiggedFullbrightShiny(); break; case 7: beginRiggedAlpha(); break; case 8: beginRiggedFullbrightAlpha(); break; case 9: beginRiggedGlow(); break; } if (pass == 0) { //make sure no stale colors are left over from a previous render gGL.diffuseColor4f(1,1,1,1); } } void LLDrawPoolAvatar::endRenderPass(S32 pass) { LLFastTimer t(FTM_RENDER_CHARACTERS); if (LLPipeline::sImpostorRender) { pass += 2; } switch (pass) { case 0: endImpostor(); break; case 1: endRigid(); break; case 2: endSkinned(); break; case 3: endRiggedSimple(); break; case 4: endRiggedFullbright(); break; case 5: endRiggedShinySimple(); break; case 6: endRiggedFullbrightShiny(); break; case 7: endRiggedAlpha(); break; case 8: endRiggedFullbrightAlpha(); break; case 9: endRiggedGlow(); break; } } void LLDrawPoolAvatar::beginImpostor() { if (!LLPipeline::sReflectionRender) { LLVOAvatar::sRenderDistance = llclamp(LLVOAvatar::sRenderDistance, 16.f, 256.f); LLVOAvatar::sNumVisibleAvatars = 0; } if (LLGLSLShader::sNoFixedFunction) { gImpostorProgram.bind(); gImpostorProgram.setMinimumAlpha(0.01f); } gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); sDiffuseChannel = 0; } void LLDrawPoolAvatar::endImpostor() { if (LLGLSLShader::sNoFixedFunction) { gImpostorProgram.unbind(); } gPipeline.enableLightsDynamic(); } void LLDrawPoolAvatar::beginRigid() { if (gPipeline.canUseVertexShaders()) { if (LLPipeline::sUnderWaterRender) { sVertexProgram = &gObjectAlphaMaskNoColorWaterProgram; } else { sVertexProgram = &gObjectAlphaMaskNoColorProgram; } if (sVertexProgram != NULL) { //eyeballs render with the specular shader sVertexProgram->bind(); sVertexProgram->setMinimumAlpha(LLDrawPoolAvatar::sMinimumAlpha); } } else { sVertexProgram = NULL; } } void LLDrawPoolAvatar::endRigid() { sShaderLevel = mVertexShaderLevel; if (sVertexProgram != NULL) { sVertexProgram->unbind(); } } void LLDrawPoolAvatar::beginDeferredImpostor() { if (!LLPipeline::sReflectionRender) { LLVOAvatar::sRenderDistance = llclamp(LLVOAvatar::sRenderDistance, 16.f, 256.f); LLVOAvatar::sNumVisibleAvatars = 0; } sVertexProgram = &gDeferredImpostorProgram; specular_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::SPECULAR_MAP); normal_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::DEFERRED_NORMAL); sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); sVertexProgram->bind(); sVertexProgram->setMinimumAlpha(0.01f); } void LLDrawPoolAvatar::endDeferredImpostor() { sShaderLevel = mVertexShaderLevel; sVertexProgram->disableTexture(LLViewerShaderMgr::DEFERRED_NORMAL); sVertexProgram->disableTexture(LLViewerShaderMgr::SPECULAR_MAP); sVertexProgram->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP); sVertexProgram->unbind(); gGL.getTexUnit(0)->activate(); } void LLDrawPoolAvatar::beginDeferredRigid() { sVertexProgram = &gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram; sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); sVertexProgram->bind(); sVertexProgram->setMinimumAlpha(LLDrawPoolAvatar::sMinimumAlpha); } void LLDrawPoolAvatar::endDeferredRigid() { sShaderLevel = mVertexShaderLevel; sVertexProgram->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP); sVertexProgram->unbind(); gGL.getTexUnit(0)->activate(); } void LLDrawPoolAvatar::beginSkinned() { if (sShaderLevel > 0) { if (LLPipeline::sUnderWaterRender) { sVertexProgram = &gAvatarWaterProgram; sShaderLevel = llmin((U32) 1, sShaderLevel); } else { sVertexProgram = &gAvatarProgram; } } else { if (LLPipeline::sUnderWaterRender) { sVertexProgram = &gObjectAlphaMaskNoColorWaterProgram; } else { sVertexProgram = &gObjectAlphaMaskNoColorProgram; } } if (sShaderLevel > 0) // for hardware blending { sRenderingSkinned = TRUE; sVertexProgram->bind(); sVertexProgram->enableTexture(LLViewerShaderMgr::BUMP_MAP); gGL.getTexUnit(0)->activate(); } else { if(gPipeline.canUseVertexShaders()) { // software skinning, use a basic shader for windlight. // TODO: find a better fallback method for software skinning. sVertexProgram->bind(); } } if (LLGLSLShader::sNoFixedFunction) { sVertexProgram->setMinimumAlpha(LLDrawPoolAvatar::sMinimumAlpha); } } void LLDrawPoolAvatar::endSkinned() { // if we're in software-blending, remember to set the fence _after_ we draw so we wait till this rendering is done if (sShaderLevel > 0) { sRenderingSkinned = FALSE; sVertexProgram->disableTexture(LLViewerShaderMgr::BUMP_MAP); gGL.getTexUnit(0)->activate(); sVertexProgram->unbind(); sShaderLevel = mVertexShaderLevel; } else { if(gPipeline.canUseVertexShaders()) { // software skinning, use a basic shader for windlight. // TODO: find a better fallback method for software skinning. sVertexProgram->unbind(); } } gGL.getTexUnit(0)->activate(); } void LLDrawPoolAvatar::beginRiggedSimple() { if (sShaderLevel > 0) { if (LLPipeline::sUnderWaterRender) { sVertexProgram = &gSkinnedObjectSimpleWaterProgram; } else { sVertexProgram = &gSkinnedObjectSimpleProgram; } } else { if (LLPipeline::sUnderWaterRender) { sVertexProgram = &gObjectSimpleNonIndexedWaterProgram; } else { sVertexProgram = &gObjectSimpleNonIndexedProgram; } } if (sShaderLevel > 0 || gPipeline.canUseVertexShaders()) { sDiffuseChannel = 0; sVertexProgram->bind(); } } void LLDrawPoolAvatar::endRiggedSimple() { LLVertexBuffer::unbind(); if (sShaderLevel > 0 || gPipeline.canUseVertexShaders()) { sVertexProgram->unbind(); sVertexProgram = NULL; } } void LLDrawPoolAvatar::beginRiggedAlpha() { beginRiggedSimple(); } void LLDrawPoolAvatar::endRiggedAlpha() { endRiggedSimple(); } void LLDrawPoolAvatar::beginRiggedFullbrightAlpha() { beginRiggedFullbright(); } void LLDrawPoolAvatar::endRiggedFullbrightAlpha() { endRiggedFullbright(); } void LLDrawPoolAvatar::beginRiggedGlow() { if (sShaderLevel > 0) { if (LLPipeline::sUnderWaterRender) { sVertexProgram = &gSkinnedObjectEmissiveWaterProgram; } else { sVertexProgram = &gSkinnedObjectEmissiveProgram; } } else { if (LLPipeline::sUnderWaterRender) { sVertexProgram = &gObjectEmissiveNonIndexedWaterProgram; } else { sVertexProgram = &gObjectEmissiveNonIndexedProgram; } } if (sShaderLevel > 0 || gPipeline.canUseVertexShaders()) { sDiffuseChannel = 0; sVertexProgram->bind(); } } void LLDrawPoolAvatar::endRiggedGlow() { endRiggedFullbright(); } void LLDrawPoolAvatar::beginRiggedFullbright() { if (sShaderLevel > 0) { if (LLPipeline::sUnderWaterRender) { sVertexProgram = &gSkinnedObjectFullbrightWaterProgram; } else { sVertexProgram = &gSkinnedObjectFullbrightProgram; } } else { if (LLPipeline::sUnderWaterRender) { sVertexProgram = &gObjectFullbrightNonIndexedWaterProgram; } else { sVertexProgram = &gObjectFullbrightNonIndexedProgram; } } if (sShaderLevel > 0 || gPipeline.canUseVertexShaders()) { sDiffuseChannel = 0; sVertexProgram->bind(); } } void LLDrawPoolAvatar::endRiggedFullbright() { LLVertexBuffer::unbind(); if (sShaderLevel > 0 || gPipeline.canUseVertexShaders()) { sVertexProgram->unbind(); sVertexProgram = NULL; } } void LLDrawPoolAvatar::beginRiggedShinySimple() { if (sShaderLevel > 0) { if (LLPipeline::sUnderWaterRender) { sVertexProgram = &gSkinnedObjectShinySimpleWaterProgram; } else { sVertexProgram = &gSkinnedObjectShinySimpleProgram; } } else { if (LLPipeline::sUnderWaterRender) { sVertexProgram = &gObjectShinyNonIndexedWaterProgram; } else { sVertexProgram = &gObjectShinyNonIndexedProgram; } } if (sShaderLevel > 0 || gPipeline.canUseVertexShaders()) { sVertexProgram->bind(); LLDrawPoolBump::bindCubeMap(sVertexProgram, 2, sDiffuseChannel, cube_channel, false); } } void LLDrawPoolAvatar::endRiggedShinySimple() { LLVertexBuffer::unbind(); if (sShaderLevel > 0 || gPipeline.canUseVertexShaders()) { LLDrawPoolBump::unbindCubeMap(sVertexProgram, 2, sDiffuseChannel, cube_channel, false); sVertexProgram->unbind(); sVertexProgram = NULL; } } void LLDrawPoolAvatar::beginRiggedFullbrightShiny() { if (sShaderLevel > 0) { if (LLPipeline::sUnderWaterRender) { sVertexProgram = &gSkinnedObjectFullbrightShinyWaterProgram; } else { sVertexProgram = &gSkinnedObjectFullbrightShinyProgram; } } else { if (LLPipeline::sUnderWaterRender) { sVertexProgram = &gObjectFullbrightShinyNonIndexedWaterProgram; } else { sVertexProgram = &gObjectFullbrightShinyNonIndexedProgram; } } if (sShaderLevel > 0 || gPipeline.canUseVertexShaders()) { sVertexProgram->bind(); LLDrawPoolBump::bindCubeMap(sVertexProgram, 2, sDiffuseChannel, cube_channel, false); } } void LLDrawPoolAvatar::endRiggedFullbrightShiny() { LLVertexBuffer::unbind(); if (sShaderLevel > 0 || gPipeline.canUseVertexShaders()) { LLDrawPoolBump::unbindCubeMap(sVertexProgram, 2, sDiffuseChannel, cube_channel, false); sVertexProgram->unbind(); sVertexProgram = NULL; } } void LLDrawPoolAvatar::beginDeferredRiggedSimple() { sVertexProgram = &gDeferredSkinnedDiffuseProgram; sDiffuseChannel = 0; sVertexProgram->bind(); } void LLDrawPoolAvatar::endDeferredRiggedSimple() { LLVertexBuffer::unbind(); sVertexProgram->unbind(); sVertexProgram = NULL; } void LLDrawPoolAvatar::beginDeferredRiggedBump() { sVertexProgram = &gDeferredSkinnedBumpProgram; sVertexProgram->bind(); normal_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::BUMP_MAP); sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); } void LLDrawPoolAvatar::endDeferredRiggedBump() { LLVertexBuffer::unbind(); sVertexProgram->disableTexture(LLViewerShaderMgr::BUMP_MAP); sVertexProgram->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP); sVertexProgram->unbind(); normal_channel = -1; sDiffuseChannel = 0; sVertexProgram = NULL; } void LLDrawPoolAvatar::beginDeferredSkinned() { sShaderLevel = mVertexShaderLevel; sVertexProgram = &gDeferredAvatarProgram; sRenderingSkinned = TRUE; sVertexProgram->bind(); sVertexProgram->setMinimumAlpha(LLDrawPoolAvatar::sMinimumAlpha); sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); gGL.getTexUnit(0)->activate(); } void LLDrawPoolAvatar::endDeferredSkinned() { // if we're in software-blending, remember to set the fence _after_ we draw so we wait till this rendering is done sRenderingSkinned = FALSE; sVertexProgram->unbind(); sVertexProgram->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP); sShaderLevel = mVertexShaderLevel; gGL.getTexUnit(0)->activate(); } static LLFastTimer::DeclareTimer FTM_RENDER_AVATARS("renderAvatars"); void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass) { LLFastTimer t(FTM_RENDER_AVATARS); if (pass == -1) { for (S32 i = 1; i < getNumPasses(); i++) { //skip foot shadows prerender(); beginRenderPass(i); renderAvatars(single_avatar, i); endRenderPass(i); } return; } if (mDrawFace.empty() && !single_avatar) { return; } LLVOAvatar *avatarp; if (single_avatar) { avatarp = single_avatar; } else { const LLFace *facep = mDrawFace[0]; if (!facep->getDrawable()) { return; } avatarp = (LLVOAvatar *)facep->getDrawable()->getVObj().get(); } if (avatarp->isDead() || avatarp->mDrawable.isNull()) { return; } if (!single_avatar && !avatarp->isFullyLoaded() ) { if (pass==0 && (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_PARTICLES) || LLViewerPartSim::getMaxPartCount() <= 0)) { // debug code to draw a sphere in place of avatar gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep); gGL.setColorMask(true, true); LLVector3 pos = avatarp->getPositionAgent(); gGL.color4f(1.0f, 1.0f, 1.0f, 0.7f); gGL.pushMatrix(); gGL.translatef((F32)(pos.mV[VX]), (F32)(pos.mV[VY]), (F32)(pos.mV[VZ])); gGL.scalef(0.15f, 0.15f, 0.3f); gSphere.renderGGL(); gGL.popMatrix(); gGL.setColorMask(true, false); } // don't render please return; } BOOL impostor = avatarp->isImpostor() && !single_avatar; if (impostor && pass != 0) { //don't draw anything but the impostor for impostored avatars return; } if (pass == 0 && !impostor && LLPipeline::sUnderWaterRender) { //don't draw foot shadows under water return; } if (pass == 0) { if (!LLPipeline::sReflectionRender) { LLVOAvatar::sNumVisibleAvatars++; } if (impostor) { if (LLPipeline::sRenderDeferred && //rendering a deferred impostor !LLPipeline::sReflectionRender && avatarp->mImpostor.isComplete() && //impostor has required data channels avatarp->mImpostor.getNumTextures() >= 3) { if (normal_channel > -1) { avatarp->mImpostor.bindTexture(2, normal_channel); } if (specular_channel > -1) { avatarp->mImpostor.bindTexture(1, specular_channel); } } avatarp->renderImpostor(LLColor4U(255,255,255,255), sDiffuseChannel); } } else if (pass == 1) { // render rigid meshes (eyeballs) first avatarp->renderRigid(); } else if (pass >= 3 && pass <= 9) { //render rigged attachments if (!avatarp->isVisuallyMuted()) { if (pass == 3) { if (is_deferred_render) { renderDeferredRiggedSimple(avatarp); } else { renderRiggedSimple(avatarp); } } else if (pass == 4) { if (is_deferred_render) { renderDeferredRiggedBump(avatarp); } else { renderRiggedFullbright(avatarp); } } else if (pass == 5) { renderRiggedShinySimple(avatarp); } else if (pass == 6) { renderRiggedFullbrightShiny(avatarp); } else if (pass >= 7 && pass < 9) { if (pass == 7) { renderRiggedAlpha(avatarp); } else if (pass == 8) { renderRiggedFullbrightAlpha(avatarp); } } else if (pass == 9) { renderRiggedGlow(avatarp); } } } else { if ((sShaderLevel >= SHADER_LEVEL_CLOTH)) { LLMatrix4 rot_mat; LLViewerCamera::getInstance()->getMatrixToLocal(rot_mat); LLMatrix4 cfr(OGL_TO_CFR_ROTATION); rot_mat *= cfr; LLVector4 wind; wind.setVec(avatarp->mWindVec); wind.mV[VW] = 0; wind = wind * rot_mat; wind.mV[VW] = avatarp->mWindVec.mV[VW]; sVertexProgram->uniform4fv(LLViewerShaderMgr::AVATAR_WIND, 1, wind.mV); F32 phase = -1.f * (avatarp->mRipplePhase); F32 freq = 7.f + (noise1(avatarp->mRipplePhase) * 2.f); LLVector4 sin_params(freq, freq, freq, phase); sVertexProgram->uniform4fv(LLViewerShaderMgr::AVATAR_SINWAVE, 1, sin_params.mV); LLVector4 gravity(0.f, 0.f, -CLOTHING_GRAVITY_EFFECT, 0.f); gravity = gravity * rot_mat; sVertexProgram->uniform4fv(LLViewerShaderMgr::AVATAR_GRAVITY, 1, gravity.mV); } if( !single_avatar || (avatarp == single_avatar) ) { avatarp->renderSkinned(AVATAR_RENDER_PASS_SINGLE); } } } void LLDrawPoolAvatar::getRiggedGeometry(LLFace* face, LLPointer& buffer, U32 data_mask, const LLMeshSkinInfo* skin, LLVolume* volume, const LLVolumeFace& vol_face) { face->setGeomIndex(0); face->setIndicesIndex(0); //rigged faces do not batch textures face->setTextureIndex(255); if (buffer.isNull() || buffer->getTypeMask() != data_mask || !buffer->isWriteable()) { //make a new buffer if (sShaderLevel > 0) { buffer = new LLVertexBuffer(data_mask, GL_DYNAMIC_DRAW_ARB); } else { buffer = new LLVertexBuffer(data_mask, GL_STREAM_DRAW_ARB); } buffer->allocateBuffer(vol_face.mNumVertices, vol_face.mNumIndices, true); } else { //resize existing buffer buffer->resizeBuffer(vol_face.mNumVertices, vol_face.mNumIndices); } face->setSize(vol_face.mNumVertices, vol_face.mNumIndices); face->setVertexBuffer(buffer); U16 offset = 0; LLMatrix4 mat_vert = skin->mBindShapeMatrix; glh::matrix4f m((F32*) mat_vert.mMatrix); m = m.inverse().transpose(); F32 mat3[] = { m.m[0], m.m[1], m.m[2], m.m[4], m.m[5], m.m[6], m.m[8], m.m[9], m.m[10] }; LLMatrix3 mat_normal(mat3); //let getGeometryVolume know if alpha should override shiny U32 type = gPipeline.getPoolTypeFromTE(face->getTextureEntry(), face->getTexture()); if (type == LLDrawPool::POOL_ALPHA) { face->setPoolType(LLDrawPool::POOL_ALPHA); } else { face->setPoolType(LLDrawPool::POOL_AVATAR); } //llinfos << "Rebuilt face " << face->getTEOffset() << " of " << face->getDrawable() << " at " << gFrameTimeSeconds << llendl; face->getGeometryVolume(*volume, face->getTEOffset(), mat_vert, mat_normal, offset, true); buffer->flush(); } void LLDrawPoolAvatar::updateRiggedFaceVertexBuffer(LLVOAvatar* avatar, LLFace* face, const LLMeshSkinInfo* skin, LLVolume* volume, const LLVolumeFace& vol_face) { LLVector4a* weight = vol_face.mWeights; if (!weight) { return; } LLPointer buffer = face->getVertexBuffer(); LLDrawable* drawable = face->getDrawable(); U32 data_mask = face->getRiggedVertexBufferDataMask(); if (buffer.isNull() || buffer->getTypeMask() != data_mask || buffer->getNumVerts() != vol_face.mNumVertices || buffer->getNumIndices() != vol_face.mNumIndices || (drawable && drawable->isState(LLDrawable::REBUILD_ALL))) { if (drawable && drawable->isState(LLDrawable::REBUILD_ALL)) { //rebuild EVERY face in the drawable, not just this one, to avoid missing drawable wide rebuild issues for (S32 i = 0; i < drawable->getNumFaces(); ++i) { LLFace* facep = drawable->getFace(i); U32 face_data_mask = facep->getRiggedVertexBufferDataMask(); if (face_data_mask) { LLPointer cur_buffer = facep->getVertexBuffer(); const LLVolumeFace& cur_vol_face = volume->getVolumeFace(i); getRiggedGeometry(facep, cur_buffer, face_data_mask, skin, volume, cur_vol_face); } } drawable->clearState(LLDrawable::REBUILD_ALL); buffer = face->getVertexBuffer(); } else { //just rebuild this face getRiggedGeometry(face, buffer, data_mask, skin, volume, vol_face); } } if (sShaderLevel <= 0 && face->mLastSkinTime < avatar->getLastSkinTime()) { //perform software vertex skinning for this face LLStrider position; LLStrider normal; bool has_normal = buffer->hasDataType(LLVertexBuffer::TYPE_NORMAL); buffer->getVertexStrider(position); if (has_normal) { buffer->getNormalStrider(normal); } LLVector4a* pos = (LLVector4a*) position.get(); LLVector4a* norm = has_normal ? (LLVector4a*) normal.get() : NULL; //build matrix palette LLMatrix4a mp[64]; LLMatrix4* mat = (LLMatrix4*) mp; for (U32 j = 0; j < skin->mJointNames.size(); ++j) { LLJoint* joint = avatar->getJoint(skin->mJointNames[j]); if (joint) { mat[j] = skin->mInvBindMatrix[j]; mat[j] *= joint->getWorldMatrix(); } } LLMatrix4a bind_shape_matrix; bind_shape_matrix.loadu(skin->mBindShapeMatrix); for (U32 j = 0; j < buffer->getNumVerts(); ++j) { LLMatrix4a final_mat; final_mat.clear(); S32 idx[4]; LLVector4 wght; F32 scale = 0.f; for (U32 k = 0; k < 4; k++) { F32 w = weight[j][k]; idx[k] = llclamp((S32) floorf(w), 0, 63); wght[k] = w - floorf(w); scale += wght[k]; } wght *= 1.f/scale; for (U32 k = 0; k < 4; k++) { F32 w = wght[k]; LLMatrix4a src; src.setMul(mp[idx[k]], w); final_mat.add(src); } LLVector4a& v = vol_face.mPositions[j]; LLVector4a t; LLVector4a dst; bind_shape_matrix.affineTransform(v, t); final_mat.affineTransform(t, dst); pos[j] = dst; if (norm) { LLVector4a& n = vol_face.mNormals[j]; bind_shape_matrix.rotate(n, t); final_mat.rotate(t, dst); norm[j] = dst; } } } } void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow) { if (avatar->isSelf() && !gAgent.needsRenderAvatar()) { return; } stop_glerror(); for (U32 i = 0; i < mRiggedFace[type].size(); ++i) { LLFace* face = mRiggedFace[type][i]; LLDrawable* drawable = face->getDrawable(); if (!drawable) { continue; } LLVOVolume* vobj = drawable->getVOVolume(); if (!vobj) { continue; } LLVolume* volume = vobj->getVolume(); S32 te = face->getTEOffset(); if (!volume || volume->getNumVolumeFaces() <= te || !volume->isMeshAssetLoaded()) { continue; } LLUUID mesh_id = volume->getParams().getSculptID(); if (mesh_id.isNull()) { continue; } const LLMeshSkinInfo* skin = gMeshRepo.getSkinInfo(mesh_id, vobj); if (!skin) { continue; } //stop_glerror(); //const LLVolumeFace& vol_face = volume->getVolumeFace(te); //updateRiggedFaceVertexBuffer(avatar, face, skin, volume, vol_face); //stop_glerror(); U32 data_mask = LLFace::getRiggedDataMask(type); LLVertexBuffer* buff = face->getVertexBuffer(); if (buff) { if (sShaderLevel > 0) { //upload matrix palette to shader LLMatrix4 mat[64]; for (U32 i = 0; i < skin->mJointNames.size(); ++i) { LLJoint* joint = avatar->getJoint(skin->mJointNames[i]); if (joint) { mat[i] = skin->mInvBindMatrix[i]; mat[i] *= joint->getWorldMatrix(); } } stop_glerror(); static LLStaticHashedString sMatPalette("matrixPalette"); LLDrawPoolAvatar::sVertexProgram->uniformMatrix4fv(sMatPalette, skin->mJointNames.size(), FALSE, (GLfloat*) mat[0].mMatrix); stop_glerror(); } else { data_mask &= ~LLVertexBuffer::MAP_WEIGHT4; } U16 start = face->getGeomStart(); U16 end = start + face->getGeomCount()-1; S32 offset = face->getIndicesStart(); U32 count = face->getIndicesCount(); /*if (glow) { gGL.diffuseColor4f(0,0,0,face->getTextureEntry()->getGlow()); }*/ gGL.getTexUnit(sDiffuseChannel)->bind(face->getTexture()); if (normal_channel > -1) { LLDrawPoolBump::bindBumpMap(face, normal_channel); } if (face->mTextureMatrix && vobj->mTexAnimMode) { gGL.matrixMode(LLRender::MM_TEXTURE); gGL.loadMatrix((F32*) face->mTextureMatrix->mMatrix); buff->setBuffer(data_mask); buff->drawRange(LLRender::TRIANGLES, start, end, count, offset); gGL.loadIdentity(); gGL.matrixMode(LLRender::MM_MODELVIEW); } else { buff->setBuffer(data_mask); buff->drawRange(LLRender::TRIANGLES, start, end, count, offset); } } } } void LLDrawPoolAvatar::renderDeferredRiggedSimple(LLVOAvatar* avatar) { renderRigged(avatar, RIGGED_DEFERRED_SIMPLE); } void LLDrawPoolAvatar::renderDeferredRiggedBump(LLVOAvatar* avatar) { renderRigged(avatar, RIGGED_DEFERRED_BUMP); } static LLFastTimer::DeclareTimer FTM_RIGGED_VBO("Rigged VBO"); void LLDrawPoolAvatar::updateRiggedVertexBuffers(LLVOAvatar* avatar) { LLFastTimer t(FTM_RIGGED_VBO); //update rigged vertex buffers for (U32 type = 0; type < NUM_RIGGED_PASSES; ++type) { for (U32 i = 0; i < mRiggedFace[type].size(); ++i) { LLFace* face = mRiggedFace[type][i]; LLDrawable* drawable = face->getDrawable(); if (!drawable) { continue; } LLVOVolume* vobj = drawable->getVOVolume(); if (!vobj) { continue; } LLVolume* volume = vobj->getVolume(); S32 te = face->getTEOffset(); if (!volume || volume->getNumVolumeFaces() <= te) { continue; } LLUUID mesh_id = volume->getParams().getSculptID(); if (mesh_id.isNull()) { continue; } const LLMeshSkinInfo* skin = gMeshRepo.getSkinInfo(mesh_id, vobj); if (!skin) { continue; } stop_glerror(); const LLVolumeFace& vol_face = volume->getVolumeFace(te); updateRiggedFaceVertexBuffer(avatar, face, skin, volume, vol_face); } } } void LLDrawPoolAvatar::renderRiggedSimple(LLVOAvatar* avatar) { renderRigged(avatar, RIGGED_SIMPLE); } void LLDrawPoolAvatar::renderRiggedFullbright(LLVOAvatar* avatar) { renderRigged(avatar, RIGGED_FULLBRIGHT); } void LLDrawPoolAvatar::renderRiggedShinySimple(LLVOAvatar* avatar) { renderRigged(avatar, RIGGED_SHINY); } void LLDrawPoolAvatar::renderRiggedFullbrightShiny(LLVOAvatar* avatar) { renderRigged(avatar, RIGGED_FULLBRIGHT_SHINY); } void LLDrawPoolAvatar::renderRiggedAlpha(LLVOAvatar* avatar) { if (!mRiggedFace[RIGGED_ALPHA].empty()) { LLGLEnable blend(GL_BLEND); gGL.setColorMask(true, true); gGL.blendFunc(LLRender::BF_SOURCE_ALPHA, LLRender::BF_ONE_MINUS_SOURCE_ALPHA, LLRender::BF_ZERO, LLRender::BF_ONE_MINUS_SOURCE_ALPHA); renderRigged(avatar, RIGGED_ALPHA); gGL.setColorMask(true, false); } } void LLDrawPoolAvatar::renderRiggedFullbrightAlpha(LLVOAvatar* avatar) { if (!mRiggedFace[RIGGED_FULLBRIGHT_ALPHA].empty()) { LLGLEnable blend(GL_BLEND); gGL.setColorMask(true, true); gGL.blendFunc(LLRender::BF_SOURCE_ALPHA, LLRender::BF_ONE_MINUS_SOURCE_ALPHA, LLRender::BF_ZERO, LLRender::BF_ONE_MINUS_SOURCE_ALPHA); renderRigged(avatar, RIGGED_FULLBRIGHT_ALPHA); gGL.setColorMask(true, false); } } void LLDrawPoolAvatar::renderRiggedGlow(LLVOAvatar* avatar) { if (!mRiggedFace[RIGGED_GLOW].empty()) { LLGLEnable blend(GL_BLEND); LLGLDisable test(GL_ALPHA_TEST); gGL.flush(); LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL); glPolygonOffset(-1.0f, -1.0f); gGL.setSceneBlendType(LLRender::BT_ADD); LLGLDepthTest depth(GL_TRUE, GL_FALSE); gGL.setColorMask(false, true); renderRigged(avatar, RIGGED_GLOW, true); gGL.setColorMask(true, false); gGL.setSceneBlendType(LLRender::BT_ALPHA); } } //----------------------------------------------------------------------------- // getDebugTexture() //----------------------------------------------------------------------------- LLViewerTexture *LLDrawPoolAvatar::getDebugTexture() { if (mReferences.empty()) { return NULL; } LLFace *face = mReferences[0]; if (!face->getDrawable()) { return NULL; } const LLViewerObject *objectp = face->getDrawable()->getVObj(); // Avatar should always have at least 1 (maybe 3?) TE's. return objectp->getTEImage(0); } LLColor3 LLDrawPoolAvatar::getDebugColor() const { return LLColor3(0.f, 1.f, 0.f); } void LLDrawPoolAvatar::addRiggedFace(LLFace* facep, U32 type) { if (type >= NUM_RIGGED_PASSES) { llerrs << "Invalid rigged face type." << llendl; } if (facep->getRiggedIndex(type) != -1) { llerrs << "Tried to add a rigged face that's referenced elsewhere." << llendl; } facep->setRiggedIndex(type, mRiggedFace[type].size()); facep->setPool(this); mRiggedFace[type].push_back(facep); } void LLDrawPoolAvatar::removeRiggedFace(LLFace* facep) { facep->setPool(NULL); for (U32 i = 0; i < NUM_RIGGED_PASSES; ++i) { S32 index = facep->getRiggedIndex(i); if (index > -1) { if (mRiggedFace[i].size() > index && mRiggedFace[i][index] == facep) { facep->setRiggedIndex(i,-1); mRiggedFace[i].erase(mRiggedFace[i].begin()+index); for (U32 j = index; j < mRiggedFace[i].size(); ++j) { //bump indexes down for faces referenced after erased face mRiggedFace[i][j]->setRiggedIndex(i, j); } } else { llerrs << "Face reference data corrupt for rigged type " << i << llendl; } } } } LLVertexBufferAvatar::LLVertexBufferAvatar() : LLVertexBuffer(sDataMask, GL_STREAM_DRAW_ARB) //avatars are always stream draw due to morph targets { }