diff options
author | Cosmic Linden <cosmic@lindenlab.com> | 2023-10-13 10:39:03 -0700 |
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committer | Cosmic Linden <cosmic@lindenlab.com> | 2023-10-13 10:39:03 -0700 |
commit | ab3b4edac7809008cfed6d1b77e5a4debb22c88e (patch) | |
tree | 312c2d96a9b803c04ea5ddac64b1a2586b45d8f4 /indra/newview/llvlcomposition.cpp | |
parent | 7f7431891661668b898e03345c8023b4bbd0d9d9 (diff) |
DRTVWR-592: Fix broken minimap loading, improve minimap view of PBR materials (still not accurate, but better...)
Diffstat (limited to 'indra/newview/llvlcomposition.cpp')
-rw-r--r-- | indra/newview/llvlcomposition.cpp | 125 |
1 files changed, 109 insertions, 16 deletions
diff --git a/indra/newview/llvlcomposition.cpp b/indra/newview/llvlcomposition.cpp index fa19bcae87..f645023217 100644 --- a/indra/newview/llvlcomposition.cpp +++ b/indra/newview/llvlcomposition.cpp @@ -129,26 +129,28 @@ LLTerrainMaterials::Type LLTerrainMaterials::getMaterialType() BOOL LLTerrainMaterials::texturesReady(BOOL boost) { + BOOL ready = TRUE; for (S32 i = 0; i < ASSET_COUNT; i++) { if (!textureReady(mDetailTextures[i], boost)) { - return FALSE; + ready = FALSE; } } - return TRUE; + return ready; } BOOL LLTerrainMaterials::materialsReady(BOOL boost) { + BOOL ready = TRUE; for (S32 i = 0; i < ASSET_COUNT; i++) { if (!materialReady(mDetailMaterials[i], mMaterialTexturesSet[i], boost)) { - return FALSE; + ready = FALSE; } } - return TRUE; + return ready; } // Boost the texture loading priority @@ -188,6 +190,10 @@ BOOL LLTerrainMaterials::textureReady(LLPointer<LLViewerFetchedTexture>& tex, BO } return FALSE; } + if (tex->getComponents() == 0) + { + return FALSE; + } return TRUE; } @@ -381,8 +387,7 @@ BOOL LLVLComposition::generateComposition() return LLTerrainMaterials::generateMaterials(); } -// *TODO: Re-evaluate usefulness of this function in the PBR case. There is currently a hack here to treat the material base color like a legacy terrain texture, but I'm not sure if that's useful. -BOOL LLVLComposition::generateTexture(const F32 x, const F32 y, +BOOL LLVLComposition::generateMinimapTileLand(const F32 x, const F32 y, const F32 width, const F32 height) { LL_PROFILE_ZONE_SCOPED @@ -390,8 +395,6 @@ BOOL LLVLComposition::generateTexture(const F32 x, const F32 y, llassert(x >= 0.f); llassert(y >= 0.f); - LLTimer gen_timer; - /////////////////////////// // // Generate raw data arrays for surface textures @@ -403,6 +406,17 @@ BOOL LLVLComposition::generateTexture(const F32 x, const F32 y, S32 st_data_size[ASSET_COUNT]; // for debugging const bool use_textures = getMaterialType() != LLTerrainMaterials::Type::PBR; + // *TODO: Remove this as it is reduandant computation (first and foremost + // because getMaterialType() does something similar, but also... shouldn't + // the textures/materials already be loaded by now?) + if (use_textures) + { + if (!texturesReady()) { return FALSE; } + } + else + { + if (!materialsReady()) { return FALSE; } + } for (S32 i = 0; i < ASSET_COUNT; i++) { @@ -410,16 +424,37 @@ BOOL LLVLComposition::generateTexture(const F32 x, const F32 y, { // Read back a raw image for this discard level, if it exists LLViewerFetchedTexture* tex; + LLViewerFetchedTexture* tex_emissive; // Can be null + bool has_base_color_factor; + bool has_emissive_factor; + LLColor3 base_color_factor; + LLColor3 emissive_factor; if (use_textures) { tex = mDetailTextures[i]; + tex_emissive = nullptr; + has_base_color_factor = false; + has_emissive_factor = false; + llassert(tex); } else { tex = mDetailMaterials[i]->mBaseColorTexture; + tex_emissive = mDetailMaterials[i]->mEmissiveTexture; + base_color_factor = LLColor3(mDetailMaterials[i]->mBaseColor); + // *HACK: Treat alpha as black + base_color_factor *= (mDetailMaterials[i]->mBaseColor.mV[VW]); + emissive_factor = mDetailMaterials[i]->mEmissiveColor; + has_base_color_factor = (base_color_factor.mV[VX] != 1.f || + base_color_factor.mV[VY] != 1.f || + base_color_factor.mV[VZ] != 1.f); + has_emissive_factor = (emissive_factor.mV[VX] != 1.f || + emissive_factor.mV[VY] != 1.f || + emissive_factor.mV[VZ] != 1.f); } - // *TODO: Why are terrain textures (not terrain materials) not loading? (that is why there is a getComponents() check here) - if (!tex || tex->getComponents() == 0) { tex = LLViewerFetchedTexture::sWhiteImagep; } + + if (!tex) { tex = LLViewerFetchedTexture::sWhiteImagep; } + // tex_emissive can be null, and then will be ignored S32 min_dim = llmin(tex->getFullWidth(), tex->getFullHeight()); S32 ddiscard = 0; @@ -430,8 +465,9 @@ BOOL LLVLComposition::generateTexture(const F32 x, const F32 y, } BOOL delete_raw = (tex->reloadRawImage(ddiscard) != NULL) ; - if(tex->getRawImageLevel() != ddiscard)//raw iamge is not ready, will enter here again later. + if(tex->getRawImageLevel() != ddiscard) { + // Raw image is not ready, will enter here again later. if (tex->getFetchPriority() <= 0.0f && !tex->hasSavedRawImage()) { tex->setBoostLevel(LLGLTexture::BOOST_MAP); @@ -442,21 +478,78 @@ BOOL LLVLComposition::generateTexture(const F32 x, const F32 y, { tex->destroyRawImage() ; } - LL_DEBUGS("Terrain") << "cached raw data for terrain detail texture is not ready yet: " << tex->getID() << " Discard: " << ddiscard << LL_ENDL; return FALSE; } + if (tex_emissive) + { + if(tex_emissive->getRawImageLevel() != ddiscard) + { + // Raw image is not ready, will enter here again later. + if (tex_emissive->getFetchPriority() <= 0.0f && !tex_emissive->hasSavedRawImage()) + { + tex_emissive->setBoostLevel(LLGLTexture::BOOST_MAP); + tex_emissive->forceToRefetchTexture(ddiscard); + } + + if(delete_raw) + { + tex_emissive->destroyRawImage() ; + } + return FALSE; + } + } mRawImages[i] = tex->getRawImage() ; if(delete_raw) { tex->destroyRawImage() ; } - if (tex->getWidth(ddiscard) != BASE_SIZE || + + // *TODO: This isn't quite right for PBR: + // 1) It does not convert the color images from SRGB to linear + // before mixing (which will always require copying the image). + // 2) It mixes emissive and base color before mixing terrain + // materials, but it should be the other way around + // 3) The composite function used to put emissive into base color + // is not an alpha blend. + // Long-term, we should consider a method that is more + // maintainable. Shaders, perhaps? Bake shaders to textures? + LLPointer<LLImageRaw> raw_emissive; + if (tex_emissive) + { + raw_emissive = tex_emissive->getRawImage(); + if (has_emissive_factor || + tex_emissive->getWidth(ddiscard) != BASE_SIZE || + tex_emissive->getHeight(ddiscard) != BASE_SIZE || + tex_emissive->getComponents() != 4) + { + LLPointer<LLImageRaw> newraw_emissive = new LLImageRaw(BASE_SIZE, BASE_SIZE, 4); + // Copy RGB, leave alpha alone (set to opaque by default) + newraw_emissive->copy(mRawImages[i]); + if (has_emissive_factor) + { + newraw_emissive->tint(emissive_factor); + } + raw_emissive = newraw_emissive; // deletes old + } + } + if (has_base_color_factor || + raw_emissive || + tex->getWidth(ddiscard) != BASE_SIZE || tex->getHeight(ddiscard) != BASE_SIZE || tex->getComponents() != 3) { LLPointer<LLImageRaw> newraw = new LLImageRaw(BASE_SIZE, BASE_SIZE, 3); newraw->composite(mRawImages[i]); + if (has_base_color_factor) + { + newraw->tint(base_color_factor); + } + // Apply emissive texture + if (raw_emissive) + { + newraw->composite(raw_emissive); + } mRawImages[i] = newraw; // deletes old } } @@ -478,12 +571,12 @@ BOOL LLVLComposition::generateTexture(const F32 x, const F32 y, if (x_end > mWidth) { - LL_WARNS("Terrain") << "x end > width" << LL_ENDL; + llassert(false); x_end = mWidth; } if (y_end > mWidth) { - LL_WARNS("Terrain") << "y end > width" << LL_ENDL; + llassert(false); y_end = mWidth; } @@ -513,7 +606,7 @@ BOOL LLVLComposition::generateTexture(const F32 x, const F32 y, if (tex_comps != st_comps) { - LL_WARNS("Terrain") << "Base texture comps != input texture comps" << LL_ENDL; + llassert(false); return FALSE; } |