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-rw-r--r--indra/llrender/llglslshader.cpp22
-rw-r--r--indra/llrender/llglslshader.h2
-rw-r--r--indra/llrender/llshadermgr.cpp3
-rw-r--r--indra/llrender/llshadermgr.h1
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/pbrTerrainBakeF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/terrainStampF.glsl44
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/terrainStampV.glsl39
-rw-r--r--indra/newview/lldrawpoolterrain.cpp8
-rw-r--r--indra/newview/llterrainpaintmap.cpp326
-rw-r--r--indra/newview/llterrainpaintmap.h28
-rw-r--r--indra/newview/llviewermenu.cpp33
-rw-r--r--indra/newview/llviewershadermgr.cpp19
-rw-r--r--indra/newview/llviewershadermgr.h1
-rw-r--r--indra/newview/llvlcomposition.cpp8
-rw-r--r--indra/newview/llvlcomposition.h13
15 files changed, 510 insertions, 39 deletions
diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp
index 6ba5463acd..bbbce1965e 100644
--- a/indra/llrender/llglslshader.cpp
+++ b/indra/llrender/llglslshader.cpp
@@ -1138,6 +1138,28 @@ S32 LLGLSLShader::bindTexture(S32 uniform, LLTexture* texture, LLTexUnit::eTextu
return uniform;
}
+// For LLImageGL-wrapped textures created via GL elsewhere with our API only. Use with caution.
+S32 LLGLSLShader::bindTextureImageGL(S32 uniform, LLImageGL* texture, LLTexUnit::eTextureType mode)
+{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
+
+ if (uniform < 0 || uniform >= (S32)mTexture.size())
+ {
+ LL_WARNS_ONCE("Shader") << "Uniform index out of bounds. Size: " << (S32)mUniform.size() << " index: " << uniform << LL_ENDL;
+ llassert(false);
+ return -1;
+ }
+
+ uniform = mTexture[uniform];
+
+ if (uniform > -1)
+ {
+ gGL.getTexUnit(uniform)->bind(texture);
+ }
+
+ return uniform;
+}
+
S32 LLGLSLShader::bindTexture(S32 uniform, LLRenderTarget* texture, bool depth, LLTexUnit::eTextureFilterOptions mode, U32 index)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h
index 2d669c70a9..c24daaf686 100644
--- a/indra/llrender/llglslshader.h
+++ b/indra/llrender/llglslshader.h
@@ -264,6 +264,8 @@ public:
// You can reuse the return value to unbind a texture when required.
S32 bindTexture(const std::string& uniform, LLTexture* texture, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
S32 bindTexture(S32 uniform, LLTexture* texture, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
+ // For LLImageGL-wrapped textures created via GL elsewhere with our API only. Use with caution.
+ S32 bindTextureImageGL(S32 uniform, LLImageGL* texture, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
S32 bindTexture(const std::string& uniform, LLRenderTarget* texture, bool depth = false, LLTexUnit::eTextureFilterOptions mode = LLTexUnit::TFO_BILINEAR);
S32 bindTexture(S32 uniform, LLRenderTarget* texture, bool depth = false, LLTexUnit::eTextureFilterOptions mode = LLTexUnit::TFO_BILINEAR, U32 index = 0);
S32 unbindTexture(const std::string& uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index 6097b09d96..796805e2a5 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -1190,8 +1190,9 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("gltf_material_id"); // (GLTF)
mReservedUniforms.push_back("terrain_texture_transforms"); // (GLTF)
+ mReservedUniforms.push_back("terrain_stamp_scale");
- llassert(mReservedUniforms.size() == LLShaderMgr::TERRAIN_TEXTURE_TRANSFORMS +1);
+ llassert(mReservedUniforms.size() == LLShaderMgr::TERRAIN_STAMP_SCALE +1);
mReservedUniforms.push_back("viewport");
diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h
index 1bae0cd8a0..ff07ce454b 100644
--- a/indra/llrender/llshadermgr.h
+++ b/indra/llrender/llshadermgr.h
@@ -67,6 +67,7 @@ public:
GLTF_MATERIAL_ID, // "gltf_material_id" (GLTF)
TERRAIN_TEXTURE_TRANSFORMS, // "terrain_texture_transforms" (GLTF)
+ TERRAIN_STAMP_SCALE, // "terrain_stamp_scale"
VIEWPORT, // "viewport"
LIGHT_POSITION, // "light_position"
diff --git a/indra/newview/app_settings/shaders/class1/interface/pbrTerrainBakeF.glsl b/indra/newview/app_settings/shaders/class1/interface/pbrTerrainBakeF.glsl
index cf20653a0f..a79a56d725 100644
--- a/indra/newview/app_settings/shaders/class1/interface/pbrTerrainBakeF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/pbrTerrainBakeF.glsl
@@ -1,5 +1,5 @@
/**
- * @file terrainBakeF.glsl
+ * @file pbrTerrainBakeF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
diff --git a/indra/newview/app_settings/shaders/class1/interface/terrainStampF.glsl b/indra/newview/app_settings/shaders/class1/interface/terrainStampF.glsl
new file mode 100644
index 0000000000..e79e9010e6
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/terrainStampF.glsl
@@ -0,0 +1,44 @@
+/**
+ * @file terrainStampF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2024, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+/*[EXTRA_CODE_HERE]*/
+
+out vec4 frag_color;
+
+// Paint texture to stamp into the "paintmap"
+uniform sampler2D diffuseMap;
+
+in vec2 vary_texcoord0;
+
+void main()
+{
+ vec4 col = texture(diffuseMap, vary_texcoord0);
+ if (col.a <= 0.0f)
+ {
+ discard;
+ }
+
+ frag_color = max(col, vec4(0));
+}
diff --git a/indra/newview/app_settings/shaders/class1/interface/terrainStampV.glsl b/indra/newview/app_settings/shaders/class1/interface/terrainStampV.glsl
new file mode 100644
index 0000000000..294fa6be26
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/terrainStampV.glsl
@@ -0,0 +1,39 @@
+/**
+ * @file terrainStampV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2024, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform mat4 modelview_projection_matrix;
+uniform vec2 terrain_stamp_scale;
+
+in vec3 position;
+
+out vec2 vary_texcoord0;
+
+void main()
+{
+ gl_Position = modelview_projection_matrix * vec4(position, 1.0);
+ // Positions without transforms are treated as UVs for the purpose of this shader.
+ vary_texcoord0.xy = terrain_stamp_scale * position.xy;
+}
+
diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp
index 5e676bc5b3..57def49539 100644
--- a/indra/newview/lldrawpoolterrain.cpp
+++ b/indra/newview/lldrawpoolterrain.cpp
@@ -296,7 +296,7 @@ void LLDrawPoolTerrain::renderFullShaderTextures()
// GL_BLEND disabled by default
drawLoop();
- // Disable multitexture
+ // Disable textures
sShader->disableTexture(LLViewerShaderMgr::TERRAIN_ALPHARAMP);
sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0);
sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL1);
@@ -557,7 +557,7 @@ void LLDrawPoolTerrain::renderFullShaderPBR(bool use_local_materials)
// GL_BLEND disabled by default
drawLoop();
- // Disable multitexture
+ // Disable textures
if (paint_type == TERRAIN_PAINT_TYPE_HEIGHTMAP_WITH_NOISE)
{
@@ -769,7 +769,7 @@ void LLDrawPoolTerrain::renderFull4TU()
}
LLVertexBuffer::unbind();
- // Disable multitexture
+ // Disable textures
gGL.getTexUnit(3)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(3)->disable();
gGL.getTexUnit(3)->activate();
@@ -949,7 +949,7 @@ void LLDrawPoolTerrain::renderFull2TU()
// Restore blend state
gGL.setSceneBlendType(LLRender::BT_ALPHA);
- // Disable multitexture
+ // Disable textures
gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(1)->disable();
diff --git a/indra/newview/llterrainpaintmap.cpp b/indra/newview/llterrainpaintmap.cpp
index 6979464cd3..7dc09a4748 100644
--- a/indra/newview/llterrainpaintmap.cpp
+++ b/indra/newview/llterrainpaintmap.cpp
@@ -31,6 +31,8 @@
// library includes
#include "llglslshader.h"
#include "llrendertarget.h"
+#include "llrender2dutils.h"
+#include "llshadermgr.h"
#include "llvertexbuffer.h"
// newview includes
@@ -89,8 +91,8 @@ bool LLTerrainPaintMap::bakeHeightNoiseIntoPBRPaintMapRGB(const LLViewerRegion&
// Bind the debug shader and render terrain to tex
// Use a scratch render target because its dimensions may exceed the standard bake target, and this is a one-off bake
LLRenderTarget scratch_target;
- const S32 dim = llmin(tex.getWidth(), tex.getHeight());
- scratch_target.allocate(dim, dim, GL_RGB, false, LLTexUnit::eTextureType::TT_TEXTURE,
+ const S32 max_dim = llmax(tex.getWidth(), tex.getHeight());
+ scratch_target.allocate(max_dim, max_dim, GL_RGB, false, LLTexUnit::eTextureType::TT_TEXTURE,
LLTexUnit::eTextureMipGeneration::TMG_NONE);
if (!scratch_target.isComplete())
{
@@ -117,6 +119,7 @@ bool LLTerrainPaintMap::bakeHeightNoiseIntoPBRPaintMapRGB(const LLViewerRegion&
const F32 region_half_width = region_width / 2.0f;
const F32 region_camera_height = surface.getMaxZ() + DEFAULT_NEAR_PLANE;
LLViewerCamera camera;
+ // TODO: Huh... I just realized this view vector is not completely vertical
const LLVector3 region_center = LLVector3(region_half_width, region_half_width, 0.0) + region.getOriginAgent();
const LLVector3 camera_origin = LLVector3(0.0f, 0.0f, region_camera_height) + region_center;
camera.lookAt(camera_origin, region_center, LLVector3::y_axis);
@@ -250,6 +253,7 @@ bool LLTerrainPaintMap::bakeHeightNoiseIntoPBRPaintMapRGB(const LLViewerRegion&
S32 alpha_ramp = shader.enableTexture(LLViewerShaderMgr::TERRAIN_ALPHARAMP);
LLPointer<LLViewerTexture> alpha_ramp_texture = LLViewerTextureManager::getFetchedTexture(IMG_ALPHA_GRAD_2D);
+ // TODO: Consider using LLGLSLShader::bindTexture
gGL.getTexUnit(alpha_ramp)->bind(alpha_ramp_texture);
gGL.getTexUnit(alpha_ramp)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
@@ -263,6 +267,7 @@ bool LLTerrainPaintMap::bakeHeightNoiseIntoPBRPaintMapRGB(const LLViewerRegion&
const U32 vertex_offset = n * patch_index;
llassert(index_offset + ni <= region_indices);
llassert(vertex_offset + n <= region_vertices);
+ // TODO: Try a single big drawRange and see if that still works
buf->drawRange(LLRender::TRIANGLES, vertex_offset, vertex_offset + n - 1, ni, index_offset);
}
}
@@ -282,7 +287,7 @@ bool LLTerrainPaintMap::bakeHeightNoiseIntoPBRPaintMapRGB(const LLViewerRegion&
gGL.flush();
LLVertexBuffer::unbind();
// Final step: Copy the output to the terrain paintmap
- const bool success = tex.getGLTexture()->setSubImageFromFrameBuffer(0, 0, 0, 0, dim, dim);
+ const bool success = tex.getGLTexture()->setSubImageFromFrameBuffer(0, 0, 0, 0, tex.getWidth(), tex.getHeight());
if (!success)
{
LL_WARNS() << "Failed to copy framebuffer to paintmap" << LL_ENDL;
@@ -297,10 +302,10 @@ bool LLTerrainPaintMap::bakeHeightNoiseIntoPBRPaintMapRGB(const LLViewerRegion&
return success;
}
-// TODO: Decide when to apply the paint queue - ideally once per frame per region
+// *TODO: Decide when to apply the paint queue - ideally once per frame per region
// Applies paints and then clears the paint queue
// *NOTE The paint queue is also cleared when setting the paintmap texture
-void LLTerrainPaintMap::applyPaintQueue(LLViewerTexture& tex, LLTerrainPaintQueue& queue)
+void LLTerrainPaintMap::applyPaintQueueRGB(LLViewerTexture& tex, LLTerrainPaintQueue& queue)
{
if (queue.empty()) { return; }
@@ -310,6 +315,11 @@ void LLTerrainPaintMap::applyPaintQueue(LLViewerTexture& tex, LLTerrainPaintQueu
gGL.getTexUnit(0)->bind(tex.getGLTexture(), false, true);
+ // glTexSubImage2D replaces all pixels in the rectangular region. That
+ // makes it unsuitable for alpha.
+ llassert(queue.getComponents() == LLTerrainPaint::RGB);
+ constexpr GLenum pixformat = GL_RGB;
+
const std::vector<LLTerrainPaint::ptr_t>& queue_list = queue.get();
for (size_t i = 0; i < queue_list.size(); ++i)
{
@@ -328,8 +338,10 @@ void LLTerrainPaintMap::applyPaintQueue(LLViewerTexture& tex, LLTerrainPaintQueu
const S32 width = llmin(paint->mWidthX, tex.getWidth() - x_offset);
const S32 height = llmin(paint->mWidthY, tex.getHeight() - y_offset);
const U8* pixels = paint->mData.data();
- constexpr GLenum pixformat = GL_RGB;
constexpr GLenum pixtype = GL_UNSIGNED_BYTE;
+ // *TODO: Performance suggestion: Use the sub-image utility function
+ // that LLImageGL::setSubImage uses to split texture updates into
+ // lines, if that's faster.
glTexSubImage2D(GL_TEXTURE_2D, miplevel, x_offset, y_offset, width, height, pixformat, pixtype, pixels);
stop_glerror();
}
@@ -343,7 +355,284 @@ void LLTerrainPaintMap::applyPaintQueue(LLViewerTexture& tex, LLTerrainPaintQueu
queue.clear();
}
-bool LLTerrainPaintQueue::enqueue(LLTerrainPaint::ptr_t& paint)
+namespace
+{
+
+// A general-purpose vertex buffer of a quad for stamping textures on the z=0
+// plane.
+// *NOTE: Because we know the vertex XY coordinates go from 0 to 1
+// pre-transform, UVs can be calculated from the vertices
+LLVertexBuffer& get_paint_triangle_buffer()
+{
+ static LLPointer<LLVertexBuffer> buf = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX);
+ static bool initialized = false;
+ if (!initialized)
+ {
+ // Two triangles forming a square from (0,0) to (1,1)
+ buf->allocateBuffer(/*vertices =*/ 4, /*indices =*/ 6);
+ LLStrider<U16> indices;
+ LLStrider<LLVector3> vertices;
+ buf->getVertexStrider(vertices);
+ buf->getIndexStrider(indices);
+ // y
+ // 2....3
+ // ^ . .
+ // | 0....1
+ // |
+ // -------> x
+ //
+ // triangle 1: 0,1,2
+ // triangle 2: 1,3,2
+ (*(vertices++)).set(0.0f, 0.0f, 0.0f);
+ (*(vertices++)).set(1.0f, 0.0f, 0.0f);
+ (*(vertices++)).set(0.0f, 1.0f, 0.0f);
+ (*(vertices++)).set(1.0f, 1.0f, 0.0f);
+ *(indices++) = 0;
+ *(indices++) = 1;
+ *(indices++) = 2;
+ *(indices++) = 1;
+ *(indices++) = 3;
+ *(indices++) = 2;
+ buf->unmapBuffer();
+ }
+ return *buf;
+}
+
+};
+
+// static
+LLTerrainPaintQueue LLTerrainPaintMap::convertPaintQueueRGBAToRGB(LLViewerTexture& tex, LLTerrainPaintQueue& queue_in)
+{
+#ifdef SHOW_ASSERT
+ check_tex(tex);
+#endif
+ llassert(queue_in.getComponents() == LLTerrainPaint::RGBA);
+
+ // TODO: Avoid allocating a scratch render buffer and use mAuxillaryRT instead
+ // TODO: even if it means performing extra render operations to apply the paints, in rare cases where the paints can't all fit within an area that can be represented by the buffer
+ LLRenderTarget scratch_target;
+ const S32 max_dim = llmax(tex.getWidth(), tex.getHeight());
+ scratch_target.allocate(max_dim, max_dim, GL_RGB, false, LLTexUnit::eTextureType::TT_TEXTURE,
+ LLTexUnit::eTextureMipGeneration::TMG_NONE);
+ if (!scratch_target.isComplete())
+ {
+ llassert(false);
+ LL_WARNS() << "Failed to allocate render target" << LL_ENDL;
+ return false;
+ }
+ gGL.getTexUnit(0)->disable();
+ stop_glerror();
+
+ scratch_target.bindTarget();
+ glClearColor(0, 0, 0, 0);
+ scratch_target.clear();
+ const F32 target_half_width = (F32)scratch_target.getWidth() / 2.0f;
+ const F32 target_half_height = (F32)scratch_target.getHeight() / 2.0f;
+
+ LLVertexBuffer* buf = &get_paint_triangle_buffer();
+
+ // Update projection matrix and viewport
+ // *NOTE: gl_state_for_2d also sets the modelview matrix. This will be overridden later.
+ {
+ stop_glerror();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.ortho(-target_half_width, target_half_width, -target_half_height, target_half_height, 0.25f, 1.0f);
+ stop_glerror();
+ const LLRect texture_rect(0, scratch_target.getHeight(), scratch_target.getWidth(), 0);
+ glViewport(texture_rect.mLeft, texture_rect.mBottom, texture_rect.getWidth(), texture_rect.getHeight());
+ }
+
+ // View matrix
+ // Coordinates should be in pixels. 1.0f = 1 pixel on the framebuffer.
+ // Camera is centered in the middle of the framebuffer.
+ glh::matrix4f view((GLfloat *) OGL_TO_CFR_ROTATION);
+ {
+ LLViewerCamera camera;
+ const LLVector3 camera_origin(target_half_width, target_half_height, 0.5f);
+ const LLVector3 camera_look_down(target_half_width, target_half_height, 0.0f);
+ camera.lookAt(camera_origin, camera_look_down, LLVector3::y_axis);
+ camera.setAspect(F32(scratch_target.getHeight()) / F32(scratch_target.getWidth()));
+ GLfloat ogl_matrix[16];
+ camera.getOpenGLTransform(ogl_matrix);
+ view *= glh::matrix4f(ogl_matrix);
+ }
+
+ LLGLDisable stencil(GL_STENCIL_TEST);
+ LLGLDisable scissor(GL_SCISSOR_TEST);
+ LLGLEnable cull_face(GL_CULL_FACE);
+ LLGLDepthTest depth_test(GL_FALSE, GL_FALSE, GL_ALWAYS);
+ LLGLEnable blend(GL_BLEND);
+ gGL.setSceneBlendType(LLRender::BT_ALPHA);
+
+ LLGLSLShader& shader = gTerrainStampProgram;
+ shader.bind();
+
+ // First, apply the paint map as the background
+ {
+ glh::matrix4f model;
+ {
+ model.set_scale(glh::vec3f((F32)tex.getWidth(), (F32)tex.getHeight(), 1.0f));
+ model.set_translate(glh::vec3f(0.0f, 0.0f, 0.0f));
+ }
+ glh::matrix4f modelview = view * model;
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.loadMatrix(modelview.m);
+
+ shader.bindTexture(LLShaderMgr::DIFFUSE_MAP, &tex);
+ // We care about the whole paintmap, which is already a power of two.
+ // Hence, TERRAIN_STAMP_SCALE = (1.0,1.0)
+ shader.uniform2f(LLShaderMgr::TERRAIN_STAMP_SCALE, 1.0f, 1.0f);
+ buf->setBuffer();
+ buf->draw(LLRender::TRIANGLES, buf->getIndicesSize(), 0);
+ }
+
+ LLTerrainPaintQueue queue_out(LLTerrainPaint::RGB);
+
+ // Incrementally apply each RGBA paint to the render target, then extract
+ // the result back into memory as an RGB paint.
+ // Put each result in queue_out.
+ const std::vector<LLTerrainPaint::ptr_t>& queue_in_list = queue_in.get();
+ for (size_t i = 0; i < queue_in_list.size(); ++i)
+ {
+ // It is currently the responsibility of the paint queue to convert
+ // incoming bits to the right bit depth for paint operations (this
+ // could change in the future).
+ queue_in.convertBitDepths(i, 8);
+ const LLTerrainPaint::ptr_t& paint_in = queue_in_list[i];
+
+ // Modelview matrix for the current paint
+ // View matrix is already computed. Just need the model matrix.
+ // Orthographic projection matrix is already updated
+ glh::matrix4f model;
+ {
+ model.set_scale(glh::vec3f(paint_in->mWidthX, paint_in->mWidthY, 1.0f));
+ model.set_translate(glh::vec3f(paint_in->mStartX, paint_in->mStartY, 0.0f));
+ }
+ glh::matrix4f modelview = view * model;
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.loadMatrix(modelview.m);
+
+ // Generate temporary stamp texture from paint contents.
+ // Our stamp image needs to be a power of two.
+ // Because the paint data may not cover a whole power-of-two region,
+ // allocate a bigger 2x2 image if needed, but set the image data later
+ // for a subset of the image.
+ // Pixel data outside this subset is left undefined. We will use
+ // TERRAIN_STAMP_SCALE in the stamp shader to define the subset of the
+ // image we care about.
+ const U32 width_rounded = 1 << U32(ceil(log2(F32(paint_in->mWidthX))));
+ const U32 height_rounded = 1 << U32(ceil(log2(F32(paint_in->mWidthY))));
+ LLPointer<LLImageGL> stamp_image;
+ {
+ // Create image object (dimensions not yet initialized in GL)
+ U32 stamp_tex_name;
+ LLImageGL::generateTextures(1, &stamp_tex_name);
+ const U32 components = paint_in->mComponents;
+ constexpr LLGLenum target = GL_TEXTURE_2D;
+ const LLGLenum internal_format = paint_in->mComponents == 4 ? GL_RGBA8 : GL_RGB8;
+ const LLGLenum format = paint_in->mComponents == 4 ? GL_RGBA : GL_RGB;
+ constexpr LLGLenum type = GL_UNSIGNED_BYTE;
+ stamp_image = new LLImageGL(stamp_tex_name, components, target, internal_format, format, type, LLTexUnit::TAM_WRAP);
+ // Nearest-neighbor filtering to reduce surprises
+ stamp_image->setFilteringOption(LLTexUnit::TFO_POINT);
+
+ // Initialize the image dimensions in GL
+ constexpr U8* undefined_data_for_now = nullptr;
+ gGL.getTexUnit(0)->bind(stamp_image, false, true);
+ glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width_rounded, height_rounded, 0, format, type, undefined_data_for_now);
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ stamp_image->setSize(width_rounded, height_rounded, components);
+ stamp_image->setDiscardLevel(0);
+
+ // Manually set a subset of the image in GL
+ const U8* data = paint_in->mData.data();
+ const S32 data_width = paint_in->mWidthX;
+ const S32 data_height = paint_in->mWidthY;
+ constexpr S32 origin = 0;
+ // width = data_width; height = data_height. i.e.: Copy the full
+ // contents of data into the image.
+ stamp_image->setSubImage(data, data_width, data_height, origin, origin, /*width=*/data_width, /*height=*/data_height);
+ }
+
+ // Apply ("stamp") the paint to the render target
+ {
+ shader.bindTextureImageGL(LLShaderMgr::DIFFUSE_MAP, stamp_image);
+ const F32 width_fraction = F32(paint_in->mWidthX) / F32(width_rounded);
+ const F32 height_fraction = F32(paint_in->mWidthY) / F32(height_rounded);
+ shader.uniform2f(LLShaderMgr::TERRAIN_STAMP_SCALE, width_fraction, height_fraction);
+ buf->setBuffer();
+ buf->draw(LLRender::TRIANGLES, buf->getIndicesSize(), 0);
+ }
+
+ // Extract the result back into memory as an RGB paint
+ LLTerrainPaint::ptr_t paint_out = std::make_shared<LLTerrainPaint>();
+ {
+ paint_out->mStartX = paint_in->mStartX;
+ paint_out->mStartY = paint_in->mStartY;
+ paint_out->mWidthX = paint_in->mWidthX;
+ paint_out->mWidthY = paint_in->mWidthY;
+ paint_out->mBitDepth = 8; // Will be reduced to 5 bits later
+ paint_out->mComponents = LLTerrainPaint::RGB;
+ paint_out->mData.resize(paint_out->mComponents * paint_out->mWidthX * paint_out->mWidthY);
+ constexpr GLint miplevel = 0;
+ const S32 x_offset = paint_out->mStartX;
+ const S32 y_offset = paint_out->mStartY;
+ const S32 width = llmin(paint_out->mWidthX, tex.getWidth() - x_offset);
+ const S32 height = llmin(paint_out->mWidthY, tex.getHeight() - y_offset);
+ constexpr GLenum pixformat = GL_RGB;
+ constexpr GLenum pixtype = GL_UNSIGNED_BYTE;
+ llassert(paint_out->mData.size() <= std::numeric_limits<GLsizei>::max());
+ const GLsizei buf_size = (GLsizei)paint_out->mData.size();
+ U8* pixels = paint_out->mData.data();
+ glReadPixels(x_offset, y_offset, width, height, pixformat, pixtype, pixels);
+ }
+
+ // Enqueue the result to the new paint queue, with bit depths per color
+ // channel reduced from 8 to 5, and reduced from RGBA (paintmap
+ // sub-rectangle update with alpha mask) to RGB (paintmap sub-rectangle
+ // update without alpha mask). This format is suitable for sending
+ // over the network.
+ // *TODO: At some point, queue_out will pass through a network
+ // round-trip which will reduce the bit depth, making the
+ // pre-conversion step not necessary.
+ queue_out.enqueue(paint_out);
+ queue_out.convertBitDepths(queue_out.size()-1, 5);
+ }
+
+ queue_in.clear();
+
+ scratch_target.flush();
+
+ LLGLSLShader::unbind();
+
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.popMatrix();
+
+ return queue_out;
+}
+
+LLTerrainPaintQueue::LLTerrainPaintQueue(U8 components)
+: mComponents(components)
+{
+ llassert(mComponents == LLTerrainPaint::RGB || mComponents == LLTerrainPaint::RGBA);
+}
+
+LLTerrainPaintQueue::LLTerrainPaintQueue(const LLTerrainPaintQueue& other)
+{
+ *this = other;
+ llassert(mComponents == LLTerrainPaint::RGB || mComponents == LLTerrainPaint::RGBA);
+}
+
+LLTerrainPaintQueue& LLTerrainPaintQueue::operator=(const LLTerrainPaintQueue& other)
+{
+ mComponents = other.mComponents;
+ mList = other.mList;
+ return *this;
+}
+
+bool LLTerrainPaintQueue::enqueue(LLTerrainPaint::ptr_t& paint, bool dry_run)
{
llassert(paint);
if (!paint) { return false; }
@@ -353,7 +642,7 @@ bool LLTerrainPaintQueue::enqueue(LLTerrainPaint::ptr_t& paint)
// The internal paint map image is currently 8 bits, so that's the maximum
// allowed bit depth.
llassert(paint->mBitDepth > 0 && paint->mBitDepth <= 8);
- llassert(paint->mData.size() == (LLTerrainPaint::COMPONENTS * paint->mWidthX * paint->mWidthY));
+ llassert(paint->mData.size() == (mComponents * paint->mWidthX * paint->mWidthY));
llassert(paint->mWidthX > 0);
llassert(paint->mWidthY > 0);
#ifdef SHOW_ASSERT
@@ -364,10 +653,29 @@ bool LLTerrainPaintQueue::enqueue(LLTerrainPaint::ptr_t& paint)
llassert(paint->mStartX < max_texture_width);
llassert(paint->mStartY < max_texture_width);
- mList.push_back(paint);
+ if (!dry_run) { mList.push_back(paint); }
return true;
}
+bool LLTerrainPaintQueue::enqueue(LLTerrainPaintQueue& paint_queue)
+{
+ constexpr bool dry_run = true;
+ for (LLTerrainPaint::ptr_t& paint : paint_queue.mList)
+ {
+ if (!enqueue(paint), dry_run) { return false; }
+ }
+ for (LLTerrainPaint::ptr_t& paint : paint_queue.mList)
+ {
+ enqueue(paint);
+ }
+ return true;
+}
+
+size_t LLTerrainPaintQueue::size() const
+{
+ return mList.size();
+}
+
bool LLTerrainPaintQueue::empty() const
{
return mList.empty();
diff --git a/indra/newview/llterrainpaintmap.h b/indra/newview/llterrainpaintmap.h
index 9189f12cbd..b4d706b107 100644
--- a/indra/newview/llterrainpaintmap.h
+++ b/indra/newview/llterrainpaintmap.h
@@ -26,6 +26,8 @@
#pragma once
+#include "llviewerprecompiledheaders.h"
+
class LLViewerRegion;
class LLViewerTexture;
class LLTerrainPaintQueue;
@@ -41,14 +43,15 @@ public:
// Returns true if successful
static bool bakeHeightNoiseIntoPBRPaintMapRGB(const LLViewerRegion& region, LLViewerTexture& tex);
- static void applyPaintQueue(LLViewerTexture& tex, LLTerrainPaintQueue& queue);
+ static void applyPaintQueueRGB(LLViewerTexture& tex, LLTerrainPaintQueue& queue);
+ static LLTerrainPaintQueue convertPaintQueueRGBAToRGB(LLViewerTexture& tex, LLTerrainPaintQueue& queue_in);
};
// Enqueued paint operations, in texture coordinates.
-// data is always RGB, with each U8 storing one color in the provided bit depth.
-class LLTerrainPaint
+// mData is always RGB or RGBA (determined by mComponents), with each U8
+// storing one color with a max value of (1 >> mBitDepth) - 1
+struct LLTerrainPaint
{
-public:
using ptr_t = std::shared_ptr<LLTerrainPaint>;
U16 mStartX;
@@ -56,25 +59,38 @@ public:
U16 mWidthX;
U16 mWidthY;
U8 mBitDepth;
- static const U8 COMPONENTS = 3;
+ U8 mComponents;
+ const static U8 RGB = 3;
+ const static U8 RGBA = 4;
std::vector<U8> mData;
};
class LLTerrainPaintQueue
{
public:
- bool enqueue(LLTerrainPaint::ptr_t& paint);
+ // components determines what type of LLTerrainPaint is allowed. Must be 3 (RGB) or 4 (RGBA)
+ LLTerrainPaintQueue(U8 components);
+ LLTerrainPaintQueue(const LLTerrainPaintQueue& other);
+ LLTerrainPaintQueue& operator=(const LLTerrainPaintQueue& other);
+
+ bool enqueue(LLTerrainPaint::ptr_t& paint, bool dry_run = false);
+ bool enqueue(LLTerrainPaintQueue& paint_queue);
+ size_t size() const;
bool empty() const;
void clear();
const std::vector<LLTerrainPaint::ptr_t>& get() const { return mList; }
+ U8 getComponents() const { return mComponents; }
// Convert mBitDepth for the LLTerrainPaint in the queue at index
+ // If mBitDepth is already equal to target_bit_depth, no conversion takes
+ // place.
// It is currently the responsibility of the paint queue to convert
// incoming bits to the right bit depth for the paintmap (this could
// change in the future).
void convertBitDepths(size_t index, U8 target_bit_depth);
private:
+ U8 mComponents;
std::vector<LLTerrainPaint::ptr_t> mList;
};
diff --git a/indra/newview/llviewermenu.cpp b/indra/newview/llviewermenu.cpp
index fa6e8870b3..c4bb5eaa2e 100644
--- a/indra/newview/llviewermenu.cpp
+++ b/indra/newview/llviewermenu.cpp
@@ -1435,6 +1435,7 @@ class LLAdvancedTerrainCreateLocalPaintMap : public view_listener_t
const U32 max_resolution = gSavedSettings.getU32("RenderMaxTextureResolution");
dim = llclamp(dim, 16, max_resolution);
dim = 1 << U32(std::ceil(std::log2(dim)));
+ // TODO: Could probably get away with not using image raw here, now that we aren't writing bits via the CPU (see load_exr for example)
LLPointer<LLImageRaw> image_raw = new LLImageRaw(dim,dim,3);
LLPointer<LLViewerTexture> tex = LLViewerTextureManager::getLocalTexture(image_raw.get(), true);
const bool success = LLTerrainPaintMap::bakeHeightNoiseIntoPBRPaintMapRGB(*region, *tex);
@@ -1460,7 +1461,7 @@ class LLAdvancedTerrainEditLocalPaintMap : public view_listener_t
return false;
}
- LLTerrainPaintQueue& paint_queue = gLocalTerrainMaterials.getPaintQueue();
+ LLTerrainPaintQueue& paint_request_queue = gLocalTerrainMaterials.getPaintRequestQueue();
// Enqueue a paint
// Overrides an entire region patch with the material in the last slot
@@ -1477,17 +1478,31 @@ class LLAdvancedTerrainEditLocalPaintMap : public view_listener_t
paint->mBitDepth = bit_depth;
constexpr U8 max_value = (1 << bit_depth) - 1;
const size_t pixel_count = width * width;
- paint->mData.resize(LLTerrainPaint::COMPONENTS * pixel_count);
- for (size_t pixel = 0; pixel < pixel_count; ++pixel)
+ const U8 components = LLTerrainPaint::RGBA;
+ paint->mComponents = components;
+ paint->mData.resize(components * pixel_count);
+ for (size_t h = 0; h < paint->mWidthY; ++h)
{
- paint->mData[(LLTerrainPaint::COMPONENTS*pixel) + LLTerrainPaint::COMPONENTS - 1] = max_value;
+ for (size_t w = 0; w < paint->mWidthX; ++w)
+ {
+ const size_t pixel = (h * paint->mWidthX) + w;
+ // Solid blue color
+ paint->mData[(components*pixel) + components - 2] = max_value; // blue
+ // Alpha gradient from 0.0 to 1.0 along w
+ const U8 alpha = U8(F32(max_value) * F32(w+1) / F32(paint->mWidthX));
+ paint->mData[(components*pixel) + components - 1] = alpha; // alpha
+ }
}
- paint_queue.enqueue(paint);
+ paint_request_queue.enqueue(paint);
- // Apply the paint queue ad-hoc right here for now.
- // *TODO: Eventually the paint queue should be applied at a predictable
- // time in the viewer frame loop.
- LLTerrainPaintMap::applyPaintQueue(*tex, paint_queue);
+ // Apply the paint queues ad-hoc right here for now.
+ // *TODO: Eventually the paint queue(s) should be applied at a
+ // predictable time in the viewer frame loop.
+ // TODO: In hindsight... maybe we *should* bind the paintmap to the render buffer. That makes a lot more sense, and we wouldn't have to reduce its resolution by settling for the bake buffer. If we do that, make a comment above convertPaintQueueRGBAToRGB that the texture is modified!
+ LLTerrainPaintQueue paint_send_queue = LLTerrainPaintMap::convertPaintQueueRGBAToRGB(*tex, paint_request_queue);
+ LLTerrainPaintQueue& paint_map_queue = gLocalTerrainMaterials.getPaintMapQueue();
+ paint_map_queue.enqueue(paint_send_queue);
+ LLTerrainPaintMap::applyPaintQueueRGB(*tex, paint_map_queue);
return true;
}
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index a8fe221d98..8e7af28d41 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -100,6 +100,7 @@ LLGLSLShader gReflectionProbeDisplayProgram;
LLGLSLShader gCopyProgram;
LLGLSLShader gCopyDepthProgram;
LLGLSLShader gPBRTerrainBakeProgram;
+LLGLSLShader gTerrainStampProgram;
//object shaders
LLGLSLShader gObjectPreviewProgram;
@@ -3172,6 +3173,24 @@ bool LLViewerShaderMgr::loadShadersInterface()
if (success)
{
+ LLGLSLShader* shader = &gTerrainStampProgram;
+ U32 bit_depth = gSavedSettings.getU32("TerrainPaintBitDepth");
+ // LLTerrainPaintMap currently uses an RGB8 texture internally
+ bit_depth = llclamp(bit_depth, 1, 8);
+ shader->mName = llformat("Terrain Stamp Shader RGB%o", bit_depth);
+
+ shader->mShaderFiles.clear();
+ shader->mShaderFiles.push_back(make_pair("interface/terrainStampV.glsl", GL_VERTEX_SHADER));
+ shader->mShaderFiles.push_back(make_pair("interface/terrainStampF.glsl", GL_FRAGMENT_SHADER));
+ shader->mShaderLevel = mShaderLevel[SHADER_INTERFACE];
+ const U32 value_range = (1 << bit_depth) - 1;
+ shader->addPermutation("TERRAIN_PAINT_PRECISION", llformat("%d", value_range));
+ success = success && shader->createShader();
+ llassert(success);
+ }
+
+ if (success)
+ {
gAlphaMaskProgram.mName = "Alpha Mask Shader";
gAlphaMaskProgram.mShaderFiles.clear();
gAlphaMaskProgram.mShaderFiles.push_back(make_pair("interface/alphamaskV.glsl", GL_VERTEX_SHADER));
diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h
index b08796025a..e654967c46 100644
--- a/indra/newview/llviewershadermgr.h
+++ b/indra/newview/llviewershadermgr.h
@@ -175,6 +175,7 @@ extern LLGLSLShader gReflectionProbeDisplayProgram;
extern LLGLSLShader gCopyProgram;
extern LLGLSLShader gCopyDepthProgram;
extern LLGLSLShader gPBRTerrainBakeProgram;
+extern LLGLSLShader gTerrainStampProgram;
//output tex0[tc0] - tex1[tc1]
extern LLGLSLShader gTwoTextureCompareProgram;
diff --git a/indra/newview/llvlcomposition.cpp b/indra/newview/llvlcomposition.cpp
index d87658ba89..ca76d93cd7 100644
--- a/indra/newview/llvlcomposition.cpp
+++ b/indra/newview/llvlcomposition.cpp
@@ -317,18 +317,14 @@ LLViewerTexture* LLTerrainMaterials::getPaintMap()
return mPaintMap.get();
}
-LLTerrainPaintQueue& LLTerrainMaterials::getPaintQueue()
-{
- return mPaintQueue;
-}
-
void LLTerrainMaterials::setPaintMap(LLViewerTexture* paint_map)
{
llassert(!paint_map || mPaintType == TERRAIN_PAINT_TYPE_PBR_PAINTMAP);
const bool changed = paint_map != mPaintMap;
mPaintMap = paint_map;
// The paint map has changed, so edits are no longer valid
- mPaintQueue.clear();
+ mPaintRequestQueue.clear();
+ mPaintMapQueue.clear();
}
// Boost the texture loading priority
diff --git a/indra/newview/llvlcomposition.h b/indra/newview/llvlcomposition.h
index 972a46d8db..3f1124a8ac 100644
--- a/indra/newview/llvlcomposition.h
+++ b/indra/newview/llvlcomposition.h
@@ -90,8 +90,14 @@ public:
void setPaintType(U32 paint_type) { mPaintType = paint_type; }
LLViewerTexture* getPaintMap();
void setPaintMap(LLViewerTexture* paint_map);
- // Paint queue for current paint map
- LLTerrainPaintQueue& getPaintQueue();
+ // Queue of client-triggered paint operations that need to be converted
+ // into a form that can be sent to the server.
+ // Paints in this queue are in RGBA format.
+ LLTerrainPaintQueue& getPaintRequestQueue() { return mPaintRequestQueue; }
+ // Paint queue for current paint map - this queue gets applied directly to
+ // the paint map. Paints within are assumed to have already been sent to
+ // the server. Paints in this queue are in RGB format.
+ LLTerrainPaintQueue& getPaintMapQueue() { return mPaintMapQueue; }
protected:
void unboost();
@@ -110,7 +116,8 @@ protected:
U32 mPaintType = TERRAIN_PAINT_TYPE_HEIGHTMAP_WITH_NOISE;
LLPointer<LLViewerTexture> mPaintMap;
- LLTerrainPaintQueue mPaintQueue;
+ LLTerrainPaintQueue mPaintRequestQueue{U8(4)};
+ LLTerrainPaintQueue mPaintMapQueue{U8(3)};
};
// Local materials to override all regions