diff options
author | Merov Linden <merov@lindenlab.com> | 2010-09-30 22:57:05 -0700 |
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committer | Merov Linden <merov@lindenlab.com> | 2010-09-30 22:57:05 -0700 |
commit | c7b6ebaf762ba9bcdf64c6bc3b1e0fb81356c5b2 (patch) | |
tree | 2a17359f6416b0f5c8f0d9632b390eef348a056b /indra/newview/llworld.cpp | |
parent | df67c34b42837a782ee76f71d1a63fe93ea0ec08 (diff) |
Port of SNOW-643 : Water flicker at high altitude. This doesn't fix the low altitude flicker though (STORM-306)
Diffstat (limited to 'indra/newview/llworld.cpp')
-rw-r--r-- | indra/newview/llworld.cpp | 353 |
1 files changed, 277 insertions, 76 deletions
diff --git a/indra/newview/llworld.cpp b/indra/newview/llworld.cpp index 5760d04a08..8731c9e1a7 100644 --- a/indra/newview/llworld.cpp +++ b/indra/newview/llworld.cpp @@ -55,6 +55,11 @@ #include "pipeline.h" #include "llappviewer.h" // for do_disconnect() +#include <deque> +#include <queue> +#include <map> +#include <cstring> + // // Globals // @@ -834,10 +839,69 @@ F32 LLWorld::getLandFarClip() const void LLWorld::setLandFarClip(const F32 far_clip) { + static S32 const rwidth = (S32)REGION_WIDTH_U32; + S32 const n1 = (llceil(mLandFarClip) - 1) / rwidth; + S32 const n2 = (llceil(far_clip) - 1) / rwidth; + bool need_water_objects_update = n1 != n2; + mLandFarClip = far_clip; + + if (need_water_objects_update) + { + updateWaterObjects(); + } } +// Some region that we're connected to, but not the one we're in, gave us +// a (possibly) new water height. Update it in our local copy. +void LLWorld::waterHeightRegionInfo(std::string const& sim_name, F32 water_height) +{ + for (region_list_t::iterator iter = mRegionList.begin(); iter != mRegionList.end(); ++iter) + { + if ((*iter)->getName() == sim_name) + { + (*iter)->setWaterHeight(water_height); + break; + } + } +} +// There are three types of water objects: +// Region water objects: the water in a region. +// Hole water objects: water in the void but within current draw distance. +// Edge water objects: the water outside the draw distance, up till the horizon. +// +// For example: +// +// -----------------------horizon------------------------- +// | | | | +// | Edge Water | | | +// | | | | +// | | | | +// | | | | +// | | | | +// | | rwidth | | +// | | <-----> | | +// ------------------------------------------------------- +// | |Hole |other| | | +// | |Water|reg. | | | +// | |-----------------| | +// | |other|cur. |<--> | | +// | |reg. | reg.| \__|_ draw distance | +// | |-----------------| | +// | | | |<--->| | +// | | | | \__|_ range | +// ------------------------------------------------------- +// | |<----width------>|<--horizon ext.->| +// | | | | +// | | | | +// | | | | +// | | | | +// | | | | +// | | | | +// | | | | +// ------------------------------------------------------- +// void LLWorld::updateWaterObjects() { if (!gAgent.getRegion()) @@ -850,128 +914,265 @@ void LLWorld::updateWaterObjects() return; } - // First, determine the min and max "box" of water objects - S32 min_x = 0; - S32 min_y = 0; - S32 max_x = 0; - S32 max_y = 0; + // Region width in meters. + S32 const rwidth = (S32)REGION_WIDTH_U32; + + // The distance we might see into the void + // when standing on the edge of a region, in meters. + S32 const draw_distance = llceil(mLandFarClip); + + // We can only have "holes" in the water (where there no region) if we + // can have existing regions around it. Taking into account that this + // code is only executed when we enter a region, and not when we walk + // around in it, we (only) need to take into account regions that fall + // within the draw_distance. + // + // Set 'range' to draw_distance, rounded up to the nearest multiple of rwidth. + S32 const nsims = (draw_distance + rwidth - 1) / rwidth; + S32 const range = nsims * rwidth; + + // Get South-West corner of current region. + LLViewerRegion const* regionp = gAgent.getRegion(); U32 region_x, region_y; - - S32 rwidth = 256; - - // We only want to fill in water for stuff that's near us, say, within 256 or 512m - S32 range = LLViewerCamera::getInstance()->getFar() > 256.f ? 512 : 256; - - LLViewerRegion* regionp = gAgent.getRegion(); from_region_handle(regionp->getHandle(), ®ion_x, ®ion_y); - min_x = (S32)region_x - range; - min_y = (S32)region_y - range; - max_x = (S32)region_x + range; - max_y = (S32)region_y + range; + // The min. and max. coordinates of the South-West corners of the Hole water objects. + S32 const min_x = (S32)region_x - range; + S32 const min_y = (S32)region_y - range; + S32 const max_x = (S32)region_x + range; + S32 const max_y = (S32)region_y + range; + + // Attempt to determine a sensible water height for all the + // Hole Water objects. + // + // It make little sense to try to guess what the best water + // height should be when that isn't completely obvious: if it's + // impossible to satisfy every region's water height without + // getting a jump in the water height. + // + // In order to keep the reasoning simple, we assume something + // logical as a group of connected regions, where the coastline + // is at the outer edge. Anything more complex that would "break" + // under such an assumption would probably break anyway (would + // depend on terrain editing and existing mega prims, say, if + // anything would make sense at all). + // + // So, what we do is find all connected regions within the + // draw distance that border void, and then pick the lowest + // water height of those (coast) regions. + S32 const n = 2 * nsims + 1; + S32 const origin = nsims + nsims * n; + std::vector<F32> water_heights(n * n); + std::vector<U8> checked(n * n, 0); // index = nx + ny * n + origin; + U8 const region_bit = 1; + U8 const hole_bit = 2; + U8 const bordering_hole_bit = 4; + U8 const bordering_edge_bit = 8; + // Use the legacy waterheight for the Edge water in the case + // that we don't find any Hole water at all. + F32 water_height = DEFAULT_WATER_HEIGHT; + int max_count = 0; + LL_DEBUGS("WaterHeight") << "Current region: " << regionp->getName() << "; water height: " << regionp->getWaterHeight() << " m." << LL_ENDL; + std::map<S32, int> water_height_counts; + typedef std::queue<std::pair<S32, S32>, std::deque<std::pair<S32, S32> > > nxny_pairs_type; + nxny_pairs_type nxny_pairs; + nxny_pairs.push(nxny_pairs_type::value_type(0, 0)); + water_heights[origin] = regionp->getWaterHeight(); + checked[origin] = region_bit; + // For debugging purposes. + int number_of_connected_regions = 1; + int uninitialized_regions = 0; + int bordering_hole = 0; + int bordering_edge = 0; + while(!nxny_pairs.empty()) + { + S32 const nx = nxny_pairs.front().first; + S32 const ny = nxny_pairs.front().second; + LL_DEBUGS("WaterHeight") << "nx,ny = " << nx << "," << ny << LL_ENDL; + S32 const index = nx + ny * n + origin; + nxny_pairs.pop(); + for (S32 dir = 0; dir < 4; ++dir) + { + S32 const cnx = nx + gDirAxes[dir][0]; + S32 const cny = ny + gDirAxes[dir][1]; + LL_DEBUGS("WaterHeight") << "dir = " << dir << "; cnx,cny = " << cnx << "," << cny << LL_ENDL; + S32 const cindex = cnx + cny * n + origin; + bool is_hole = false; + bool is_edge = false; + LLViewerRegion* new_region_found = NULL; + if (cnx < -nsims || cnx > nsims || + cny < -nsims || cny > nsims) + { + LL_DEBUGS("WaterHeight") << " Edge Water!" << LL_ENDL; + // Bumped into Edge water object. + is_edge = true; + } + else if (checked[cindex]) + { + LL_DEBUGS("WaterHeight") << " Already checked before!" << LL_ENDL; + // Already checked. + is_hole = (checked[cindex] & hole_bit); + } + else + { + S32 x = (S32)region_x + cnx * rwidth; + S32 y = (S32)region_y + cny * rwidth; + U64 region_handle = to_region_handle(x, y); + new_region_found = getRegionFromHandle(region_handle); + is_hole = !new_region_found; + checked[cindex] = is_hole ? hole_bit : region_bit; + } + if (is_hole) + { + // This was a region that borders at least one 'hole'. + // Count the found coastline. + F32 new_water_height = water_heights[index]; + LL_DEBUGS("WaterHeight") << " This is void; counting coastline with water height of " << new_water_height << LL_ENDL; + S32 new_water_height_cm = llround(new_water_height * 100); + int count = (water_height_counts[new_water_height_cm] += 1); + // Just use the lowest water height: this is mainly about the horizon water, + // and whatever we do, we don't want it to be possible to look under the water + // when looking in the distance: it is better to make a step downwards in water + // height when going away from the avie than a step upwards. However, since + // everyone is used to DEFAULT_WATER_HEIGHT, don't allow a single region + // to drag the water level below DEFAULT_WATER_HEIGHT on it's own. + if (bordering_hole == 0 || // First time we get here. + (new_water_height >= DEFAULT_WATER_HEIGHT && + new_water_height < water_height) || + (new_water_height < DEFAULT_WATER_HEIGHT && + count > max_count) + ) + { + water_height = new_water_height; + } + if (count > max_count) + { + max_count = count; + } + if (!(checked[index] & bordering_hole_bit)) + { + checked[index] |= bordering_hole_bit; + ++bordering_hole; + } + } + else if (is_edge && !(checked[index] & bordering_edge_bit)) + { + checked[index] |= bordering_edge_bit; + ++bordering_edge; + } + if (!new_region_found) + { + // Dead end, there is no region here. + continue; + } + // Found a new connected region. + ++number_of_connected_regions; + if (new_region_found->getName().empty()) + { + // Uninitialized LLViewerRegion, don't use it's water height. + LL_DEBUGS("WaterHeight") << " Uninitialized region." << LL_ENDL; + ++uninitialized_regions; + continue; + } + nxny_pairs.push(nxny_pairs_type::value_type(cnx, cny)); + water_heights[cindex] = new_region_found->getWaterHeight(); + LL_DEBUGS("WaterHeight") << " Found a new region (name: " << new_region_found->getName() << "; water height: " << water_heights[cindex] << " m)!" << LL_ENDL; + } + } + llinfos << "Number of connected regions: " << number_of_connected_regions << " (" << uninitialized_regions << + " uninitialized); number of regions bordering Hole water: " << bordering_hole << + "; number of regions bordering Edge water: " << bordering_edge << llendl; + llinfos << "Coastline count (height, count): "; + bool first = true; + for (std::map<S32, int>::iterator iter = water_height_counts.begin(); iter != water_height_counts.end(); ++iter) + { + if (!first) llcont << ", "; + llcont << "(" << (iter->first / 100.f) << ", " << iter->second << ")"; + first = false; + } + llcont << llendl; + llinfos << "Water height used for Hole and Edge water objects: " << water_height << llendl; - F32 height = 0.f; - - for (region_list_t::iterator iter = mRegionList.begin(); - iter != mRegionList.end(); ++iter) + // Update all Region water objects. + for (region_list_t::iterator iter = mRegionList.begin(); iter != mRegionList.end(); ++iter) { LLViewerRegion* regionp = *iter; LLVOWater* waterp = regionp->getLand().getWaterObj(); - height += regionp->getWaterHeight(); if (waterp) { gObjectList.updateActive(waterp); } } + // Clean up all existing Hole water objects. for (std::list<LLVOWater*>::iterator iter = mHoleWaterObjects.begin(); - iter != mHoleWaterObjects.end(); ++ iter) + iter != mHoleWaterObjects.end(); ++iter) { LLVOWater* waterp = *iter; gObjectList.killObject(waterp); } mHoleWaterObjects.clear(); - // Now, get a list of the holes - S32 x, y; - for (x = min_x; x <= max_x; x += rwidth) + // Let the Edge and Hole water boxes be 1024 meter high so that they + // are never too small to be drawn (A LL_VO_*_WATER box has water + // rendered on it's bottom surface only), and put their bottom at + // the current regions water height. + F32 const box_height = 1024; + F32 const water_center_z = water_height + box_height / 2; + + // Create new Hole water objects within 'range' where there is no region. + for (S32 x = min_x; x <= max_x; x += rwidth) { - for (y = min_y; y <= max_y; y += rwidth) + for (S32 y = min_y; y <= max_y; y += rwidth) { U64 region_handle = to_region_handle(x, y); if (!getRegionFromHandle(region_handle)) { - LLVOWater* waterp = (LLVOWater *)gObjectList.createObjectViewer(LLViewerObject::LL_VO_WATER, gAgent.getRegion()); + LLVOWater* waterp = (LLVOWater*)gObjectList.createObjectViewer(LLViewerObject::LL_VO_VOID_WATER, gAgent.getRegion()); waterp->setUseTexture(FALSE); - waterp->setPositionGlobal(LLVector3d(x + rwidth/2, - y + rwidth/2, - 256.f+DEFAULT_WATER_HEIGHT)); - waterp->setScale(LLVector3((F32)rwidth, (F32)rwidth, 512.f)); + waterp->setPositionGlobal(LLVector3d(x + rwidth / 2, y + rwidth / 2, water_center_z)); + waterp->setScale(LLVector3((F32)rwidth, (F32)rwidth, box_height)); gPipeline.createObject(waterp); mHoleWaterObjects.push_back(waterp); } } } - // Update edge water objects - S32 wx, wy; - S32 center_x, center_y; - wx = (max_x - min_x) + rwidth; - wy = (max_y - min_y) + rwidth; - center_x = min_x + (wx >> 1); - center_y = min_y + (wy >> 1); - - S32 add_boundary[4] = { - 512 - (max_x - region_x), - 512 - (max_y - region_y), - 512 - (region_x - min_x), - 512 - (region_y - min_y) }; + // Center of the region. + S32 const center_x = region_x + rwidth / 2; + S32 const center_y = region_y + rwidth / 2; + // Width of the area with Hole water objects. + S32 const width = rwidth + 2 * range; + S32 const horizon_extend = 2048 + 512 - range; // Legacy value. + // The overlap is needed to get rid of sky pixels being visible between the + // Edge and Hole water object at greater distances (due to floating point + // round off errors). + S32 const edge_hole_overlap = 1; // Twice the actual overlap. - S32 dir; - for (dir = 0; dir < 8; dir++) + for (S32 dir = 0; dir < 8; ++dir) { - S32 dim[2] = { 0 }; - switch (gDirAxes[dir][0]) - { - case -1: dim[0] = add_boundary[2]; break; - case 0: dim[0] = wx; break; - default: dim[0] = add_boundary[0]; break; - } - switch (gDirAxes[dir][1]) - { - case -1: dim[1] = add_boundary[3]; break; - case 0: dim[1] = wy; break; - default: dim[1] = add_boundary[1]; break; - } + // Size of the Edge water objects. + S32 const dim_x = (gDirAxes[dir][0] == 0) ? width : (horizon_extend + edge_hole_overlap); + S32 const dim_y = (gDirAxes[dir][1] == 0) ? width : (horizon_extend + edge_hole_overlap); + // And their position. + S32 const water_center_x = center_x + (width + horizon_extend) / 2 * gDirAxes[dir][0]; + S32 const water_center_y = center_y + (width + horizon_extend) / 2 * gDirAxes[dir][1]; - // Resize and reshape the water objects - const S32 water_center_x = center_x + llround((wx + dim[0]) * 0.5f * gDirAxes[dir][0]); - const S32 water_center_y = center_y + llround((wy + dim[1]) * 0.5f * gDirAxes[dir][1]); - LLVOWater* waterp = mEdgeWaterObjects[dir]; if (!waterp || waterp->isDead()) { // The edge water objects can be dead because they're attached to the region that the // agent was in when they were originally created. - mEdgeWaterObjects[dir] = (LLVOWater *)gObjectList.createObjectViewer(LLViewerObject::LL_VO_WATER, - gAgent.getRegion()); + mEdgeWaterObjects[dir] = (LLVOWater *)gObjectList.createObjectViewer(LLViewerObject::LL_VO_VOID_WATER, gAgent.getRegion()); waterp = mEdgeWaterObjects[dir]; waterp->setUseTexture(FALSE); - waterp->setIsEdgePatch(TRUE); + waterp->setIsEdgePatch(TRUE); // Mark that this is edge water and not hole water. gPipeline.createObject(waterp); } waterp->setRegion(gAgent.getRegion()); - LLVector3d water_pos(water_center_x, water_center_y, - DEFAULT_WATER_HEIGHT+256.f); - LLVector3 water_scale((F32) dim[0], (F32) dim[1], 512.f); - - //stretch out to horizon - water_scale.mV[0] += fabsf(2048.f * gDirAxes[dir][0]); - water_scale.mV[1] += fabsf(2048.f * gDirAxes[dir][1]); - - water_pos.mdV[0] += 1024.f * gDirAxes[dir][0]; - water_pos.mdV[1] += 1024.f * gDirAxes[dir][1]; + LLVector3d water_pos(water_center_x, water_center_y, water_center_z); + LLVector3 water_scale((F32) dim_x, (F32) dim_y, box_height); waterp->setPositionGlobal(water_pos); waterp->setScale(water_scale); |