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|
/**
* @file llviewerjointmesh.cpp
* @brief Implementation of LLViewerJointMesh class
*
* $LicenseInfo:firstyear=2001&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
//-----------------------------------------------------------------------------
// Header Files
//-----------------------------------------------------------------------------
#include "llviewerprecompiledheaders.h"
#include "imageids.h"
#include "llfasttimer.h"
#include "llrender.h"
#include "llapr.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 "llviewercontrol.h"
#include "llviewertexturelist.h"
#include "llviewerjointmesh.h"
#include "llvoavatar.h"
#include "llsky.h"
#include "pipeline.h"
#include "llviewershadermgr.h"
#include "llmath.h"
#include "v4math.h"
#include "m3math.h"
#include "m4math.h"
#if !LL_DARWIN && !LL_LINUX && !LL_SOLARIS
extern PFNGLWEIGHTPOINTERARBPROC glWeightPointerARB;
extern PFNGLWEIGHTFVARBPROC glWeightfvARB;
extern PFNGLVERTEXBLENDARBPROC glVertexBlendARB;
#endif
extern BOOL gRenderForSelect;
static LLPointer<LLVertexBuffer> sRenderBuffer = NULL;
static const U32 sRenderMask = LLVertexBuffer::MAP_VERTEX |
LLVertexBuffer::MAP_NORMAL |
LLVertexBuffer::MAP_TEXCOORD0;
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// 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 ),
mFaceIndexCount(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;
}
//-----------------------------------------------------------------------------
// 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()
//--------------------------------------------------------------------
//LLViewerTexture *LLViewerJointMesh::getTexture()
//{
// return mTexture;
//}
//--------------------------------------------------------------------
// LLViewerJointMesh::setTexture()
//--------------------------------------------------------------------
void LLViewerJointMesh::setTexture( LLViewerTexture *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] << 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; sj<mNumSkinJoints; sj++)
{
LLSkinJoint &js = mSkinJoints[sj];
if (js.mJoint != current_joint)
{
continue;
}
// we've found a skinjoint for this joint..
// is the last joint in the array our parent?
if(mMesh->mJointRenderData.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 gJointMatUnaligned[32];
static LLMatrix3 gJointRotUnaligned[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();
}
gJointMatUnaligned[joint_num] = joint_mat;
gJointRotUnaligned[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 * gJointRotUnaligned[i];
gJointMatUnaligned[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++)
{
gJointMatUnaligned[joint_num].transpose();
for (S32 axis = 0; axis < NUM_AXES; axis++)
{
F32* vector = gJointMatUnaligned[joint_num].mMatrix[axis];
U32 offset = LL_CHARACTER_MAX_JOINTS_PER_MESH*axis+joint_num;
memcpy(mat+offset*4, vector, sizeof(GLfloat)*4);
}
}
stop_glerror();
glUniform4fvARB(gAvatarMatrixParam, 45, mat);
stop_glerror();
}
}
//--------------------------------------------------------------------
// 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;
}
//--------------------------------------------------------------------
// LLViewerJointMesh::drawShape()
//--------------------------------------------------------------------
U32 LLViewerJointMesh::drawShape( F32 pixelArea, BOOL first_pass, BOOL is_dummy)
{
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 (is_dummy)
glColor4fv(LLVOAvatar::getDummyColor().mV);
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));
//----------------------------------------------------------------
// setup current texture
//----------------------------------------------------------------
llassert( !(mTexture.notNull() && mLayerSet) ); // mutually exclusive
LLTexUnit::eTextureAddressMode old_mode = LLTexUnit::TAM_WRAP;
if (mTestImageName)
{
gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mTestImageName);
if (mIsTransparent)
{
glColor4f(1.f, 1.f, 1.f, 1.f);
}
else
{
glColor4f(0.7f, 0.6f, 0.3f, 1.f);
gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_LERP_TEX_ALPHA, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_PREV_COLOR);
}
}
else if( !is_dummy && mLayerSet )
{
if( mLayerSet->hasComposite() )
{
gGL.getTexUnit(0)->bind(mLayerSet->getComposite());
}
else
{
// This warning will always trigger if you've hacked the avatar to show as incomplete.
// Ignore the warning if that's the case.
if (!gSavedSettings.getBOOL("RenderUnloadedAvatar"))
{
//llwarns << "Layerset without composite" << llendl;
}
gGL.getTexUnit(0)->bind(LLViewerTextureManager::getFetchedTexture(IMG_DEFAULT));
}
}
else
if ( !is_dummy && mTexture.notNull() )
{
if(mTexture->hasGLTexture())
{
old_mode = mTexture->getAddressMode();
}
gGL.getTexUnit(0)->bind(mTexture.get());
gGL.getTexUnit(0)->bind(mTexture);
gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
}
else
{
gGL.getTexUnit(0)->bind(LLViewerTextureManager::getFetchedTexture(IMG_DEFAULT));
}
if (gRenderForSelect)
{
if (isTransparent())
{
gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR);
gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_ALPHA, LLTexUnit::TBS_CONST_ALPHA);
}
else
{
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
}
}
mFace->mVertexBuffer->setBuffer(sRenderMask);
U32 start = mMesh->mFaceVertexOffset;
U32 end = start + mMesh->mFaceVertexCount - 1;
U32 count = mMesh->mFaceIndexCount;
U32 offset = mMesh->mFaceIndexOffset;
if (mMesh->hasWeights())
{
if ((mFace->getPool()->getVertexShaderLevel() > 0))
{
if (first_pass)
{
uploadJointMatrices();
}
}
mFace->mVertexBuffer->drawRange(LLRender::TRIANGLES, start, end, count, offset);
}
else
{
glPushMatrix();
LLMatrix4 jointToWorld = getWorldMatrix();
glMultMatrixf((GLfloat*)jointToWorld.mMatrix);
mFace->mVertexBuffer->drawRange(LLRender::TRIANGLES, start, end, count, offset);
glPopMatrix();
}
gPipeline.addTrianglesDrawn(count);
triangle_count += count;
if (mTestImageName)
{
gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
}
if (mTexture.notNull() && !is_dummy)
{
gGL.getTexUnit(0)->bind(mTexture);
gGL.getTexUnit(0)->setTextureAddressMode(old_mode);
}
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)
{
mFace = face;
if (mFace->mVertexBuffer.isNull())
{
return;
}
LLStrider<LLVector3> verticesp;
LLStrider<LLVector3> normalsp;
LLStrider<LLVector2> tex_coordsp;
LLStrider<F32> vertex_weightsp;
LLStrider<LLVector4> clothing_weightsp;
LLStrider<U16> indicesp;
// Copy data into the faces from the polymesh data.
if (mMesh && mValid)
{
if (mMesh->getNumVertices())
{
stop_glerror();
face->getGeometryAvatar(verticesp, normalsp, tex_coordsp, vertex_weightsp, clothing_weightsp);
stop_glerror();
face->mVertexBuffer->getIndexStrider(indicesp);
stop_glerror();
for (U16 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);
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);
}
// static
void LLViewerJointMesh::updateGeometryOriginal(LLFace *mFace, LLPolyMesh *mMesh)
{
LLStrider<LLVector3> o_vertices;
LLStrider<LLVector3> o_normals;
//get vertex and normal striders
LLVertexBuffer *buffer = mFace->mVertexBuffer;
buffer->getVertexStrider(o_vertices, 0);
buffer->getNormalStrider(o_normals, 0);
F32 last_weight = F32_MAX;
LLMatrix4 gBlendMat;
LLMatrix3 gBlendRotMat;
const F32* weights = mMesh->getWeights();
const LLVector3* coords = mMesh->getCoords();
const LLVector3* normals = mMesh->getNormals();
for (U32 index = 0; index < mMesh->getNumVertices(); index++)
{
U32 bidx = index + mMesh->mFaceVertexOffset;
// blend by first matrix
F32 w = weights[index];
// Maybe we don't have to change gBlendMat.
// Profiles of a single-avatar scene on a Mac show this to be a very
// common case. JC
if (w == last_weight)
{
o_vertices[bidx] = coords[index] * gBlendMat;
o_normals[bidx] = normals[index] * gBlendRotMat;
continue;
}
last_weight = w;
S32 joint = llfloor(w);
w -= joint;
// No lerp required in this case.
if (w == 1.0f)
{
gBlendMat = gJointMatUnaligned[joint+1];
o_vertices[bidx] = coords[index] * gBlendMat;
gBlendRotMat = gJointRotUnaligned[joint+1];
o_normals[bidx] = normals[index] * gBlendRotMat;
continue;
}
// Try to keep all the accesses to the matrix data as close
// together as possible. This function is a hot spot on the
// Mac. JC
LLMatrix4 &m0 = gJointMatUnaligned[joint+1];
LLMatrix4 &m1 = gJointMatUnaligned[joint+0];
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);
o_vertices[bidx] = coords[index] * gBlendMat;
LLMatrix3 &n0 = gJointRotUnaligned[joint+1];
LLMatrix3 &n1 = gJointRotUnaligned[joint+0];
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);
o_normals[bidx] = normals[index] * gBlendRotMat;
}
buffer->setBuffer(0);
}
const U32 UPDATE_GEOMETRY_CALL_MASK = 0x1FFF; // 8K samples before overflow
const U32 UPDATE_GEOMETRY_CALL_OVERFLOW = ~UPDATE_GEOMETRY_CALL_MASK;
static bool sUpdateGeometryCallPointer = false;
static F64 sUpdateGeometryGlobalTime = 0.0 ;
static F64 sUpdateGeometryElapsedTime = 0.0 ;
static F64 sUpdateGeometryElapsedTimeOff = 0.0 ;
static F64 sUpdateGeometryElapsedTimeOn = 0.0 ;
static F64 sUpdateGeometryRunAvgOff[10];
static F64 sUpdateGeometryRunAvgOn[10];
static U32 sUpdateGeometryRunCount = 0 ;
static U32 sUpdateGeometryCalls = 0 ;
static U32 sUpdateGeometryLastProcessor = 0 ;
static BOOL sVectorizePerfTest = FALSE;
static U32 sVectorizeProcessor = 0;
//static
void (*LLViewerJointMesh::sUpdateGeometryFunc)(LLFace* face, LLPolyMesh* mesh);
//static
void LLViewerJointMesh::updateVectorize()
{
sVectorizePerfTest = gSavedSettings.getBOOL("VectorizePerfTest");
sVectorizeProcessor = gSavedSettings.getU32("VectorizeProcessor");
BOOL vectorizeEnable = gSavedSettings.getBOOL("VectorizeEnable");
BOOL vectorizeSkin = gSavedSettings.getBOOL("VectorizeSkin");
std::string vp;
switch(sVectorizeProcessor)
{
case 2: vp = "SSE2"; break; // *TODO: replace the magic #s
case 1: vp = "SSE"; break;
default: vp = "COMPILER DEFAULT"; break;
}
LL_INFOS("AppInit") << "Vectorization : " << ( vectorizeEnable ? "ENABLED" : "DISABLED" ) << LL_ENDL ;
LL_INFOS("AppInit") << "Vector Processor : " << vp << LL_ENDL ;
LL_INFOS("AppInit") << "Vectorized Skinning : " << ( vectorizeSkin ? "ENABLED" : "DISABLED" ) << LL_ENDL ;
if(vectorizeEnable && vectorizeSkin)
{
switch(sVectorizeProcessor)
{
case 2:
sUpdateGeometryFunc = &updateGeometrySSE2;
break;
case 1:
sUpdateGeometryFunc = &updateGeometrySSE;
break;
default:
sUpdateGeometryFunc = &updateGeometryVectorized;
break;
}
}
else
{
sUpdateGeometryFunc = &updateGeometryOriginal;
}
}
void LLViewerJointMesh::updateJointGeometry()
{
if (!(mValid
&& mMesh
&& mFace
&& mMesh->hasWeights()
&& mFace->mVertexBuffer.notNull()
&& LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_AVATAR) == 0))
{
return;
}
if (!sVectorizePerfTest)
{
// Once we've measured performance, just run the specified
// code version.
if(sUpdateGeometryFunc == updateGeometryOriginal)
uploadJointMatrices();
sUpdateGeometryFunc(mFace, mMesh);
}
else
{
// At startup, measure the amount of time in skinning and choose
// the fastest one.
LLTimer ug_timer ;
if (sUpdateGeometryCallPointer)
{
if(sUpdateGeometryFunc == updateGeometryOriginal)
uploadJointMatrices();
// call accelerated version for this processor
sUpdateGeometryFunc(mFace, mMesh);
}
else
{
uploadJointMatrices();
updateGeometryOriginal(mFace, mMesh);
}
sUpdateGeometryElapsedTime += ug_timer.getElapsedTimeF64();
++sUpdateGeometryCalls;
if(0 != (sUpdateGeometryCalls & UPDATE_GEOMETRY_CALL_OVERFLOW))
{
F64 time_since_app_start = ug_timer.getElapsedSeconds();
if(sUpdateGeometryGlobalTime == 0.0
|| sUpdateGeometryLastProcessor != sVectorizeProcessor)
{
sUpdateGeometryGlobalTime = time_since_app_start;
sUpdateGeometryElapsedTime = 0;
sUpdateGeometryCalls = 0;
sUpdateGeometryRunCount = 0;
sUpdateGeometryLastProcessor = sVectorizeProcessor;
sUpdateGeometryCallPointer = false;
return;
}
F64 percent_time_in_function =
( sUpdateGeometryElapsedTime * 100.0 ) / ( time_since_app_start - sUpdateGeometryGlobalTime ) ;
sUpdateGeometryGlobalTime = time_since_app_start;
if (!sUpdateGeometryCallPointer)
{
// First set of run data is with vectorization off.
sUpdateGeometryCallPointer = true;
llinfos << "profile (avg of " << sUpdateGeometryCalls << " samples) = "
<< "vectorize off " << percent_time_in_function
<< "% of time with "
<< (sUpdateGeometryElapsedTime / (F64)sUpdateGeometryCalls)
<< " seconds per call "
<< llendl;
sUpdateGeometryRunAvgOff[sUpdateGeometryRunCount] = percent_time_in_function;
sUpdateGeometryElapsedTimeOff += sUpdateGeometryElapsedTime;
sUpdateGeometryCalls = 0;
}
else
{
// Second set of run data is with vectorization on.
sUpdateGeometryCallPointer = false;
llinfos << "profile (avg of " << sUpdateGeometryCalls << " samples) = "
<< "VEC on " << percent_time_in_function
<< "% of time with "
<< (sUpdateGeometryElapsedTime / (F64)sUpdateGeometryCalls)
<< " seconds per call "
<< llendl;
sUpdateGeometryRunAvgOn[sUpdateGeometryRunCount] = percent_time_in_function ;
sUpdateGeometryElapsedTimeOn += sUpdateGeometryElapsedTime;
sUpdateGeometryCalls = 0;
sUpdateGeometryRunCount++;
F64 a = 0.0, b = 0.0;
for(U32 i = 0; i<sUpdateGeometryRunCount; i++)
{
a += sUpdateGeometryRunAvgOff[i];
b += sUpdateGeometryRunAvgOn[i];
}
a /= sUpdateGeometryRunCount;
b /= sUpdateGeometryRunCount;
F64 perf_boost = ( sUpdateGeometryElapsedTimeOff - sUpdateGeometryElapsedTimeOn ) / sUpdateGeometryElapsedTimeOn;
llinfos << "run averages (" << (F64)sUpdateGeometryRunCount
<< "/10) vectorize off " << a
<< "% : vectorize type " << sVectorizeProcessor
<< " " << b
<< "% : performance boost "
<< perf_boost * 100.0
<< "%"
<< llendl ;
if(sUpdateGeometryRunCount == 10)
{
// In case user runs test again, force reset of data on
// next run.
sUpdateGeometryGlobalTime = 0.0;
// We have data now on which version is faster. Switch to that
// code and save the data for next run.
gSavedSettings.setBOOL("VectorizePerfTest", FALSE);
if (perf_boost > 0.0)
{
llinfos << "Vectorization improves avatar skinning performance, "
<< "keeping on for future runs."
<< llendl;
gSavedSettings.setBOOL("VectorizeSkin", TRUE);
}
else
{
// SIMD decreases performance, fall back to original code
llinfos << "Vectorization decreases avatar skinning performance, "
<< "switching back to original code."
<< llendl;
gSavedSettings.setBOOL("VectorizeSkin", FALSE);
}
}
}
sUpdateGeometryElapsedTime = 0.0f;
}
}
}
void LLViewerJointMesh::dump()
{
if (mValid)
{
llinfos << "Usable LOD " << mName << llendl;
}
}
// End
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