diff options
Diffstat (limited to 'linden/indra/newview/lldrawpoolavatar.cpp')
-rw-r--r-- | linden/indra/newview/lldrawpoolavatar.cpp | 631 |
1 files changed, 320 insertions, 311 deletions
diff --git a/linden/indra/newview/lldrawpoolavatar.cpp b/linden/indra/newview/lldrawpoolavatar.cpp index abf154c..fc4f64b 100644 --- a/linden/indra/newview/lldrawpoolavatar.cpp +++ b/linden/indra/newview/lldrawpoolavatar.cpp | |||
@@ -32,7 +32,6 @@ | |||
32 | #include "llvoavatar.h" | 32 | #include "llvoavatar.h" |
33 | #include "m3math.h" | 33 | #include "m3math.h" |
34 | 34 | ||
35 | #include "llagparray.h" | ||
36 | #include "llagent.h" | 35 | #include "llagent.h" |
37 | #include "lldrawable.h" | 36 | #include "lldrawable.h" |
38 | #include "llface.h" | 37 | #include "llface.h" |
@@ -42,6 +41,11 @@ | |||
42 | #include "noise.h" | 41 | #include "noise.h" |
43 | #include "pipeline.h" | 42 | #include "pipeline.h" |
44 | 43 | ||
44 | static U32 sDataMask = LLDrawPoolAvatar::VERTEX_DATA_MASK; | ||
45 | static U32 sBufferUsage = GL_STREAM_DRAW_ARB; | ||
46 | static U32 sShaderLevel = 0; | ||
47 | static LLGLSLShader* sVertexProgram = NULL; | ||
48 | |||
45 | extern F32 gFrameDTClamped; | 49 | extern F32 gFrameDTClamped; |
46 | extern BOOL gUseGLPick; | 50 | extern BOOL gUseGLPick; |
47 | 51 | ||
@@ -75,53 +79,13 @@ S32 AVATAR_VERTEX_BYTES = 48; | |||
75 | 79 | ||
76 | 80 | ||
77 | BOOL gAvatarEmbossBumpMap = FALSE; | 81 | BOOL gAvatarEmbossBumpMap = FALSE; |
82 | static BOOL sRenderingSkinned = FALSE; | ||
78 | 83 | ||
79 | LLDrawPoolAvatar::LLDrawPoolAvatar() : | 84 | LLDrawPoolAvatar::LLDrawPoolAvatar() : |
80 | LLDrawPool(POOL_AVATAR, | 85 | LLFacePool(POOL_AVATAR) |
81 | DATA_SIMPLE_IL_MASK, | ||
82 | DATA_VERTEX_WEIGHTS_MASK | DATA_CLOTHING_WEIGHTS_MASK ) | ||
83 | { | 86 | { |
84 | mCleanupUnused = FALSE; | ||
85 | |||
86 | // Overide the data layout | ||
87 | mDataMaskIL = 0; | ||
88 | mStride = 0; | ||
89 | for (S32 i = 0; i < DATA_MAX_TYPES; i++) | ||
90 | { | ||
91 | mDataOffsets[i] = 0; | ||
92 | } | ||
93 | |||
94 | // Note: padding is to speed up SSE code | ||
95 | mDataMaskIL |= DATA_VERTICES_MASK; | ||
96 | mDataOffsets[DATA_VERTICES] = mStride; | ||
97 | mStride += sDataSizes[DATA_VERTICES]; | ||
98 | |||
99 | mStride += 4; | ||
100 | |||
101 | mDataMaskIL |= DATA_NORMALS_MASK; | ||
102 | mDataOffsets[DATA_NORMALS] = mStride; | ||
103 | mStride += sDataSizes[DATA_NORMALS]; | ||
104 | |||
105 | mStride += 4; | ||
106 | |||
107 | // Note: binormals are stripped off in software blending | ||
108 | mDataMaskIL |= DATA_BINORMALS_MASK; | ||
109 | mDataOffsets[DATA_BINORMALS] = mStride; | ||
110 | mStride += sDataSizes[DATA_BINORMALS]; | ||
111 | |||
112 | mStride += 4; // To keep the structure 16-byte aligned (for SSE happiness) | ||
113 | |||
114 | mDataMaskIL |= DATA_TEX_COORDS0_MASK; | ||
115 | mDataOffsets[DATA_TEX_COORDS0] = mStride; | ||
116 | mStride += sDataSizes[DATA_TEX_COORDS0]; | ||
117 | |||
118 | mDataMaskIL |= DATA_TEX_COORDS1_MASK; | ||
119 | mDataOffsets[DATA_TEX_COORDS1] = mStride; | ||
120 | mStride += sDataSizes[DATA_TEX_COORDS1]; | ||
121 | |||
122 | //LLDebugVarMessageBox::show("acceleration", &CLOTHING_ACCEL_FORCE_FACTOR, 10.f, 0.1f); | 87 | //LLDebugVarMessageBox::show("acceleration", &CLOTHING_ACCEL_FORCE_FACTOR, 10.f, 0.1f); |
123 | //LLDebugVarMessageBox::show("gravity", &CLOTHING_GRAVITY_EFFECT, 10.f, 0.1f); | 88 | //LLDebugVarMessageBox::show("gravity", &CLOTHING_GRAVITY_EFFECT, 10.f, 0.1f); |
124 | |||
125 | } | 89 | } |
126 | 90 | ||
127 | //----------------------------------------------------------------------------- | 91 | //----------------------------------------------------------------------------- |
@@ -132,41 +96,194 @@ LLDrawPool *LLDrawPoolAvatar::instancePool() | |||
132 | return new LLDrawPoolAvatar(); | 96 | return new LLDrawPoolAvatar(); |
133 | } | 97 | } |
134 | 98 | ||
99 | BOOL gRenderAvatar = TRUE; | ||
100 | static LLMatrix4 sModelViewMatrix = LLMatrix4(); | ||
135 | 101 | ||
136 | S32 LLDrawPoolAvatar::rebuild() | 102 | S32 LLDrawPoolAvatar::getVertexShaderLevel() const |
137 | { | 103 | { |
138 | mRebuildTime++; | 104 | return (S32) gPipeline.getVertexShaderLevel(LLPipeline::SHADER_AVATAR); |
139 | if (mRebuildTime > mRebuildFreq) | ||
140 | { | ||
141 | flushAGP(); | ||
142 | |||
143 | mRebuildTime = 0; | ||
144 | } | ||
145 | |||
146 | return 0; | ||
147 | } | 105 | } |
148 | 106 | ||
149 | BOOL gRenderAvatar = TRUE; | ||
150 | |||
151 | void LLDrawPoolAvatar::prerender() | 107 | void LLDrawPoolAvatar::prerender() |
152 | { | 108 | { |
153 | mVertexShaderLevel = gPipeline.getVertexShaderLevel(LLPipeline::SHADER_AVATAR); | 109 | mVertexShaderLevel = gPipeline.getVertexShaderLevel(LLPipeline::SHADER_AVATAR); |
110 | sShaderLevel = mVertexShaderLevel; | ||
111 | |||
112 | if (sShaderLevel > 0) | ||
113 | { | ||
114 | sBufferUsage = GL_STATIC_DRAW_ARB; | ||
115 | } | ||
116 | else | ||
117 | { | ||
118 | sBufferUsage = GL_STREAM_DRAW_ARB; | ||
119 | } | ||
120 | } | ||
121 | |||
122 | LLMatrix4& LLDrawPoolAvatar::getModelView() | ||
123 | { | ||
124 | return sModelViewMatrix; | ||
154 | } | 125 | } |
155 | 126 | ||
156 | //----------------------------------------------------------------------------- | 127 | //----------------------------------------------------------------------------- |
157 | // render() | 128 | // render() |
158 | //----------------------------------------------------------------------------- | 129 | //----------------------------------------------------------------------------- |
130 | |||
131 | S32 LLDrawPoolAvatar::getNumPasses() | ||
132 | { | ||
133 | return 3; | ||
134 | } | ||
135 | |||
159 | void LLDrawPoolAvatar::render(S32 pass) | 136 | void LLDrawPoolAvatar::render(S32 pass) |
160 | { | 137 | { |
161 | LLFastTimer t(LLFastTimer::FTM_RENDER_CHARACTERS); | 138 | LLFastTimer t(LLFastTimer::FTM_RENDER_CHARACTERS); |
162 | renderAvatars(NULL); // render all avatars | 139 | renderAvatars(NULL, pass); // render all avatars |
140 | } | ||
141 | |||
142 | void LLDrawPoolAvatar::beginRenderPass(S32 pass) | ||
143 | { | ||
144 | //reset vertex buffer mappings | ||
145 | LLVertexBuffer::unbind(); | ||
146 | |||
147 | switch (pass) | ||
148 | { | ||
149 | case 0: | ||
150 | beginFootShadow(); | ||
151 | break; | ||
152 | case 1: | ||
153 | glGetFloatv(GL_MODELVIEW_MATRIX, (F32*) sModelViewMatrix.mMatrix); | ||
154 | beginRigid(); | ||
155 | break; | ||
156 | case 2: | ||
157 | beginSkinned(); | ||
158 | break; | ||
159 | } | ||
160 | } | ||
161 | |||
162 | void LLDrawPoolAvatar::endRenderPass(S32 pass) | ||
163 | { | ||
164 | switch (pass) | ||
165 | { | ||
166 | case 0: | ||
167 | endFootShadow(); | ||
168 | break; | ||
169 | case 1: | ||
170 | endRigid(); | ||
171 | break; | ||
172 | case 2: | ||
173 | endSkinned(); | ||
174 | } | ||
175 | } | ||
176 | |||
177 | void LLDrawPoolAvatar::beginFootShadow() | ||
178 | { | ||
179 | glDepthMask(GL_FALSE); | ||
180 | gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); | ||
181 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); | ||
182 | } | ||
183 | |||
184 | void LLDrawPoolAvatar::endFootShadow() | ||
185 | { | ||
186 | gPipeline.enableLightsDynamic(1.f); | ||
187 | glDepthMask(GL_TRUE); | ||
188 | glDisableClientState(GL_TEXTURE_COORD_ARRAY); | ||
189 | } | ||
190 | |||
191 | void LLDrawPoolAvatar::beginRigid() | ||
192 | { | ||
193 | sVertexProgram = &gPipeline.mAvatarEyeballProgram; | ||
194 | glEnableClientState(GL_NORMAL_ARRAY); | ||
195 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); | ||
196 | |||
197 | if (sShaderLevel > 0) | ||
198 | { //eyeballs render with the specular shader | ||
199 | gPipeline.mAvatarEyeballProgram.bind(); | ||
200 | gPipeline.mMaterialIndex = gPipeline.mAvatarEyeballProgram.mAttribute[LLPipeline::GLSL_MATERIAL_COLOR]; | ||
201 | gPipeline.mSpecularIndex = gPipeline.mAvatarEyeballProgram.mAttribute[LLPipeline::GLSL_SPECULAR_COLOR]; | ||
202 | } | ||
203 | } | ||
204 | |||
205 | void LLDrawPoolAvatar::endRigid() | ||
206 | { | ||
207 | glDisableClientState(GL_NORMAL_ARRAY); | ||
208 | glDisableClientState(GL_TEXTURE_COORD_ARRAY); | ||
209 | } | ||
210 | |||
211 | void LLDrawPoolAvatar::beginSkinned() | ||
212 | { | ||
213 | glEnableClientState(GL_NORMAL_ARRAY); | ||
214 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); | ||
215 | |||
216 | sVertexProgram = &gPipeline.mAvatarProgram; | ||
217 | |||
218 | if (sShaderLevel > 0) // for hardware blending | ||
219 | { | ||
220 | sRenderingSkinned = TRUE; | ||
221 | glClientActiveTextureARB(GL_TEXTURE1_ARB); | ||
222 | if (sShaderLevel >= SHADER_LEVEL_BUMP) | ||
223 | { | ||
224 | gPipeline.mMaterialIndex = sVertexProgram->mAttribute[LLPipeline::GLSL_MATERIAL_COLOR]; | ||
225 | gPipeline.mSpecularIndex = sVertexProgram->mAttribute[LLPipeline::GLSL_SPECULAR_COLOR]; | ||
226 | } | ||
227 | sVertexProgram->bind(); | ||
228 | if (sShaderLevel >= SHADER_LEVEL_CLOTH) | ||
229 | { | ||
230 | enable_cloth_weights(sVertexProgram->mAttribute[LLPipeline::GLSL_AVATAR_CLOTHING]); | ||
231 | } | ||
232 | enable_vertex_weighting(sVertexProgram->mAttribute[LLPipeline::GLSL_AVATAR_WEIGHT]); | ||
233 | |||
234 | if (sShaderLevel >= SHADER_LEVEL_BUMP) | ||
235 | { | ||
236 | enable_binormals(sVertexProgram->mAttribute[LLPipeline::GLSL_BINORMAL]); | ||
237 | } | ||
238 | |||
239 | sVertexProgram->enableTexture(LLPipeline::GLSL_BUMP_MAP); | ||
240 | glActiveTextureARB(GL_TEXTURE0_ARB); | ||
241 | } | ||
163 | } | 242 | } |
164 | 243 | ||
165 | void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, BOOL no_shaders) | 244 | void LLDrawPoolAvatar::endSkinned() |
166 | { | 245 | { |
167 | if (no_shaders) | 246 | // if we're in software-blending, remember to set the fence _after_ we draw so we wait till this rendering is done |
247 | if (sShaderLevel > 0) | ||
168 | { | 248 | { |
169 | mVertexShaderLevel = 0; | 249 | sRenderingSkinned = FALSE; |
250 | sVertexProgram->disableTexture(LLPipeline::GLSL_BUMP_MAP); | ||
251 | glActiveTextureARB(GL_TEXTURE0_ARB); | ||
252 | glClientActiveTextureARB(GL_TEXTURE0_ARB); | ||
253 | disable_vertex_weighting(sVertexProgram->mAttribute[LLPipeline::GLSL_AVATAR_WEIGHT]); | ||
254 | if (sShaderLevel >= SHADER_LEVEL_BUMP) | ||
255 | { | ||
256 | disable_binormals(sVertexProgram->mAttribute[LLPipeline::GLSL_BINORMAL]); | ||
257 | } | ||
258 | if ((sShaderLevel >= SHADER_LEVEL_CLOTH)) | ||
259 | { | ||
260 | disable_cloth_weights(sVertexProgram->mAttribute[LLPipeline::GLSL_AVATAR_CLOTHING]); | ||
261 | } | ||
262 | |||
263 | sVertexProgram->unbind(); | ||
264 | } | ||
265 | |||
266 | glActiveTextureARB(GL_TEXTURE0_ARB); | ||
267 | glClientActiveTextureARB(GL_TEXTURE0_ARB); | ||
268 | |||
269 | glDisableClientState(GL_NORMAL_ARRAY); | ||
270 | glDisableClientState(GL_TEXTURE_COORD_ARRAY); | ||
271 | } | ||
272 | |||
273 | |||
274 | void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass) | ||
275 | { | ||
276 | if (pass == -1) | ||
277 | { | ||
278 | for (S32 i = 1; i < getNumPasses(); i++) | ||
279 | { //skip foot shadows | ||
280 | prerender(); | ||
281 | beginRenderPass(i); | ||
282 | renderAvatars(single_avatar, i); | ||
283 | endRenderPass(i); | ||
284 | } | ||
285 | |||
286 | return; | ||
170 | } | 287 | } |
171 | 288 | ||
172 | if (!gRenderAvatar) | 289 | if (!gRenderAvatar) |
@@ -195,13 +312,95 @@ void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, BOOL no_shaders) | |||
195 | avatarp = (LLVOAvatar *)(facep->getDrawable()->getVObj()); | 312 | avatarp = (LLVOAvatar *)(facep->getDrawable()->getVObj()); |
196 | } | 313 | } |
197 | 314 | ||
198 | if (avatarp->isDead() || avatarp->mDrawable.isNull()) | 315 | if (avatarp->isDead() || avatarp->mDrawable.isNull()) |
199 | { | 316 | { |
200 | return; | 317 | return; |
201 | } | 318 | } |
202 | 319 | ||
203 | LLOverrideFaceColor color(this, 1.0f, 1.0f, 1.0f, 1.0f); | 320 | LLOverrideFaceColor color(this, 1.0f, 1.0f, 1.0f, 1.0f); |
204 | 321 | ||
322 | if (pass == 0) | ||
323 | { | ||
324 | if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_FOOT_SHADOWS)) | ||
325 | { | ||
326 | mIndicesDrawn += avatarp->renderFootShadows(); | ||
327 | } | ||
328 | return; | ||
329 | } | ||
330 | |||
331 | if (avatarp->mSpecialRenderMode == 0) // normal | ||
332 | { | ||
333 | gPipeline.enableLightsAvatar(avatarp->mDrawable->getSunShadowFactor()); | ||
334 | } | ||
335 | else if (avatarp->mSpecialRenderMode == 1) // anim preview | ||
336 | { | ||
337 | gPipeline.enableLightsAvatarEdit(LLColor4(0.7f, 0.6f, 0.3f, 1.f)); | ||
338 | } | ||
339 | else // 2=image preview, 3=morph view | ||
340 | { | ||
341 | gPipeline.enableLightsAvatarEdit(LLColor4(.5f, .5f, .5f, 1.f)); | ||
342 | } | ||
343 | |||
344 | if (pass == 1) | ||
345 | { | ||
346 | // render rigid meshes (eyeballs) first | ||
347 | mIndicesDrawn += avatarp->renderRigid(); | ||
348 | |||
349 | if (!gRenderForSelect && avatarp->mIsSelf && LLVOAvatar::sAvatarLoadTest) | ||
350 | { | ||
351 | LLVector3 orig_pos_root = avatarp->mRoot.getPosition(); | ||
352 | LLVector3 next_pos_root = orig_pos_root; | ||
353 | for (S32 i = 0; i < NUM_TEST_AVATARS; i++) | ||
354 | { | ||
355 | next_pos_root.mV[VX] += 1.f; | ||
356 | if (i % 5 == 0) | ||
357 | { | ||
358 | next_pos_root.mV[VY] += 1.f; | ||
359 | next_pos_root.mV[VX] = orig_pos_root.mV[VX]; | ||
360 | } | ||
361 | |||
362 | avatarp->mRoot.setPosition(next_pos_root); // avatar load test | ||
363 | avatarp->mRoot.updateWorldMatrixChildren(); // avatar load test | ||
364 | |||
365 | mIndicesDrawn += avatarp->renderRigid(); | ||
366 | } | ||
367 | avatarp->mRoot.setPosition(orig_pos_root); // avatar load test | ||
368 | avatarp->mRoot.updateWorldMatrixChildren(); // avatar load test | ||
369 | } | ||
370 | return; | ||
371 | } | ||
372 | |||
373 | |||
374 | if (sShaderLevel > 0) | ||
375 | { | ||
376 | gPipeline.mAvatarMatrixParam = sVertexProgram->mUniform[LLPipeline::GLSL_AVATAR_MATRIX]; | ||
377 | } | ||
378 | |||
379 | if ((sShaderLevel >= SHADER_LEVEL_CLOTH)) | ||
380 | { | ||
381 | LLMatrix4 rot_mat; | ||
382 | gCamera->getMatrixToLocal(rot_mat); | ||
383 | LLMatrix4 cfr(OGL_TO_CFR_ROTATION); | ||
384 | rot_mat *= cfr; | ||
385 | |||
386 | LLVector4 wind; | ||
387 | wind.setVec(avatarp->mWindVec); | ||
388 | wind.mV[VW] = 0; | ||
389 | wind = wind * rot_mat; | ||
390 | wind.mV[VW] = avatarp->mWindVec.mV[VW]; | ||
391 | |||
392 | sVertexProgram->vertexAttrib4fv(LLPipeline::GLSL_AVATAR_WIND, wind.mV); | ||
393 | F32 phase = -1.f * (avatarp->mRipplePhase); | ||
394 | |||
395 | F32 freq = 7.f + (noise1(avatarp->mRipplePhase) * 2.f); | ||
396 | LLVector4 sin_params(freq, freq, freq, phase); | ||
397 | sVertexProgram->vertexAttrib4fv(LLPipeline::GLSL_AVATAR_SINWAVE, sin_params.mV); | ||
398 | |||
399 | LLVector4 gravity(0.f, 0.f, -CLOTHING_GRAVITY_EFFECT, 0.f); | ||
400 | gravity = gravity * rot_mat; | ||
401 | sVertexProgram->vertexAttrib4fv(LLPipeline::GLSL_AVATAR_GRAVITY, gravity.mV); | ||
402 | } | ||
403 | |||
205 | if( !single_avatar || (avatarp == single_avatar) ) | 404 | if( !single_avatar || (avatarp == single_avatar) ) |
206 | { | 405 | { |
207 | if (LLVOAvatar::sShowCollisionVolumes) | 406 | if (LLVOAvatar::sShowCollisionVolumes) |
@@ -210,8 +409,6 @@ void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, BOOL no_shaders) | |||
210 | avatarp->renderCollisionVolumes(); | 409 | avatarp->renderCollisionVolumes(); |
211 | } | 410 | } |
212 | 411 | ||
213 | LLGLEnable normalize(GL_NORMALIZE); | ||
214 | |||
215 | if (avatarp->mIsSelf && LLAgent::sDebugDisplayTarget) | 412 | if (avatarp->mIsSelf && LLAgent::sDebugDisplayTarget) |
216 | { | 413 | { |
217 | LLGLSNoTexture gls_no_texture; | 414 | LLGLSNoTexture gls_no_texture; |
@@ -267,171 +464,8 @@ void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, BOOL no_shaders) | |||
267 | color.setColor(1.0f, 1.0f, 1.0f, 1.0f); | 464 | color.setColor(1.0f, 1.0f, 1.0f, 1.0f); |
268 | } | 465 | } |
269 | 466 | ||
270 | glEnableClientState(GL_VERTEX_ARRAY); | ||
271 | glEnableClientState(GL_NORMAL_ARRAY); | ||
272 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); | ||
273 | |||
274 | LLGLSLShader* vertex_program = &gPipeline.mAvatarProgram; | ||
275 | if (mVertexShaderLevel > 0) | ||
276 | { | ||
277 | gPipeline.mAvatarMatrixParam = vertex_program->mUniform[LLPipeline::GLSL_AVATAR_MATRIX]; | ||
278 | } | ||
279 | |||
280 | //-------------------------------------------------------------------------------- | ||
281 | // this is where we first hit the software blending path | ||
282 | // if enabled, we need to set up the proper buffers and avoid setting other state | ||
283 | //-------------------------------------------------------------------------------- | ||
284 | if (!(mVertexShaderLevel > 0)) | ||
285 | { | ||
286 | |||
287 | // performance could be increased by better utilizing the buffers, for example, only using 1k buffers for lo-res | ||
288 | // avatars. But the only problem with using fewer buffers is that we're more likely to wait for a fence to complete | ||
289 | |||
290 | // vertex format: | ||
291 | // vertices 12 | ||
292 | // texcoords 8 | ||
293 | // normals 12 | ||
294 | // binormals 12 | ||
295 | // padding 4 | ||
296 | // total 48 | ||
297 | |||
298 | // Rotate to the next buffer, round-robin. | ||
299 | gPipeline.bufferRotate(); | ||
300 | |||
301 | // Wait until the hardware is done reading the last set of vertices from the buffer before writing the next set. | ||
302 | gPipeline.bufferWaitFence(); | ||
303 | |||
304 | // Need to do this because we may be rendering without AGP even in AGP mode | ||
305 | U8* buffer_offset_start = gPipeline.bufferGetScratchMemory(); | ||
306 | glVertexPointer( 3, GL_FLOAT, AVATAR_VERTEX_BYTES, buffer_offset_start + AVATAR_OFFSET_POS); | ||
307 | glTexCoordPointer(2, GL_FLOAT, AVATAR_VERTEX_BYTES, buffer_offset_start + AVATAR_OFFSET_TEX0); | ||
308 | glNormalPointer( GL_FLOAT, AVATAR_VERTEX_BYTES, buffer_offset_start + AVATAR_OFFSET_NORMAL); | ||
309 | |||
310 | } | ||
311 | |||
312 | if ((mVertexShaderLevel > 0)) // for hardware blending | ||
313 | { | ||
314 | bindGLVertexPointer(); | ||
315 | bindGLNormalPointer(); | ||
316 | bindGLTexCoordPointer(0); | ||
317 | } | ||
318 | |||
319 | if ((mVertexShaderLevel > 0)) | ||
320 | { //eyeballs render with the specular shader | ||
321 | gPipeline.mAvatarEyeballProgram.bind(); | ||
322 | gPipeline.mMaterialIndex = gPipeline.mAvatarEyeballProgram.mAttribute[LLPipeline::GLSL_MATERIAL_COLOR]; | ||
323 | gPipeline.mSpecularIndex = gPipeline.mAvatarEyeballProgram.mAttribute[LLPipeline::GLSL_SPECULAR_COLOR]; | ||
324 | |||
325 | S32 index = gPipeline.mAvatarEyeballProgram.enableTexture(LLPipeline::GLSL_SCATTER_MAP); | ||
326 | gSky.mVOSkyp->getScatterMap()->bind(index); | ||
327 | |||
328 | glActiveTextureARB(GL_TEXTURE0_ARB); | ||
329 | } | ||
330 | |||
331 | if (avatarp->mSpecialRenderMode == 0) // normal | ||
332 | { | ||
333 | gPipeline.enableLightsAvatar(avatarp->mDrawable->getSunShadowFactor()); | ||
334 | } | ||
335 | else if (avatarp->mSpecialRenderMode == 1) // anim preview | ||
336 | { | ||
337 | gPipeline.enableLightsAvatarEdit(LLColor4(0.7f, 0.6f, 0.3f, 1.f)); | ||
338 | } | ||
339 | else // 2=image preview, 3=morph view | ||
340 | { | ||
341 | gPipeline.enableLightsAvatarEdit(LLColor4(.5f, .5f, .5f, 1.f)); | ||
342 | } | ||
343 | |||
344 | // render rigid meshes (eyeballs) first | ||
345 | mIndicesDrawn += avatarp->renderRigid(); | ||
346 | |||
347 | if ((mVertexShaderLevel > 0)) | ||
348 | { | ||
349 | gPipeline.mAvatarEyeballProgram.disableTexture(LLPipeline::GLSL_SCATTER_MAP); | ||
350 | glActiveTextureARB(GL_TEXTURE0_ARB); | ||
351 | } | ||
352 | |||
353 | if (!gRenderForSelect && avatarp->mIsSelf && LLVOAvatar::sAvatarLoadTest) | ||
354 | { | ||
355 | LLVector3 orig_pos_root = avatarp->mRoot.getPosition(); | ||
356 | LLVector3 next_pos_root = orig_pos_root; | ||
357 | for (S32 i = 0; i < NUM_TEST_AVATARS; i++) | ||
358 | { | ||
359 | next_pos_root.mV[VX] += 1.f; | ||
360 | if (i % 5 == 0) | ||
361 | { | ||
362 | next_pos_root.mV[VY] += 1.f; | ||
363 | next_pos_root.mV[VX] = orig_pos_root.mV[VX]; | ||
364 | } | ||
365 | |||
366 | avatarp->mRoot.setPosition(next_pos_root); // avatar load test | ||
367 | avatarp->mRoot.updateWorldMatrixChildren(); // avatar load test | ||
368 | |||
369 | mIndicesDrawn += avatarp->renderRigid(); | ||
370 | } | ||
371 | avatarp->mRoot.setPosition(orig_pos_root); // avatar load test | ||
372 | avatarp->mRoot.updateWorldMatrixChildren(); // avatar load test | ||
373 | } | ||
374 | |||
375 | if ((mVertexShaderLevel > 0)) // for hardware blending | ||
376 | { | ||
377 | glClientActiveTextureARB(GL_TEXTURE1_ARB); | ||
378 | if ((mVertexShaderLevel >= SHADER_LEVEL_BUMP)) | ||
379 | { | ||
380 | bindGLTexCoordPointer(1); | ||
381 | |||
382 | bindGLBinormalPointer(vertex_program->mAttribute[LLPipeline::GLSL_BINORMAL]); | ||
383 | gPipeline.mMaterialIndex = vertex_program->mAttribute[LLPipeline::GLSL_MATERIAL_COLOR]; | ||
384 | gPipeline.mSpecularIndex = vertex_program->mAttribute[LLPipeline::GLSL_SPECULAR_COLOR]; | ||
385 | } | ||
386 | glClientActiveTextureARB(GL_TEXTURE0_ARB); | ||
387 | bindGLTexCoordPointer(0); | ||
388 | vertex_program->bind(); | ||
389 | bindGLVertexWeightPointer(vertex_program->mAttribute[LLPipeline::GLSL_AVATAR_WEIGHT]); | ||
390 | if ((mVertexShaderLevel >= SHADER_LEVEL_CLOTH)) | ||
391 | { | ||
392 | bindGLVertexClothingWeightPointer(vertex_program->mAttribute[LLPipeline::GLSL_AVATAR_CLOTHING]); | ||
393 | enable_cloth_weights(vertex_program->mAttribute[LLPipeline::GLSL_AVATAR_CLOTHING]); | ||
394 | } | ||
395 | enable_vertex_weighting(vertex_program->mAttribute[LLPipeline::GLSL_AVATAR_WEIGHT]); | ||
396 | |||
397 | if ((mVertexShaderLevel >= SHADER_LEVEL_BUMP)) | ||
398 | { | ||
399 | enable_binormals(vertex_program->mAttribute[LLPipeline::GLSL_BINORMAL]); | ||
400 | } | ||
401 | |||
402 | vertex_program->enableTexture(LLPipeline::GLSL_BUMP_MAP); | ||
403 | S32 index = vertex_program->enableTexture(LLPipeline::GLSL_SCATTER_MAP); | ||
404 | gSky.mVOSkyp->getScatterMap()->bind(index); | ||
405 | glActiveTextureARB(GL_TEXTURE0_ARB); | ||
406 | } | ||
407 | |||
408 | if ((mVertexShaderLevel >= SHADER_LEVEL_CLOTH)) | ||
409 | { | ||
410 | LLMatrix4 rot_mat; | ||
411 | gCamera->getMatrixToLocal(rot_mat); | ||
412 | LLMatrix4 cfr(OGL_TO_CFR_ROTATION); | ||
413 | rot_mat *= cfr; | ||
414 | |||
415 | LLVector4 wind; | ||
416 | wind.setVec(avatarp->mWindVec); | ||
417 | wind.mV[VW] = 0; | ||
418 | wind = wind * rot_mat; | ||
419 | wind.mV[VW] = avatarp->mWindVec.mV[VW]; | ||
420 | |||
421 | vertex_program->vertexAttrib4fv(LLPipeline::GLSL_AVATAR_WIND, wind.mV); | ||
422 | F32 phase = -1.f * (avatarp->mRipplePhase); | ||
423 | |||
424 | F32 freq = 7.f + (noise1(avatarp->mRipplePhase) * 2.f); | ||
425 | LLVector4 sin_params(freq, freq, freq, phase); | ||
426 | vertex_program->vertexAttrib4fv(LLPipeline::GLSL_AVATAR_SINWAVE, sin_params.mV); | ||
427 | |||
428 | LLVector4 gravity(0.f, 0.f, -CLOTHING_GRAVITY_EFFECT, 0.f); | ||
429 | gravity = gravity * rot_mat; | ||
430 | vertex_program->vertexAttrib4fv(LLPipeline::GLSL_AVATAR_GRAVITY, gravity.mV); | ||
431 | } | ||
432 | |||
433 | mIndicesDrawn += avatarp->renderSkinned(AVATAR_RENDER_PASS_SINGLE); | 467 | mIndicesDrawn += avatarp->renderSkinned(AVATAR_RENDER_PASS_SINGLE); |
434 | 468 | ||
435 | if (!gRenderForSelect && avatarp->mIsSelf && LLVOAvatar::sAvatarLoadTest) | 469 | if (!gRenderForSelect && avatarp->mIsSelf && LLVOAvatar::sAvatarLoadTest) |
436 | { | 470 | { |
437 | LLVector3 orig_pos_root = avatarp->mRoot.getPosition(); | 471 | LLVector3 orig_pos_root = avatarp->mRoot.getPosition(); |
@@ -453,31 +487,6 @@ void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, BOOL no_shaders) | |||
453 | avatarp->mRoot.setPosition(orig_pos_root); // avatar load test | 487 | avatarp->mRoot.setPosition(orig_pos_root); // avatar load test |
454 | avatarp->mRoot.updateWorldMatrixChildren(); // avatar load test | 488 | avatarp->mRoot.updateWorldMatrixChildren(); // avatar load test |
455 | } | 489 | } |
456 | |||
457 | // if we're in software-blending, remember to set the fence _after_ we draw so we wait till this rendering is done | ||
458 | if (!(mVertexShaderLevel > 0)) | ||
459 | { | ||
460 | // want for the previously bound fence to finish | ||
461 | gPipeline.bufferSendFence(); | ||
462 | } | ||
463 | else | ||
464 | { | ||
465 | vertex_program->disableTexture(LLPipeline::GLSL_BUMP_MAP); | ||
466 | vertex_program->disableTexture(LLPipeline::GLSL_SCATTER_MAP); | ||
467 | glActiveTextureARB(GL_TEXTURE0_ARB); | ||
468 | glClientActiveTextureARB(GL_TEXTURE0_ARB); | ||
469 | disable_vertex_weighting(vertex_program->mAttribute[LLPipeline::GLSL_AVATAR_WEIGHT]); | ||
470 | if ((mVertexShaderLevel >= SHADER_LEVEL_BUMP)) | ||
471 | { | ||
472 | disable_binormals(vertex_program->mAttribute[LLPipeline::GLSL_BINORMAL]); | ||
473 | } | ||
474 | if ((mVertexShaderLevel >= SHADER_LEVEL_CLOTH)) | ||
475 | { | ||
476 | disable_cloth_weights(vertex_program->mAttribute[LLPipeline::GLSL_AVATAR_CLOTHING]); | ||
477 | } | ||
478 | |||
479 | vertex_program->unbind(); | ||
480 | } | ||
481 | } | 490 | } |
482 | } | 491 | } |
483 | 492 | ||
@@ -490,14 +499,13 @@ void LLDrawPoolAvatar::renderForSelect() | |||
490 | { | 499 | { |
491 | return; | 500 | return; |
492 | } | 501 | } |
493 | //gGLSObjectSelectDepthAlpha.set(); | 502 | |
494 | |||
495 | if (!gRenderAvatar) | 503 | if (!gRenderAvatar) |
496 | { | 504 | { |
497 | return; | 505 | return; |
498 | } | 506 | } |
499 | 507 | ||
500 | if (mDrawFace.empty() || !mMemory.count()) | 508 | if (mDrawFace.empty()) |
501 | { | 509 | { |
502 | return; | 510 | return; |
503 | } | 511 | } |
@@ -517,80 +525,38 @@ void LLDrawPoolAvatar::renderForSelect() | |||
517 | glEnableClientState(GL_VERTEX_ARRAY); | 525 | glEnableClientState(GL_VERTEX_ARRAY); |
518 | glEnableClientState(GL_NORMAL_ARRAY); | 526 | glEnableClientState(GL_NORMAL_ARRAY); |
519 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); | 527 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
520 | 528 | glGetFloatv(GL_MODELVIEW_MATRIX, (F32*) sModelViewMatrix.mMatrix); | |
521 | LLGLSLShader* vertex_program = &gPipeline.mAvatarPickProgram; | 529 | sVertexProgram = &gPipeline.mAvatarPickProgram; |
522 | if (mVertexShaderLevel > 0) | 530 | if (sShaderLevel > 0) |
523 | { | 531 | { |
524 | gPipeline.mAvatarMatrixParam = vertex_program->mUniform[LLPipeline::GLSL_AVATAR_MATRIX]; | 532 | gPipeline.mAvatarMatrixParam = sVertexProgram->mUniform[LLPipeline::GLSL_AVATAR_MATRIX]; |
525 | } | 533 | } |
526 | glAlphaFunc(GL_GEQUAL, 0.2f); | 534 | glAlphaFunc(GL_GEQUAL, 0.2f); |
527 | glBlendFunc(GL_ONE, GL_ZERO); | 535 | glBlendFunc(GL_ONE, GL_ZERO); |
528 | 536 | ||
529 | //-------------------------------------------------------------------------------- | ||
530 | // this is where we first hit the software blending path | ||
531 | // if enabled, we need to set up the proper buffers and avoid setting other state | ||
532 | //-------------------------------------------------------------------------------- | ||
533 | if (!(mVertexShaderLevel > 0) || gUseGLPick) | ||
534 | { | ||
535 | |||
536 | // Rotate to the next buffer, round-robin. | ||
537 | gPipeline.bufferRotate(); | ||
538 | |||
539 | // Wait until the hardware is done reading the last set of vertices from the buffer before writing the next set. | ||
540 | gPipeline.bufferWaitFence(); | ||
541 | |||
542 | // Need to do this because we may be rendering without AGP even in AGP mode | ||
543 | U8* buffer_offset_start = gPipeline.bufferGetScratchMemory(); | ||
544 | glVertexPointer( 3, GL_FLOAT, AVATAR_VERTEX_BYTES, buffer_offset_start + AVATAR_OFFSET_POS); | ||
545 | glTexCoordPointer(2, GL_FLOAT, AVATAR_VERTEX_BYTES, buffer_offset_start + AVATAR_OFFSET_TEX0); | ||
546 | glNormalPointer( GL_FLOAT, AVATAR_VERTEX_BYTES, buffer_offset_start + AVATAR_OFFSET_NORMAL); | ||
547 | } | ||
548 | |||
549 | S32 name = avatarp->mDrawable->getVObj()->mGLName; | 537 | S32 name = avatarp->mDrawable->getVObj()->mGLName; |
550 | LLColor4U color((U8)(name >> 16), (U8)(name >> 8), (U8)name); | 538 | LLColor4U color((U8)(name >> 16), (U8)(name >> 8), (U8)name); |
551 | glColor4ubv(color.mV); | 539 | glColor4ubv(color.mV); |
552 | 540 | ||
553 | if ((mVertexShaderLevel > 0) && !gUseGLPick) // for hardware blending | ||
554 | { | ||
555 | bindGLVertexPointer(); | ||
556 | bindGLNormalPointer(); | ||
557 | bindGLTexCoordPointer(0); | ||
558 | } | ||
559 | |||
560 | // render rigid meshes (eyeballs) first | 541 | // render rigid meshes (eyeballs) first |
561 | mIndicesDrawn += avatarp->renderRigid(); | 542 | //mIndicesDrawn += avatarp->renderRigid(); |
562 | 543 | ||
563 | if ((mVertexShaderLevel > 0) && !gUseGLPick) // for hardware blending | 544 | if ((sShaderLevel > 0) && !gUseGLPick) // for hardware blending |
564 | { | 545 | { |
565 | glClientActiveTextureARB(GL_TEXTURE0_ARB); | 546 | glClientActiveTextureARB(GL_TEXTURE0_ARB); |
566 | bindGLTexCoordPointer(0); | 547 | sRenderingSkinned = TRUE; |
567 | vertex_program->bind(); | 548 | sVertexProgram->bind(); |
568 | bindGLVertexWeightPointer(vertex_program->mAttribute[LLPipeline::GLSL_AVATAR_WEIGHT]); | 549 | enable_vertex_weighting(sVertexProgram->mAttribute[LLPipeline::GLSL_AVATAR_WEIGHT]); |
569 | /*if ((mVertexShaderLevel >= SHADER_LEVEL_CLOTH)) | ||
570 | { | ||
571 | bindGLVertexClothingWeightPointer(); | ||
572 | enable_cloth_weights(); | ||
573 | }*/ | ||
574 | enable_vertex_weighting(vertex_program->mAttribute[LLPipeline::GLSL_AVATAR_WEIGHT]); | ||
575 | } | 550 | } |
576 | 551 | ||
577 | mIndicesDrawn += avatarp->renderSkinned(AVATAR_RENDER_PASS_SINGLE); | 552 | mIndicesDrawn += avatarp->renderSkinned(AVATAR_RENDER_PASS_SINGLE); |
578 | 553 | ||
579 | // if we're in software-blending, remember to set the fence _after_ we draw so we wait till this rendering is done | 554 | // if we're in software-blending, remember to set the fence _after_ we draw so we wait till this rendering is done |
580 | if (!(mVertexShaderLevel > 0) || gUseGLPick) | 555 | if ((sShaderLevel > 0) && !gUseGLPick) |
581 | { | 556 | { |
582 | // want for the previously bound fence to finish | 557 | sRenderingSkinned = FALSE; |
583 | gPipeline.bufferSendFence(); | 558 | sVertexProgram->unbind(); |
584 | } | 559 | disable_vertex_weighting(sVertexProgram->mAttribute[LLPipeline::GLSL_AVATAR_WEIGHT]); |
585 | else | ||
586 | { | ||
587 | vertex_program->unbind(); | ||
588 | disable_vertex_weighting(vertex_program->mAttribute[LLPipeline::GLSL_AVATAR_WEIGHT]); | ||
589 | |||
590 | /*if ((mVertexShaderLevel >= SHADER_LEVEL_CLOTH)) | ||
591 | { | ||
592 | disable_cloth_weights(); | ||
593 | }*/ | ||
594 | } | 560 | } |
595 | 561 | ||
596 | glAlphaFunc(GL_GREATER, 0.01f); | 562 | glAlphaFunc(GL_GREATER, 0.01f); |
@@ -627,3 +593,46 @@ LLColor3 LLDrawPoolAvatar::getDebugColor() const | |||
627 | { | 593 | { |
628 | return LLColor3(0.f, 1.f, 0.f); | 594 | return LLColor3(0.f, 1.f, 0.f); |
629 | } | 595 | } |
596 | |||
597 | LLVertexBufferAvatar::LLVertexBufferAvatar() | ||
598 | : LLVertexBuffer(sDataMask, | ||
599 | gPipeline.getVertexShaderLevel(LLPipeline::SHADER_AVATAR) > 0 ? | ||
600 | GL_STATIC_DRAW_ARB : | ||
601 | GL_STREAM_DRAW_ARB) | ||
602 | { | ||
603 | |||
604 | } | ||
605 | |||
606 | |||
607 | void LLVertexBufferAvatar::setupVertexBuffer(U32 data_mask) const | ||
608 | { | ||
609 | if (sRenderingSkinned) | ||
610 | { | ||
611 | U8* base = useVBOs() ? NULL : mMappedData; | ||
612 | |||
613 | glVertexPointer(3,GL_FLOAT, mStride, (void*)(base + 0)); | ||
614 | glNormalPointer(GL_FLOAT, mStride, (void*)(base + mOffsets[TYPE_NORMAL])); | ||
615 | |||
616 | glClientActiveTextureARB(GL_TEXTURE1_ARB); | ||
617 | glTexCoordPointer(2,GL_FLOAT, mStride, (void*)(base + mOffsets[TYPE_TEXCOORD2])); | ||
618 | glClientActiveTextureARB(GL_TEXTURE0_ARB); | ||
619 | glTexCoordPointer(2,GL_FLOAT, mStride, (void*)(base + mOffsets[TYPE_TEXCOORD])); | ||
620 | |||
621 | set_vertex_weights(sVertexProgram->mAttribute[LLPipeline::GLSL_AVATAR_WEIGHT], mStride, (F32*)(base + mOffsets[TYPE_WEIGHT])); | ||
622 | |||
623 | if (sShaderLevel >= LLDrawPoolAvatar::SHADER_LEVEL_BUMP) | ||
624 | { | ||
625 | set_binormals(sVertexProgram->mAttribute[LLPipeline::GLSL_BINORMAL], mStride, (LLVector3*)(base + mOffsets[TYPE_BINORMAL])); | ||
626 | } | ||
627 | |||
628 | if (sShaderLevel >= LLDrawPoolAvatar::SHADER_LEVEL_CLOTH) | ||
629 | { | ||
630 | set_vertex_clothing_weights(sVertexProgram->mAttribute[LLPipeline::GLSL_AVATAR_CLOTHING], mStride, (LLVector4*)(base + mOffsets[TYPE_CLOTHWEIGHT])); | ||
631 | } | ||
632 | } | ||
633 | else | ||
634 | { | ||
635 | LLVertexBuffer::setupVertexBuffer(data_mask); | ||
636 | } | ||
637 | } | ||
638 | |||