/* For each vertex, given: B - binormal T - tangent N - normal P - position The resulting texture coordinate <u,v> is: u = 2(B dot P) v = 2(T dot P) */ void planarProjection(LLVector2 &tc, const LLVector4a& normal, const LLVector4a ¢er, const LLVector4a& vec) { LLVector4a binormal; F32 d = normal[0]; if (d >= 0.5f || d <= -0.5f) { if (d < 0) { binormal.set(0,-1,0); } else { binormal.set(0, 1, 0); } } else { if (normal[1] > 0) { binormal.set(-1,0,0); } else { binormal.set(1,0,0); } } LLVector4a tangent; tangent.setCross3(binormal,normal); tc.mV[1] = -((tangent.dot3(vec).getF32())*2 - 0.5f); tc.mV[0] = 1.0f+((binormal.dot3(vec).getF32())*2 - 0.5f); }
void LLVOPartGroup::getGeometry(const LLViewerPart& part, LLStrider<LLVector4a>& verticesp) { if (part.mFlags & LLPartData::LL_PART_RIBBON_MASK) { LLVector4a axis, pos, paxis, ppos; F32 scale, pscale; pos.load3(part.mPosAgent.mV); axis.load3(part.mAxis.mV); scale = part.mScale.mV[0]; if (part.mParent) { ppos.load3(part.mParent->mPosAgent.mV); paxis.load3(part.mParent->mAxis.mV); pscale = part.mParent->mScale.mV[0]; } else { //use source object as position if (part.mPartSourcep->mSourceObjectp.notNull()) { LLVector3 v = LLVector3(0,0,1); v *= part.mPartSourcep->mSourceObjectp->getRenderRotation(); paxis.load3(v.mV); ppos.load3(part.mPartSourcep->mPosAgent.mV); pscale = part.mStartScale.mV[0]; } else { //no source object, no parent, nothing to draw ppos = pos; pscale = scale; paxis = axis; } } LLVector4a p0, p1, p2, p3; scale *= 0.5f; pscale *= 0.5f; axis.mul(scale); paxis.mul(pscale); p0.setAdd(pos, axis); p1.setSub(pos,axis); p2.setAdd(ppos, paxis); p3.setSub(ppos, paxis); (*verticesp++) = p2; (*verticesp++) = p3; (*verticesp++) = p0; (*verticesp++) = p1; } else { LLVector4a part_pos_agent; part_pos_agent.load3(part.mPosAgent.mV); LLVector4a camera_agent; camera_agent.load3(getCameraPosition().mV); LLVector4a at; at.setSub(part_pos_agent, camera_agent); LLVector4a up(0, 0, 1); LLVector4a right; right.setCross3(at, up); right.normalize3fast(); up.setCross3(right, at); up.normalize3fast(); if (part.mFlags & LLPartData::LL_PART_FOLLOW_VELOCITY_MASK) { LLVector4a normvel; normvel.load3(part.mVelocity.mV); normvel.normalize3fast(); LLVector2 up_fracs; up_fracs.mV[0] = normvel.dot3(right).getF32(); up_fracs.mV[1] = normvel.dot3(up).getF32(); up_fracs.normalize(); LLVector4a new_up; LLVector4a new_right; //new_up = up_fracs.mV[0] * right + up_fracs.mV[1]*up; LLVector4a t = right; t.mul(up_fracs.mV[0]); new_up = up; new_up.mul(up_fracs.mV[1]); new_up.add(t); //new_right = up_fracs.mV[1] * right - up_fracs.mV[0]*up; t = right; t.mul(up_fracs.mV[1]); new_right = up; new_right.mul(up_fracs.mV[0]); t.sub(new_right); up = new_up; right = t; up.normalize3fast(); right.normalize3fast(); } right.mul(0.5f*part.mScale.mV[0]); up.mul(0.5f*part.mScale.mV[1]); //HACK -- the verticesp->mV[3] = 0.f here are to set the texture index to 0 (particles don't use texture batching, maybe they should) // this works because there is actually a 4th float stored after the vertex position which is used as a texture index // also, somebody please VECTORIZE THIS LLVector4a ppapu; LLVector4a ppamu; ppapu.setAdd(part_pos_agent, up); ppamu.setSub(part_pos_agent, up); verticesp->setSub(ppapu, right); (*verticesp++).getF32ptr()[3] = 0.f; verticesp->setSub(ppamu, right); (*verticesp++).getF32ptr()[3] = 0.f; verticesp->setAdd(ppapu, right); (*verticesp++).getF32ptr()[3] = 0.f; verticesp->setAdd(ppamu, right); (*verticesp++).getF32ptr()[3] = 0.f; } }
void LLVOClouds::getGeometry(S32 idx, LLStrider<LLVector4a>& verticesp, LLStrider<LLVector3>& normalsp, LLStrider<LLVector2>& texcoordsp, LLStrider<LLColor4U>& colorsp, LLStrider<U16>& indicesp) { if (idx >= mCloudGroupp->getNumPuffs()) { return; } LLDrawable* drawable = mDrawable; LLFace *facep = drawable->getFace(idx); if (!facep->hasGeometry()) { return; } const LLCloudPuff &puff = mCloudGroupp->getPuff(idx); LLColor4 float_color(LLColor3(gSky.getSunDiffuseColor() + gSky.getSunAmbientColor()),puff.getAlpha()); LLColor4U color; color.setVec(float_color); facep->setFaceColor(float_color); U32 vert_offset = facep->getGeomIndex(); LLVector4a part_pos_agent; part_pos_agent.load3(facep->mCenterLocal.mV); LLVector4a at; at.load3(LLViewerCamera::getInstance()->getAtAxis().mV); LLVector4a up(0, 0, 1); LLVector4a right; right.setCross3(at, up); right.normalize3fast(); up.setCross3(right, at); up.normalize3fast(); right.mul(0.5f*CLOUD_PUFF_WIDTH); up.mul(0.5f*CLOUD_PUFF_HEIGHT); LLVector3 normal(0.f,0.f,-1.f); //HACK -- the verticesp->mV[3] = 0.f here are to set the texture index to 0 (particles don't use texture batching, maybe they should) // this works because there is actually a 4th float stored after the vertex position which is used as a texture index // also, somebody please VECTORIZE THIS LLVector4a ppapu; LLVector4a ppamu; ppapu.setAdd(part_pos_agent, up); ppamu.setSub(part_pos_agent, up); verticesp->setSub(ppapu, right); (*verticesp++).getF32ptr()[3] = 0.f; verticesp->setSub(ppamu, right); (*verticesp++).getF32ptr()[3] = 0.f; verticesp->setAdd(ppapu, right); (*verticesp++).getF32ptr()[3] = 0.f; verticesp->setAdd(ppamu, right); (*verticesp++).getF32ptr()[3] = 0.f; // *verticesp++ = puff_pos_agent - right + up; // *verticesp++ = puff_pos_agent - right - up; // *verticesp++ = puff_pos_agent + right + up; // *verticesp++ = puff_pos_agent + right - up; *colorsp++ = color; *colorsp++ = color; *colorsp++ = color; *colorsp++ = color; *texcoordsp++ = LLVector2(0.f, 1.f); *texcoordsp++ = LLVector2(0.f, 0.f); *texcoordsp++ = LLVector2(1.f, 1.f); *texcoordsp++ = LLVector2(1.f, 0.f); *normalsp++ = normal; *normalsp++ = normal; *normalsp++ = normal; *normalsp++ = normal; *indicesp++ = vert_offset + 0; *indicesp++ = vert_offset + 1; *indicesp++ = vert_offset + 2; *indicesp++ = vert_offset + 1; *indicesp++ = vert_offset + 3; *indicesp++ = vert_offset + 2; }
void LLPolyMorphTarget::apply( ESex avatar_sex ) { if (!mMorphData || mNumMorphMasksPending > 0) { return; } LL_RECORD_BLOCK_TIME(FTM_APPLY_MORPH_TARGET); mLastSex = avatar_sex; // Check for NaN condition (NaN is detected if a variable doesn't equal itself. if (mCurWeight != mCurWeight) { mCurWeight = 0.0; } if (mLastWeight != mLastWeight) { mLastWeight = mCurWeight+.001; } // perform differential update of morph F32 delta_weight = ( getSex() & avatar_sex ) ? (mCurWeight - mLastWeight) : (getDefaultWeight() - mLastWeight); // store last weight mLastWeight += delta_weight; if (delta_weight != 0.f) { llassert(!mMesh->isLOD()); LLVector4a *coords = mMesh->getWritableCoords(); LLVector4a *scaled_normals = mMesh->getScaledNormals(); LLVector4a *normals = mMesh->getWritableNormals(); LLVector4a *scaled_binormals = mMesh->getScaledBinormals(); LLVector4a *binormals = mMesh->getWritableBinormals(); LLVector4a *clothing_weights = mMesh->getWritableClothingWeights(); LLVector2 *tex_coords = mMesh->getWritableTexCoords(); F32 *maskWeightArray = (mVertMask) ? mVertMask->getMorphMaskWeights() : NULL; for(U32 vert_index_morph = 0; vert_index_morph < mMorphData->mNumIndices; vert_index_morph++) { S32 vert_index_mesh = mMorphData->mVertexIndices[vert_index_morph]; F32 maskWeight = 1.f; if (maskWeightArray) { maskWeight = maskWeightArray[vert_index_morph]; } LLVector4a pos = mMorphData->mCoords[vert_index_morph]; pos.mul(delta_weight*maskWeight); coords[vert_index_mesh].add(pos); if (getInfo()->mIsClothingMorph && clothing_weights) { LLVector4a clothing_offset = mMorphData->mCoords[vert_index_morph]; clothing_offset.mul(delta_weight * maskWeight); LLVector4a* clothing_weight = &clothing_weights[vert_index_mesh]; clothing_weight->add(clothing_offset); clothing_weight->getF32ptr()[VW] = maskWeight; } // calculate new normals based on half angles LLVector4a norm = mMorphData->mNormals[vert_index_morph]; norm.mul(delta_weight*maskWeight*NORMAL_SOFTEN_FACTOR); scaled_normals[vert_index_mesh].add(norm); norm = scaled_normals[vert_index_mesh]; // guard against degenerate input data before we create NaNs below! // norm.normalize3fast(); normals[vert_index_mesh] = norm; // calculate new binormals LLVector4a binorm = mMorphData->mBinormals[vert_index_morph]; // guard against degenerate input data before we create NaNs below! // if (!binorm.isFinite3() || (binorm.dot3(binorm).getF32() <= F_APPROXIMATELY_ZERO)) { binorm.set(1,0,0,1); } binorm.mul(delta_weight*maskWeight*NORMAL_SOFTEN_FACTOR); scaled_binormals[vert_index_mesh].add(binorm); LLVector4a tangent; tangent.setCross3(scaled_binormals[vert_index_mesh], norm); LLVector4a& normalized_binormal = binormals[vert_index_mesh]; normalized_binormal.setCross3(norm, tangent); normalized_binormal.normalize3fast(); tex_coords[vert_index_mesh] += mMorphData->mTexCoords[vert_index_morph] * delta_weight * maskWeight; } // now apply volume changes for( volume_list_t::iterator iter = mVolumeMorphs.begin(); iter != mVolumeMorphs.end(); iter++ ) { LLPolyVolumeMorph* volume_morph = &(*iter); LLVector3 scale_delta = volume_morph->mScale * delta_weight; LLVector3 pos_delta = volume_morph->mPos * delta_weight; volume_morph->mVolume->setScale(volume_morph->mVolume->getScale() + scale_delta); volume_morph->mVolume->setPosition(volume_morph->mVolume->getPosition() + pos_delta); } } if (mNext) { mNext->apply(avatar_sex); } }
//----------------------------------------------------------------------------- // setMorphFromMesh() //----------------------------------------------------------------------------- BOOL LLPolyMorphData::setMorphFromMesh(LLPolyMesh *morph) { if (!morph) return FALSE; LLVector4a *morph_coords = morph->getWritableCoords(); LLVector4a *morph_normals = morph->getWritableNormals(); LLVector4a *morph_binormals = morph->getWritableBinormals(); LLVector2 *morph_tex_coords = morph->getWritableTexCoords(); // We now have the morph loaded as a mesh. We have to subtract the // base mesh to get the delta morph. LLPolyMesh delta(mMesh, NULL); U32 nverts = delta.getNumVertices(); LLVector4a *delta_coords = delta.getWritableCoords(); LLVector4a *delta_normals = delta.getWritableNormals(); LLVector4a *delta_binormals = delta.getWritableBinormals(); LLVector2 *delta_tex_coords = delta.getWritableTexCoords(); U32 num_significant = 0; U32 vert_index; for( vert_index = 0; vert_index < nverts; vert_index++) { delta_coords[vert_index].setSub( morph_coords[vert_index], delta_coords[vert_index]); delta_normals[vert_index].setSub( morph_normals[vert_index], delta_normals[vert_index]); delta_binormals[vert_index].setSub( morph_binormals[vert_index], delta_binormals[vert_index]); delta_tex_coords[vert_index] = morph_tex_coords[vert_index] - delta_tex_coords[vert_index]; // For the normals and binormals, we really want the deltas // to be perpendicular to the mesh (bi)normals in the plane // that contains both the mesh and morph (bi)normals, such // that the morph (bi)normals form the hypotenuses of right // triangles. Right now, we just compute the difference vector. if (delta_coords[vert_index].getLength3().getF32() > SIGNIFICANT_DELTA || delta_normals[vert_index].getLength3().getF32() > SIGNIFICANT_DELTA || delta_binormals[vert_index].getLength3().getF32() > SIGNIFICANT_DELTA || delta_tex_coords[vert_index].length() > SIGNIFICANT_DELTA) { num_significant++; } } //------------------------------------------------------------------------- // compute new morph //------------------------------------------------------------------------- // If the morph matches the base mesh, we store one vertex to prevent // zero length vectors. U32 nindices = num_significant; if (num_significant == 0) nindices = 1; LLVector4a* new_coords = new LLVector4a[nindices]; LLVector4a* new_normals = new LLVector4a[nindices]; LLVector4a* new_binormals = new LLVector4a[nindices]; LLVector2* new_tex_coords = new LLVector2[nindices]; U32* new_vertex_indices = new U32[nindices]; // We'll set the distortion directly mTotalDistortion = 0.f; mMaxDistortion = 0.f; mAvgDistortion.clear(); U32 morph_index = 0; for( vert_index = 0; vert_index < nverts; vert_index++) { if (delta_coords[vert_index].getLength3().getF32() > SIGNIFICANT_DELTA || delta_normals[vert_index].getLength3().getF32() > SIGNIFICANT_DELTA || delta_binormals[vert_index].getLength3().getF32() > SIGNIFICANT_DELTA || delta_tex_coords[vert_index].length() > SIGNIFICANT_DELTA || num_significant == 0) { new_vertex_indices[morph_index] = vert_index; new_coords[morph_index] = delta_coords[vert_index]; new_normals[morph_index] = delta_normals[vert_index]; new_binormals[morph_index] = delta_binormals[vert_index]; new_tex_coords[morph_index] = delta_tex_coords[vert_index]; F32 magnitude = new_coords[morph_index].getLength3().getF32(); mTotalDistortion += magnitude; LLVector4a t; t.setAbs(new_coords[morph_index]); mAvgDistortion.add(t); if (magnitude > mMaxDistortion) { mMaxDistortion = magnitude; } morph_index++; num_significant = 1; } } mAvgDistortion.mul(1.f/(F32)nindices); mAvgDistortion.normalize3(); //------------------------------------------------------------------------- // compute the change in the morph //------------------------------------------------------------------------- // Because meshes are set by continually updating morph weights // there is no easy way to reapply the morphs, so we just compute // the change in this morph and apply that appropriately weighted. for( morph_index = 0; morph_index < mNumIndices; morph_index++) { vert_index = mVertexIndices[morph_index]; delta_coords[vert_index].sub( mCoords[morph_index]); delta_normals[vert_index].sub( mNormals[morph_index]); delta_binormals[vert_index].sub(mBinormals[morph_index]); delta_tex_coords[vert_index] -= mTexCoords[morph_index]; } //------------------------------------------------------------------------- // Update all avatars //------------------------------------------------------------------------- std::vector< LLCharacter* >::iterator avatar_it; for(avatar_it = LLCharacter::sInstances.begin(); avatar_it != LLCharacter::sInstances.end(); ++avatar_it) { LLVOAvatar* avatarp = (LLVOAvatar*)*avatar_it; LLPolyMorphTarget* param = (LLPolyMorphTarget*) avatarp->getVisualParam(mName.c_str()); if (!param) { continue; } F32 weight = param->getLastWeight(); if (weight == 0.0f) { continue; } LLPolyMesh* mesh = avatarp->getMesh(mMesh); if (!mesh) { continue; } // If we have a vertex mask, just remove it. It will be recreated. /*if (param->undoMask(TRUE)) { continue; }*/ LLVector4a *mesh_coords = mesh->getWritableCoords(); LLVector4a *mesh_normals = mesh->getWritableNormals(); LLVector4a *mesh_binormals = mesh->getWritableBinormals(); LLVector2 *mesh_tex_coords = mesh->getWritableTexCoords(); LLVector4a *mesh_scaled_normals = mesh->getScaledNormals(); LLVector4a *mesh_scaled_binormals = mesh->getScaledBinormals(); for( vert_index = 0; vert_index < nverts; vert_index++) { delta_coords[vert_index].mul(weight); mesh_coords[vert_index].add(delta_coords[vert_index]); mesh_tex_coords[vert_index] += delta_tex_coords[vert_index] * weight; delta_normals[vert_index].mul(weight * NORMAL_SOFTEN_FACTOR); mesh_scaled_normals[vert_index].add(delta_normals[vert_index]); LLVector4a normalized_normal = mesh_scaled_normals[vert_index]; normalized_normal.normalize3(); mesh_normals[vert_index] = normalized_normal; delta_binormals[vert_index].mul(weight * NORMAL_SOFTEN_FACTOR); mesh_scaled_binormals[vert_index].add(delta_binormals[vert_index]); LLVector4a tangent; tangent.setCross3(mesh_scaled_binormals[vert_index], normalized_normal); LLVector4a normalized_binormal; normalized_binormal.setCross3(normalized_normal, tangent); normalized_binormal.normalize3(); mesh_binormals[vert_index] = normalized_binormal; } avatarp->dirtyMesh(); } //------------------------------------------------------------------------- // reallocate vertices //------------------------------------------------------------------------- delete [] mVertexIndices; delete [] mCoords; delete [] mNormals; delete [] mBinormals; delete [] mTexCoords; mVertexIndices = new_vertex_indices; mCoords = new_coords; mNormals = new_normals; mBinormals = new_binormals; mTexCoords = new_tex_coords; mNumIndices = nindices; return TRUE; }
void LLModel::generateNormals(F32 angle_cutoff) { //generate normals for all faces by: // 1 - Create faceted copy of face with no texture coordinates // 2 - Weld vertices in faceted copy that are shared between triangles with less than "angle_cutoff" difference between normals // 3 - Generate smoothed set of normals based on welding results // 4 - Create faceted copy of face with texture coordinates // 5 - Copy smoothed normals to faceted copy, using closest normal to triangle normal where more than one normal exists for a given position // 6 - Remove redundant vertices from new faceted (now smooth) copy angle_cutoff = cosf(angle_cutoff); for (U32 j = 0; j < mVolumeFaces.size(); ++j) { LLVolumeFace& vol_face = mVolumeFaces[j]; if (vol_face.mNumIndices > 65535) { LL_WARNS() << "Too many vertices for normal generation to work." << LL_ENDL; continue; } //create faceted copy of current face with no texture coordinates (step 1) LLVolumeFace faceted; LLVector4a* src_pos = (LLVector4a*) vol_face.mPositions; //LLVector4a* src_norm = (LLVector4a*) vol_face.mNormals; faceted.resizeVertices(vol_face.mNumIndices); faceted.resizeIndices(vol_face.mNumIndices); //bake out triangles into temporary face, clearing texture coordinates for (U32 i = 0; i < (U32)vol_face.mNumIndices; ++i) { U32 idx = vol_face.mIndices[i]; faceted.mPositions[i] = src_pos[idx]; faceted.mTexCoords[i] = LLVector2(0,0); faceted.mIndices[i] = i; } //generate normals for temporary face for (U32 i = 0; i < (U32)faceted.mNumIndices; i += 3) { //for each triangle U16 i0 = faceted.mIndices[i+0]; U16 i1 = faceted.mIndices[i+1]; U16 i2 = faceted.mIndices[i+2]; LLVector4a& p0 = faceted.mPositions[i0]; LLVector4a& p1 = faceted.mPositions[i1]; LLVector4a& p2 = faceted.mPositions[i2]; LLVector4a& n0 = faceted.mNormals[i0]; LLVector4a& n1 = faceted.mNormals[i1]; LLVector4a& n2 = faceted.mNormals[i2]; LLVector4a lhs, rhs; lhs.setSub(p1, p0); rhs.setSub(p2, p0); n0.setCross3(lhs, rhs); n0.normalize3(); n1 = n0; n2 = n0; } //weld vertices in temporary face, respecting angle_cutoff (step 2) validate_face(faceted); faceted.optimize(angle_cutoff); validate_face(faceted); //generate normals for welded face based on new topology (step 3) for (U32 i = 0; i < (U32)faceted.mNumVertices; i++) { faceted.mNormals[i].clear(); } for (U32 i = 0; i < (U32)faceted.mNumIndices; i += 3) { //for each triangle U16 i0 = faceted.mIndices[i+0]; U16 i1 = faceted.mIndices[i+1]; U16 i2 = faceted.mIndices[i+2]; LLVector4a& p0 = faceted.mPositions[i0]; LLVector4a& p1 = faceted.mPositions[i1]; LLVector4a& p2 = faceted.mPositions[i2]; LLVector4a& n0 = faceted.mNormals[i0]; LLVector4a& n1 = faceted.mNormals[i1]; LLVector4a& n2 = faceted.mNormals[i2]; LLVector4a lhs, rhs; lhs.setSub(p1, p0); rhs.setSub(p2, p0); LLVector4a n; n.setCross3(lhs, rhs); n0.add(n); n1.add(n); n2.add(n); } //normalize normals and build point map LLVolumeFace::VertexMapData::PointMap point_map; for (U32 i = 0; i < (U32)faceted.mNumVertices; ++i) { faceted.mNormals[i].normalize3(); LLVolumeFace::VertexMapData v; v.setPosition(faceted.mPositions[i]); v.setNormal(faceted.mNormals[i]); point_map[LLVector3(v.getPosition().getF32ptr())].push_back(v); } //create faceted copy of current face with texture coordinates (step 4) LLVolumeFace new_face; //bake out triangles into new face new_face.resizeIndices(vol_face.mNumIndices); new_face.resizeVertices(vol_face.mNumIndices); for (U32 i = 0; i < (U32)vol_face.mNumIndices; ++i) { U32 idx = vol_face.mIndices[i]; LLVolumeFace::VertexData v; new_face.mPositions[i] = vol_face.mPositions[idx]; new_face.mNormals[i].clear(); new_face.mIndices[i] = i; } if (vol_face.mTexCoords) { for (U32 i = 0; i < (U32)vol_face.mNumIndices; i++) { U32 idx = vol_face.mIndices[i]; new_face.mTexCoords[i] = vol_face.mTexCoords[idx]; } } else { //ll_aligned_free_16(new_face.mTexCoords); new_face.mTexCoords = NULL; } //generate normals for new face for (U32 i = 0; i < (U32)new_face.mNumIndices; i += 3) { //for each triangle U16 i0 = new_face.mIndices[i+0]; U16 i1 = new_face.mIndices[i+1]; U16 i2 = new_face.mIndices[i+2]; LLVector4a& p0 = new_face.mPositions[i0]; LLVector4a& p1 = new_face.mPositions[i1]; LLVector4a& p2 = new_face.mPositions[i2]; LLVector4a& n0 = new_face.mNormals[i0]; LLVector4a& n1 = new_face.mNormals[i1]; LLVector4a& n2 = new_face.mNormals[i2]; LLVector4a lhs, rhs; lhs.setSub(p1, p0); rhs.setSub(p2, p0); n0.setCross3(lhs, rhs); n0.normalize3(); n1 = n0; n2 = n0; } //swap out normals in new_face with best match from point map (step 5) for (U32 i = 0; i < (U32)new_face.mNumVertices; ++i) { //LLVolumeFace::VertexData v = new_face.mVertices[i]; LLVector4a ref_norm = new_face.mNormals[i]; LLVolumeFace::VertexMapData::PointMap::iterator iter = point_map.find(LLVector3(new_face.mPositions[i].getF32ptr())); if (iter != point_map.end()) { F32 best = -2.f; for (U32 k = 0; k < iter->second.size(); ++k) { LLVector4a& n = iter->second[k].getNormal(); F32 cur = n.dot3(ref_norm).getF32(); if (cur > best) { best = cur; new_face.mNormals[i] = n; } } } } //remove redundant vertices from new face (step 6) validate_face(new_face); new_face.optimize(); validate_face(new_face); mVolumeFaces[j] = new_face; } }
bool ll_is_degenerate(const LLVector4a& a, const LLVector4a& b, const LLVector4a& c, F32 tolerance) { // small area check { LLVector4a edge1; edge1.setSub( a, b ); LLVector4a edge2; edge2.setSub( a, c ); ////////////////////////////////////////////////////////////////////////// /// Linden Modified ////////////////////////////////////////////////////////////////////////// // If no one edge is more than 10x longer than any other edge, we weaken // the tolerance by a factor of 1e-4f. LLVector4a edge3; edge3.setSub( c, b ); const F32 len1sq = edge1.dot3(edge1).getF32(); const F32 len2sq = edge2.dot3(edge2).getF32(); const F32 len3sq = edge3.dot3(edge3).getF32(); bool abOK = (len1sq <= 100.f * len2sq) && (len1sq <= 100.f * len3sq); bool acOK = (len2sq <= 100.f * len1sq) && (len1sq <= 100.f * len3sq); bool cbOK = (len3sq <= 100.f * len1sq) && (len1sq <= 100.f * len2sq); if ( abOK && acOK && cbOK ) { tolerance *= 1e-4f; } ////////////////////////////////////////////////////////////////////////// /// End Modified ////////////////////////////////////////////////////////////////////////// LLVector4a cross; cross.setCross3( edge1, edge2 ); LLVector4a edge1b; edge1b.setSub( b, a ); LLVector4a edge2b; edge2b.setSub( b, c ); LLVector4a crossb; crossb.setCross3( edge1b, edge2b ); if ( ( cross.dot3(cross).getF32() < tolerance ) || ( crossb.dot3(crossb).getF32() < tolerance )) { return true; } } // point triangle distance check { LLVector4a Q; Q.setSub(a, b); LLVector4a R; R.setSub(c, b); const F32 QQ = dot3fpu(Q, Q); const F32 RR = dot3fpu(R, R); const F32 QR = dot3fpu(R, Q); volatile F32 QQRR = QQ * RR; volatile F32 QRQR = QR * QR; F32 Det = (QQRR - QRQR); if( Det == 0.0f ) { return true; } } return false; }
void LLVOPartGroup::getGeometry(S32 idx, LLStrider<LLVector4a>& verticesp, LLStrider<LLVector3>& normalsp, LLStrider<LLVector2>& texcoordsp, LLStrider<LLColor4U>& colorsp, LLStrider<U16>& indicesp) { if (idx >= (S32) mViewerPartGroupp->mParticles.size()) { return; } const LLViewerPart &part = *((LLViewerPart*) (mViewerPartGroupp->mParticles[idx])); U32 vert_offset = mDrawable->getFace(idx)->getGeomIndex(); LLVector4a part_pos_agent; part_pos_agent.load3(part.mPosAgent.mV); LLVector4a camera_agent; camera_agent.load3(getCameraPosition().mV); LLVector4a at; at.setSub(part_pos_agent, camera_agent); LLVector4a up(0, 0, 1); LLVector4a right; right.setCross3(at, up); right.normalize3fast(); up.setCross3(right, at); up.normalize3fast(); if (part.mFlags & LLPartData::LL_PART_FOLLOW_VELOCITY_MASK) { LLVector4a normvel; normvel.load3(part.mVelocity.mV); normvel.normalize3fast(); LLVector2 up_fracs; up_fracs.mV[0] = normvel.dot3(right).getF32(); up_fracs.mV[1] = normvel.dot3(up).getF32(); up_fracs.normalize(); LLVector4a new_up; LLVector4a new_right; //new_up = up_fracs.mV[0] * right + up_fracs.mV[1]*up; LLVector4a t = right; t.mul(up_fracs.mV[0]); new_up = up; new_up.mul(up_fracs.mV[1]); new_up.add(t); //new_right = up_fracs.mV[1] * right - up_fracs.mV[0]*up; t = right; t.mul(up_fracs.mV[1]); new_right = up; new_right.mul(up_fracs.mV[0]); t.sub(new_right); up = new_up; right = t; up.normalize3fast(); right.normalize3fast(); } right.mul(0.5f*part.mScale.mV[0]); up.mul(0.5f*part.mScale.mV[1]); LLVector3 normal = -LLViewerCamera::getInstance()->getXAxis(); //HACK -- the verticesp->mV[3] = 0.f here are to set the texture index to 0 (particles don't use texture batching, maybe they should) // this works because there is actually a 4th float stored after the vertex position which is used as a texture index // also, somebody please VECTORIZE THIS LLVector4a ppapu; LLVector4a ppamu; ppapu.setAdd(part_pos_agent, up); ppamu.setSub(part_pos_agent, up); verticesp->setSub(ppapu, right); (*verticesp++).getF32ptr()[3] = 0.f; verticesp->setSub(ppamu, right); (*verticesp++).getF32ptr()[3] = 0.f; verticesp->setAdd(ppapu, right); (*verticesp++).getF32ptr()[3] = 0.f; verticesp->setAdd(ppamu, right); (*verticesp++).getF32ptr()[3] = 0.f; //*verticesp++ = part_pos_agent + up - right; //*verticesp++ = part_pos_agent - up - right; //*verticesp++ = part_pos_agent + up + right; //*verticesp++ = part_pos_agent - up + right; *colorsp++ = part.mColor; *colorsp++ = part.mColor; *colorsp++ = part.mColor; *colorsp++ = part.mColor; *texcoordsp++ = LLVector2(0.f, 1.f); *texcoordsp++ = LLVector2(0.f, 0.f); *texcoordsp++ = LLVector2(1.f, 1.f); *texcoordsp++ = LLVector2(1.f, 0.f); *normalsp++ = normal; *normalsp++ = normal; *normalsp++ = normal; *normalsp++ = normal; *indicesp++ = vert_offset + 0; *indicesp++ = vert_offset + 1; *indicesp++ = vert_offset + 2; *indicesp++ = vert_offset + 1; *indicesp++ = vert_offset + 3; *indicesp++ = vert_offset + 2; }
BOOL LLFace::getGeometryVolume(const LLVolume& volume, const S32 &f, const LLMatrix4& mat_vert_in, const LLMatrix3& mat_norm_in, const U16 &index_offset, bool force_rebuild) { llassert(verify()); const LLVolumeFace &vf = volume.getVolumeFace(f); S32 num_vertices = (S32)vf.mNumVertices; S32 num_indices = (S32) vf.mNumIndices; if (mVertexBuffer.notNull()) { if (num_indices + (S32) mIndicesIndex > mVertexBuffer->getNumIndices()) { llwarns << "Index buffer overflow!" << llendl; llwarns << "Indices Count: " << mIndicesCount << " VF Num Indices: " << num_indices << " Indices Index: " << mIndicesIndex << " VB Num Indices: " << mVertexBuffer->getNumIndices() << llendl; llwarns << "Last Indices Count: " << mLastIndicesCount << " Last Indices Index: " << mLastIndicesIndex << " Face Index: " << f << " Pool Type: " << mPoolType << llendl; return FALSE; } if (num_vertices + mGeomIndex > mVertexBuffer->getNumVerts()) { llwarns << "Vertex buffer overflow!" << llendl; return FALSE; } } LLStrider<LLVector3> vertices; LLStrider<LLVector2> tex_coords; LLStrider<LLVector2> tex_coords2; LLStrider<LLVector3> normals; LLStrider<LLColor4U> colors; LLStrider<LLVector3> binormals; LLStrider<U16> indicesp; #if MESH_ENABLED LLStrider<LLVector4> weights; #endif //MESH_ENABLED BOOL full_rebuild = force_rebuild || mDrawablep->isState(LLDrawable::REBUILD_VOLUME); BOOL global_volume = mDrawablep->getVOVolume()->isVolumeGlobal(); LLVector3 scale; if (global_volume) { scale.setVec(1,1,1); } else { scale = mVObjp->getScale(); } bool rebuild_pos = full_rebuild || mDrawablep->isState(LLDrawable::REBUILD_POSITION); bool rebuild_color = full_rebuild || mDrawablep->isState(LLDrawable::REBUILD_COLOR); bool rebuild_tcoord = full_rebuild || mDrawablep->isState(LLDrawable::REBUILD_TCOORD); bool rebuild_normal = rebuild_pos && mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_NORMAL); bool rebuild_binormal = rebuild_pos && mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_BINORMAL); #if MESH_ENABLED bool rebuild_weights = rebuild_pos && mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_WEIGHT4); #endif //MESH_ENABLED const LLTextureEntry *tep = mVObjp->getTE(f); if (!tep) rebuild_color = FALSE; // can't get color when tep is NULL U8 bump_code = tep ? tep->getBumpmap() : 0; BOOL is_static = mDrawablep->isStatic(); BOOL is_global = is_static; LLVector3 center_sum(0.f, 0.f, 0.f); if (is_global) { setState(GLOBAL); } else { clearState(GLOBAL); } LLColor4U color = (tep ? LLColor4U(tep->getColor()) : LLColor4U::white); if (rebuild_color) // FALSE if tep == NULL { if (tep) { GLfloat alpha[4] = { 0.00f, 0.25f, 0.5f, 0.75f }; if (getPoolType() != LLDrawPool::POOL_ALPHA && (LLPipeline::sRenderDeferred || (LLPipeline::sRenderBump && tep->getShiny()))) { color.mV[3] = U8 (alpha[tep->getShiny()] * 255); } } } // INDICES if (full_rebuild) { mVertexBuffer->getIndexStrider(indicesp, mIndicesIndex); for (U32 i = 0; i < (U32) num_indices; i++) { indicesp[i] = vf.mIndices[i] + index_offset; } //mVertexBuffer->setBuffer(0); } LLMatrix4a mat_normal; mat_normal.loadu(mat_norm_in); //if it's not fullbright and has no normals, bake sunlight based on face normal //bool bake_sunlight = !getTextureEntry()->getFullbright() && // !mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_NORMAL); F32 r = 0, os = 0, ot = 0, ms = 0, mt = 0, cos_ang = 0, sin_ang = 0; if (rebuild_tcoord) { bool do_xform; if (tep) { r = tep->getRotation(); os = tep->mOffsetS; ot = tep->mOffsetT; ms = tep->mScaleS; mt = tep->mScaleT; cos_ang = cos(r); sin_ang = sin(r); if (cos_ang != 1.f || sin_ang != 0.f || os != 0.f || ot != 0.f || ms != 1.f || mt != 1.f) { do_xform = true; } else { do_xform = false; } } else { do_xform = false; } //bump setup LLVector4a binormal_dir( -sin_ang, cos_ang, 0.f ); LLVector4a bump_s_primary_light_ray(0.f, 0.f, 0.f); LLVector4a bump_t_primary_light_ray(0.f, 0.f, 0.f); LLQuaternion bump_quat; if (mDrawablep->isActive()) { bump_quat = LLQuaternion(mDrawablep->getRenderMatrix()); } if (bump_code) { mVObjp->getVolume()->genBinormals(f); F32 offset_multiple; switch( bump_code ) { case BE_NO_BUMP: offset_multiple = 0.f; break; case BE_BRIGHTNESS: case BE_DARKNESS: if( mTexture.notNull() && mTexture->hasGLTexture()) { // Offset by approximately one texel S32 cur_discard = mTexture->getDiscardLevel(); S32 max_size = llmax( mTexture->getWidth(), mTexture->getHeight() ); max_size <<= cur_discard; const F32 ARTIFICIAL_OFFSET = 2.f; offset_multiple = ARTIFICIAL_OFFSET / (F32)max_size; } else { offset_multiple = 1.f/256; } break; default: // Standard bumpmap textures. Assumed to be 256x256 offset_multiple = 1.f / 256; break; } F32 s_scale = 1.f; F32 t_scale = 1.f; if( tep ) { tep->getScale( &s_scale, &t_scale ); } // Use the nudged south when coming from above sun angle, such // that emboss mapping always shows up on the upward faces of cubes when // it's noon (since a lot of builders build with the sun forced to noon). LLVector3 sun_ray = gSky.mVOSkyp->mBumpSunDir; LLVector3 moon_ray = gSky.getMoonDirection(); LLVector3& primary_light_ray = (sun_ray.mV[VZ] > 0) ? sun_ray : moon_ray; bump_s_primary_light_ray.load3((offset_multiple * s_scale * primary_light_ray).mV); bump_t_primary_light_ray.load3((offset_multiple * t_scale * primary_light_ray).mV); } U8 texgen = getTextureEntry()->getTexGen(); if (rebuild_tcoord && texgen != LLTextureEntry::TEX_GEN_DEFAULT) { //planar texgen needs binormals mVObjp->getVolume()->genBinormals(f); } U8 tex_mode = 0; if (isState(TEXTURE_ANIM)) { LLVOVolume* vobj = (LLVOVolume*) (LLViewerObject*) mVObjp; tex_mode = vobj->mTexAnimMode; if (!tex_mode) { clearState(TEXTURE_ANIM); } else { os = ot = 0.f; r = 0.f; cos_ang = 1.f; sin_ang = 0.f; ms = mt = 1.f; do_xform = false; } if (getVirtualSize() >= MIN_TEX_ANIM_SIZE) { //don't override texture transform during tc bake tex_mode = 0; } } LLVector4a scalea; scalea.load3(scale.mV); bool do_bump = bump_code && mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_TEXCOORD1); bool do_tex_mat = tex_mode && mTextureMatrix; if (!do_bump) { //not in atlas or not bump mapped, might be able to do a cheap update mVertexBuffer->getTexCoord0Strider(tex_coords, mGeomIndex); if (texgen != LLTextureEntry::TEX_GEN_PLANAR) { if (!do_tex_mat) { if (!do_xform) { tex_coords.assignArray((U8*) vf.mTexCoords, sizeof(vf.mTexCoords[0]), num_vertices); } else { for (S32 i = 0; i < num_vertices; i++) { LLVector2 tc(vf.mTexCoords[i]); xform(tc, cos_ang, sin_ang, os, ot, ms, mt); *tex_coords++ = tc; } } } else { //do tex mat, no texgen, no atlas, no bump for (S32 i = 0; i < num_vertices; i++) { LLVector2 tc(vf.mTexCoords[i]); //LLVector4a& norm = vf.mNormals[i]; //LLVector4a& center = *(vf.mCenter); LLVector3 tmp(tc.mV[0], tc.mV[1], 0.f); tmp = tmp * *mTextureMatrix; tc.mV[0] = tmp.mV[0]; tc.mV[1] = tmp.mV[1]; *tex_coords++ = tc; } } } else { //no bump, no atlas, tex gen planar if (do_tex_mat) { for (S32 i = 0; i < num_vertices; i++) { LLVector2 tc(vf.mTexCoords[i]); LLVector4a& norm = vf.mNormals[i]; LLVector4a& center = *(vf.mCenter); LLVector4a vec = vf.mPositions[i]; vec.mul(scalea); planarProjection(tc, norm, center, vec); LLVector3 tmp(tc.mV[0], tc.mV[1], 0.f); tmp = tmp * *mTextureMatrix; tc.mV[0] = tmp.mV[0]; tc.mV[1] = tmp.mV[1]; *tex_coords++ = tc; } } else { for (S32 i = 0; i < num_vertices; i++) { LLVector2 tc(vf.mTexCoords[i]); LLVector4a& norm = vf.mNormals[i]; LLVector4a& center = *(vf.mCenter); LLVector4a vec = vf.mPositions[i]; vec.mul(scalea); planarProjection(tc, norm, center, vec); xform(tc, cos_ang, sin_ang, os, ot, ms, mt); *tex_coords++ = tc; } } } //mVertexBuffer->setBuffer(0); } else { //either bump mapped or in atlas, just do the whole expensive loop mVertexBuffer->getTexCoord0Strider(tex_coords, mGeomIndex); std::vector<LLVector2> bump_tc; for (S32 i = 0; i < num_vertices; i++) { LLVector2 tc(vf.mTexCoords[i]); LLVector4a& norm = vf.mNormals[i]; LLVector4a& center = *(vf.mCenter); if (texgen != LLTextureEntry::TEX_GEN_DEFAULT) { LLVector4a vec = vf.mPositions[i]; vec.mul(scalea); switch (texgen) { case LLTextureEntry::TEX_GEN_PLANAR: planarProjection(tc, norm, center, vec); break; case LLTextureEntry::TEX_GEN_SPHERICAL: sphericalProjection(tc, norm, center, vec); break; case LLTextureEntry::TEX_GEN_CYLINDRICAL: cylindricalProjection(tc, norm, center, vec); break; default: break; } } if (tex_mode && mTextureMatrix) { LLVector3 tmp(tc.mV[0], tc.mV[1], 0.f); tmp = tmp * *mTextureMatrix; tc.mV[0] = tmp.mV[0]; tc.mV[1] = tmp.mV[1]; } else { xform(tc, cos_ang, sin_ang, os, ot, ms, mt); } *tex_coords++ = tc; if (do_bump) { bump_tc.push_back(tc); } } //mVertexBuffer->setBuffer(0); if (do_bump) { mVertexBuffer->getTexCoord1Strider(tex_coords2, mGeomIndex); for (S32 i = 0; i < num_vertices; i++) { LLVector4a tangent; tangent.setCross3(vf.mBinormals[i], vf.mNormals[i]); LLMatrix4a tangent_to_object; tangent_to_object.setRows(tangent, vf.mBinormals[i], vf.mNormals[i]); LLVector4a t; tangent_to_object.rotate(binormal_dir, t); LLVector4a binormal; mat_normal.rotate(t, binormal); //VECTORIZE THIS if (mDrawablep->isActive()) { LLVector3 t; t.set(binormal.getF32ptr()); t *= bump_quat; binormal.load3(t.mV); } binormal.normalize3fast(); LLVector2 tc = bump_tc[i]; tc += LLVector2( bump_s_primary_light_ray.dot3(tangent).getF32(), bump_t_primary_light_ray.dot3(binormal).getF32() ); *tex_coords2++ = tc; } //mVertexBuffer->setBuffer(0); } } } if (rebuild_pos) { llassert(num_vertices > 0); mVertexBuffer->getVertexStrider(vertices, mGeomIndex); LLMatrix4a mat_vert; mat_vert.loadu(mat_vert_in); LLVector4a* src = vf.mPositions; LLVector4a position; for (S32 i = 0; i < num_vertices; i++) { mat_vert.affineTransform(src[i], position); vertices[i].set(position.getF32ptr()); } //mVertexBuffer->setBuffer(0); } if (rebuild_normal) { mVertexBuffer->getNormalStrider(normals, mGeomIndex); for (S32 i = 0; i < num_vertices; i++) { LLVector4a normal; mat_normal.rotate(vf.mNormals[i], normal); normal.normalize3fast(); normals[i].set(normal.getF32ptr()); } //mVertexBuffer->setBuffer(0); } if (rebuild_binormal) { mVertexBuffer->getBinormalStrider(binormals, mGeomIndex); for (S32 i = 0; i < num_vertices; i++) { LLVector4a binormal; mat_normal.rotate(vf.mBinormals[i], binormal); binormal.normalize3fast(); binormals[i].set(binormal.getF32ptr()); } //mVertexBuffer->setBuffer(0); } #if MESH_ENABLED if (rebuild_weights && vf.mWeights) { mVertexBuffer->getWeight4Strider(weights, mGeomIndex); weights.assignArray((U8*) vf.mWeights, sizeof(vf.mWeights[0]), num_vertices); //mVertexBuffer->setBuffer(0); } #endif //MESH_ENABLED if (rebuild_color) { mVertexBuffer->getColorStrider(colors, mGeomIndex); for (S32 i = 0; i < num_vertices; i++) { colors[i] = color; } //mVertexBuffer->setBuffer(0); } if (rebuild_tcoord) { mTexExtents[0].setVec(0,0); mTexExtents[1].setVec(1,1); xform(mTexExtents[0], cos_ang, sin_ang, os, ot, ms, mt); xform(mTexExtents[1], cos_ang, sin_ang, os, ot, ms, mt); F32 es = vf.mTexCoordExtents[1].mV[0] - vf.mTexCoordExtents[0].mV[0] ; F32 et = vf.mTexCoordExtents[1].mV[1] - vf.mTexCoordExtents[0].mV[1] ; mTexExtents[0][0] *= es ; mTexExtents[1][0] *= es ; mTexExtents[0][1] *= et ; mTexExtents[1][1] *= et ; } mLastVertexBuffer = mVertexBuffer; mLastGeomCount = mGeomCount; mLastGeomIndex = mGeomIndex; mLastIndicesCount = mIndicesCount; mLastIndicesIndex = mIndicesIndex; return TRUE; }