diff options
4 files changed, 45 insertions, 16 deletions
diff --git a/doc/testplans/pbr_terrain_appearance.md b/doc/testplans/pbr_terrain_appearance.md index 4f0ee5c943..f6d54029b5 100644 --- a/doc/testplans/pbr_terrain_appearance.md +++ b/doc/testplans/pbr_terrain_appearance.md @@ -2,6 +2,8 @@ ## Tiling +The southwest corner of a region with PBR materials should exactly match up with the bottom left corner of the material texture(s). + If two adjacent regions have the same PBR terrain settings, then: - There should not be seams between the two regions at their shared border diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl index 489fc26e3f..d7c8fe1861 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl @@ -50,8 +50,8 @@ out vec3 vary_position; // tangent_space_transform below. uniform vec4[2] texture_base_color_transform; -vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); -vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); +vec2 terrain_texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform); +vec3 terrain_tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform); void main() { @@ -70,7 +70,7 @@ void main() // *HACK: Should be using texture_normal_transform here. The KHR texture // transform spec requires handling texture transforms separately for each // individual texture. - vary_tangent = normalize(tangent_space_transform(vec4(t, tangent.w), n, texture_base_color_transform, texture_matrix0)); + vary_tangent = normalize(terrain_tangent_space_transform(vec4(t, tangent.w), n, texture_base_color_transform)); vary_sign = tangent.w; vary_normal = normalize(n); @@ -80,13 +80,13 @@ void main() // separately for each individual texture. #if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3 // xy - vary_coords[0].xy = texture_transform(position.xy, texture_base_color_transform, texture_matrix0); + vary_coords[0].xy = terrain_texture_transform(position.xy, texture_base_color_transform); // yz - vary_coords[0].zw = texture_transform(position.yz, texture_base_color_transform, texture_matrix0); + vary_coords[0].zw = terrain_texture_transform(position.yz, texture_base_color_transform); // (-x)z - vary_coords[1].xy = texture_transform(position.xz * vec2(-1, 1), texture_base_color_transform, texture_matrix0); + vary_coords[1].xy = terrain_texture_transform(position.xz * vec2(-1, 1), texture_base_color_transform); #elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1 - vary_texcoord0.xy = texture_transform(position.xy, texture_base_color_transform, texture_matrix0); + vary_texcoord0.xy = terrain_texture_transform(position.xy, texture_base_color_transform); #endif vec4 tc = vec4(texcoord1,0,1); diff --git a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl index 732333311c..7c02cb9d4a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl @@ -77,6 +77,19 @@ vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl return texcoord; } +// Similar to texture_transform but no offset during coordinate system +// conversion, and no texture animation support. +vec2 terrain_texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform) +{ + vec2 texcoord = vertex_texcoord; + + texcoord.y = -texcoord.y; + texcoord = khr_texture_transform(texcoord, khr_gltf_transform[0].xy, khr_gltf_transform[0].z, khr_gltf_transform[1].xy); + texcoord.y = -texcoord.y; + + return texcoord; +} + // Take the rotation only from both transforms and apply to the tangent. This // accounts for the change of the topology of the normal texture when a texture // rotation is applied to it. @@ -120,3 +133,25 @@ vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] kh return (weights.x * vertex_binormal.xyz) + (weights.y * vertex_tangent.xyz); } + +// Similar to tangent_space_transform but no no texture animation support. +vec3 terrain_tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform) +{ + // Immediately convert to left-handed coordinate system ((0,1) -> (0, -1)) + vec2 weights = vec2(0, -1); + + // Apply KHR_texture_transform (rotation only) + float khr_rotation = khr_gltf_transform[0].z; + mat2 khr_rotation_mat = mat2( + cos(khr_rotation),-sin(khr_rotation), + sin(khr_rotation), cos(khr_rotation) + ); + weights = khr_rotation_mat * weights; + + // Convert back to right-handed coordinate system + weights.y = -weights.y; + + vec3 vertex_binormal = vertex_tangent.w * cross(vertex_normal, vertex_tangent.xyz); + + return (weights.x * vertex_binormal.xyz) + (weights.y * vertex_tangent.xyz); +} diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp index c5932a6ad9..b33a2dd9bb 100644 --- a/indra/newview/lldrawpoolterrain.cpp +++ b/indra/newview/lldrawpoolterrain.cpp @@ -431,18 +431,10 @@ void LLDrawPoolTerrain::renderFullShaderPBR(BOOL local_materials) LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; llassert(shader); - - - // *TODO: Figure out why this offset is *sometimes* producing seams at the - // region edge, and repeat jumps when crossing regions, when - // RenderTerrainPBRScale is not a factor of the region scale. - LLVector3d region_origin_global = gAgent.getRegion()->getOriginGlobal(); - F32 offset_x = (F32)fmod(region_origin_global.mdV[VX], 1.0/(F64)sPBRDetailScale)*sPBRDetailScale; - F32 offset_y = (F32)fmod(region_origin_global.mdV[VY], 1.0/(F64)sPBRDetailScale)*sPBRDetailScale; LLGLTFMaterial::TextureTransform base_color_transform; base_color_transform.mScale = LLVector2(sPBRDetailScale, sPBRDetailScale); - base_color_transform.mOffset = LLVector2(offset_x, offset_y); + // *TODO: mOffset and mRotation left at defaults for now. (per-material texture transforms are implemented in another branch) F32 base_color_packed[8]; base_color_transform.getPacked(base_color_packed); // *HACK: Use the same texture repeats for all PBR terrain textures for now |