void LLVisualParamHint::preRender(BOOL clear_depth) { LLVOAvatar* avatarp = gAgent.getAvatarObject(); mLastParamWeight = avatarp->getVisualParamWeight(mVisualParam); avatarp->setVisualParamWeight(mVisualParam, mVisualParamWeight); avatarp->setVisualParamWeight("Blink_Left", 0.f); avatarp->setVisualParamWeight("Blink_Right", 0.f); avatarp->updateComposites(); avatarp->updateVisualParams(); avatarp->updateGeometry(avatarp->mDrawable); avatarp->updateLOD(); LLDynamicTexture::preRender(clear_depth); }
//----------------------------------------------------------------------------- // 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; }
//----------------------------------------------------------------------------- // 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; }