/** * @file lltoolmorph.cpp * @brief A tool to manipulate faces.. * * $LicenseInfo:firstyear=2001&license=viewerlgpl$ * 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" // File includes #include "lltoolmorph.h" #include "llrender.h" // Library includes #include "llaudioengine.h" #include "llviewercontrol.h" #include "llfontgl.h" #include "llwearable.h" #include "sound_ids.h" #include "v3math.h" #include "v3color.h" // Viewer includes #include "llagent.h" #include "lldrawable.h" #include "lldrawpoolavatar.h" #include "llface.h" #include "llmorphview.h" #include "llresmgr.h" #include "llselectmgr.h" #include "llsky.h" #include "lltexlayer.h" #include "lltoolmgr.h" #include "llui.h" #include "llviewercamera.h" #include "llviewertexturelist.h" #include "llviewerobject.h" #include "llviewerwearable.h" #include "llviewerwindow.h" #include "llvoavatarself.h" #include "pipeline.h" //static LLVisualParamHint::instance_list_t LLVisualParamHint::sInstances; BOOL LLVisualParamReset::sDirty = FALSE; //----------------------------------------------------------------------------- // LLVisualParamHint() //----------------------------------------------------------------------------- // static LLVisualParamHint::LLVisualParamHint( S32 pos_x, S32 pos_y, S32 width, S32 height, LLViewerJointMesh *mesh, LLViewerVisualParam *param, LLWearable *wearable, F32 param_weight, LLJoint* jointp) : LLViewerDynamicTexture(width, height, 3, LLViewerDynamicTexture::ORDER_MIDDLE, TRUE ), mNeedsUpdate( TRUE ), mIsVisible( FALSE ), mJointMesh( mesh ), mVisualParam( param ), mWearablePtr( wearable ), mVisualParamWeight( param_weight ), mAllowsUpdates( TRUE ), mDelayFrames( 0 ), mRect( pos_x, pos_y + height, pos_x + width, pos_y ), mLastParamWeight(0.f), mCamTargetJoint(jointp) { LLVisualParamHint::sInstances.insert( this ); mBackgroundp = LLUI::getUIImage("avatar_thumb_bkgrnd.png"); llassert(width != 0); llassert(height != 0); } //----------------------------------------------------------------------------- // ~LLVisualParamHint() //----------------------------------------------------------------------------- LLVisualParamHint::~LLVisualParamHint() { LLVisualParamHint::sInstances.erase( this ); } //virtual S8 LLVisualParamHint::getType() const { return LLViewerDynamicTexture::LL_VISUAL_PARAM_HINT ; } //----------------------------------------------------------------------------- // static // requestHintUpdates() // Requests updates for all instances (excluding two possible exceptions) Grungy but efficient. //----------------------------------------------------------------------------- void LLVisualParamHint::requestHintUpdates( LLVisualParamHint* exception1, LLVisualParamHint* exception2 ) { S32 delay_frames = 0; for (instance_list_t::iterator iter = sInstances.begin(); iter != sInstances.end(); ++iter) { LLVisualParamHint* instance = *iter; if( (instance != exception1) && (instance != exception2) ) { if( instance->mAllowsUpdates ) { instance->mNeedsUpdate = TRUE; instance->mDelayFrames = delay_frames; delay_frames++; } else { instance->mNeedsUpdate = TRUE; instance->mDelayFrames = 0; } } } } BOOL LLVisualParamHint::needsRender() { return mNeedsUpdate && mDelayFrames-- <= 0 && !gAgentAvatarp->getIsAppearanceAnimating() && mAllowsUpdates; } void LLVisualParamHint::preRender(BOOL clear_depth) { LLViewerWearable* wearable = (LLViewerWearable*)mWearablePtr; if (wearable) { wearable->setVolatile(TRUE); } mLastParamWeight = mVisualParam->getWeight(); mWearablePtr->setVisualParamWeight(mVisualParam->getID(), mVisualParamWeight, FALSE); gAgentAvatarp->setVisualParamWeight(mVisualParam->getID(), mVisualParamWeight, FALSE); gAgentAvatarp->setVisualParamWeight("Blink_Left", 0.f); gAgentAvatarp->setVisualParamWeight("Blink_Right", 0.f); gAgentAvatarp->updateComposites(); // Calling LLCharacter version, as we don't want position/height changes to cause the avatar to jump // up and down when we're doing preview renders. -Nyx gAgentAvatarp->LLCharacter::updateVisualParams(); gAgentAvatarp->updateGeometry(gAgentAvatarp->mDrawable); gAgentAvatarp->updateLOD(); LLViewerDynamicTexture::preRender(clear_depth); } //----------------------------------------------------------------------------- // render() //----------------------------------------------------------------------------- BOOL LLVisualParamHint::render() { LLVisualParamReset::sDirty = TRUE; gGL.pushUIMatrix(); gGL.loadUIIdentity(); gGL.matrixMode(LLRender::MM_PROJECTION); gGL.pushMatrix(); gGL.loadIdentity(); gGL.ortho(0.0f, mFullWidth, 0.0f, mFullHeight, -1.0f, 1.0f); gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.pushMatrix(); gGL.loadIdentity(); if (LLGLSLShader::sNoFixedFunction) { gUIProgram.bind(); } LLGLSUIDefault gls_ui; //LLGLState::verify(TRUE); mBackgroundp->draw(0, 0, mFullWidth, mFullHeight); gGL.matrixMode(LLRender::MM_PROJECTION); gGL.popMatrix(); gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.popMatrix(); mNeedsUpdate = FALSE; mIsVisible = TRUE; LLQuaternion avatar_rotation; LLJoint* root_joint = gAgentAvatarp->getRootJoint(); if( root_joint ) { avatar_rotation = root_joint->getWorldRotation(); } LLVector3 target_joint_pos = mCamTargetJoint->getWorldPosition(); LLVector3 target_offset( 0, 0, mVisualParam->getCameraElevation() ); LLVector3 target_pos = target_joint_pos + (target_offset * avatar_rotation); F32 cam_angle_radians = mVisualParam->getCameraAngle() * DEG_TO_RAD; LLVector3 camera_snapshot_offset( mVisualParam->getCameraDistance() * cosf( cam_angle_radians ), mVisualParam->getCameraDistance() * sinf( cam_angle_radians ), mVisualParam->getCameraElevation() ); LLVector3 camera_pos = target_joint_pos + (camera_snapshot_offset * avatar_rotation); gGL.flush(); LLViewerCamera::getInstance()->setAspect((F32)mFullWidth / (F32)mFullHeight); LLViewerCamera::getInstance()->setOriginAndLookAt( camera_pos, // camera LLVector3::z_axis, // up target_pos ); // point of interest LLViewerCamera::getInstance()->setPerspective(FALSE, mOrigin.mX, mOrigin.mY, mFullWidth, mFullHeight, FALSE); if (gAgentAvatarp->mDrawable.notNull() && gAgentAvatarp->mDrawable->getFace(0)) { LLDrawPoolAvatar *avatarPoolp = (LLDrawPoolAvatar *)gAgentAvatarp->mDrawable->getFace(0)->getPool(); LLGLDepthTest gls_depth(GL_TRUE, GL_TRUE); gGL.setAlphaRejectSettings(LLRender::CF_ALWAYS); gGL.setSceneBlendType(LLRender::BT_REPLACE); avatarPoolp->renderAvatars(gAgentAvatarp); // renders only one avatar gGL.setSceneBlendType(LLRender::BT_ALPHA); gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); } gAgentAvatarp->setVisualParamWeight(mVisualParam->getID(), mLastParamWeight); mWearablePtr->setVisualParamWeight(mVisualParam->getID(), mLastParamWeight, FALSE); LLViewerWearable* wearable = (LLViewerWearable*)mWearablePtr; if (wearable) { wearable->setVolatile(FALSE); } gAgentAvatarp->updateVisualParams(); gGL.color4f(1,1,1,1); mGLTexturep->setGLTextureCreated(true); gGL.popUIMatrix(); return TRUE; } //----------------------------------------------------------------------------- // draw() //----------------------------------------------------------------------------- void LLVisualParamHint::draw(F32 alpha) { if (!mIsVisible) return; gGL.getTexUnit(0)->bind(this); gGL.color4f(1.f, 1.f, 1.f, alpha); LLGLSUIDefault gls_ui; gGL.begin(LLRender::QUADS); { gGL.texCoord2i(0, 1); gGL.vertex2i(0, mFullHeight); gGL.texCoord2i(0, 0); gGL.vertex2i(0, 0); gGL.texCoord2i(1, 0); gGL.vertex2i(mFullWidth, 0); gGL.texCoord2i(1, 1); gGL.vertex2i(mFullWidth, mFullHeight); } gGL.end(); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); } //----------------------------------------------------------------------------- // LLVisualParamReset() //----------------------------------------------------------------------------- LLVisualParamReset::LLVisualParamReset() : LLViewerDynamicTexture(1, 1, 1, ORDER_RESET, FALSE) { } //virtual S8 LLVisualParamReset::getType() const { return LLViewerDynamicTexture::LL_VISUAL_PARAM_RESET ; } //----------------------------------------------------------------------------- // render() //----------------------------------------------------------------------------- BOOL LLVisualParamReset::render() { if (sDirty) { gAgentAvatarp->updateComposites(); gAgentAvatarp->updateVisualParams(); gAgentAvatarp->updateGeometry(gAgentAvatarp->mDrawable); sDirty = FALSE; } return FALSE; }