Example #1
0
LLVector3 LLModel::getTransformedCenter(const LLMatrix4& mat)
{
	LLVector3 ret;

	if (!mVolumeFaces.empty())
	{
		LLMatrix4a m;
		m.loadu(mat);

		LLVector4a minv,maxv;

		LLVector4a t;
		m.affineTransform(mVolumeFaces[0].mPositions[0], t);
		minv = maxv = t;

		for (S32 i = 0; i < (S32)mVolumeFaces.size(); ++i)
		{
			LLVolumeFace& face = mVolumeFaces[i];

			for (U32 j = 0; j < (U32)face.mNumVertices; ++j)
			{
				m.affineTransform(face.mPositions[j],t);
				update_min_max(minv, maxv, t);
			}
		}

		minv.add(maxv);
		minv.mul(0.5f);

		ret.set(minv.getF32ptr());
	}

	return ret;
}
const LLMatrix4a &LLViewerCamera::getModelview() const
{
	LLMatrix4 modelview;
	getMatrixToLocal(modelview);
	LLMatrix4a modelviewa;
	modelviewa.loadu((F32*)modelview.mMatrix);
	mModelviewMatrix.setMul(OGL_TO_CFR_ROTATION,modelviewa);
	return mModelviewMatrix;
}
Example #3
0
BOOL LLViewerCamera::areVertsVisible(LLViewerObject* volumep, BOOL all_verts)
{
	S32 i, num_faces;
	LLDrawable* drawablep = volumep->mDrawable;

	if (!drawablep)
	{
		return FALSE;
	}

	LLVolume* volume = volumep->getVolume();
	if (!volume)
	{
		return FALSE;
	}

	LLVOVolume* vo_volume = (LLVOVolume*) volumep;

	vo_volume->updateRelativeXform();
	LLMatrix4 mat = vo_volume->getRelativeXform();
	
	LLMatrix4 render_mat(vo_volume->getRenderRotation(), LLVector4(vo_volume->getRenderPosition()));

	LLMatrix4a render_mata;
	render_mata.loadu(render_mat);
	LLMatrix4a mata;
	mata.loadu(mat);

	num_faces = volume->getNumVolumeFaces();
	for (i = 0; i < num_faces; i++)
	{
		const LLVolumeFace& face = volume->getVolumeFace(i);
				
		for (U32 v = 0; v < face.mNumVertices; v++)
		{
			const LLVector4a& src_vec = face.mPositions[v];
			LLVector4a vec;
			mata.affineTransform(src_vec, vec);

			if (drawablep->isActive())
			{
				LLVector4a t = vec;
				render_mata.affineTransform(t, vec);
			}

			BOOL in_frustum = pointInFrustum(LLVector3(vec.getF32ptr())) > 0;

			if (( !in_frustum && all_verts) ||
				 (in_frustum && !all_verts))
			{
				return !all_verts;
			}
		}
	}
	return all_verts;
}
void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow)
{
	if ((avatar->isSelf() && !gAgent.needsRenderAvatar()) || !gMeshRepo.meshRezEnabled())
	{
		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[JOINT_COUNT];

				U32 count = llmin((U32) skin->mJointNames.size(), (U32) JOINT_COUNT);

				for (U32 i = 0; i < count; ++i)
				{
					LLJoint* joint = avatar->getJoint(skin->mJointNames[i]);
					if(!joint)
					{
						joint = avatar->getJoint("mRoot");
					}
					if (joint)
					{
						LLMatrix4a tmp;
						tmp.loadu((F32*)skin->mInvBindMatrix[i].mMatrix);
						tmp.setMul(joint->getWorldMatrix(),tmp);
						mat[i] = LLMatrix4(tmp.getF32ptr());
					}
				}
				
				stop_glerror();

				F32 mp[JOINT_COUNT*12];

				for (U32 i = 0; i < count; ++i)
				{
					F32* m = (F32*) mat[i].mMatrix;

					U32 idx = i*12;

					mp[idx+0] = m[0];
					mp[idx+1] = m[1];
					mp[idx+2] = m[2];
					mp[idx+3] = m[12];

					mp[idx+4] = m[4];
					mp[idx+5] = m[5];
					mp[idx+6] = m[6];
					mp[idx+7] = m[13];

					mp[idx+8] = m[8];
					mp[idx+9] = m[9];
					mp[idx+10] = m[10];
					mp[idx+11] = m[14];
				}

				LLDrawPoolAvatar::sVertexProgram->uniformMatrix3x4fv(LLViewerShaderMgr::AVATAR_MATRIX, 
					count,
					FALSE,
					(GLfloat*) mp);

				LLDrawPoolAvatar::sVertexProgram->uniform1f(LLShaderMgr::AVATAR_MAX_WEIGHT, F32(count-1));
				
				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());
			}*/

			const LLTextureEntry* te = face->getTextureEntry();
			LLMaterial* mat = te->getMaterialParams().get();

			if (mat && is_deferred_render)
			{
				gGL.getTexUnit(sDiffuseChannel)->bind(face->getTexture(LLRender::DIFFUSE_MAP));
				gGL.getTexUnit(normal_channel)->bind(face->getTexture(LLRender::NORMAL_MAP));
				gGL.getTexUnit(specular_channel)->bind(face->getTexture(LLRender::SPECULAR_MAP));

				LLColor4 col = mat->getSpecularLightColor();
				F32 spec = llmax(0.0001f, mat->getSpecularLightExponent() / 255.f);

				F32 env = mat->getEnvironmentIntensity()/255.f;

				if (mat->getSpecularID().isNull())
				{
					env = te->getShiny()*0.25f;
					col.set(env,env,env,0);
					spec = env;
				}
		
				BOOL fullbright = te->getFullbright();

				sVertexProgram->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, fullbright ? 1.f : 0.f);
				sVertexProgram->uniform4f(LLShaderMgr::SPECULAR_COLOR, col.mV[0], col.mV[1], col.mV[2], spec);
				sVertexProgram->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, env);

				if (mat->getDiffuseAlphaMode() == LLMaterial::DIFFUSE_ALPHA_MODE_MASK)
				{
					sVertexProgram->setMinimumAlpha(mat->getAlphaMaskCutoff()/255.f);
				}
				else
				{
					sVertexProgram->setMinimumAlpha(0.004f);
				}

				for (U32 i = 0; i < LLRender::NUM_TEXTURE_CHANNELS; ++i)
				{
					LLViewerTexture* tex = face->getTexture(i);
					if (tex)
					{
						tex->addTextureStats(avatar->getPixelArea());
					}
				}
			}
			else
			{
				gGL.getTexUnit(sDiffuseChannel)->bind(face->getTexture());

				if(sVertexProgram)
				{
					if (mat && mat->getDiffuseAlphaMode() == LLMaterial::DIFFUSE_ALPHA_MODE_MASK)
					{
						sVertexProgram->setMinimumAlpha(mat->getAlphaMaskCutoff()/255.f);
					}
					else
					{
						sVertexProgram->setMinimumAlpha(0.004f);
					}
				}

				if (normal_channel > -1)
				{
					LLDrawPoolBump::bindBumpMap(face, normal_channel);
				}
			}

			if (face->mTextureMatrix && vobj->mTexAnimMode)
			{
				gGL.matrixMode(LLRender::MM_TEXTURE);
				gGL.loadMatrix(*face->mTextureMatrix);
				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);		
			}

			gPipeline.addTrianglesDrawn(count, LLRender::TRIANGLES);
		}
	}
}
void LLSpatialBridge::updateSpatialExtents()
{
	LLSpatialGroup* root = (LLSpatialGroup*) mOctree->getListener(0);
	
	{
		LLFastTimer ftm(FTM_CULL_REBOUND);
		root->rebound();
	}
	
	LLVector4a offset;
	LLVector4a size = root->mBounds[1];
		
	//VECTORIZE THIS
	LLMatrix4a mat;
	mat.loadu(mDrawable->getXform()->getWorldMatrix());

	LLVector4a t;
	t.splat(0.f);

	LLVector4a center;
	mat.affineTransform(t, center);
	
	mat.rotate(root->mBounds[0], offset);
	center.add(offset);
	
	LLVector4a v[4];

	//get 4 corners of bounding box
	mat.rotate(size,v[0]);

	LLVector4a scale;
	
	scale.set(-1.f, -1.f, 1.f);
	scale.mul(size);
	mat.rotate(scale, v[1]);
	
	scale.set(1.f, -1.f, -1.f);
	scale.mul(size);
	mat.rotate(scale, v[2]);
	
	scale.set(-1.f, 1.f, -1.f);
	scale.mul(size);
	mat.rotate(scale, v[3]);

	
	LLVector4a& newMin = mExtents[0];
	LLVector4a& newMax = mExtents[1];
	
	newMin = newMax = center;
	
	for (U32 i = 0; i < 4; i++)
	{
		LLVector4a delta;
		delta.setAbs(v[i]);
		LLVector4a min;
		min.setSub(center, delta);
		LLVector4a max;
		max.setAdd(center, delta);

		newMin.setMin(newMin, min);
		newMax.setMax(newMax, max);
	}
	
	LLVector4a diagonal;
	diagonal.setSub(newMax, newMin);
	mRadius = diagonal.getLength3().getF32() * 0.5f;
	
	mPositionGroup.setAdd(newMin,newMax);
	mPositionGroup.mul(0.5f);
	updateBinRadius();
}