public RendererOgreLL() { if (m_meshMaker == null) { Renderer.Mesher.MeshmerizerR amesher = new Renderer.Mesher.MeshmerizerR(); // There is two ways to do scaling: in the mesh or in Ogre. We choose the latter here // so we can create shared vertices for the standard shapes (the cubes that are everywhere) // this causes the mesherizer to not scale the node coordinates by the prim scaling factor // Update: scaling with Ogre has proved problematic: the scaling effects the mesh and // the position coordinates around the object. This is a problem for child nodes. // It also effects the texture mapping so texture scaling factors would have to be // scaled by the scale of teh face that they appear on. Ugh. // For the moment, turned off while I figure that stuff out. // m_useRendererMeshScaling = true; // use Ogre to scale the mesh m_useRendererMeshScaling = false; // scale the mesh in the meshmerizer amesher.ShouldScaleMesh = !m_useRendererMeshScaling; m_useRendererTextureScaling = false; // use software texture face scaling // m_useRendererTextureScaling = true; // use Ogre texture scaling rather than computing it m_meshMaker = amesher; } // magnification of passed World coordinates into Ogre coordinates // NOTE: scene magnification is depricated and probably doesn't work. Leave at 1.0. m_sceneMagnification = LookingGlassBase.Instance.AppParams.ParamFloat("Renderer.Ogre.LL.SceneMagnification"); // true if to creat materials while we are creating the mesh m_buildMaterialsAtMeshCreationTime = LookingGlassBase.Instance.AppParams.ParamBool("Renderer.Ogre.LL.EarlyMaterialCreate"); // true if to create materials while building renderinfo structure m_buildMaterialsAtRenderInfoTime = LookingGlassBase.Instance.AppParams.ParamBool("Renderer.Ogre.LL.RenderInfoMaterialCreate"); // resource name of the mesh to use for an avatar m_defaultAvatarMesh = LookingGlassBase.Instance.AppParams.ParamString("Renderer.Ogre.LL.DefaultAvatarMesh"); }
private void CreateNewPrim(LLEntityBase ent) { m_log.Log(LogLevel.DRENDERDETAIL, "Create new prim {0}", ent.Name.Name); // entity render info is kept per region. Get the region prim structure RegionRenderInfo rri = GetRegionRenderInfo(ent.RegionContext); IEntityAvatar av; if (ent.TryGet<IEntityAvatar>(out av)) { // if this entity is an avatar, just put it on the display list lock (rri.renderAvatarList) { if (!rri.renderAvatarList.ContainsKey(av.LGID)) { RenderableAvatar ravv = new RenderableAvatar(); ravv.avatar = av; rri.renderAvatarList.Add(av.LGID, ravv); } } return; } OMV.Primitive prim = ent.Prim; /* don't do foliage yet if (prim.PrimData.PCode == OMV.PCode.Grass || prim.PrimData.PCode == OMV.PCode.Tree || prim.PrimData.PCode == OMV.PCode.NewTree) { lock (renderFoliageList) renderFoliageList[prim.LocalID] = prim; return; } */ RenderablePrim render = new RenderablePrim(); render.Prim = prim; render.acontext = ent.AssetContext; render.rcontext = ent.RegionContext; render.Position = prim.Position; render.Rotation = prim.Rotation; render.isVisible = true; // initially assume visible if (m_meshMaker == null) { m_meshMaker = new Renderer.Mesher.MeshmerizerR(); m_meshMaker.ShouldScaleMesh = false; } if (prim.Sculpt != null) { EntityNameLL textureEnt = EntityNameLL.ConvertTextureWorldIDToEntityName(ent.AssetContext, prim.Sculpt.SculptTexture); System.Drawing.Bitmap textureBitmap = ent.AssetContext.GetTexture(textureEnt); if (textureBitmap == null) { // the texture is not available. Request it. // Note that we just call this routine again when it is available. Hope it's not recursive ent.AssetContext.DoTextureLoad(textureEnt, AssetContextBase.AssetType.SculptieTexture, delegate(string name, bool trans) { CreateNewPrim(ent); return; } ); return; } render.Mesh = m_meshMaker.GenerateSculptMesh(textureBitmap, prim, OMVR.DetailLevel.Medium); textureBitmap.Dispose(); } else { render.Mesh = m_meshMaker.GenerateFacetedMesh(prim, OMVR.DetailLevel.High); } if (render.Mesh == null) { // mesh generation failed m_log.Log(LogLevel.DBADERROR, "FAILED MESH GENERATION: not generating new prim {0}", ent.Name.Name); return; } // Create a FaceData struct for each face that stores the 3D data // in an OpenGL friendly format for (int j = 0; j < render.Mesh.Faces.Count; j++) { OMVR.Face face = render.Mesh.Faces[j]; FaceData data = new FaceData(); // Vertices for this face data.Vertices = new float[face.Vertices.Count * 3]; for (int k = 0; k < face.Vertices.Count; k++) { data.Vertices[k * 3 + 0] = face.Vertices[k].Position.X; data.Vertices[k * 3 + 1] = face.Vertices[k].Position.Y; data.Vertices[k * 3 + 2] = face.Vertices[k].Position.Z; } // Indices for this face data.Indices = face.Indices.ToArray(); // Texture transform for this face OMV.Primitive.TextureEntryFace teFace = prim.Textures.GetFace((uint)j); m_meshMaker.TransformTexCoords(face.Vertices, face.Center, teFace); // Texcoords for this face data.TexCoords = new float[face.Vertices.Count * 2]; for (int k = 0; k < face.Vertices.Count; k++) { data.TexCoords[k * 2 + 0] = face.Vertices[k].TexCoord.X; data.TexCoords[k * 2 + 1] = face.Vertices[k].TexCoord.Y; } data.Normals = new float[face.Vertices.Count * 3]; for (int k = 0; k < face.Vertices.Count; k++) { data.Normals[k * 3 + 0] = face.Vertices[k].Normal.X; data.Normals[k * 3 + 1] = face.Vertices[k].Normal.Y; data.Normals[k * 3 + 2] = face.Vertices[k].Normal.Z; } // m_log.Log(LogLevel.DRENDERDETAIL, "CreateNewPrim: v={0}, i={1}, t={2}", // data.Vertices.GetLength(0), data.Indices.GetLength(0), data.TexCoords.GetLength(0)); // Texture for this face if (teFace.TextureID != OMV.UUID.Zero && teFace.TextureID != OMV.Primitive.TextureEntry.WHITE_TEXTURE) { lock (Textures) { if (!Textures.ContainsKey(teFace.TextureID)) { // temporarily add the entry to the table so we don't request it multiple times Textures.Add(teFace.TextureID, new TextureInfo(0, true)); // We haven't constructed this image in OpenGL yet, get ahold of it AssetContextBase.RequestTextureLoad( EntityNameLL.ConvertTextureWorldIDToEntityName(ent.AssetContext, teFace.TextureID), AssetContextBase.AssetType.Texture, OnTextureDownloadFinished); } } } // Set the UserData for this face to our FaceData struct face.UserData = data; render.Mesh.Faces[j] = face; } lock (rri.renderPrimList) { rri.renderPrimList[prim.LocalID] = render; } }