コード例 #1
0
void LLDrawPoolAvatar::updateRiggedFaceVertexBuffer(LLVOAvatar* avatar, LLFace* face, 
													const LLMeshSkinInfo* skin, LLVolume* volume, 
													const LLVolumeFace& vol_face, LLVOVolume* vobj)
{
	LLVector4a* weight = vol_face.mWeights;
	if (!weight)
	{
		return;
	}

	LLPointer<LLVertexBuffer> buffer = face->getVertexBuffer();
	LLDrawable* drawable = face->getDrawable();

	U32 data_mask = face->getRiggedVertexBufferDataMask();

	if (buffer.isNull() || buffer->getTypeMask() != data_mask ||
		buffer->getRequestedVerts() != vol_face.mNumVertices ||
		buffer->getRequestedIndices() != vol_face.mNumIndices ||
		(drawable && drawable->isState(LLDrawable::REBUILD_ALL)))
	{
		face->setGeomIndex(0);
		face->setIndicesIndex(0);

		if (buffer.isNull() || buffer->getTypeMask() != data_mask)
		{	//make a new buffer
			if (sShaderLevel > 0)
			{
				buffer = new LLVertexBuffer(data_mask, GL_DYNAMIC_DRAW_ARB);
			}
			else
			{
				buffer = new LLVertexBuffer(data_mask, GL_STREAM_DRAW_ARB);
			}
			buffer->allocateBuffer(vol_face.mNumVertices,
								   vol_face.mNumIndices, true);
		}
		else
		{	//resize existing buffer
			buffer->resizeBuffer(vol_face.mNumVertices, vol_face.mNumIndices);
		}

		face->setSize(vol_face.mNumVertices, vol_face.mNumIndices);
		face->setVertexBuffer(buffer);

		U16 offset = 0;

		LLMatrix4 mat_vert = skin->mBindShapeMatrix;
		glh::matrix4f m((F32*) mat_vert.mMatrix);
		m = m.inverse().transpose();

		F32 mat3[] = {	m.m[0], m.m[1], m.m[2],
						m.m[4], m.m[5], m.m[6],
						m.m[8], m.m[9], m.m[10] };

		LLMatrix3 mat_normal(mat3);

		static LLCachedControl<bool> mesh_enable_deformer(gSavedSettings, "MeshEnableDeformer");
		if (mesh_enable_deformer)
		{
			LLDeformedVolume* deformed_volume = vobj->getDeformedVolume();
			deformed_volume->deform(volume, avatar, skin, face->getTEOffset());
			face->getGeometryVolume(*deformed_volume, face->getTEOffset(), mat_vert,
									mat_normal, offset, true);
		}
		else
		{
			face->getGeometryVolume(*volume, face->getTEOffset(), mat_vert,
 									mat_normal, offset, true);
		}
	}

	if (sShaderLevel <= 0 && face->mLastSkinTime < avatar->getLastSkinTime())
	{ //perform software vertex skinning for this face
		LLStrider<LLVector3> position;
		LLStrider<LLVector3> normal;

		bool has_normal = buffer->hasDataType(LLVertexBuffer::TYPE_NORMAL);
		buffer->getVertexStrider(position);

		if (has_normal)
		{
			buffer->getNormalStrider(normal);
		}
		LLVector4a* pos = (LLVector4a*) position.get();

		LLVector4a* norm = has_normal ? (LLVector4a*) normal.get() : NULL;

		//build matrix palette
		LLMatrix4a mp[64];
		LLMatrix4* mat = (LLMatrix4*) mp;

		for (U32 j = 0; j < skin->mJointNames.size(); ++j)
		{
			LLJoint* joint = avatar->getJoint(skin->mJointNames[j]);
			if (joint)
			{
				mat[j] = skin->mInvBindMatrix[j];
				mat[j] *= joint->getWorldMatrix();
			}
		}

		LLMatrix4a bind_shape_matrix;
		bind_shape_matrix.loadu(skin->mBindShapeMatrix);

		for (U32 j = 0; j < buffer->getRequestedVerts(); ++j)
		{
			LLMatrix4a final_mat;
			final_mat.clear();

			S32 idx[4];

			LLVector4 wght;

			F32 scale = 0.f;
			for (U32 k = 0; k < 4; k++)
		{
				F32 w = weight[j][k];

				idx[k] = llclamp((S32) floorf(w), 0, 63);
				wght[k] = w - floorf(w);
				scale += wght[k];
			}

			wght *= 1.f/scale;

			for (U32 k = 0; k < 4; k++)
			{
				F32 w = wght[k];

				LLMatrix4a src;
				src.setMul(mp[idx[k]], w);

				final_mat.add(src);
			}

			LLVector4a& v = vol_face.mPositions[j];
			LLVector4a t;
			LLVector4a dst;
			bind_shape_matrix.affineTransform(v, t);
			final_mat.affineTransform(t, dst);
			pos[j] = dst;

			if (norm)
			{
				LLVector4a& n = vol_face.mNormals[j];
				bind_shape_matrix.rotate(n, t);
				final_mat.rotate(t, dst);
				norm[j] = dst;
			}
		}
	}

	if (drawable && face->getTEOffset() == drawable->getNumFaces() - 1)
	{
		drawable->clearState(LLDrawable::REBUILD_ALL);
	}
}
コード例 #2
0
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, vobj);

		stop_glerror();

		U32 data_mask = LLFace::getRiggedDataMask(type);

		LLVertexBuffer* buff = face->getVertexBuffer();

		if (buff)
		{
			if (sShaderLevel > 0)
			{ //upload matrix palette to shader
				LLMatrix4 mat[64];

				for (U32 i = 0; i < skin->mJointNames.size(); ++i)
				{
					LLJoint* joint = avatar->getJoint(skin->mJointNames[i]);
					if (joint)
					{
						mat[i] = skin->mInvBindMatrix[i];
						mat[i] *= joint->getWorldMatrix();
					}
				}

				stop_glerror();

				LLDrawPoolAvatar::sVertexProgram->uniformMatrix4fv("matrixPalette",
																   skin->mJointNames.size(),
																   FALSE,
																   (GLfloat*) mat[0].mMatrix);

				stop_glerror();
			}
			else
			{
				data_mask &= ~LLVertexBuffer::MAP_WEIGHT4;
			}

			buff->setBuffer(data_mask);

			U16 start = face->getGeomStart();
			U16 end = start + face->getGeomCount()-1;
			S32 offset = face->getIndicesStart();
			U32 count = face->getIndicesCount();

			if (glow)
			{
				glColor4f(0,0,0,face->getTextureEntry()->getGlow());
			}

			gGL.getTexUnit(sDiffuseChannel)->bind(face->getTexture());
			if (normal_channel > -1)
			{
				LLDrawPoolBump::bindBumpMap(face, normal_channel);
			}

			if (face->mTextureMatrix)
			{
				glMatrixMode(GL_TEXTURE);
				glLoadMatrixf((F32*) face->mTextureMatrix->mMatrix);
				buff->drawRange(LLRender::TRIANGLES, start, end, count, offset);
				glLoadIdentity();
				glMatrixMode(GL_MODELVIEW);
			}
			else
			{
				buff->drawRange(LLRender::TRIANGLES, start, end, count, offset);
			}
		}
	}
}
コード例 #3
0
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);
		}
	}
}