/** * @file lltoolmorph.cpp * @brief A tool to manipulate faces.. * * $LicenseInfo:firstyear=2001&license=viewergpl$ * * Copyright (c) 2001-2009, Linden Research, Inc. * * Second Life Viewer Source Code * The source code in this file ("Source Code") is provided by Linden Lab * to you under the terms of the GNU General Public License, version 2.0 * ("GPL"), unless you have obtained a separate licensing agreement * ("Other License"), formally executed by you and Linden Lab. Terms of * the GPL can be found in doc/GPL-license.txt in this distribution, or * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2 * * There are special exceptions to the terms and conditions of the GPL as * it is applied to this Source Code. View the full text of the exception * in the file doc/FLOSS-exception.txt in this software distribution, or * online at * http://secondlifegrid.net/programs/open_source/licensing/flossexception * * By copying, modifying or distributing this software, you acknowledge * that you have read and understood your obligations described above, * and agree to abide by those obligations. * * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, * COMPLETENESS OR PERFORMANCE. * $/LicenseInfo$ */ #include "llviewerprecompiledheaders.h" // File includes #include "lltoolmorph.h" #include "llrender.h" // Library includes #include "llaudioengine.h" #include "llviewercontrol.h" #include "llfontgl.h" #include "sound_ids.h" #include "v3math.h" #include "v3color.h" // Viewer includes #include "llagent.h" #include "lldrawable.h" #include "lldrawpoolavatar.h" #include "llface.h" #include "llfloatercustomize.h" #include "llmorphview.h" #include "llresmgr.h" #include "llselectmgr.h" #include "llsky.h" #include "lltexlayer.h" #include "lltoolmgr.h" #include "lltoolview.h" #include "llui.h" #include "llviewercamera.h" #include "llviewerimagelist.h" #include "llviewerobject.h" #include "llviewerwindow.h" #include "llvoavatar.h" #include "pipeline.h" //static LLVisualParamHint::instance_list_t LLVisualParamHint::sInstances; BOOL LLVisualParamReset::sDirty = FALSE; //----------------------------------------------------------------------------- // LLVisualParamHint() //----------------------------------------------------------------------------- // static LLVisualParamHint::LLVisualParamHint( S32 pos_x, S32 pos_y, S32 width, S32 height, LLViewerJointMesh *mesh, LLViewerVisualParam *param, F32 param_weight) : LLDynamicTexture(width, height, 3, LLDynamicTexture::ORDER_MIDDLE, TRUE ), mNeedsUpdate( TRUE ), mIsVisible( FALSE ), mJointMesh( mesh ), mVisualParam( param ), mVisualParamWeight( param_weight ), mAllowsUpdates( TRUE ), mDelayFrames( 0 ), mRect( pos_x, pos_y + height, pos_x + width, pos_y ), mLastParamWeight(0.f) { LLVisualParamHint::sInstances.insert( this ); mBackgroundp = LLUI::getUIImage("avatar_thumb_bkgrnd.j2c"); llassert(width != 0); llassert(height != 0); } //----------------------------------------------------------------------------- // ~LLVisualParamHint() //----------------------------------------------------------------------------- LLVisualParamHint::~LLVisualParamHint() { LLVisualParamHint::sInstances.erase( this ); } //----------------------------------------------------------------------------- // static // requestHintUpdates() // Requests updates for all instances (excluding two possible exceptions) Grungy but efficient. //----------------------------------------------------------------------------- void LLVisualParamHint::requestHintUpdates( LLVisualParamHint* exception1, LLVisualParamHint* exception2 ) { S32 delay_frames = 0; for (instance_list_t::iterator iter = sInstances.begin(); iter != sInstances.end(); ++iter) { LLVisualParamHint* instance = *iter; if( (instance != exception1) && (instance != exception2) ) { if( instance->mAllowsUpdates ) { instance->mNeedsUpdate = TRUE; instance->mDelayFrames = delay_frames; delay_frames++; } else { instance->mNeedsUpdate = TRUE; instance->mDelayFrames = 0; } } } } BOOL LLVisualParamHint::needsRender() { return mNeedsUpdate && mDelayFrames-- <= 0 && !gAgent.getAvatarObject()->mAppearanceAnimating && mAllowsUpdates; } void LLVisualParamHint::preRender(BOOL clear_depth) { LLVOAvatar* avatarp = gAgent.getAvatarObject(); mLastParamWeight = avatarp->getVisualParamWeight(mVisualParam); avatarp->setVisualParamWeight(mVisualParam, mVisualParamWeight); avatarp->setVisualParamWeight("Blink_Left", 0.f); avatarp->setVisualParamWeight("Blink_Right", 0.f); avatarp->updateComposites(); avatarp->updateVisualParams(); avatarp->updateGeometry(avatarp->mDrawable); avatarp->updateLOD(); LLDynamicTexture::preRender(clear_depth); } //----------------------------------------------------------------------------- // render() //----------------------------------------------------------------------------- BOOL LLVisualParamHint::render() { LLVisualParamReset::sDirty = TRUE; LLVOAvatar* avatarp = gAgent.getAvatarObject(); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0.0f, mWidth, 0.0f, mHeight, -1.0f, 1.0f); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); LLGLSUIDefault gls_ui; //LLGLState::verify(TRUE); mBackgroundp->draw(0, 0, mWidth, mHeight); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); mNeedsUpdate = FALSE; mIsVisible = TRUE; LLViewerJointMesh* cam_target_joint = NULL; const std::string& cam_target_mesh_name = mVisualParam->getCameraTargetName(); if( !cam_target_mesh_name.empty() ) { cam_target_joint = (LLViewerJointMesh*)avatarp->getJoint( cam_target_mesh_name ); } if( !cam_target_joint ) { cam_target_joint = (LLViewerJointMesh*)gMorphView->getCameraTargetJoint(); } if( !cam_target_joint ) { cam_target_joint = (LLViewerJointMesh*)avatarp->getJoint("mHead"); } LLQuaternion avatar_rotation; LLJoint* root_joint = avatarp->getRootJoint(); if( root_joint ) { avatar_rotation = root_joint->getWorldRotation(); } LLVector3 target_joint_pos = cam_target_joint->getWorldPosition(); LLVector3 target_offset( 0, 0, mVisualParam->getCameraElevation() ); LLVector3 target_pos = target_joint_pos + (target_offset * avatar_rotation); F32 cam_angle_radians = mVisualParam->getCameraAngle() * DEG_TO_RAD; LLVector3 camera_snapshot_offset( mVisualParam->getCameraDistance() * cosf( cam_angle_radians ), mVisualParam->getCameraDistance() * sinf( cam_angle_radians ), mVisualParam->getCameraElevation() ); LLVector3 camera_pos = target_joint_pos + (camera_snapshot_offset * avatar_rotation); gGL.flush(); LLViewerCamera::getInstance()->setAspect((F32)mWidth / (F32)mHeight); LLViewerCamera::getInstance()->setOriginAndLookAt( camera_pos, // camera LLVector3(0.f, 0.f, 1.f), // up target_pos ); // point of interest LLViewerCamera::getInstance()->setPerspective(FALSE, mOrigin.mX, mOrigin.mY, mWidth, mHeight, FALSE); if (avatarp->mDrawable.notNull()) { LLDrawPoolAvatar *avatarPoolp = (LLDrawPoolAvatar *)avatarp->mDrawable->getFace(0)->getPool(); LLGLDepthTest gls_depth(GL_TRUE, GL_TRUE); gGL.setAlphaRejectSettings(LLRender::CF_ALWAYS); gGL.setSceneBlendType(LLRender::BT_REPLACE); avatarPoolp->renderAvatars(avatarp); // renders only one avatar gGL.setSceneBlendType(LLRender::BT_ALPHA); gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); } avatarp->setVisualParamWeight(mVisualParam, mLastParamWeight); gGL.color4f(1,1,1,1); mTexture->setGLTextureCreated(true); return TRUE; } //----------------------------------------------------------------------------- // draw() //----------------------------------------------------------------------------- void LLVisualParamHint::draw() { if (!mIsVisible) return; gGL.getTexUnit(0)->bind(getTexture()); gGL.color4f(1.f, 1.f, 1.f, 1.f); LLGLSUIDefault gls_ui; gGL.begin(LLRender::QUADS); { gGL.texCoord2i(0, 1); gGL.vertex2i(0, mHeight); gGL.texCoord2i(0, 0); gGL.vertex2i(0, 0); gGL.texCoord2i(1, 0); gGL.vertex2i(mWidth, 0); gGL.texCoord2i(1, 1); gGL.vertex2i(mWidth, mHeight); } gGL.end(); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); } //----------------------------------------------------------------------------- // LLVisualParamReset() //----------------------------------------------------------------------------- LLVisualParamReset::LLVisualParamReset() : LLDynamicTexture(1, 1, 1, ORDER_RESET, FALSE) { } //----------------------------------------------------------------------------- // render() //----------------------------------------------------------------------------- BOOL LLVisualParamReset::render() { if (sDirty) { LLVOAvatar* avatarp = gAgent.getAvatarObject(); avatarp->updateComposites(); avatarp->updateVisualParams(); avatarp->updateGeometry(avatarp->mDrawable); sDirty = FALSE; } return FALSE; }