//---------------------------------------------------------------------- // Voice Visualizer // author: JJ Ventrella // (information about this stuff can be found in "llvoicevisualizer.h") //---------------------------------------------------------------------- #include "llviewerprecompiledheaders.h" #include "llviewercontrol.h" #include "llglheaders.h" #include "llsphere.h" #include "llvoicevisualizer.h" #include "llviewercamera.h" #include "llviewerobject.h" #include "llimagegl.h" #include "llviewerimage.h" #include "llviewerimagelist.h" #include "llvoiceclient.h" //brent's wave image //29de489d-0491-fb00-7dab-f9e686d31e83 //-------------------------------------------------------------------------------------- // sound symbol constants //-------------------------------------------------------------------------------------- const F32 HEIGHT_ABOVE_HEAD = 0.3f; // how many meters vertically above the av's head the voice symbol will appear const F32 RED_THRESHOLD = LLVoiceClient::OVERDRIVEN_POWER_LEVEL; // value above which speaking amplitude causes the voice symbol to turn red const F32 GREEN_THRESHOLD = 0.2f; // value above which speaking amplitude causes the voice symbol to turn green const F32 FADE_OUT_DURATION = 0.4f; // how many seconds it takes for a pair of waves to fade away const F32 EXPANSION_RATE = 1.0f; // how many seconds it takes for the waves to expand to twice their original size const F32 EXPANSION_MAX = 1.5f; // maximum size scale to which the waves can expand before popping back to 1.0 const F32 WAVE_WIDTH_SCALE = 0.03f; // base width of the waves const F32 WAVE_HEIGHT_SCALE = 0.02f; // base height of the waves const F32 BASE_BRIGHTNESS = 0.7f; // gray level of the voice indicator when quiet (below green threshold) const F32 DOT_SIZE = 0.05f; // size of the dot billboard texture const F32 DOT_OPACITY = 0.7f; // how opaque the dot is const F32 WAVE_MOTION_RATE = 1.5f; // scalar applied to consecutive waves as a function of speaking amplitude //-------------------------------------------------------------------------------------- // gesticulation constants //-------------------------------------------------------------------------------------- const F32 DEFAULT_MINIMUM_GESTICULATION_AMPLITUDE = 0.2f; const F32 DEFAULT_MAXIMUM_GESTICULATION_AMPLITUDE = 1.0f; //-------------------------------------------------------------------------------------- // other constants //-------------------------------------------------------------------------------------- const F32 ONE_HALF = 1.0f; // to clarify intent and reduce magic numbers in the code. const LLVector3 WORLD_UPWARD_DIRECTION = LLVector3( 0.0f, 0.0f, 1.0f ); // Z is up in SL //----------------------------------------------- // constructor //----------------------------------------------- LLVoiceVisualizer::LLVoiceVisualizer( const U8 type ) :LLHUDEffect( type ) { mCurrentTime = mTimer.getTotalSeconds(); mPreviousTime = mCurrentTime; mVoiceSourceWorldPosition = LLVector3( 0.0f, 0.0f, 0.0f ); mSpeakingAmplitude = 0.0f; mCurrentlySpeaking = false; mVoiceEnabled = false; mMinGesticulationAmplitude = DEFAULT_MINIMUM_GESTICULATION_AMPLITUDE; mMaxGesticulationAmplitude = DEFAULT_MAXIMUM_GESTICULATION_AMPLITUDE; mSoundSymbol.mActive = true; mSoundSymbol.mPosition = LLVector3( 0.0f, 0.0f, 0.0f ); mTimer.reset(); LLUUID sound_level_img[] = { LLUUID(gSavedSettings.getString("VoiceImageLevel0")), LLUUID(gSavedSettings.getString("VoiceImageLevel1")), LLUUID(gSavedSettings.getString("VoiceImageLevel2")), LLUUID(gSavedSettings.getString("VoiceImageLevel3")), LLUUID(gSavedSettings.getString("VoiceImageLevel4")), LLUUID(gSavedSettings.getString("VoiceImageLevel5")), LLUUID(gSavedSettings.getString("VoiceImageLevel6")) }; for (int i=0; igetLeftAxis() * DOT_SIZE; LLVector3 u = gCamera->getUpAxis() * DOT_SIZE; LLVector3 bottomLeft = mSoundSymbol.mPosition + l - u; LLVector3 bottomRight = mSoundSymbol.mPosition - l - u; LLVector3 topLeft = mSoundSymbol.mPosition + l + u; LLVector3 topRight = mSoundSymbol.mPosition - l + u; //----------------------------- // bind texture 0 (the dot) //----------------------------- mSoundSymbol.mTexture[0]->bind(); //------------------------------------------------------------- // now render the dot //------------------------------------------------------------- glColor4fv( LLColor4( 1.0f, 1.0f, 1.0f, DOT_OPACITY ).mV ); glBegin( GL_TRIANGLE_STRIP ); glTexCoord2i( 0, 0 ); glVertex3fv( bottomLeft.mV ); glTexCoord2i( 1, 0 ); glVertex3fv( bottomRight.mV ); glTexCoord2i( 0, 1 ); glVertex3fv( topLeft.mV ); glEnd(); glBegin( GL_TRIANGLE_STRIP ); glTexCoord2i( 1, 0 ); glVertex3fv( bottomRight.mV ); glTexCoord2i( 1, 1 ); glVertex3fv( topRight.mV ); glTexCoord2i( 0, 1 ); glVertex3fv( topLeft.mV ); glEnd(); //-------------------------------------------------------------------------------------- // if currently speaking, trigger waves (1 through 6) based on speaking amplitude //-------------------------------------------------------------------------------------- if ( mCurrentlySpeaking ) { F32 min = 0.2f; F32 max = 0.7f; F32 fraction = ( mSpeakingAmplitude - min ) / ( max - min ); // in case mSpeakingAmplitude > max.... if ( fraction > 1.0f ) { fraction = 1.0f; } S32 level = 1 + (int)( fraction * ( NUM_VOICE_SYMBOL_WAVES - 2 ) ); for (int i=0; i EXPANSION_MAX ) { mSoundSymbol.mWaveExpansion[i] = 1.0f; } //---------------------------------------------------------------------------------- // create geometry for the wave billboard textures //---------------------------------------------------------------------------------- F32 width = i * WAVE_WIDTH_SCALE * mSoundSymbol.mWaveExpansion[i]; F32 height = i * WAVE_HEIGHT_SCALE * mSoundSymbol.mWaveExpansion[i]; LLVector3 l = gCamera->getLeftAxis() * width; LLVector3 u = gCamera->getUpAxis() * height; LLVector3 bottomLeft = mSoundSymbol.mPosition + l - u; LLVector3 bottomRight = mSoundSymbol.mPosition - l - u; LLVector3 topLeft = mSoundSymbol.mPosition + l + u; LLVector3 topRight = mSoundSymbol.mPosition - l + u; glColor4fv( LLColor4( red, green, blue, mSoundSymbol.mWaveOpacity[i] ).mV ); mSoundSymbol.mTexture[i]->bind(); //--------------------------------------------------- // now, render the mofo //--------------------------------------------------- glBegin( GL_TRIANGLE_STRIP ); glTexCoord2i( 0, 0 ); glVertex3fv( bottomLeft.mV ); glTexCoord2i( 1, 0 ); glVertex3fv( bottomRight.mV ); glTexCoord2i( 0, 1 ); glVertex3fv( topLeft.mV ); glEnd(); glBegin( GL_TRIANGLE_STRIP ); glTexCoord2i( 1, 0 ); glVertex3fv( bottomRight.mV ); glTexCoord2i( 1, 1 ); glVertex3fv( topRight.mV ); glTexCoord2i( 0, 1 ); glVertex3fv( topLeft.mV ); glEnd(); } //if ( mSoundSymbol.mWaveActive[i] ) }// for loop }//if ( mSoundSymbol.mActive ) }//--------------------------------------------------- //--------------------------------------------------- void LLVoiceVisualizer::setVoiceSourceWorldPosition( const LLVector3 &p ) { mVoiceSourceWorldPosition = p; }//--------------------------------------------------- //--------------------------------------------------- VoiceGesticulationLevel LLVoiceVisualizer::getCurrentGesticulationLevel() { VoiceGesticulationLevel gesticulationLevel = VOICE_GESTICULATION_LEVEL_OFF; //default //----------------------------------------------------------------------------------------- // Within the range of gesticulation amplitudes, the sound signal is split into // three equal amplitude regimes, each specifying one of three gesticulation levels. //----------------------------------------------------------------------------------------- F32 range = mMaxGesticulationAmplitude - mMinGesticulationAmplitude; if ( mSpeakingAmplitude > mMinGesticulationAmplitude + range * 0.66666f ) { gesticulationLevel = VOICE_GESTICULATION_LEVEL_HIGH; } else if ( mSpeakingAmplitude > mMinGesticulationAmplitude + range * 0.33333f ) { gesticulationLevel = VOICE_GESTICULATION_LEVEL_MEDIUM; } else if ( mSpeakingAmplitude > mMinGesticulationAmplitude + range * 0.00000f ) { gesticulationLevel = VOICE_GESTICULATION_LEVEL_LOW; } return gesticulationLevel; }//--------------------------------------------------- //------------------------------------ // Destructor //------------------------------------ LLVoiceVisualizer::~LLVoiceVisualizer() { }//---------------------------------------------- //--------------------------------------------------- // "packData" is inherited from HUDEffect //--------------------------------------------------- void LLVoiceVisualizer::packData(LLMessageSystem *mesgsys) { // Pack the default data LLHUDEffect::packData(mesgsys); // TODO -- pack the relevant data for voice effects // we'll come up with some cool configurations....TBD //U8 packed_data[41]; //mesgsys->addBinaryDataFast(_PREHASH_TypeData, packed_data, 41); U8 packed_data = 0; mesgsys->addBinaryDataFast(_PREHASH_TypeData, &packed_data, 1); } //--------------------------------------------------- // "unpackData" is inherited from HUDEffect //--------------------------------------------------- void LLVoiceVisualizer::unpackData(LLMessageSystem *mesgsys, S32 blocknum) { // TODO -- find the speaker, unpack binary data, set the properties of this effect /* LLHUDEffect::unpackData(mesgsys, blocknum); LLUUID source_id; LLUUID target_id; S32 size = mesgsys->getSizeFast(_PREHASH_Effect, blocknum, _PREHASH_TypeData); if (size != 1) { llwarns << "Voice effect with bad size " << size << llendl; return; } mesgsys->getBinaryDataFast(_PREHASH_Effect, _PREHASH_TypeData, packed_data, 1, blocknum); */ } //------------------------------------------------------------------ // this method is inherited from HUD Effect //------------------------------------------------------------------ void LLVoiceVisualizer::markDead() { mCurrentlySpeaking = false; mVoiceEnabled = false; mSoundSymbol.mActive = false; }//------------------------------------------------------------------