//-----------------------------------------------------------------------------
// update()
//-----------------------------------------------------------------------------
BOOL LLImagePreviewAvatar::render()
{
	mNeedsUpdate = FALSE;
	LLVOAvatar* avatarp = mDummyAvatar;

	glMatrixMode(GL_PROJECTION);
	gGL.pushMatrix();
	glLoadIdentity();
	glOrtho(0.0f, mWidth, 0.0f, mHeight, -1.0f, 1.0f);

	glMatrixMode(GL_MODELVIEW);
	gGL.pushMatrix();
	glLoadIdentity();

	LLGLSUIDefault def;
	gGL.color4f(0.15f, 0.2f, 0.3f, 1.f);

	gl_rect_2d_simple( mWidth, mHeight );

	glMatrixMode(GL_PROJECTION);
	gGL.popMatrix();

	glMatrixMode(GL_MODELVIEW);
	gGL.popMatrix();

	gGL.flush();
	LLVector3 target_pos = mTargetJoint->getWorldPosition();

	LLQuaternion camera_rot = LLQuaternion(mCameraPitch, LLVector3::y_axis) * 
		LLQuaternion(mCameraYaw, LLVector3::z_axis);

	LLQuaternion av_rot = avatarp->mPelvisp->getWorldRotation() * camera_rot;
	LLViewerCamera::getInstance()->setOriginAndLookAt(
		target_pos + ((LLVector3(mCameraDistance, 0.f, 0.f) + mCameraOffset) * av_rot),		// camera
		LLVector3::z_axis,																	// up
		target_pos + (mCameraOffset  * av_rot) );											// point of interest

	stop_glerror();

	LLViewerCamera::getInstance()->setAspect((F32)mWidth / mHeight);
	LLViewerCamera::getInstance()->setView(LLViewerCamera::getInstance()->getDefaultFOV() / mCameraZoom);
	LLViewerCamera::getInstance()->setPerspective(FALSE, mOrigin.mX, mOrigin.mY, mWidth, mHeight, FALSE);

	LLVertexBuffer::unbind();
	avatarp->updateLOD();
	

	if (avatarp->mDrawable.notNull())
	{
		LLGLDepthTest gls_depth(GL_TRUE, GL_TRUE);
		// make sure alpha=0 shows avatar material color
		LLGLDisable no_blend(GL_BLEND);

		LLDrawPoolAvatar *avatarPoolp = (LLDrawPoolAvatar *)avatarp->mDrawable->getFace(0)->getPool();
		
		avatarPoolp->renderAvatars(avatarp);  // renders only one avatar
	}

	gGL.color4f(1,1,1,1);
	return TRUE;
}
Example #2
0
//-----------------------------------------------------------------------------
// render()
//-----------------------------------------------------------------------------
BOOL LLVisualParamHint::render()
{
	LLVisualParamReset::sDirty = TRUE;
	LLVOAvatar* avatarp = gAgent.getAvatarObject();

	glMatrixMode(GL_PROJECTION);
	glPushMatrix();
	glLoadIdentity();
	glOrtho(0.0f, mWidth, 0.0f, mHeight, -1.0f, 1.0f);

	glMatrixMode(GL_MODELVIEW);
	glPushMatrix();
	glLoadIdentity();

	LLGLSUIDefault gls_ui;
	//LLGLState::verify(TRUE);
	mBackgroundp->draw(0, 0, mWidth, mHeight);

	glMatrixMode(GL_PROJECTION);
	glPopMatrix();

	glMatrixMode(GL_MODELVIEW);
	glPopMatrix();

	mNeedsUpdate = FALSE;
	mIsVisible = TRUE;

	LLViewerJointMesh* cam_target_joint = NULL;
	const std::string& cam_target_mesh_name = mVisualParam->getCameraTargetName();
	if( !cam_target_mesh_name.empty() )
	{
		cam_target_joint = (LLViewerJointMesh*)avatarp->getJoint( cam_target_mesh_name );
	}
	if( !cam_target_joint )
	{
		cam_target_joint = (LLViewerJointMesh*)gMorphView->getCameraTargetJoint();
	}
	if( !cam_target_joint )
	{
		cam_target_joint = (LLViewerJointMesh*)avatarp->getJoint("mHead");
	}

	LLQuaternion avatar_rotation;
	LLJoint* root_joint = avatarp->getRootJoint();
	if( root_joint )
	{
		avatar_rotation = root_joint->getWorldRotation();
	}

	LLVector3 target_joint_pos = cam_target_joint->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)mWidth / (F32)mHeight);
	LLViewerCamera::getInstance()->setOriginAndLookAt(
		camera_pos,		// camera
		LLVector3(0.f, 0.f, 1.f),						// up
		target_pos );	// point of interest

	LLViewerCamera::getInstance()->setPerspective(FALSE, mOrigin.mX, mOrigin.mY, mWidth, mHeight, FALSE);

	if (avatarp->mDrawable.notNull())
	{
		LLDrawPoolAvatar *avatarPoolp = (LLDrawPoolAvatar *)avatarp->mDrawable->getFace(0)->getPool();
		LLGLDepthTest gls_depth(GL_TRUE, GL_TRUE);
		gGL.setAlphaRejectSettings(LLRender::CF_ALWAYS);
		gGL.setSceneBlendType(LLRender::BT_REPLACE);
		avatarPoolp->renderAvatars(avatarp);  // renders only one avatar
		gGL.setSceneBlendType(LLRender::BT_ALPHA);
		gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
	}
	avatarp->setVisualParamWeight(mVisualParam, mLastParamWeight);
	gGL.color4f(1,1,1,1);
	mTexture->setGLTextureCreated(true);
	return TRUE;
}
Example #3
0
//-----------------------------------------------------------------------------
// update()
//-----------------------------------------------------------------------------
BOOL	LLPreviewAnimation::render()
{
	mNeedsUpdate = FALSE;
	LLVOAvatar* avatarp = mDummyAvatar;
	
	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 def;
	gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
	gGL.color4f(0.15f, 0.2f, 0.3f, 1.f);

	gl_rect_2d_simple( mFullWidth, mFullHeight );

	gGL.matrixMode(LLRender::MM_PROJECTION);
	gGL.popMatrix();

	gGL.matrixMode(LLRender::MM_MODELVIEW);
	gGL.popMatrix();

	gGL.flush();

	LLVector3 target_pos = avatarp->mRoot.getWorldPosition();

	LLQuaternion camera_rot = LLQuaternion(mCameraPitch, LLVector3::y_axis) * 
		LLQuaternion(mCameraYaw, LLVector3::z_axis);

	LLQuaternion av_rot = avatarp->mRoot.getWorldRotation() * camera_rot;
	LLViewerCamera::getInstance()->setOriginAndLookAt(
		target_pos + ((LLVector3(mCameraDistance, 0.f, 0.f) + mCameraOffset) * av_rot),		// camera
		LLVector3::z_axis,																	// up
		target_pos + (mCameraOffset  * av_rot) );											// point of interest

	LLViewerCamera::getInstance()->setView(LLViewerCamera::getInstance()->getDefaultFOV() / mCameraZoom);
	LLViewerCamera::getInstance()->setPerspective(FALSE, mOrigin.mX, mOrigin.mY, mFullWidth, mFullHeight, FALSE);

	mCameraRelPos = LLViewerCamera::getInstance()->getOrigin() - avatarp->mHeadp->getWorldPosition();

	//avatarp->setAnimationData("LookAtPoint", (void *)&mCameraRelPos);

	//SJB: Animation is updated in LLVOAvatar::updateCharacter
	
	if (avatarp->mDrawable.notNull())
	{
		avatarp->updateLOD();
		
		LLVertexBuffer::unbind();
		LLGLDepthTest gls_depth(GL_TRUE);

		LLDrawPoolAvatar *avatarPoolp = (LLDrawPoolAvatar *)avatarp->mDrawable->getFace(0)->getPool();
		avatarp->dirtyMesh();
		avatarPoolp->renderAvatars(avatarp);  // renders only one avatar
	}

	gGL.color4f(1,1,1,1);
	return TRUE;
}
Example #4
0
//-----------------------------------------------------------------------------
// 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);
	gAgentAvatarp->updateVisualParams();
	gGL.color4f(1,1,1,1);
	mGLTexturep->setGLTextureCreated(true);
	gGL.popUIMatrix();

	return TRUE;
}