/** * @file llviewerjointmesh.cpp * @brief Implementation of LLViewerJointMesh class * * Copyright (c) 2001-$CurrentYear$, Linden Research, Inc. * $License$ */ //----------------------------------------------------------------------------- // Header Files //----------------------------------------------------------------------------- #include "llviewerprecompiledheaders.h" #if LL_WINDOWS // For Intel vector classes #include "fvec.h" #endif #include "imageids.h" #include "llfasttimer.h" #include "llagent.h" #include "llbox.h" #include "lldrawable.h" #include "lldrawpoolavatar.h" #include "lldrawpoolbump.h" #include "lldynamictexture.h" #include "llface.h" #include "llgldbg.h" #include "llglheaders.h" #include "lltexlayer.h" #include "llviewercamera.h" #include "llviewerimagelist.h" #include "llviewerjointmesh.h" #include "llvoavatar.h" #include "llsky.h" #include "pipeline.h" #if !LL_DARWIN && !LL_LINUX extern PFNGLWEIGHTPOINTERARBPROC glWeightPointerARB; extern PFNGLWEIGHTFVARBPROC glWeightfvARB; extern PFNGLVERTEXBLENDARBPROC glVertexBlendARB; #endif extern BOOL gRenderForSelect; static LLPointer sRenderBuffer = NULL; static const U32 sRenderMask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_NORMAL | LLVertexBuffer::MAP_TEXCOORD; LLMatrix4 gBlendMat; //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // LLViewerJointMesh::LLSkinJoint //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // LLSkinJoint //----------------------------------------------------------------------------- LLSkinJoint::LLSkinJoint() { mJoint = NULL; } //----------------------------------------------------------------------------- // ~LLSkinJoint //----------------------------------------------------------------------------- LLSkinJoint::~LLSkinJoint() { mJoint = NULL; } //----------------------------------------------------------------------------- // LLSkinJoint::setupSkinJoint() //----------------------------------------------------------------------------- BOOL LLSkinJoint::setupSkinJoint( LLViewerJoint *joint) { // find the named joint mJoint = joint; if ( !mJoint ) { llinfos << "Can't find joint" << llendl; } // compute the inverse root skin matrix mRootToJointSkinOffset.clearVec(); LLVector3 rootSkinOffset; while (joint) { rootSkinOffset += joint->getSkinOffset(); joint = (LLViewerJoint*)joint->getParent(); } mRootToJointSkinOffset = -rootSkinOffset; mRootToParentJointSkinOffset = mRootToJointSkinOffset; mRootToParentJointSkinOffset += mJoint->getSkinOffset(); return TRUE; } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // LLViewerJointMesh //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- BOOL LLViewerJointMesh::sPipelineRender = FALSE; EAvatarRenderPass LLViewerJointMesh::sRenderPass = AVATAR_RENDER_PASS_SINGLE; U32 LLViewerJointMesh::sClothingMaskImageName = 0; LLColor4 LLViewerJointMesh::sClothingInnerColor; //----------------------------------------------------------------------------- // LLViewerJointMesh() //----------------------------------------------------------------------------- LLViewerJointMesh::LLViewerJointMesh() : mTexture( NULL ), mLayerSet( NULL ), mTestImageName( 0 ), mIsTransparent(FALSE) { mColor[0] = 1.0f; mColor[1] = 1.0f; mColor[2] = 1.0f; mColor[3] = 1.0f; mShiny = 0.0f; mCullBackFaces = TRUE; mMesh = NULL; mNumSkinJoints = 0; mSkinJoints = NULL; mFace = NULL; mMeshID = 0; mUpdateXform = FALSE; mValid = FALSE; } //----------------------------------------------------------------------------- // ~LLViewerJointMesh() // Class Destructor //----------------------------------------------------------------------------- LLViewerJointMesh::~LLViewerJointMesh() { mMesh = NULL; mTexture = NULL; freeSkinData(); } //----------------------------------------------------------------------------- // LLViewerJointMesh::allocateSkinData() //----------------------------------------------------------------------------- BOOL LLViewerJointMesh::allocateSkinData( U32 numSkinJoints ) { mSkinJoints = new LLSkinJoint[ numSkinJoints ]; mNumSkinJoints = numSkinJoints; return TRUE; } //----------------------------------------------------------------------------- // getSkinJointByIndex() //----------------------------------------------------------------------------- S32 LLViewerJointMesh::getBoundJointsByIndex(S32 index, S32 &joint_a, S32& joint_b) { S32 num_joints = 0; if (mNumSkinJoints == 0) { return num_joints; } joint_a = -1; joint_b = -1; LLPolyMesh *reference_mesh = mMesh->getReferenceMesh(); if (index < reference_mesh->mJointRenderData.count()) { LLJointRenderData* render_datap = reference_mesh->mJointRenderData[index]; if (render_datap->mSkinJoint) { joint_a = render_datap->mSkinJoint->mJoint->mJointNum; } num_joints++; } if (index + 1 < reference_mesh->mJointRenderData.count()) { LLJointRenderData* render_datap = reference_mesh->mJointRenderData[index + 1]; if (render_datap->mSkinJoint) { joint_b = render_datap->mSkinJoint->mJoint->mJointNum; } if (joint_a == -1) { joint_a = render_datap->mSkinJoint->mJoint->getParent()->mJointNum; } num_joints++; } return num_joints; } //----------------------------------------------------------------------------- // LLViewerJointMesh::freeSkinData() //----------------------------------------------------------------------------- void LLViewerJointMesh::freeSkinData() { mNumSkinJoints = 0; delete [] mSkinJoints; mSkinJoints = NULL; } //-------------------------------------------------------------------- // LLViewerJointMesh::getColor() //-------------------------------------------------------------------- void LLViewerJointMesh::getColor( F32 *red, F32 *green, F32 *blue, F32 *alpha ) { *red = mColor[0]; *green = mColor[1]; *blue = mColor[2]; *alpha = mColor[3]; } //-------------------------------------------------------------------- // LLViewerJointMesh::setColor() //-------------------------------------------------------------------- void LLViewerJointMesh::setColor( F32 red, F32 green, F32 blue, F32 alpha ) { mColor[0] = red; mColor[1] = green; mColor[2] = blue; mColor[3] = alpha; } //-------------------------------------------------------------------- // LLViewerJointMesh::getTexture() //-------------------------------------------------------------------- //LLViewerImage *LLViewerJointMesh::getTexture() //{ // return mTexture; //} //-------------------------------------------------------------------- // LLViewerJointMesh::setTexture() //-------------------------------------------------------------------- void LLViewerJointMesh::setTexture( LLViewerImage *texture ) { mTexture = texture; // texture and dynamic_texture are mutually exclusive if( texture ) { mLayerSet = NULL; //texture->bindTexture(0); //texture->setClamp(TRUE, TRUE); } } //-------------------------------------------------------------------- // LLViewerJointMesh::setLayerSet() // Sets the shape texture (takes precedence over normal texture) //-------------------------------------------------------------------- void LLViewerJointMesh::setLayerSet( LLTexLayerSet* layer_set ) { mLayerSet = layer_set; // texture and dynamic_texture are mutually exclusive if( layer_set ) { mTexture = NULL; } } //-------------------------------------------------------------------- // LLViewerJointMesh::getMesh() //-------------------------------------------------------------------- LLPolyMesh *LLViewerJointMesh::getMesh() { return mMesh; } //----------------------------------------------------------------------------- // LLViewerJointMesh::setMesh() //----------------------------------------------------------------------------- void LLViewerJointMesh::setMesh( LLPolyMesh *mesh ) { // set the mesh pointer mMesh = mesh; // release any existing skin joints freeSkinData(); if ( mMesh == NULL ) { return; } // acquire the transform from the mesh object setPosition( mMesh->getPosition() ); setRotation( mMesh->getRotation() ); setScale( mMesh->getScale() ); // create skin joints if necessary if ( mMesh->hasWeights() && !mMesh->isLOD()) { U32 numJointNames = mMesh->getNumJointNames(); allocateSkinData( numJointNames ); std::string *jointNames = mMesh->getJointNames(); U32 jn; for (jn = 0; jn < numJointNames; jn++) { //llinfos << "Setting up joint " << jointNames[jn].c_str() << llendl; LLViewerJoint* joint = (LLViewerJoint*)(getRoot()->findJoint(jointNames[jn]) ); mSkinJoints[jn].setupSkinJoint( joint ); } } // setup joint array if (!mMesh->isLOD()) { setupJoint((LLViewerJoint*)getRoot()); } // llinfos << "joint render entries: " << mMesh->mJointRenderData.count() << llendl; } //----------------------------------------------------------------------------- // setupJoint() //----------------------------------------------------------------------------- void LLViewerJointMesh::setupJoint(LLViewerJoint* current_joint) { // llinfos << "Mesh: " << getName() << llendl; // S32 joint_count = 0; U32 sj; for (sj=0; sjmJointRenderData.count() && mMesh->mJointRenderData[mMesh->mJointRenderData.count() - 1]->mWorldMatrix == ¤t_joint->getParent()->getWorldMatrix()) { // ...then just add ourselves LLViewerJoint* jointp = js.mJoint; mMesh->mJointRenderData.put(new LLJointRenderData(&jointp->getWorldMatrix(), &js)); // llinfos << "joint " << joint_count << js.mJoint->getName() << llendl; // joint_count++; } // otherwise add our parent and ourselves else { mMesh->mJointRenderData.put(new LLJointRenderData(¤t_joint->getParent()->getWorldMatrix(), NULL)); // llinfos << "joint " << joint_count << current_joint->getParent()->getName() << llendl; // joint_count++; mMesh->mJointRenderData.put(new LLJointRenderData(¤t_joint->getWorldMatrix(), &js)); // llinfos << "joint " << joint_count << current_joint->getName() << llendl; // joint_count++; } } // depth-first traversal for (LLJoint::child_list_t::iterator iter = current_joint->mChildren.begin(); iter != current_joint->mChildren.end(); ++iter) { LLViewerJoint* child_joint = (LLViewerJoint*)(*iter); setupJoint(child_joint); } } const S32 NUM_AXES = 3; // register layoud // rotation X 0-n // rotation Y 0-n // rotation Z 0-n // pivot parent 0-n -- child = n+1 static LLMatrix4 gJointMat[32]; static LLMatrix3 gJointRot[32]; static LLVector4 gJointPivot[32]; //----------------------------------------------------------------------------- // uploadJointMatrices() //----------------------------------------------------------------------------- void LLViewerJointMesh::uploadJointMatrices() { S32 joint_num; LLPolyMesh *reference_mesh = mMesh->getReferenceMesh(); LLDrawPool *poolp = mFace ? mFace->getPool() : NULL; BOOL hardware_skinning = (poolp && poolp->getVertexShaderLevel() > 0) ? TRUE : FALSE; //calculate joint matrices for (joint_num = 0; joint_num < reference_mesh->mJointRenderData.count(); joint_num++) { LLMatrix4 joint_mat = *reference_mesh->mJointRenderData[joint_num]->mWorldMatrix; if (hardware_skinning) { joint_mat *= LLDrawPoolAvatar::getModelView(); } gJointMat[joint_num] = joint_mat; gJointRot[joint_num] = joint_mat.getMat3(); } BOOL last_pivot_uploaded = FALSE; S32 j = 0; //upload joint pivots for (joint_num = 0; joint_num < reference_mesh->mJointRenderData.count(); joint_num++) { LLSkinJoint *sj = reference_mesh->mJointRenderData[joint_num]->mSkinJoint; if (sj) { if (!last_pivot_uploaded) { LLVector4 parent_pivot(sj->mRootToParentJointSkinOffset); parent_pivot.mV[VW] = 0.f; gJointPivot[j++] = parent_pivot; } LLVector4 child_pivot(sj->mRootToJointSkinOffset); child_pivot.mV[VW] = 0.f; gJointPivot[j++] = child_pivot; last_pivot_uploaded = TRUE; } else { last_pivot_uploaded = FALSE; } } //add pivot point into transform for (S32 i = 0; i < j; i++) { LLVector3 pivot; pivot = LLVector3(gJointPivot[i]); pivot = pivot * gJointRot[i]; gJointMat[i].translate(pivot); } // upload matrices if (hardware_skinning) { GLfloat mat[45*4]; memset(mat, 0, sizeof(GLfloat)*45*4); for (joint_num = 0; joint_num < reference_mesh->mJointRenderData.count(); joint_num++) { gJointMat[joint_num].transpose(); for (S32 axis = 0; axis < NUM_AXES; axis++) { F32* vector = gJointMat[joint_num].mMatrix[axis]; //glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, LL_CHARACTER_MAX_JOINTS_PER_MESH * axis + joint_num+5, (GLfloat*)vector); U32 offset = LL_CHARACTER_MAX_JOINTS_PER_MESH*axis+joint_num; memcpy(mat+offset*4, vector, sizeof(GLfloat)*4); //glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, LL_CHARACTER_MAX_JOINTS_PER_MESH * axis + joint_num+6, (GLfloat*)vector); //cgGLSetParameterArray4f(gPipeline.mAvatarMatrix, offset, 1, vector); } } glUniform4fvARB(gPipeline.mAvatarMatrixParam, 45, mat); } } //-------------------------------------------------------------------- // LLViewerJointMesh::drawBone() //-------------------------------------------------------------------- void LLViewerJointMesh::drawBone() { } //-------------------------------------------------------------------- // LLViewerJointMesh::isTransparent() //-------------------------------------------------------------------- BOOL LLViewerJointMesh::isTransparent() { return mIsTransparent; } //-------------------------------------------------------------------- // DrawElementsBLEND and utility code //-------------------------------------------------------------------- // compate_int is used by the qsort function to sort the index array int compare_int(const void *a, const void *b) { if (*(U32*)a < *(U32*)b) { return -1; } else if (*(U32*)a > *(U32*)b) { return 1; } else return 0; } void llDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices) { if (end-start+1 > (U32) gGLManager.mGLMaxVertexRange || count > gGLManager.mGLMaxIndexRange) { glDrawElements(mode,count,type,indices); } else { glDrawRangeElements(mode,start,end,count,type,indices); } } //-------------------------------------------------------------------- // LLViewerJointMesh::drawShape() //-------------------------------------------------------------------- U32 LLViewerJointMesh::drawShape( F32 pixelArea, BOOL first_pass) { if (!mValid || !mMesh || !mFace || !mVisible || mFace->mVertexBuffer.isNull() || mMesh->getNumFaces() == 0) { return 0; } U32 triangle_count = 0; stop_glerror(); //---------------------------------------------------------------- // setup current color //---------------------------------------------------------------- if (!gRenderForSelect) { if ((mFace->getPool()->getVertexShaderLevel() > 0)) { glColor4f(0,0,0,1); if (gPipeline.mMaterialIndex > 0) { glVertexAttrib4fvARB(gPipeline.mMaterialIndex, mColor.mV); } if (mShiny && gPipeline.mSpecularIndex > 0) { glVertexAttrib4fARB(gPipeline.mSpecularIndex, 1,1,1,1); } } else { glColor4fv(mColor.mV); } } stop_glerror(); LLGLSSpecular specular(LLColor4(1.f,1.f,1.f,1.f), gRenderForSelect ? 0.0f : mShiny && !(mFace->getPool()->getVertexShaderLevel() > 0)); LLGLEnable texture_2d((gRenderForSelect && isTransparent()) ? GL_TEXTURE_2D : 0); //---------------------------------------------------------------- // setup current texture //---------------------------------------------------------------- llassert( !(mTexture.notNull() && mLayerSet) ); // mutually exclusive if (mTestImageName) { LLImageGL::bindExternalTexture( mTestImageName, 0, GL_TEXTURE_2D ); if (mIsTransparent) { glColor4f(1.f, 1.f, 1.f, 1.f); } else { glColor4f(0.7f, 0.6f, 0.3f, 1.f); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_ONE_MINUS_SRC_ALPHA); } } else if( mLayerSet ) { if( mLayerSet->hasComposite() ) { mLayerSet->getComposite()->bindTexture(); } else { llwarns << "Layerset without composite" << llendl; gImageList.getImage(IMG_DEFAULT)->bind(); } } else if ( mTexture.notNull() ) { mTexture->bind(); if (!mTexture->getClampS()) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); } if (!mTexture->getClampT()) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } } else { gImageList.getImage(IMG_DEFAULT_AVATAR)->bind(); } LLGLDisable tex(gRenderForSelect && !isTransparent() ? GL_TEXTURE_2D : 0); if (gRenderForSelect) { if (isTransparent()) { glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE); // GL_TEXTURE_ENV_COLOR is set in renderPass1 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA); } } else { //---------------------------------------------------------------- // by default, backface culling is enabled //---------------------------------------------------------------- /*if (sRenderPass == AVATAR_RENDER_PASS_CLOTHING_INNER) { LLImageGL::bindExternalTexture( sClothingMaskImageName, 1, GL_TEXTURE_2D ); glClientActiveTextureARB(GL_TEXTURE0_ARB); glActiveTextureARB(GL_TEXTURE0_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PRIMARY_COLOR_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR); glClientActiveTextureARB(GL_TEXTURE1_ARB); glEnable(GL_TEXTURE_2D); // Texture unit 1 glActiveTextureARB(GL_TEXTURE1_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, sClothingInnerColor.mV); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_CONSTANT_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA); } else if (sRenderPass == AVATAR_RENDER_PASS_CLOTHING_OUTER) { glAlphaFunc(GL_GREATER, 0.1f); LLImageGL::bindExternalTexture( sClothingMaskImageName, 1, GL_TEXTURE_2D ); glClientActiveTextureARB(GL_TEXTURE0_ARB); glActiveTextureARB(GL_TEXTURE0_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PRIMARY_COLOR_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR); glClientActiveTextureARB(GL_TEXTURE1_ARB); glEnable(GL_TEXTURE_2D); // Texture unit 1 glActiveTextureARB(GL_TEXTURE1_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA); }*/ } mFace->mVertexBuffer->setBuffer(sRenderMask); U32 start = mMesh->mFaceVertexOffset; U32 end = start + mMesh->mFaceVertexCount - 1; U32 count = mMesh->mFaceIndexCount; U32* indicesp = ((U32*) mFace->mVertexBuffer->getIndicesPointer()) + mMesh->mFaceIndexOffset; if (mMesh->hasWeights()) { if ((mFace->getPool()->getVertexShaderLevel() > 0)) { if (first_pass) { uploadJointMatrices(); } llDrawRangeElements(GL_TRIANGLES, start, end, count, GL_UNSIGNED_INT, indicesp); } else { llDrawRangeElements(GL_TRIANGLES, start, end, count, GL_UNSIGNED_INT, indicesp); } } else { glPushMatrix(); LLMatrix4 jointToWorld = getWorldMatrix(); glMultMatrixf((GLfloat*)jointToWorld.mMatrix); llDrawRangeElements(GL_TRIANGLES, start, end, count, GL_UNSIGNED_INT, indicesp); glPopMatrix(); } triangle_count += mMesh->mFaceIndexCount; if (mTestImageName) { glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); } /*if (sRenderPass != AVATAR_RENDER_PASS_SINGLE) { LLImageGL::unbindTexture(1, GL_TEXTURE_2D); glActiveTextureARB(GL_TEXTURE1_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE); // Return to the default texture. LLImageGL::unbindTexture(0, GL_TEXTURE_2D); glClientActiveTextureARB(GL_TEXTURE0_ARB); glActiveTextureARB(GL_TEXTURE0_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE); glAlphaFunc(GL_GREATER, 0.01f); }*/ if (mTexture.notNull()) { if (!mTexture->getClampS()) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); } if (!mTexture->getClampT()) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); } } return triangle_count; } //----------------------------------------------------------------------------- // updateFaceSizes() //----------------------------------------------------------------------------- void LLViewerJointMesh::updateFaceSizes(U32 &num_vertices, U32& num_indices, F32 pixel_area) { // Do a pre-alloc pass to determine sizes of data. if (mMesh && mValid) { mMesh->mFaceVertexOffset = num_vertices; mMesh->mFaceVertexCount = mMesh->getNumVertices(); mMesh->mFaceIndexOffset = num_indices; mMesh->mFaceIndexCount = mMesh->getSharedData()->mNumTriangleIndices; mMesh->getReferenceMesh()->mCurVertexCount = mMesh->mFaceVertexCount; num_vertices += mMesh->getNumVertices(); num_indices += mMesh->mFaceIndexCount; } } //----------------------------------------------------------------------------- // updateFaceData() //----------------------------------------------------------------------------- void LLViewerJointMesh::updateFaceData(LLFace *face, F32 pixel_area, BOOL damp_wind) { U32 i; mFace = face; LLStrider verticesp; LLStrider normalsp; LLStrider binormalsp; LLStrider tex_coordsp; LLStrider vertex_weightsp; LLStrider clothing_weightsp; LLStrider indicesp; // Copy data into the faces from the polymesh data. if (mMesh && mValid) { if (mMesh->getNumVertices()) { S32 index = face->getGeometryAvatar(verticesp, normalsp, binormalsp, tex_coordsp, vertex_weightsp, clothing_weightsp); face->mVertexBuffer->getIndexStrider(indicesp); if (-1 == index) { return; } for (i = 0; i < mMesh->getNumVertices(); i++) { verticesp[mMesh->mFaceVertexOffset + i] = *(mMesh->getCoords() + i); tex_coordsp[mMesh->mFaceVertexOffset + i] = *(mMesh->getTexCoords() + i); normalsp[mMesh->mFaceVertexOffset + i] = *(mMesh->getNormals() + i); binormalsp[mMesh->mFaceVertexOffset + i] = *(mMesh->getBinormals() + i); vertex_weightsp[mMesh->mFaceVertexOffset + i] = *(mMesh->getWeights() + i); if (damp_wind) { clothing_weightsp[mMesh->mFaceVertexOffset + i] = LLVector4(0,0,0,0); } else { clothing_weightsp[mMesh->mFaceVertexOffset + i] = (*(mMesh->getClothingWeights() + i)); } } for (S32 i = 0; i < mMesh->getNumFaces(); i++) { for (U32 j = 0; j < 3; j++) { U32 k = i*3+j+mMesh->mFaceIndexOffset; indicesp[k] = mMesh->getFaces()[i][j] + mMesh->mFaceVertexOffset; } } } } } //----------------------------------------------------------------------------- // updateLOD() //----------------------------------------------------------------------------- BOOL LLViewerJointMesh::updateLOD(F32 pixel_area, BOOL activate) { BOOL valid = mValid; setValid(activate, TRUE); return (valid != activate); } void LLViewerJointMesh::updateGeometry() { if (mValid && mMesh && mFace && mMesh->hasWeights() && mFace->mVertexBuffer.notNull() && gPipeline.getVertexShaderLevel(LLPipeline::SHADER_AVATAR) == 0) { uploadJointMatrices(); LLStrider o_vertices; LLStrider o_normals; //get vertex and normal striders LLVertexBuffer *buffer = mFace->mVertexBuffer; buffer->getVertexStrider(o_vertices, 0); buffer->getNormalStrider(o_normals, 0); { LLVector4 tpos0, tnorm0, tpos1, tnorm1, tbinorm0, tbinorm1; F32 last_weight = F32_MAX; LLMatrix3 gBlendRotMat; for (U32 index= 0; index < mMesh->getNumVertices(); index++) { // blend by first matrix F32 w = mMesh->getWeights()[index]; if (w != last_weight) { last_weight = w; S32 joint = llfloor(w); w -= joint; LLMatrix4 &m0 = gJointMat[joint+1]; LLMatrix4 &m1 = gJointMat[joint+0]; LLMatrix3 &n0 = gJointRot[joint+1]; LLMatrix3 &n1 = gJointRot[joint+0]; if (w == 1.0f) { gBlendMat = m0; gBlendRotMat = n0; } else { gBlendMat.mMatrix[VX][VX] = lerp(m1.mMatrix[VX][VX], m0.mMatrix[VX][VX], w); gBlendMat.mMatrix[VX][VY] = lerp(m1.mMatrix[VX][VY], m0.mMatrix[VX][VY], w); gBlendMat.mMatrix[VX][VZ] = lerp(m1.mMatrix[VX][VZ], m0.mMatrix[VX][VZ], w); gBlendMat.mMatrix[VY][VX] = lerp(m1.mMatrix[VY][VX], m0.mMatrix[VY][VX], w); gBlendMat.mMatrix[VY][VY] = lerp(m1.mMatrix[VY][VY], m0.mMatrix[VY][VY], w); gBlendMat.mMatrix[VY][VZ] = lerp(m1.mMatrix[VY][VZ], m0.mMatrix[VY][VZ], w); gBlendMat.mMatrix[VZ][VX] = lerp(m1.mMatrix[VZ][VX], m0.mMatrix[VZ][VX], w); gBlendMat.mMatrix[VZ][VY] = lerp(m1.mMatrix[VZ][VY], m0.mMatrix[VZ][VY], w); gBlendMat.mMatrix[VZ][VZ] = lerp(m1.mMatrix[VZ][VZ], m0.mMatrix[VZ][VZ], w); gBlendMat.mMatrix[VW][VX] = lerp(m1.mMatrix[VW][VX], m0.mMatrix[VW][VX], w); gBlendMat.mMatrix[VW][VY] = lerp(m1.mMatrix[VW][VY], m0.mMatrix[VW][VY], w); gBlendMat.mMatrix[VW][VZ] = lerp(m1.mMatrix[VW][VZ], m0.mMatrix[VW][VZ], w); gBlendRotMat.mMatrix[VX][VX] = lerp(n1.mMatrix[VX][VX], n0.mMatrix[VX][VX], w); gBlendRotMat.mMatrix[VX][VY] = lerp(n1.mMatrix[VX][VY], n0.mMatrix[VX][VY], w); gBlendRotMat.mMatrix[VX][VZ] = lerp(n1.mMatrix[VX][VZ], n0.mMatrix[VX][VZ], w); gBlendRotMat.mMatrix[VY][VX] = lerp(n1.mMatrix[VY][VX], n0.mMatrix[VY][VX], w); gBlendRotMat.mMatrix[VY][VY] = lerp(n1.mMatrix[VY][VY], n0.mMatrix[VY][VY], w); gBlendRotMat.mMatrix[VY][VZ] = lerp(n1.mMatrix[VY][VZ], n0.mMatrix[VY][VZ], w); gBlendRotMat.mMatrix[VZ][VX] = lerp(n1.mMatrix[VZ][VX], n0.mMatrix[VZ][VX], w); gBlendRotMat.mMatrix[VZ][VY] = lerp(n1.mMatrix[VZ][VY], n0.mMatrix[VZ][VY], w); gBlendRotMat.mMatrix[VZ][VZ] = lerp(n1.mMatrix[VZ][VZ], n0.mMatrix[VZ][VZ], w); } } // write result U32 bidx = index + mMesh->mFaceVertexOffset; o_vertices[bidx] = mMesh->getCoords()[index] * gBlendMat; o_normals[bidx] = mMesh->getNormals()[index] * gBlendRotMat; } } } } void LLViewerJointMesh::dump() { if (mValid) { llinfos << "Usable LOD " << mName << llendl; } } void LLViewerJointMesh::writeCAL3D(apr_file_t* fp, S32 material_num, LLCharacter* characterp) { apr_file_printf(fp, "\t\n", mMesh->getNumVertices(), mMesh->getNumFaces(), material_num); const LLVector3* mesh_coords = mMesh->getCoords(); const LLVector3* mesh_normals = mMesh->getNormals(); const LLVector2* mesh_uvs = mMesh->getTexCoords(); const F32* mesh_weights = mMesh->getWeights(); LLVector3 mesh_offset; LLVector3 scale(1.f, 1.f, 1.f); S32 joint_a = -1; S32 joint_b = -1; S32 num_bound_joints = 0; if(!mMesh->hasWeights()) { num_bound_joints = 1; LLJoint* cur_joint = this; while(cur_joint) { if (cur_joint->mJointNum != -1 && joint_a == -1) { joint_a = cur_joint->mJointNum; } mesh_offset += cur_joint->getSkinOffset(); cur_joint = cur_joint->getParent(); } } for (S32 i = 0; i < (S32)mMesh->getNumVertices(); i++) { LLVector3 coord = mesh_coords[i]; if (mMesh->hasWeights()) { // calculate joint to which this skinned vertex is bound num_bound_joints = getBoundJointsByIndex(llfloor(mesh_weights[i]), joint_a, joint_b); LLJoint* first_joint = characterp->getCharacterJoint(joint_a); LLJoint* second_joint = characterp->getCharacterJoint(joint_b); LLVector3 first_joint_offset; LLJoint* cur_joint = first_joint; while(cur_joint) { first_joint_offset += cur_joint->getSkinOffset(); cur_joint = cur_joint->getParent(); } LLVector3 second_joint_offset; cur_joint = second_joint; while(cur_joint) { second_joint_offset += cur_joint->getSkinOffset(); cur_joint = cur_joint->getParent(); } LLVector3 first_coord = coord - first_joint_offset; first_coord.scaleVec(first_joint->getScale()); LLVector3 second_coord = coord - second_joint_offset; if (second_joint) { second_coord.scaleVec(second_joint->getScale()); } coord = lerp(first_joint_offset + first_coord, second_joint_offset + second_coord, fmodf(mesh_weights[i], 1.f)); } // add offset to move rigid mesh to target location coord += mesh_offset; coord *= 100.f; apr_file_printf(fp, " \n", i, num_bound_joints); apr_file_printf(fp, " %.4f %.4f %.4f\n", coord.mV[VX], coord.mV[VY], coord.mV[VZ]); apr_file_printf(fp, " %.6f %.6f %.6f\n", mesh_normals[i].mV[VX], mesh_normals[i].mV[VY], mesh_normals[i].mV[VZ]); apr_file_printf(fp, " %.6f %.6f\n", mesh_uvs[i].mV[VX], 1.f - mesh_uvs[i].mV[VY]); if (num_bound_joints >= 1) { apr_file_printf(fp, " %.2f\n", joint_a + 1, 1.f - fmod(mesh_weights[i], 1.f)); } if (num_bound_joints == 2) { apr_file_printf(fp, " %.2f\n", joint_b + 1, fmod(mesh_weights[i], 1.f)); } apr_file_printf(fp, " \n"); } LLPolyFace* mesh_faces = mMesh->getFaces(); for (S32 i = 0; i < mMesh->getNumFaces(); i++) { apr_file_printf(fp, " \n", mesh_faces[i][0], mesh_faces[i][1], mesh_faces[i][2]); } apr_file_printf(fp, " \n"); } // End