void LLVOWater::updateSpatialExtents(LLVector4a &newMin, LLVector4a& newMax) { LLVector4a pos; pos.load3(getPositionAgent().mV); LLVector4a scale; scale.load3(getScale().mV); scale.mul(0.5f); newMin.setSub(pos, scale); newMax.setAdd(pos, scale); pos.setAdd(newMin,newMax); pos.mul(0.5f); mDrawable->setPositionGroup(pos); }
BOOL LLOcclusionCullingGroup::earlyFail(LLCamera* camera, const LLVector4a* bounds) { if (camera->getOrigin().isExactlyZero()) { return FALSE; } static LLCachedControl<F32> vel("SHOcclusionFudge",SG_OCCLUSION_FUDGE); LLVector4a fudge(vel*2.f); const LLVector4a& c = bounds[0]; static LLVector4a r; r.setAdd(bounds[1], fudge); /*if (r.magVecSquared() > 1024.0*1024.0) { return TRUE; }*/ LLVector4a e; e.load3(camera->getOrigin().mV); LLVector4a min; min.setSub(c,r); LLVector4a max; max.setAdd(c,r); S32 lt = e.lessThan(min).getGatheredBits() & 0x7; if (lt) { return FALSE; } S32 gt = e.greaterThan(max).getGatheredBits() & 0x7; if (gt) { return FALSE; } return TRUE; }
void LLVOSurfacePatch::updateSpatialExtents(LLVector4a& newMin, LLVector4a &newMax) { LLVector3 posAgent = getPositionAgent(); LLVector3 scale = getScale(); scale.mV[VZ] = llmax(scale.mV[VZ], 1.f); newMin.load3( (posAgent-scale*0.5f).mV); // Changing to 2.f makes the culling a -little- better, but still wrong newMax.load3( (posAgent+scale*0.5f).mV); LLVector4a pos; pos.setAdd(newMin,newMax); pos.mul(0.5f); mDrawable->setPositionGroup(pos); }
void LLVOPartGroup::updateSpatialExtents(LLVector4a& newMin, LLVector4a& newMax) { const LLVector3& pos_agent = getPositionAgent(); LLVector4a scale; LLVector4a p; p.load3(pos_agent.mV); scale.splat(mScale.mV[0]+mViewerPartGroupp->getBoxSide()*0.5f); newMin.setSub(p, scale); newMax.setAdd(p,scale); llassert(newMin.isFinite3()); llassert(newMax.isFinite3()); llassert(p.isFinite3()); mDrawable->setPositionGroup(p); }
//make the parent bounding box to include this child void LLVOCacheEntry::updateParentBoundingInfo(const LLVOCacheEntry* child) { const LLVector4a* child_exts = child->getSpatialExtents(); LLVector4a newMin, newMax; newMin = child_exts[0]; newMax = child_exts[1]; //move to regional space. { const LLVector4a& parent_pos = getPositionGroup(); newMin.add(parent_pos); newMax.add(parent_pos); } //update parent's bbox(min, max) const LLVector4a* parent_exts = getSpatialExtents(); update_min_max(newMin, newMax, parent_exts[0]); update_min_max(newMin, newMax, parent_exts[1]); for(S32 i = 0; i < 4; i++) { llclamp(newMin[i], 0.f, 256.f); llclamp(newMax[i], 0.f, 256.f); } setSpatialExtents(newMin, newMax); //update parent's bbox center LLVector4a center; center.setAdd(newMin, newMax); center.mul(0.5f); setPositionGroup(center); //update parent's bbox size vector LLVector4a size; size.setSub(newMax, newMin); size.mul(0.5f); setBinRadius(llmin(size.getLength3().getF32() * 4.f, 256.f)); }
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 LLSpatialBridge::setVisible(LLCamera& camera_in, std::vector<LLDrawable*>* results, BOOL for_select) { if (!gPipeline.hasRenderType(mDrawableType)) { return; } //HACK don't draw attachments for avatars that haven't been visible in more than a frame LLViewerObject *vobj = mDrawable->getVObj(); if (vobj && vobj->isAttachment() && !vobj->isHUDAttachment()) { LLDrawable* av; LLDrawable* parent = mDrawable->getParent(); if (parent) { LLViewerObject* objparent = parent->getVObj(); av = objparent->mDrawable; LLSpatialGroup* group = av->getSpatialGroup(); BOOL impostor = FALSE; BOOL loaded = FALSE; if (objparent->isAvatar()) { LLVOAvatar* avatarp = (LLVOAvatar*) objparent; if (avatarp->isVisible()) { impostor = objparent->isAvatar() && ((LLVOAvatar*) objparent)->isImpostor(); loaded = objparent->isAvatar() && ((LLVOAvatar*) objparent)->isFullyLoaded(); } else { return; } } if (!group || LLDrawable::getCurrentFrame() - av->mVisible > 1 || impostor || !loaded) { return; } } } LLSpatialGroup* group = (LLSpatialGroup*) mOctree->getListener(0); group->rebound(); LLVector4a center; center.setAdd(mExtents[0], mExtents[1]); center.mul(0.5f); LLVector4a size; size.setSub(mExtents[1], mExtents[0]); size.mul(0.5f); if ((LLPipeline::sShadowRender && camera_in.AABBInFrustum(center, size)) || LLPipeline::sImpostorRender || (camera_in.AABBInFrustumNoFarClip(center, size) && AABBSphereIntersect(mExtents[0], mExtents[1], camera_in.getOrigin(), camera_in.mFrustumCornerDist))) { if (!LLPipeline::sImpostorRender && !LLPipeline::sShadowRender && LLPipeline::calcPixelArea(center, size, camera_in) < FORCE_INVISIBLE_AREA) { return; } LLDrawable::setVisible(camera_in); if (for_select) { results->push_back(mDrawable); if (mDrawable->getVObj()) { LLViewerObject::const_child_list_t& child_list = mDrawable->getVObj()->getChildren(); for (LLViewerObject::child_list_t::const_iterator iter = child_list.begin(); iter != child_list.end(); iter++) { LLViewerObject* child = *iter; LLDrawable* drawable = child->mDrawable; results->push_back(drawable); } } } else { LLCamera trans_camera = transformCamera(camera_in); LLOctreeMarkNotCulled culler(&trans_camera); culler.traverse(mOctree); } } }
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(); }
// Shrink the model to fit // on a 1x1x1 cube centered at the origin. // The positions and extents // multiplied by mNormalizedScale // and offset by mNormalizedTranslation // to be the "original" extents and position. // Also, the positions will fit // within the unit cube. void LLModel::normalizeVolumeFaces() { // ensure we don't have too many faces if (mVolumeFaces.size() > LL_SCULPT_MESH_MAX_FACES) mVolumeFaces.resize(LL_SCULPT_MESH_MAX_FACES); if (!mVolumeFaces.empty()) { LLVector4a min, max; // For all of the volume faces // in the model, loop over // them and see what the extents // of the volume along each axis. min = mVolumeFaces[0].mExtents[0]; max = mVolumeFaces[0].mExtents[1]; for (U32 i = 1; i < mVolumeFaces.size(); ++i) { LLVolumeFace& face = mVolumeFaces[i]; update_min_max(min, max, face.mExtents[0]); update_min_max(min, max, face.mExtents[1]); if (face.mTexCoords) { LLVector2& min_tc = face.mTexCoordExtents[0]; LLVector2& max_tc = face.mTexCoordExtents[1]; min_tc = face.mTexCoords[0]; max_tc = face.mTexCoords[0]; for (U32 j = 1; j < (U32)face.mNumVertices; ++j) { update_min_max(min_tc, max_tc, face.mTexCoords[j]); } } else { face.mTexCoordExtents[0].set(0,0); face.mTexCoordExtents[1].set(1,1); } } // Now that we have the extents of the model // we can compute the offset needed to center // the model at the origin. // Compute center of the model // and make it negative to get translation // needed to center at origin. LLVector4a trans; trans.setAdd(min, max); trans.mul(-0.5f); // Compute the total size along all // axes of the model. LLVector4a size; size.setSub(max, min); // Prevent division by zero. F32 x = size[0]; F32 y = size[1]; F32 z = size[2]; F32 w = size[3]; if (fabs(x)<F_APPROXIMATELY_ZERO) { x = 1.0; } if (fabs(y)<F_APPROXIMATELY_ZERO) { y = 1.0; } if (fabs(z)<F_APPROXIMATELY_ZERO) { z = 1.0; } size.set(x,y,z,w); // Compute scale as reciprocal of size LLVector4a scale; scale.splat(1.f); scale.div(size); LLVector4a inv_scale(1.f); inv_scale.div(scale); for (U32 i = 0; i < mVolumeFaces.size(); ++i) { LLVolumeFace& face = mVolumeFaces[i]; // We shrink the extents so // that they fall within // the unit cube. face.mExtents[0].add(trans); face.mExtents[0].mul(scale); face.mExtents[1].add(trans); face.mExtents[1].mul(scale); // For all the positions, we scale // the positions to fit within the unit cube. LLVector4a* pos = (LLVector4a*) face.mPositions; LLVector4a* norm = (LLVector4a*) face.mNormals; for (U32 j = 0; j < (U32)face.mNumVertices; ++j) { pos[j].add(trans); pos[j].mul(scale); if (norm && !norm[j].equals3(LLVector4a::getZero())) { norm[j].mul(inv_scale); norm[j].normalize3(); } } } // mNormalizedScale is the scale at which // we would need to multiply the model // by to get the original size of the // model instead of the normalized size. LLVector4a normalized_scale; normalized_scale.splat(1.f); normalized_scale.div(scale); mNormalizedScale.set(normalized_scale.getF32ptr()); mNormalizedTranslation.set(trans.getF32ptr()); mNormalizedTranslation *= -1.f; } }
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; }
void LLOcclusionCullingGroup::doOcclusion(LLCamera* camera, const LLVector4a* shift) { LLGLDisable stencil(GL_STENCIL_TEST); if (mSpatialPartition->isOcclusionEnabled() && LLPipeline::sUseOcclusion > 1) { //move mBounds to the agent space if necessary LLVector4a bounds[2]; bounds[0] = mBounds[0]; bounds[1] = mBounds[1]; if(shift != NULL) { bounds[0].add(*shift); } // Don't cull hole/edge water, unless we have the GL_ARB_depth_clamp extension if (earlyFail(camera, bounds)) { LLFastTimer t(FTM_OCCLUSION_EARLY_FAIL); setOcclusionState(LLOcclusionCullingGroup::DISCARD_QUERY); assert_states_valid(this); clearOcclusionState(LLOcclusionCullingGroup::OCCLUDED, LLOcclusionCullingGroup::STATE_MODE_DIFF); assert_states_valid(this); } else { if (!isOcclusionState(QUERY_PENDING) || isOcclusionState(DISCARD_QUERY)) { { //no query pending, or previous query to be discarded LLFastTimer t(FTM_RENDER_OCCLUSION); if (!mOcclusionQuery[LLViewerCamera::sCurCameraID]) { LLFastTimer t(FTM_OCCLUSION_ALLOCATE); mOcclusionQuery[LLViewerCamera::sCurCameraID] = getNewOcclusionQueryObjectName(); } // Depth clamp all water to avoid it being culled as a result of being // behind the far clip plane, and in the case of edge water to avoid // it being culled while still visible. bool const use_depth_clamp = gGLManager.mHasDepthClamp && (mSpatialPartition->mDrawableType == LLDrawPool::POOL_WATER || mSpatialPartition->mDrawableType == LLDrawPool::POOL_VOIDWATER); LLGLEnable clamp(use_depth_clamp ? GL_DEPTH_CLAMP : 0); #if !LL_DARWIN U32 mode = gGLManager.mHasOcclusionQuery2 ? GL_ANY_SAMPLES_PASSED : GL_SAMPLES_PASSED_ARB; #else U32 mode = GL_SAMPLES_PASSED_ARB; #endif #if LL_TRACK_PENDING_OCCLUSION_QUERIES sPendingQueries.insert(mOcclusionQuery[LLViewerCamera::sCurCameraID]); #endif { LLFastTimer t(FTM_PUSH_OCCLUSION_VERTS); //store which frame this query was issued on mOcclusionIssued[LLViewerCamera::sCurCameraID] = gFrameCount; { LLFastTimer t(FTM_OCCLUSION_BEGIN_QUERY); glBeginQueryARB(mode, mOcclusionQuery[LLViewerCamera::sCurCameraID]); } LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; llassert(shader); shader->uniform3fv(LLShaderMgr::BOX_CENTER, 1, bounds[0].getF32ptr()); //static LLVector4a fudge(SG_OCCLUSION_FUDGE); static LLCachedControl<F32> vel("SHOcclusionFudge",SG_OCCLUSION_FUDGE); LLVector4a fudge(SG_OCCLUSION_FUDGE); static LLVector4a fudged_bounds; fudged_bounds.setAdd(fudge, bounds[1]); shader->uniform3fv(LLShaderMgr::BOX_SIZE, 1, fudged_bounds.getF32ptr()); if (!use_depth_clamp && mSpatialPartition->mDrawableType == LLDrawPool::POOL_VOIDWATER) { LLFastTimer t(FTM_OCCLUSION_DRAW_WATER); LLGLSquashToFarClip squash(glh_get_current_projection(), 1); if (camera->getOrigin().isExactlyZero()) { //origin is invalid, draw entire box gPipeline.mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, 0); gPipeline.mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, b111*8); } else { gPipeline.mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, bounds[0])); } } else { LLFastTimer t(FTM_OCCLUSION_DRAW); if (camera->getOrigin().isExactlyZero()) { //origin is invalid, draw entire box gPipeline.mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, 0); gPipeline.mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, b111*8); } else { gPipeline.mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, bounds[0])); } } { LLFastTimer t(FTM_OCCLUSION_END_QUERY); glEndQueryARB(mode); } } } { LLFastTimer t(FTM_SET_OCCLUSION_STATE); setOcclusionState(LLOcclusionCullingGroup::QUERY_PENDING); clearOcclusionState(LLOcclusionCullingGroup::DISCARD_QUERY); } } } } }
BOOL LLHUDNameTag::lineSegmentIntersect(const LLVector4a& start, const LLVector4a& end, LLVector4a& intersection, BOOL debug_render) { if (!mVisible || mHidden) { return FALSE; } // don't pick text that isn't bound to a viewerobject if (!mSourceObject || mSourceObject->mDrawable.isNull()) { return FALSE; } F32 alpha_factor = 1.f; LLColor4 text_color = mColor; if (mDoFade) { if (mLastDistance > mFadeDistance) { alpha_factor = llmax(0.f, 1.f - (mLastDistance - mFadeDistance)/mFadeRange); text_color.mV[3] = text_color.mV[3]*alpha_factor; } } if (text_color.mV[3] < 0.01f) { return FALSE; } mOffsetY = lltrunc(mHeight * ((mVertAlignment == ALIGN_VERT_CENTER) ? 0.5f : 1.f)); LLVector3 position = mPositionAgent; if (mSourceObject) { //get intersection of eye through mPositionAgent to plane of source object //using this position keeps the camera from focusing on some seemingly random //point several meters in front of the nametag const LLVector3& p = mSourceObject->getPositionAgent(); const LLVector3& n = LLViewerCamera::getInstance()->getAtAxis(); const LLVector3& eye = LLViewerCamera::getInstance()->getOrigin(); LLVector3 ray = position-eye; ray.normalize(); LLVector3 delta = p-position; F32 dist = delta*n; F32 dt = dist/(ray*n); position += ray*dt; } // scale screen size of borders down LLVector3 x_pixel_vec; LLVector3 y_pixel_vec; LLViewerCamera::getInstance()->getPixelVectors(position, y_pixel_vec, x_pixel_vec); LLVector3 width_vec = mWidth * x_pixel_vec; LLVector3 height_vec = mHeight * y_pixel_vec; LLCoordGL screen_pos; LLViewerCamera::getInstance()->projectPosAgentToScreen(position, screen_pos, FALSE); LLVector2 screen_offset; screen_offset = updateScreenPos(mPositionOffset); LLVector3 render_position = position + (x_pixel_vec * screen_offset.mV[VX]) + (y_pixel_vec * screen_offset.mV[VY]); LLVector3 bg_pos = render_position + (F32)mOffsetY * y_pixel_vec - (width_vec / 2.f) - (height_vec); LLVector3 v[] = { bg_pos, bg_pos + width_vec, bg_pos + width_vec + height_vec, bg_pos + height_vec, }; LLVector4a dir; dir.setSub(end,start); F32 a, b, t; LLVector4a v0,v1,v2,v3; v0.load3(v[0].mV); v1.load3(v[1].mV); v2.load3(v[2].mV); v3.load3(v[3].mV); if (LLTriangleRayIntersect(v0, v1, v2, start, dir, a, b, t) || LLTriangleRayIntersect(v2, v3, v0, start, dir, a, b, t) ) { if (t <= 1.f) { dir.mul(t); intersection.setAdd(start, dir); return TRUE; } } return FALSE; }
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; }