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authorDave Parks <davep@lindenlab.com>2011-02-09 16:53:47 -0600
committerDave Parks <davep@lindenlab.com>2011-02-09 16:53:47 -0600
commit10518eaaaef51f6d5a23a4c8fa15267bf9aa0821 (patch)
tree1177920fdf2982cf99349132a37acb1daf3f83e8 /indra/newview
parent068822b18d4e62381a25c833cfa2639eddd4c24d (diff)
SH-874 Revert much of the bad water bounding box and distortion texture usage changes from SNOW-643 and properly occlusion cull void water patches for machines without depth clamp.
Diffstat (limited to 'indra/newview')
-rw-r--r--indra/newview/llspatialpartition.cpp2
-rw-r--r--indra/newview/llworld.cpp454
2 files changed, 142 insertions, 314 deletions
diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp
index 40f1596139..5dd1b5ba7e 100644
--- a/indra/newview/llspatialpartition.cpp
+++ b/indra/newview/llspatialpartition.cpp
@@ -1670,7 +1670,7 @@ void LLSpatialGroup::doOcclusion(LLCamera* camera)
if (!use_depth_clamp && mSpatialPartition->mDrawableType == LLDrawPool::POOL_VOIDWATER)
{
- LLGLSquashToFarClip squash(glh_get_current_projection());
+ LLGLSquashToFarClip squash(glh_get_current_projection(), 1);
if (camera->getOrigin().isExactlyZero())
{ //origin is invalid, draw entire box
mOcclusionVerts->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, 0);
diff --git a/indra/newview/llworld.cpp b/indra/newview/llworld.cpp
index fa9b9d5bc3..146bab0c0a 100644
--- a/indra/newview/llworld.cpp
+++ b/indra/newview/llworld.cpp
@@ -870,320 +870,148 @@ void LLWorld::waterHeightRegionInfo(std::string const& sim_name, F32 water_heigh
}
}
-// 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())
- {
- return;
- }
- if (mRegionList.empty())
- {
- llwarns << "No regions!" << llendl;
- return;
- }
-
- // 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;
- from_region_handle(regionp->getHandle(), &region_x, &region_y);
-
- // 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;
-
- // 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();
- if (waterp)
- {
- gObjectList.updateActive(waterp);
- }
- }
-
- // Clean up all existing Hole water objects.
- for (std::list<LLVOWater*>::iterator iter = mHoleWaterObjects.begin();
- iter != mHoleWaterObjects.end(); ++iter)
- {
- LLVOWater* waterp = *iter;
- gObjectList.killObject(waterp);
- }
- mHoleWaterObjects.clear();
+void LLWorld::updateWaterObjects()
+{
+ if (!gAgent.getRegion())
+ {
+ return;
+ }
+ if (mRegionList.empty())
+ {
+ llwarns << "No regions!" << llendl;
+ 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;
+ 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;
+
+ F32 height = 0.f;
+
+ 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);
+ }
+ }
+
+ for (std::list<LLVOWater*>::iterator iter = mHoleWaterObjects.begin();
+ 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)
+ {
+ for (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());
+ 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));
+ 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) };
+
+ S32 dir;
+ for (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;
+ }
+
+ // 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_VOID_WATER,
+ gAgent.getRegion());
+ waterp = mEdgeWaterObjects[dir];
+ waterp->setUseTexture(FALSE);
+ waterp->setIsEdgePatch(TRUE);
+ 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];
+
+ waterp->setPositionGlobal(water_pos);
+ waterp->setScale(water_scale);
+
+ gObjectList.updateActive(waterp);
+ }
+}
- // 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 (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_VOID_WATER, gAgent.getRegion());
- waterp->setUseTexture(FALSE);
- 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);
- }
- }
- }
-
- // 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.
-
- for (S32 dir = 0; dir < 8; ++dir)
- {
- // 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];
-
- 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_VOID_WATER, gAgent.getRegion());
- waterp = mEdgeWaterObjects[dir];
- waterp->setUseTexture(FALSE);
- 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, water_center_z);
- LLVector3 water_scale((F32) dim_x, (F32) dim_y, box_height);
-
- waterp->setPositionGlobal(water_pos);
- waterp->setScale(water_scale);
-
- gObjectList.updateActive(waterp);
- }
-}
void LLWorld::shiftRegions(const LLVector3& offset)
{