llviewerjointmesh.cpp
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上传日期:2021-03-01
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- /**
- * @file llviewerjointmesh.cpp
- * @brief Implementation of LLViewerJointMesh class
- *
- * $LicenseInfo:firstyear=2001&license=viewergpl$
- *
- * Copyright (c) 2001-2010, 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.
- * $/LicenseInfo$
- */
- //-----------------------------------------------------------------------------
- // Header Files
- //-----------------------------------------------------------------------------
- #include "llviewerprecompiledheaders.h"
- #include "imageids.h"
- #include "llfasttimer.h"
- #include "llrender.h"
- #include "llapr.h"
- #include "llbox.h"
- #include "lldrawable.h"
- #include "lldrawpoolavatar.h"
- #include "lldrawpoolbump.h"
- #include "lldynamictexture.h"
- #include "llface.h"
- #include "llgldbg.h"
- #include "llglheaders.h"
- #include "lltexlayer.h"
- #include "llviewercamera.h"
- #include "llviewercontrol.h"
- #include "llviewertexturelist.h"
- #include "llviewerjointmesh.h"
- #include "llvoavatar.h"
- #include "llsky.h"
- #include "pipeline.h"
- #include "llviewershadermgr.h"
- #include "llmath.h"
- #include "v4math.h"
- #include "m3math.h"
- #include "m4math.h"
- #if !LL_DARWIN && !LL_LINUX && !LL_SOLARIS
- extern PFNGLWEIGHTPOINTERARBPROC glWeightPointerARB;
- extern PFNGLWEIGHTFVARBPROC glWeightfvARB;
- extern PFNGLVERTEXBLENDARBPROC glVertexBlendARB;
- #endif
- extern BOOL gRenderForSelect;
- static LLPointer<LLVertexBuffer> sRenderBuffer = NULL;
- static const U32 sRenderMask = LLVertexBuffer::MAP_VERTEX |
- LLVertexBuffer::MAP_NORMAL |
- LLVertexBuffer::MAP_TEXCOORD0;
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- // LLViewerJointMesh::LLSkinJoint
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- // LLSkinJoint
- //-----------------------------------------------------------------------------
- LLSkinJoint::LLSkinJoint()
- {
- mJoint = NULL;
- }
- //-----------------------------------------------------------------------------
- // ~LLSkinJoint
- //-----------------------------------------------------------------------------
- LLSkinJoint::~LLSkinJoint()
- {
- mJoint = NULL;
- }
- //-----------------------------------------------------------------------------
- // LLSkinJoint::setupSkinJoint()
- //-----------------------------------------------------------------------------
- BOOL LLSkinJoint::setupSkinJoint( LLViewerJoint *joint)
- {
- // find the named joint
- mJoint = joint;
- if ( !mJoint )
- {
- llinfos << "Can't find joint" << llendl;
- }
- // compute the inverse root skin matrix
- mRootToJointSkinOffset.clearVec();
- LLVector3 rootSkinOffset;
- while (joint)
- {
- rootSkinOffset += joint->getSkinOffset();
- joint = (LLViewerJoint*)joint->getParent();
- }
- mRootToJointSkinOffset = -rootSkinOffset;
- mRootToParentJointSkinOffset = mRootToJointSkinOffset;
- mRootToParentJointSkinOffset += mJoint->getSkinOffset();
- return TRUE;
- }
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- // LLViewerJointMesh
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- BOOL LLViewerJointMesh::sPipelineRender = FALSE;
- EAvatarRenderPass LLViewerJointMesh::sRenderPass = AVATAR_RENDER_PASS_SINGLE;
- U32 LLViewerJointMesh::sClothingMaskImageName = 0;
- LLColor4 LLViewerJointMesh::sClothingInnerColor;
- //-----------------------------------------------------------------------------
- // LLViewerJointMesh()
- //-----------------------------------------------------------------------------
- LLViewerJointMesh::LLViewerJointMesh()
- :
- mTexture( NULL ),
- mLayerSet( NULL ),
- mTestImageName( 0 ),
- mFaceIndexCount(0),
- mIsTransparent(FALSE)
- {
- mColor[0] = 1.0f;
- mColor[1] = 1.0f;
- mColor[2] = 1.0f;
- mColor[3] = 1.0f;
- mShiny = 0.0f;
- mCullBackFaces = TRUE;
- mMesh = NULL;
- mNumSkinJoints = 0;
- mSkinJoints = NULL;
- mFace = NULL;
- mMeshID = 0;
- mUpdateXform = FALSE;
- mValid = FALSE;
- }
- //-----------------------------------------------------------------------------
- // ~LLViewerJointMesh()
- // Class Destructor
- //-----------------------------------------------------------------------------
- LLViewerJointMesh::~LLViewerJointMesh()
- {
- mMesh = NULL;
- mTexture = NULL;
- freeSkinData();
- }
- //-----------------------------------------------------------------------------
- // LLViewerJointMesh::allocateSkinData()
- //-----------------------------------------------------------------------------
- BOOL LLViewerJointMesh::allocateSkinData( U32 numSkinJoints )
- {
- mSkinJoints = new LLSkinJoint[ numSkinJoints ];
- mNumSkinJoints = numSkinJoints;
- return TRUE;
- }
- //-----------------------------------------------------------------------------
- // LLViewerJointMesh::freeSkinData()
- //-----------------------------------------------------------------------------
- void LLViewerJointMesh::freeSkinData()
- {
- mNumSkinJoints = 0;
- delete [] mSkinJoints;
- mSkinJoints = NULL;
- }
- //--------------------------------------------------------------------
- // LLViewerJointMesh::getColor()
- //--------------------------------------------------------------------
- void LLViewerJointMesh::getColor( F32 *red, F32 *green, F32 *blue, F32 *alpha )
- {
- *red = mColor[0];
- *green = mColor[1];
- *blue = mColor[2];
- *alpha = mColor[3];
- }
- //--------------------------------------------------------------------
- // LLViewerJointMesh::setColor()
- //--------------------------------------------------------------------
- void LLViewerJointMesh::setColor( F32 red, F32 green, F32 blue, F32 alpha )
- {
- mColor[0] = red;
- mColor[1] = green;
- mColor[2] = blue;
- mColor[3] = alpha;
- }
- //--------------------------------------------------------------------
- // LLViewerJointMesh::getTexture()
- //--------------------------------------------------------------------
- //LLViewerTexture *LLViewerJointMesh::getTexture()
- //{
- // return mTexture;
- //}
- //--------------------------------------------------------------------
- // LLViewerJointMesh::setTexture()
- //--------------------------------------------------------------------
- void LLViewerJointMesh::setTexture( LLViewerTexture *texture )
- {
- mTexture = texture;
- // texture and dynamic_texture are mutually exclusive
- if( texture )
- {
- mLayerSet = NULL;
- //texture->bindTexture(0);
- //texture->setClamp(TRUE, TRUE);
- }
- }
- //--------------------------------------------------------------------
- // LLViewerJointMesh::setLayerSet()
- // Sets the shape texture (takes precedence over normal texture)
- //--------------------------------------------------------------------
- void LLViewerJointMesh::setLayerSet( LLTexLayerSet* layer_set )
- {
- mLayerSet = layer_set;
- // texture and dynamic_texture are mutually exclusive
- if( layer_set )
- {
- mTexture = NULL;
- }
- }
- //--------------------------------------------------------------------
- // LLViewerJointMesh::getMesh()
- //--------------------------------------------------------------------
- LLPolyMesh *LLViewerJointMesh::getMesh()
- {
- return mMesh;
- }
- //-----------------------------------------------------------------------------
- // LLViewerJointMesh::setMesh()
- //-----------------------------------------------------------------------------
- void LLViewerJointMesh::setMesh( LLPolyMesh *mesh )
- {
- // set the mesh pointer
- mMesh = mesh;
- // release any existing skin joints
- freeSkinData();
- if ( mMesh == NULL )
- {
- return;
- }
- // acquire the transform from the mesh object
- setPosition( mMesh->getPosition() );
- setRotation( mMesh->getRotation() );
- setScale( mMesh->getScale() );
- // create skin joints if necessary
- if ( mMesh->hasWeights() && !mMesh->isLOD())
- {
- U32 numJointNames = mMesh->getNumJointNames();
- allocateSkinData( numJointNames );
- std::string *jointNames = mMesh->getJointNames();
- U32 jn;
- for (jn = 0; jn < numJointNames; jn++)
- {
- //llinfos << "Setting up joint " << jointNames[jn] << llendl;
- LLViewerJoint* joint = (LLViewerJoint*)(getRoot()->findJoint(jointNames[jn]) );
- mSkinJoints[jn].setupSkinJoint( joint );
- }
- }
- // setup joint array
- if (!mMesh->isLOD())
- {
- setupJoint((LLViewerJoint*)getRoot());
- }
- // llinfos << "joint render entries: " << mMesh->mJointRenderData.count() << llendl;
- }
- //-----------------------------------------------------------------------------
- // setupJoint()
- //-----------------------------------------------------------------------------
- void LLViewerJointMesh::setupJoint(LLViewerJoint* current_joint)
- {
- // llinfos << "Mesh: " << getName() << llendl;
- // S32 joint_count = 0;
- U32 sj;
- for (sj=0; sj<mNumSkinJoints; sj++)
- {
- LLSkinJoint &js = mSkinJoints[sj];
- if (js.mJoint != current_joint)
- {
- continue;
- }
- // we've found a skinjoint for this joint..
- // is the last joint in the array our parent?
- if(mMesh->mJointRenderData.count() && mMesh->mJointRenderData[mMesh->mJointRenderData.count() - 1]->mWorldMatrix == ¤t_joint->getParent()->getWorldMatrix())
- {
- // ...then just add ourselves
- LLViewerJoint* jointp = js.mJoint;
- mMesh->mJointRenderData.put(new LLJointRenderData(&jointp->getWorldMatrix(), &js));
- // llinfos << "joint " << joint_count << js.mJoint->getName() << llendl;
- // joint_count++;
- }
- // otherwise add our parent and ourselves
- else
- {
- mMesh->mJointRenderData.put(new LLJointRenderData(¤t_joint->getParent()->getWorldMatrix(), NULL));
- // llinfos << "joint " << joint_count << current_joint->getParent()->getName() << llendl;
- // joint_count++;
- mMesh->mJointRenderData.put(new LLJointRenderData(¤t_joint->getWorldMatrix(), &js));
- // llinfos << "joint " << joint_count << current_joint->getName() << llendl;
- // joint_count++;
- }
- }
- // depth-first traversal
- for (LLJoint::child_list_t::iterator iter = current_joint->mChildren.begin();
- iter != current_joint->mChildren.end(); ++iter)
- {
- LLViewerJoint* child_joint = (LLViewerJoint*)(*iter);
- setupJoint(child_joint);
- }
- }
- const S32 NUM_AXES = 3;
- // register layoud
- // rotation X 0-n
- // rotation Y 0-n
- // rotation Z 0-n
- // pivot parent 0-n -- child = n+1
- static LLMatrix4 gJointMatUnaligned[32];
- static LLMatrix3 gJointRotUnaligned[32];
- static LLVector4 gJointPivot[32];
- //-----------------------------------------------------------------------------
- // uploadJointMatrices()
- //-----------------------------------------------------------------------------
- void LLViewerJointMesh::uploadJointMatrices()
- {
- S32 joint_num;
- LLPolyMesh *reference_mesh = mMesh->getReferenceMesh();
- LLDrawPool *poolp = mFace ? mFace->getPool() : NULL;
- BOOL hardware_skinning = (poolp && poolp->getVertexShaderLevel() > 0) ? TRUE : FALSE;
- //calculate joint matrices
- for (joint_num = 0; joint_num < reference_mesh->mJointRenderData.count(); joint_num++)
- {
- LLMatrix4 joint_mat = *reference_mesh->mJointRenderData[joint_num]->mWorldMatrix;
- if (hardware_skinning)
- {
- joint_mat *= LLDrawPoolAvatar::getModelView();
- }
- gJointMatUnaligned[joint_num] = joint_mat;
- gJointRotUnaligned[joint_num] = joint_mat.getMat3();
- }
- BOOL last_pivot_uploaded = FALSE;
- S32 j = 0;
- //upload joint pivots
- for (joint_num = 0; joint_num < reference_mesh->mJointRenderData.count(); joint_num++)
- {
- LLSkinJoint *sj = reference_mesh->mJointRenderData[joint_num]->mSkinJoint;
- if (sj)
- {
- if (!last_pivot_uploaded)
- {
- LLVector4 parent_pivot(sj->mRootToParentJointSkinOffset);
- parent_pivot.mV[VW] = 0.f;
- gJointPivot[j++] = parent_pivot;
- }
- LLVector4 child_pivot(sj->mRootToJointSkinOffset);
- child_pivot.mV[VW] = 0.f;
- gJointPivot[j++] = child_pivot;
- last_pivot_uploaded = TRUE;
- }
- else
- {
- last_pivot_uploaded = FALSE;
- }
- }
- //add pivot point into transform
- for (S32 i = 0; i < j; i++)
- {
- LLVector3 pivot;
- pivot = LLVector3(gJointPivot[i]);
- pivot = pivot * gJointRotUnaligned[i];
- gJointMatUnaligned[i].translate(pivot);
- }
- // upload matrices
- if (hardware_skinning)
- {
- GLfloat mat[45*4];
- memset(mat, 0, sizeof(GLfloat)*45*4);
- for (joint_num = 0; joint_num < reference_mesh->mJointRenderData.count(); joint_num++)
- {
- gJointMatUnaligned[joint_num].transpose();
- for (S32 axis = 0; axis < NUM_AXES; axis++)
- {
- F32* vector = gJointMatUnaligned[joint_num].mMatrix[axis];
- U32 offset = LL_CHARACTER_MAX_JOINTS_PER_MESH*axis+joint_num;
- memcpy(mat+offset*4, vector, sizeof(GLfloat)*4);
- }
- }
- stop_glerror();
- glUniform4fvARB(gAvatarMatrixParam, 45, mat);
- stop_glerror();
- }
- }
- //--------------------------------------------------------------------
- // LLViewerJointMesh::drawBone()
- //--------------------------------------------------------------------
- void LLViewerJointMesh::drawBone()
- {
- }
- //--------------------------------------------------------------------
- // LLViewerJointMesh::isTransparent()
- //--------------------------------------------------------------------
- BOOL LLViewerJointMesh::isTransparent()
- {
- return mIsTransparent;
- }
- //--------------------------------------------------------------------
- // DrawElementsBLEND and utility code
- //--------------------------------------------------------------------
- // compate_int is used by the qsort function to sort the index array
- int compare_int(const void *a, const void *b)
- {
- if (*(U32*)a < *(U32*)b)
- {
- return -1;
- }
- else if (*(U32*)a > *(U32*)b)
- {
- return 1;
- }
- else return 0;
- }
- //--------------------------------------------------------------------
- // LLViewerJointMesh::drawShape()
- //--------------------------------------------------------------------
- U32 LLViewerJointMesh::drawShape( F32 pixelArea, BOOL first_pass, BOOL is_dummy)
- {
- if (!mValid || !mMesh || !mFace || !mVisible ||
- mFace->mVertexBuffer.isNull() ||
- mMesh->getNumFaces() == 0)
- {
- return 0;
- }
- U32 triangle_count = 0;
- stop_glerror();
- //----------------------------------------------------------------
- // setup current color
- //----------------------------------------------------------------
- if (!gRenderForSelect)
- {
- if (is_dummy)
- glColor4fv(LLVOAvatar::getDummyColor().mV);
- else
- glColor4fv(mColor.mV);
- }
- stop_glerror();
- LLGLSSpecular specular(LLColor4(1.f,1.f,1.f,1.f), gRenderForSelect ? 0.0f : mShiny && !(mFace->getPool()->getVertexShaderLevel() > 0));
- //----------------------------------------------------------------
- // setup current texture
- //----------------------------------------------------------------
- llassert( !(mTexture.notNull() && mLayerSet) ); // mutually exclusive
- LLTexUnit::eTextureAddressMode old_mode = LLTexUnit::TAM_WRAP;
- if (mTestImageName)
- {
- gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mTestImageName);
- if (mIsTransparent)
- {
- glColor4f(1.f, 1.f, 1.f, 1.f);
- }
- else
- {
- glColor4f(0.7f, 0.6f, 0.3f, 1.f);
- gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_LERP_TEX_ALPHA, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_PREV_COLOR);
- }
- }
- else if( !is_dummy && mLayerSet )
- {
- if( mLayerSet->hasComposite() )
- {
- gGL.getTexUnit(0)->bind(mLayerSet->getComposite());
- }
- else
- {
- // This warning will always trigger if you've hacked the avatar to show as incomplete.
- // Ignore the warning if that's the case.
- if (!gSavedSettings.getBOOL("RenderUnloadedAvatar"))
- {
- //llwarns << "Layerset without composite" << llendl;
- }
- gGL.getTexUnit(0)->bind(LLViewerTextureManager::getFetchedTexture(IMG_DEFAULT));
- }
- }
- else
- if ( !is_dummy && mTexture.notNull() )
- {
- if(mTexture->hasGLTexture())
- {
- old_mode = mTexture->getAddressMode();
- }
- gGL.getTexUnit(0)->bind(mTexture.get());
- gGL.getTexUnit(0)->bind(mTexture);
- gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
- }
- else
- {
- gGL.getTexUnit(0)->bind(LLViewerTextureManager::getFetchedTexture(IMG_DEFAULT));
- }
- if (gRenderForSelect)
- {
- if (isTransparent())
- {
- gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR);
- gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_ALPHA, LLTexUnit::TBS_CONST_ALPHA);
- }
- else
- {
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- }
- }
- mFace->mVertexBuffer->setBuffer(sRenderMask);
- U32 start = mMesh->mFaceVertexOffset;
- U32 end = start + mMesh->mFaceVertexCount - 1;
- U32 count = mMesh->mFaceIndexCount;
- U32 offset = mMesh->mFaceIndexOffset;
- if (mMesh->hasWeights())
- {
- if ((mFace->getPool()->getVertexShaderLevel() > 0))
- {
- if (first_pass)
- {
- uploadJointMatrices();
- }
- }
- mFace->mVertexBuffer->drawRange(LLRender::TRIANGLES, start, end, count, offset);
- }
- else
- {
- glPushMatrix();
- LLMatrix4 jointToWorld = getWorldMatrix();
- glMultMatrixf((GLfloat*)jointToWorld.mMatrix);
- mFace->mVertexBuffer->drawRange(LLRender::TRIANGLES, start, end, count, offset);
- glPopMatrix();
- }
- gPipeline.addTrianglesDrawn(count/3);
- triangle_count += count;
- if (mTestImageName)
- {
- gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
- }
- if (mTexture.notNull() && !is_dummy)
- {
- gGL.getTexUnit(0)->bind(mTexture);
- gGL.getTexUnit(0)->setTextureAddressMode(old_mode);
- }
- return triangle_count;
- }
- //-----------------------------------------------------------------------------
- // updateFaceSizes()
- //-----------------------------------------------------------------------------
- void LLViewerJointMesh::updateFaceSizes(U32 &num_vertices, U32& num_indices, F32 pixel_area)
- {
- // Do a pre-alloc pass to determine sizes of data.
- if (mMesh && mValid)
- {
- mMesh->mFaceVertexOffset = num_vertices;
- mMesh->mFaceVertexCount = mMesh->getNumVertices();
- mMesh->mFaceIndexOffset = num_indices;
- mMesh->mFaceIndexCount = mMesh->getSharedData()->mNumTriangleIndices;
- mMesh->getReferenceMesh()->mCurVertexCount = mMesh->mFaceVertexCount;
- num_vertices += mMesh->getNumVertices();
- num_indices += mMesh->mFaceIndexCount;
- }
- }
- //-----------------------------------------------------------------------------
- // updateFaceData()
- //-----------------------------------------------------------------------------
- void LLViewerJointMesh::updateFaceData(LLFace *face, F32 pixel_area, BOOL damp_wind)
- {
- mFace = face;
- if (mFace->mVertexBuffer.isNull())
- {
- return;
- }
- LLStrider<LLVector3> verticesp;
- LLStrider<LLVector3> normalsp;
- LLStrider<LLVector2> tex_coordsp;
- LLStrider<F32> vertex_weightsp;
- LLStrider<LLVector4> clothing_weightsp;
- LLStrider<U16> indicesp;
- // Copy data into the faces from the polymesh data.
- if (mMesh && mValid)
- {
- if (mMesh->getNumVertices())
- {
- stop_glerror();
- face->getGeometryAvatar(verticesp, normalsp, tex_coordsp, vertex_weightsp, clothing_weightsp);
- stop_glerror();
- face->mVertexBuffer->getIndexStrider(indicesp);
- stop_glerror();
- for (U16 i = 0; i < mMesh->getNumVertices(); i++)
- {
- verticesp[mMesh->mFaceVertexOffset + i] = *(mMesh->getCoords() + i);
- tex_coordsp[mMesh->mFaceVertexOffset + i] = *(mMesh->getTexCoords() + i);
- normalsp[mMesh->mFaceVertexOffset + i] = *(mMesh->getNormals() + i);
- vertex_weightsp[mMesh->mFaceVertexOffset + i] = *(mMesh->getWeights() + i);
- if (damp_wind)
- {
- clothing_weightsp[mMesh->mFaceVertexOffset + i] = LLVector4(0,0,0,0);
- }
- else
- {
- clothing_weightsp[mMesh->mFaceVertexOffset + i] = (*(mMesh->getClothingWeights() + i));
- }
- }
- for (S32 i = 0; i < mMesh->getNumFaces(); i++)
- {
- for (U32 j = 0; j < 3; j++)
- {
- U32 k = i*3+j+mMesh->mFaceIndexOffset;
- indicesp[k] = mMesh->getFaces()[i][j] + mMesh->mFaceVertexOffset;
- }
- }
- }
- }
- }
- //-----------------------------------------------------------------------------
- // updateLOD()
- //-----------------------------------------------------------------------------
- BOOL LLViewerJointMesh::updateLOD(F32 pixel_area, BOOL activate)
- {
- BOOL valid = mValid;
- setValid(activate, TRUE);
- return (valid != activate);
- }
- // static
- void LLViewerJointMesh::updateGeometryOriginal(LLFace *mFace, LLPolyMesh *mMesh)
- {
- LLStrider<LLVector3> o_vertices;
- LLStrider<LLVector3> o_normals;
- //get vertex and normal striders
- LLVertexBuffer *buffer = mFace->mVertexBuffer;
- buffer->getVertexStrider(o_vertices, 0);
- buffer->getNormalStrider(o_normals, 0);
- F32 last_weight = F32_MAX;
- LLMatrix4 gBlendMat;
- LLMatrix3 gBlendRotMat;
- const F32* weights = mMesh->getWeights();
- const LLVector3* coords = mMesh->getCoords();
- const LLVector3* normals = mMesh->getNormals();
- for (U32 index = 0; index < mMesh->getNumVertices(); index++)
- {
- U32 bidx = index + mMesh->mFaceVertexOffset;
- // blend by first matrix
- F32 w = weights[index];
- // Maybe we don't have to change gBlendMat.
- // Profiles of a single-avatar scene on a Mac show this to be a very
- // common case. JC
- if (w == last_weight)
- {
- o_vertices[bidx] = coords[index] * gBlendMat;
- o_normals[bidx] = normals[index] * gBlendRotMat;
- continue;
- }
- last_weight = w;
- S32 joint = llfloor(w);
- w -= joint;
- // No lerp required in this case.
- if (w == 1.0f)
- {
- gBlendMat = gJointMatUnaligned[joint+1];
- o_vertices[bidx] = coords[index] * gBlendMat;
- gBlendRotMat = gJointRotUnaligned[joint+1];
- o_normals[bidx] = normals[index] * gBlendRotMat;
- continue;
- }
- // Try to keep all the accesses to the matrix data as close
- // together as possible. This function is a hot spot on the
- // Mac. JC
- LLMatrix4 &m0 = gJointMatUnaligned[joint+1];
- LLMatrix4 &m1 = gJointMatUnaligned[joint+0];
- gBlendMat.mMatrix[VX][VX] = lerp(m1.mMatrix[VX][VX], m0.mMatrix[VX][VX], w);
- gBlendMat.mMatrix[VX][VY] = lerp(m1.mMatrix[VX][VY], m0.mMatrix[VX][VY], w);
- gBlendMat.mMatrix[VX][VZ] = lerp(m1.mMatrix[VX][VZ], m0.mMatrix[VX][VZ], w);
- gBlendMat.mMatrix[VY][VX] = lerp(m1.mMatrix[VY][VX], m0.mMatrix[VY][VX], w);
- gBlendMat.mMatrix[VY][VY] = lerp(m1.mMatrix[VY][VY], m0.mMatrix[VY][VY], w);
- gBlendMat.mMatrix[VY][VZ] = lerp(m1.mMatrix[VY][VZ], m0.mMatrix[VY][VZ], w);
- gBlendMat.mMatrix[VZ][VX] = lerp(m1.mMatrix[VZ][VX], m0.mMatrix[VZ][VX], w);
- gBlendMat.mMatrix[VZ][VY] = lerp(m1.mMatrix[VZ][VY], m0.mMatrix[VZ][VY], w);
- gBlendMat.mMatrix[VZ][VZ] = lerp(m1.mMatrix[VZ][VZ], m0.mMatrix[VZ][VZ], w);
- gBlendMat.mMatrix[VW][VX] = lerp(m1.mMatrix[VW][VX], m0.mMatrix[VW][VX], w);
- gBlendMat.mMatrix[VW][VY] = lerp(m1.mMatrix[VW][VY], m0.mMatrix[VW][VY], w);
- gBlendMat.mMatrix[VW][VZ] = lerp(m1.mMatrix[VW][VZ], m0.mMatrix[VW][VZ], w);
- o_vertices[bidx] = coords[index] * gBlendMat;
- LLMatrix3 &n0 = gJointRotUnaligned[joint+1];
- LLMatrix3 &n1 = gJointRotUnaligned[joint+0];
- gBlendRotMat.mMatrix[VX][VX] = lerp(n1.mMatrix[VX][VX], n0.mMatrix[VX][VX], w);
- gBlendRotMat.mMatrix[VX][VY] = lerp(n1.mMatrix[VX][VY], n0.mMatrix[VX][VY], w);
- gBlendRotMat.mMatrix[VX][VZ] = lerp(n1.mMatrix[VX][VZ], n0.mMatrix[VX][VZ], w);
- gBlendRotMat.mMatrix[VY][VX] = lerp(n1.mMatrix[VY][VX], n0.mMatrix[VY][VX], w);
- gBlendRotMat.mMatrix[VY][VY] = lerp(n1.mMatrix[VY][VY], n0.mMatrix[VY][VY], w);
- gBlendRotMat.mMatrix[VY][VZ] = lerp(n1.mMatrix[VY][VZ], n0.mMatrix[VY][VZ], w);
- gBlendRotMat.mMatrix[VZ][VX] = lerp(n1.mMatrix[VZ][VX], n0.mMatrix[VZ][VX], w);
- gBlendRotMat.mMatrix[VZ][VY] = lerp(n1.mMatrix[VZ][VY], n0.mMatrix[VZ][VY], w);
- gBlendRotMat.mMatrix[VZ][VZ] = lerp(n1.mMatrix[VZ][VZ], n0.mMatrix[VZ][VZ], w);
- o_normals[bidx] = normals[index] * gBlendRotMat;
- }
- buffer->setBuffer(0);
- }
- const U32 UPDATE_GEOMETRY_CALL_MASK = 0x1FFF; // 8K samples before overflow
- const U32 UPDATE_GEOMETRY_CALL_OVERFLOW = ~UPDATE_GEOMETRY_CALL_MASK;
- static bool sUpdateGeometryCallPointer = false;
- static F64 sUpdateGeometryGlobalTime = 0.0 ;
- static F64 sUpdateGeometryElapsedTime = 0.0 ;
- static F64 sUpdateGeometryElapsedTimeOff = 0.0 ;
- static F64 sUpdateGeometryElapsedTimeOn = 0.0 ;
- static F64 sUpdateGeometryRunAvgOff[10];
- static F64 sUpdateGeometryRunAvgOn[10];
- static U32 sUpdateGeometryRunCount = 0 ;
- static U32 sUpdateGeometryCalls = 0 ;
- static U32 sUpdateGeometryLastProcessor = 0 ;
- static BOOL sVectorizePerfTest = FALSE;
- static U32 sVectorizeProcessor = 0;
- //static
- void (*LLViewerJointMesh::sUpdateGeometryFunc)(LLFace* face, LLPolyMesh* mesh);
- //static
- void LLViewerJointMesh::updateVectorize()
- {
- sVectorizePerfTest = gSavedSettings.getBOOL("VectorizePerfTest");
- sVectorizeProcessor = gSavedSettings.getU32("VectorizeProcessor");
- BOOL vectorizeEnable = gSavedSettings.getBOOL("VectorizeEnable");
- BOOL vectorizeSkin = gSavedSettings.getBOOL("VectorizeSkin");
- std::string vp;
- switch(sVectorizeProcessor)
- {
- case 2: vp = "SSE2"; break; // *TODO: replace the magic #s
- case 1: vp = "SSE"; break;
- default: vp = "COMPILER DEFAULT"; break;
- }
- LL_INFOS("AppInit") << "Vectorization : " << ( vectorizeEnable ? "ENABLED" : "DISABLED" ) << LL_ENDL ;
- LL_INFOS("AppInit") << "Vector Processor : " << vp << LL_ENDL ;
- LL_INFOS("AppInit") << "Vectorized Skinning : " << ( vectorizeSkin ? "ENABLED" : "DISABLED" ) << LL_ENDL ;
- if(vectorizeEnable && vectorizeSkin)
- {
- switch(sVectorizeProcessor)
- {
- case 2:
- sUpdateGeometryFunc = &updateGeometrySSE2;
- break;
- case 1:
- sUpdateGeometryFunc = &updateGeometrySSE;
- break;
- default:
- sUpdateGeometryFunc = &updateGeometryVectorized;
- break;
- }
- }
- else
- {
- sUpdateGeometryFunc = &updateGeometryOriginal;
- }
- }
- void LLViewerJointMesh::updateJointGeometry()
- {
- if (!(mValid
- && mMesh
- && mFace
- && mMesh->hasWeights()
- && mFace->mVertexBuffer.notNull()
- && LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_AVATAR) == 0))
- {
- return;
- }
- if (!sVectorizePerfTest)
- {
- // Once we've measured performance, just run the specified
- // code version.
- if(sUpdateGeometryFunc == updateGeometryOriginal)
- uploadJointMatrices();
- sUpdateGeometryFunc(mFace, mMesh);
- }
- else
- {
- // At startup, measure the amount of time in skinning and choose
- // the fastest one.
- LLTimer ug_timer ;
- if (sUpdateGeometryCallPointer)
- {
- if(sUpdateGeometryFunc == updateGeometryOriginal)
- uploadJointMatrices();
- // call accelerated version for this processor
- sUpdateGeometryFunc(mFace, mMesh);
- }
- else
- {
- uploadJointMatrices();
- updateGeometryOriginal(mFace, mMesh);
- }
- sUpdateGeometryElapsedTime += ug_timer.getElapsedTimeF64();
- ++sUpdateGeometryCalls;
- if(0 != (sUpdateGeometryCalls & UPDATE_GEOMETRY_CALL_OVERFLOW))
- {
- F64 time_since_app_start = ug_timer.getElapsedSeconds();
- if(sUpdateGeometryGlobalTime == 0.0
- || sUpdateGeometryLastProcessor != sVectorizeProcessor)
- {
- sUpdateGeometryGlobalTime = time_since_app_start;
- sUpdateGeometryElapsedTime = 0;
- sUpdateGeometryCalls = 0;
- sUpdateGeometryRunCount = 0;
- sUpdateGeometryLastProcessor = sVectorizeProcessor;
- sUpdateGeometryCallPointer = false;
- return;
- }
- F64 percent_time_in_function =
- ( sUpdateGeometryElapsedTime * 100.0 ) / ( time_since_app_start - sUpdateGeometryGlobalTime ) ;
- sUpdateGeometryGlobalTime = time_since_app_start;
- if (!sUpdateGeometryCallPointer)
- {
- // First set of run data is with vectorization off.
- sUpdateGeometryCallPointer = true;
- llinfos << "profile (avg of " << sUpdateGeometryCalls << " samples) = "
- << "vectorize off " << percent_time_in_function
- << "% of time with "
- << (sUpdateGeometryElapsedTime / (F64)sUpdateGeometryCalls)
- << " seconds per call "
- << llendl;
- sUpdateGeometryRunAvgOff[sUpdateGeometryRunCount] = percent_time_in_function;
- sUpdateGeometryElapsedTimeOff += sUpdateGeometryElapsedTime;
- sUpdateGeometryCalls = 0;
- }
- else
- {
- // Second set of run data is with vectorization on.
- sUpdateGeometryCallPointer = false;
- llinfos << "profile (avg of " << sUpdateGeometryCalls << " samples) = "
- << "VEC on " << percent_time_in_function
- << "% of time with "
- << (sUpdateGeometryElapsedTime / (F64)sUpdateGeometryCalls)
- << " seconds per call "
- << llendl;
- sUpdateGeometryRunAvgOn[sUpdateGeometryRunCount] = percent_time_in_function ;
- sUpdateGeometryElapsedTimeOn += sUpdateGeometryElapsedTime;
- sUpdateGeometryCalls = 0;
- sUpdateGeometryRunCount++;
- F64 a = 0.0, b = 0.0;
- for(U32 i = 0; i<sUpdateGeometryRunCount; i++)
- {
- a += sUpdateGeometryRunAvgOff[i];
- b += sUpdateGeometryRunAvgOn[i];
- }
- a /= sUpdateGeometryRunCount;
- b /= sUpdateGeometryRunCount;
- F64 perf_boost = ( sUpdateGeometryElapsedTimeOff - sUpdateGeometryElapsedTimeOn ) / sUpdateGeometryElapsedTimeOn;
- llinfos << "run averages (" << (F64)sUpdateGeometryRunCount
- << "/10) vectorize off " << a
- << "% : vectorize type " << sVectorizeProcessor
- << " " << b
- << "% : performance boost "
- << perf_boost * 100.0
- << "%"
- << llendl ;
- if(sUpdateGeometryRunCount == 10)
- {
- // In case user runs test again, force reset of data on
- // next run.
- sUpdateGeometryGlobalTime = 0.0;
- // We have data now on which version is faster. Switch to that
- // code and save the data for next run.
- gSavedSettings.setBOOL("VectorizePerfTest", FALSE);
- if (perf_boost > 0.0)
- {
- llinfos << "Vectorization improves avatar skinning performance, "
- << "keeping on for future runs."
- << llendl;
- gSavedSettings.setBOOL("VectorizeSkin", TRUE);
- }
- else
- {
- // SIMD decreases performance, fall back to original code
- llinfos << "Vectorization decreases avatar skinning performance, "
- << "switching back to original code."
- << llendl;
- gSavedSettings.setBOOL("VectorizeSkin", FALSE);
- }
- }
- }
- sUpdateGeometryElapsedTime = 0.0f;
- }
- }
- }
- void LLViewerJointMesh::dump()
- {
- if (mValid)
- {
- llinfos << "Usable LOD " << mName << llendl;
- }
- }
- // End