diff options
author | Cosmic Linden <cosmic@lindenlab.com> | 2023-10-13 09:58:13 -0700 |
---|---|---|
committer | Cosmic Linden <cosmic@lindenlab.com> | 2023-10-13 09:58:13 -0700 |
commit | 94d8f669acc57d670000498edf22589f7b178af0 (patch) | |
tree | ffe847c2127eda4a0b78ea857feb0907daade01b /indra/newview/llvlcomposition.cpp | |
parent | 039116abd4166903005b8de6fa5d64f0fdf75422 (diff) |
DRTVWR-592: Add debug options LocalTerrainAssetN. Fix PBR terrain texture flickering
Diffstat (limited to 'indra/newview/llvlcomposition.cpp')
-rw-r--r-- | indra/newview/llvlcomposition.cpp | 345 |
1 files changed, 183 insertions, 162 deletions
diff --git a/indra/newview/llvlcomposition.cpp b/indra/newview/llvlcomposition.cpp index 815489f753..c4bed85be7 100644 --- a/indra/newview/llvlcomposition.cpp +++ b/indra/newview/llvlcomposition.cpp @@ -42,6 +42,8 @@ #include "llviewercontrol.h" +static const U32 BASE_SIZE = 128; + F32 bilinear(const F32 v00, const F32 v01, const F32 v10, const F32 v11, const F32 x_frac, const F32 y_frac) { @@ -59,40 +61,40 @@ F32 bilinear(const F32 v00, const F32 v01, const F32 v10, const F32 v11, const F return result; } - -LLVLComposition::LLVLComposition(LLSurface *surfacep, const U32 width, const F32 scale) : - LLViewerLayer(width, scale) +LLTerrainMaterials::LLTerrainMaterials() { - mSurfacep = surfacep; - - // Load Terrain Textures - Original ones - setDetailAssetID(0, TERRAIN_DIRT_DETAIL); - setDetailAssetID(1, TERRAIN_GRASS_DETAIL); - setDetailAssetID(2, TERRAIN_MOUNTAIN_DETAIL); - setDetailAssetID(3, TERRAIN_ROCK_DETAIL); - - // Initialize the texture matrix to defaults. - for (S32 i = 0; i < CORNER_COUNT; ++i) - { - mStartHeight[i] = gSavedSettings.getF32("TerrainColorStartHeight"); - mHeightRange[i] = gSavedSettings.getF32("TerrainColorHeightRange"); - } - for (S32 i = 0; i < ASSET_COUNT; ++i) { mMaterialTexturesSet[i] = false; } } - -LLVLComposition::~LLVLComposition() +LLTerrainMaterials::~LLTerrainMaterials() { } +BOOL LLTerrainMaterials::generateMaterials() +{ + if (texturesReady(TRUE)) + { + return TRUE; + } -void LLVLComposition::setSurface(LLSurface *surfacep) + if (materialsReady(TRUE)) + { + return TRUE; + } + + return FALSE; +} + +LLUUID LLTerrainMaterials::getDetailAssetID(S32 asset) { - mSurfacep = surfacep; + llassert(mDetailTextures[asset] && mDetailMaterials[asset]); + // *HACK: Assume both the the material and texture were fetched in the same + // way using the same UUID. However, we may not know at this point which + // one will load. + return mDetailTextures[asset]->getID(); } LLPointer<LLViewerFetchedTexture> fetch_terrain_texture(const LLUUID& id) @@ -107,126 +109,51 @@ LLPointer<LLViewerFetchedTexture> fetch_terrain_texture(const LLUUID& id) return tex; } -void LLVLComposition::setDetailAssetID(S32 asset, const LLUUID& id) +void LLTerrainMaterials::setDetailAssetID(S32 asset, const LLUUID& id) { - if(id.isNull()) - { - return; - } // This is terrain texture, but we are not setting it as BOOST_TERRAIN // since we will be manipulating it later as needed. mDetailTextures[asset] = fetch_terrain_texture(id); - mRawImages[asset] = NULL; LLPointer<LLFetchedGLTFMaterial>& mat = mDetailMaterials[asset]; mat = gGLTFMaterialList.getMaterial(id); mMaterialTexturesSet[asset] = false; } -BOOL LLVLComposition::generateHeights(const F32 x, const F32 y, - const F32 width, const F32 height) +BOOL LLTerrainMaterials::useTextures() { - if (!mParamsReady) - { - // All the parameters haven't been set yet (we haven't gotten the message from the sim) - return FALSE; - } - - llassert(mSurfacep); - - if (!mSurfacep || !mSurfacep->getRegion()) - { - // We don't always have the region yet here.... - return FALSE; - } - - S32 x_begin, y_begin, x_end, y_end; + LL_PROFILE_ZONE_SCOPED; - x_begin = ll_round( x * mScaleInv ); - y_begin = ll_round( y * mScaleInv ); - x_end = ll_round( (x + width) * mScaleInv ); - y_end = ll_round( (y + width) * mScaleInv ); + return texturesReady() || !materialsReady(); +} - if (x_end > mWidth) - { - x_end = mWidth; - } - if (y_end > mWidth) +BOOL LLTerrainMaterials::texturesReady(BOOL boost) +{ + for (S32 i = 0; i < ASSET_COUNT; i++) { - y_end = mWidth; + if (!textureReady(mDetailTextures[i], boost)) + { + return FALSE; + } } + return TRUE; +} - LLVector3d origin_global = from_region_handle(mSurfacep->getRegion()->getHandle()); - - // For perlin noise generation... - const F32 slope_squared = 1.5f*1.5f; - const F32 xyScale = 4.9215f; //0.93284f; - const F32 zScale = 4; //0.92165f; - const F32 z_offset = 0.f; - const F32 noise_magnitude = 2.f; // Degree to which noise modulates composition layer (versus - // simple height) - - const F32 xyScaleInv = (1.f / xyScale); - const F32 zScaleInv = (1.f / zScale); - - const F32 inv_width = 1.f/mWidth; - - // OK, for now, just have the composition value equal the height at the point. - for (S32 j = y_begin; j < y_end; j++) +BOOL LLTerrainMaterials::materialsReady(BOOL boost) +{ + for (S32 i = 0; i < ASSET_COUNT; i++) { - for (S32 i = x_begin; i < x_end; i++) - { - - F32 vec[3]; - F32 vec1[3]; - F32 twiddle; - - // Bilinearly interpolate the start height and height range of the textures - F32 start_height = bilinear(mStartHeight[SOUTHWEST], - mStartHeight[SOUTHEAST], - mStartHeight[NORTHWEST], - mStartHeight[NORTHEAST], - i*inv_width, j*inv_width); // These will be bilinearly interpolated - F32 height_range = bilinear(mHeightRange[SOUTHWEST], - mHeightRange[SOUTHEAST], - mHeightRange[NORTHWEST], - mHeightRange[NORTHEAST], - i*inv_width, j*inv_width); // These will be bilinearly interpolated - - LLVector3 location(i*mScale, j*mScale, 0.f); - - F32 height = mSurfacep->resolveHeightRegion(location) + z_offset; - - // Step 0: Measure the exact height at this texel - vec[0] = (F32)(origin_global.mdV[VX]+location.mV[VX])*xyScaleInv; // Adjust to non-integer lattice - vec[1] = (F32)(origin_global.mdV[VY]+location.mV[VY])*xyScaleInv; - vec[2] = height*zScaleInv; - // - // Choose material value by adding to the exact height a random value - // - vec1[0] = vec[0]*(0.2222222222f); - vec1[1] = vec[1]*(0.2222222222f); - vec1[2] = vec[2]*(0.2222222222f); - twiddle = noise2(vec1)*6.5f; // Low freq component for large divisions - - twiddle += turbulence2(vec, 2)*slope_squared; // High frequency component - twiddle *= noise_magnitude; - - F32 scaled_noisy_height = (height + twiddle - start_height) * F32(ASSET_COUNT) / height_range; - - scaled_noisy_height = llmax(0.f, scaled_noisy_height); - scaled_noisy_height = llmin(3.f, scaled_noisy_height); - *(mDatap + i + j*mWidth) = scaled_noisy_height; - } - } - return TRUE; + if (!materialReady(mDetailMaterials[i], mMaterialTexturesSet[i], boost)) + { + return FALSE; + } + } + return TRUE; } -static const U32 BASE_SIZE = 128; - // Boost the texture loading priority // Return true when ready to use (i.e. texture is sufficiently loaded) // static -BOOL LLVLComposition::textureReady(LLPointer<LLViewerFetchedTexture>& tex, BOOL boost) +BOOL LLTerrainMaterials::textureReady(LLPointer<LLViewerFetchedTexture>& tex, BOOL boost) { llassert(tex.notNull()); @@ -266,9 +193,9 @@ BOOL LLVLComposition::textureReady(LLPointer<LLViewerFetchedTexture>& tex, BOOL // Boost the loading priority of every known texture in the material // Return true when ready to use (i.e. material and all textures within are sufficiently loaded) // static -BOOL LLVLComposition::materialReady(LLPointer<LLFetchedGLTFMaterial>& mat, bool& textures_set, BOOL boost) +BOOL LLTerrainMaterials::materialReady(LLPointer<LLFetchedGLTFMaterial>& mat, bool& textures_set, BOOL boost) { - if (!mat->isLoaded()) + if (!mat || !mat->isLoaded()) { return FALSE; } @@ -308,37 +235,140 @@ BOOL LLVLComposition::materialReady(LLPointer<LLFetchedGLTFMaterial>& mat, bool& return TRUE; } -BOOL LLVLComposition::useTextures() + +LLVLComposition::LLVLComposition(LLSurface *surfacep, const U32 width, const F32 scale) : + LLTerrainMaterials(), + LLViewerLayer(width, scale) +{ + // Load Terrain Textures - Original ones + setDetailAssetID(0, TERRAIN_DIRT_DETAIL); + setDetailAssetID(1, TERRAIN_GRASS_DETAIL); + setDetailAssetID(2, TERRAIN_MOUNTAIN_DETAIL); + setDetailAssetID(3, TERRAIN_ROCK_DETAIL); + + mSurfacep = surfacep; + + // Initialize the texture matrix to defaults. + for (S32 i = 0; i < CORNER_COUNT; ++i) + { + mStartHeight[i] = gSavedSettings.getF32("TerrainColorStartHeight"); + mHeightRange[i] = gSavedSettings.getF32("TerrainColorHeightRange"); + } +} + + +LLVLComposition::~LLVLComposition() { - LL_PROFILE_ZONE_SCOPED; + LLTerrainMaterials::~LLTerrainMaterials(); +} - return texturesReady() || !materialsReady(); + +void LLVLComposition::setSurface(LLSurface *surfacep) +{ + mSurfacep = surfacep; } -BOOL LLVLComposition::texturesReady(BOOL boost) +BOOL LLVLComposition::generateHeights(const F32 x, const F32 y, + const F32 width, const F32 height) { - for (S32 i = 0; i < ASSET_COUNT; i++) + if (!mParamsReady) { - if (!textureReady(mDetailTextures[i], boost)) - { - return FALSE; - } + // All the parameters haven't been set yet (we haven't gotten the message from the sim) + return FALSE; } - return TRUE; -} -BOOL LLVLComposition::materialsReady(BOOL boost) -{ - for (S32 i = 0; i < ASSET_COUNT; i++) + llassert(mSurfacep); + + if (!mSurfacep || !mSurfacep->getRegion()) { - if (!materialReady(mDetailMaterials[i], mMaterialTexturesSet[i], boost)) - { - return FALSE; - } - } - return TRUE; + // We don't always have the region yet here.... + return FALSE; + } + + S32 x_begin, y_begin, x_end, y_end; + + x_begin = ll_round( x * mScaleInv ); + y_begin = ll_round( y * mScaleInv ); + x_end = ll_round( (x + width) * mScaleInv ); + y_end = ll_round( (y + width) * mScaleInv ); + + if (x_end > mWidth) + { + x_end = mWidth; + } + if (y_end > mWidth) + { + y_end = mWidth; + } + + LLVector3d origin_global = from_region_handle(mSurfacep->getRegion()->getHandle()); + + // For perlin noise generation... + const F32 slope_squared = 1.5f*1.5f; + const F32 xyScale = 4.9215f; //0.93284f; + const F32 zScale = 4; //0.92165f; + const F32 z_offset = 0.f; + const F32 noise_magnitude = 2.f; // Degree to which noise modulates composition layer (versus + // simple height) + + const F32 xyScaleInv = (1.f / xyScale); + const F32 zScaleInv = (1.f / zScale); + + const F32 inv_width = 1.f/mWidth; + + // OK, for now, just have the composition value equal the height at the point. + for (S32 j = y_begin; j < y_end; j++) + { + for (S32 i = x_begin; i < x_end; i++) + { + + F32 vec[3]; + F32 vec1[3]; + F32 twiddle; + + // Bilinearly interpolate the start height and height range of the textures + F32 start_height = bilinear(mStartHeight[SOUTHWEST], + mStartHeight[SOUTHEAST], + mStartHeight[NORTHWEST], + mStartHeight[NORTHEAST], + i*inv_width, j*inv_width); // These will be bilinearly interpolated + F32 height_range = bilinear(mHeightRange[SOUTHWEST], + mHeightRange[SOUTHEAST], + mHeightRange[NORTHWEST], + mHeightRange[NORTHEAST], + i*inv_width, j*inv_width); // These will be bilinearly interpolated + + LLVector3 location(i*mScale, j*mScale, 0.f); + + F32 height = mSurfacep->resolveHeightRegion(location) + z_offset; + + // Step 0: Measure the exact height at this texel + vec[0] = (F32)(origin_global.mdV[VX]+location.mV[VX])*xyScaleInv; // Adjust to non-integer lattice + vec[1] = (F32)(origin_global.mdV[VY]+location.mV[VY])*xyScaleInv; + vec[2] = height*zScaleInv; + // + // Choose material value by adding to the exact height a random value + // + vec1[0] = vec[0]*(0.2222222222f); + vec1[1] = vec[1]*(0.2222222222f); + vec1[2] = vec[2]*(0.2222222222f); + twiddle = noise2(vec1)*6.5f; // Low freq component for large divisions + + twiddle += turbulence2(vec, 2)*slope_squared; // High frequency component + twiddle *= noise_magnitude; + + F32 scaled_noisy_height = (height + twiddle - start_height) * F32(ASSET_COUNT) / height_range; + + scaled_noisy_height = llmax(0.f, scaled_noisy_height); + scaled_noisy_height = llmin(3.f, scaled_noisy_height); + *(mDatap + i + j*mWidth) = scaled_noisy_height; + } + } + return TRUE; } +LLTerrainMaterials gLocalTerrainMaterials; + BOOL LLVLComposition::generateComposition() { if (!mParamsReady) @@ -347,17 +377,7 @@ BOOL LLVLComposition::generateComposition() return FALSE; } - if (texturesReady(TRUE)) - { - return TRUE; - } - - if (materialsReady(TRUE)) - { - return TRUE; - } - - return FALSE; + 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. @@ -592,18 +612,19 @@ BOOL LLVLComposition::generateTexture(const F32 x, const F32 y, return TRUE; } -LLUUID LLVLComposition::getDetailAssetID(S32 corner) +F32 LLVLComposition::getStartHeight(S32 corner) { - llassert(mDetailTextures[corner] && mDetailMaterials[corner]); - // *HACK: Assume both the the material and texture were fetched in the same - // way using the same UUID. However, we may not know at this point which - // one will load. - return mDetailTextures[corner]->getID(); + return mStartHeight[corner]; } -F32 LLVLComposition::getStartHeight(S32 corner) +void LLVLComposition::setDetailAssetID(S32 asset, const LLUUID& id) { - return mStartHeight[corner]; + if (id.isNull()) + { + return; + } + LLTerrainMaterials::setDetailAssetID(asset, id); + mRawImages[asset] = NULL; } void LLVLComposition::setStartHeight(S32 corner, const F32 start_height) |