예제 #1
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;
}
예제 #2
0
void LLDrawPoolAvatar::updateRiggedVertexBuffers(LLVOAvatar* avatar)
{
	LLFastTimer t(FTM_RIGGED_VBO);

	//update rigged vertex buffers
	for (U32 type = 0; type < NUM_RIGGED_PASSES; ++type)
	{
		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)
			{
				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);
		}
	}
}
예제 #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)
    {
        BOOL inside = pointInFrustum(volumep->getRenderPosition());

        return (inside > 0);
    }

    LLVOVolume* vo_volume = (LLVOVolume*) volumep;

    vo_volume->updateRelativeXform();
    LLMatrix4 mat = vo_volume->getRelativeXform();

    LLMatrix4 render_mat(vo_volume->getRenderRotation(), LLVector4(vo_volume->getRenderPosition()));

    num_faces = volume->getNumVolumeFaces();
    for (i = 0; i < num_faces; i++)
    {
        const LLVolumeFace& face = volume->getVolumeFace(i);

        for (U32 v = 0; v < face.mVertices.size(); v++)
        {
            LLVector4 vec = LLVector4(face.mVertices[v].mPosition) * mat;

            if (drawablep->isActive())
            {
                vec = vec * render_mat;
            }

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

            if (( !in_frustum && all_verts) ||
                    (in_frustum && !all_verts))
            {
                return !all_verts;
            }
        }
    }
    return all_verts;
}
예제 #4
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);
			}
		}
	}
}
예제 #5
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);
		}
	}
}
예제 #6
0
BOOL LLFace::genVolumeBBoxes(const LLVolume &volume, S32 f,
								const LLMatrix4& mat_vert_in, const LLMatrix3& mat_normal_in, BOOL global_volume)
{
	LLMemType mt1(LLMemType::MTYPE_DRAWABLE);

	//get bounding box
	if (mDrawablep->isState(LLDrawable::REBUILD_VOLUME | LLDrawable::REBUILD_POSITION
#if MESH_ENABLED
		| LLDrawable::REBUILD_RIGGED
#endif //MESH_ENABLED
		))
	{
		//VECTORIZE THIS
		LLMatrix4a mat_vert;
		mat_vert.loadu(mat_vert_in);

		LLMatrix4a mat_normal;
		mat_normal.loadu(mat_normal_in);

		//if (mDrawablep->isState(LLDrawable::REBUILD_VOLUME))
		//{ //vertex buffer no longer valid
		//	mVertexBuffer = NULL;
		//	mLastVertexBuffer = NULL;
		//}

		//VECTORIZE THIS
		LLVector4a min,max;
	
		if (f >= volume.getNumVolumeFaces())
		{
			llwarns << "Generating bounding box for invalid face index!" << llendl;
			f = 0;
		}

		const LLVolumeFace &face = volume.getVolumeFace(f);
		min = face.mExtents[0];
		max = face.mExtents[1];
		
		llassert(less_than_max_mag(min));
		llassert(less_than_max_mag(max));

		//min, max are in volume space, convert to drawable render space
		LLVector4a center;
		LLVector4a t;
		t.setAdd(min, max);
		t.mul(0.5f);
		mat_vert.affineTransform(t, center);
		LLVector4a size;
		size.setSub(max, min);
		size.mul(0.5f);

		llassert(less_than_max_mag(min));
		llassert(less_than_max_mag(max));

		if (!global_volume)
		{
			//VECTORIZE THIS
			LLVector4a scale;
			scale.load3(mDrawablep->getVObj()->getScale().mV);
			size.mul(scale);
		}

		mat_normal.mMatrix[0].normalize3fast();
		mat_normal.mMatrix[1].normalize3fast();
		mat_normal.mMatrix[2].normalize3fast();
		
		LLVector4a v[4];

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

		//VECTORIZE THIS
		LLVector4a scale;
		
		scale.set(-1.f, -1.f, 1.f);
		scale.mul(size);
		mat_normal.rotate(scale, v[1]);
		
		scale.set(1.f, -1.f, -1.f);
		scale.mul(size);
		mat_normal.rotate(scale, v[2]);
		
		scale.set(-1.f, 1.f, -1.f);
		scale.mul(size);
		mat_normal.rotate(scale, v[3]);

		LLVector4a& newMin = mExtents[0];
		LLVector4a& newMax = mExtents[1];
		
		newMin = newMax = center;
		
		llassert(less_than_max_mag(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);

			llassert(less_than_max_mag(newMin));
			llassert(less_than_max_mag(newMax));
		}

		if (!mDrawablep->isActive())
		{
			LLVector4a offset;
			offset.load3(mDrawablep->getRegion()->getOriginAgent().mV);
			newMin.add(offset);
			newMax.add(offset);
			
			llassert(less_than_max_mag(newMin));
			llassert(less_than_max_mag(newMax));
		}

		t.setAdd(newMin, newMax);
		t.mul(0.5f);

		llassert(less_than_max_mag(t));
		
		//VECTORIZE THIS
		mCenterLocal.set(t.getF32ptr());
		
		llassert(less_than_max_mag(newMin));
		llassert(less_than_max_mag(newMax));

		t.setSub(newMax,newMin);
		mBoundingSphereRadius = t.getLength3().getF32()*0.5f;

		updateCenterAgent();
	}

	return TRUE;
}