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authorTofu Buzzard <no-email>2010-10-27 11:03:39 +0100
committerTofu Buzzard <no-email>2010-10-27 11:03:39 +0100
commit179e9e37ecbdcd1ad2133733047707ddd42e8c30 (patch)
treedb3d1d07ea7e2c769562eeb2f5ad09587df376f6 /indra/newview/llworld.cpp
parent26700e0d40c5f650e713f5209dd80b5df84b2b5a (diff)
parent8947724baa6d595844daeee2f18c865d1886acc5 (diff)
merge from viewer-development.
Diffstat (limited to 'indra/newview/llworld.cpp')
-rw-r--r--indra/newview/llworld.cpp353
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(), &region_x, &region_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);