diff options
Diffstat (limited to 'indra/newview/lldrawpoolterrain.cpp')
-rw-r--r-- | indra/newview/lldrawpoolterrain.cpp | 283 |
1 files changed, 255 insertions, 28 deletions
diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp index 77189dceae..fc8e9fcfe5 100644 --- a/indra/newview/lldrawpoolterrain.cpp +++ b/indra/newview/lldrawpoolterrain.cpp @@ -54,8 +54,11 @@ const F32 DETAIL_SCALE = 1.f/16.f; int DebugDetailMap = 0; -S32 LLDrawPoolTerrain::sDetailMode = 1; +const S32 PBR_DETAIL_EMISSIVE = 0; + +S32 LLDrawPoolTerrain::sPBRDetailMode = 0; F32 LLDrawPoolTerrain::sDetailScale = DETAIL_SCALE; +F32 LLDrawPoolTerrain::sPBRDetailScale = DETAIL_SCALE; static LLGLSLShader* sShader = NULL; static LLTrace::BlockTimerStatHandle FTM_SHADOW_TERRAIN("Terrain Shadow"); @@ -66,7 +69,8 @@ LLDrawPoolTerrain::LLDrawPoolTerrain(LLViewerTexture *texturep) : { // Hack! sDetailScale = 1.f/gSavedSettings.getF32("RenderTerrainScale"); - sDetailMode = gSavedSettings.getS32("RenderTerrainDetail"); + sPBRDetailScale = 1.f/gSavedSettings.getF32("RenderTerrainPBRScale"); + sPBRDetailMode = gSavedSettings.getS32("RenderTerrainPBRDetail"); mAlphaRampImagep = LLViewerTextureManager::getFetchedTexture(IMG_ALPHA_GRAD); //gGL.getTexUnit(0)->bind(mAlphaRampImagep.get()); @@ -105,13 +109,7 @@ U32 LLDrawPoolTerrain::getVertexDataMask() void LLDrawPoolTerrain::prerender() { - sDetailMode = gSavedSettings.getS32("RenderTerrainDetail"); -} - -//static -S32 LLDrawPoolTerrain::getDetailMode() -{ - return sDetailMode; + sPBRDetailMode = gSavedSettings.getS32("RenderTerrainPBRDetail"); } void LLDrawPoolTerrain::boostTerrainDetailTextures() @@ -121,8 +119,36 @@ void LLDrawPoolTerrain::boostTerrainDetailTextures() LLVLComposition *compp = regionp->getComposition(); for (S32 i = 0; i < 4; i++) { - compp->mDetailTextures[i]->setBoostLevel(LLGLTexture::BOOST_TERRAIN); - compp->mDetailTextures[i]->addTextureStats(1024.f * 1024.f); + constexpr LLGLTexture::EBoostLevel level = LLGLTexture::BOOST_TERRAIN; + constexpr float stats = 1024.f * 1024.f; + + LLPointer<LLViewerFetchedTexture>& tex = compp->mDetailTextures[i]; + llassert(tex.notNull()); + tex->setBoostLevel(level); + tex->addTextureStats(stats); + + LLPointer<LLFetchedGLTFMaterial>& mat = compp->mDetailMaterials[i]; + llassert(mat.notNull()); + if (mat->mBaseColorTexture) + { + mat->mBaseColorTexture->setBoostLevel(level); + mat->mBaseColorTexture->addTextureStats(stats); + } + if (mat->mNormalTexture) + { + mat->mNormalTexture->setBoostLevel(level); + mat->mNormalTexture->addTextureStats(stats); + } + if (mat->mMetallicRoughnessTexture) + { + mat->mMetallicRoughnessTexture->setBoostLevel(level); + mat->mMetallicRoughnessTexture->addTextureStats(stats); + } + if (mat->mEmissiveTexture) + { + mat->mEmissiveTexture->setBoostLevel(level); + mat->mEmissiveTexture->addTextureStats(stats); + } } } @@ -130,10 +156,6 @@ void LLDrawPoolTerrain::beginDeferredPass(S32 pass) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_TERRAIN); LLFacePool::beginRenderPass(pass); - - sShader = &gDeferredTerrainProgram; - - sShader->bind(); } void LLDrawPoolTerrain::endDeferredPass(S32 pass) @@ -204,19 +226,8 @@ void LLDrawPoolTerrain::drawLoop() { LLFace *facep = *iter; - LLMatrix4* model_matrix = &(facep->getDrawable()->getRegion()->mRenderMatrix); - - if (model_matrix != gGLLastMatrix) - { - llassert(gGL.getMatrixMode() == LLRender::MM_MODELVIEW); - gGLLastMatrix = model_matrix; - gGL.loadMatrix(gGLModelView); - if (model_matrix) - { - gGL.multMatrix((GLfloat*) model_matrix->mMatrix); - } - gPipeline.mMatrixOpCount++; - } + llassert(gGL.getMatrixMode() == LLRender::MM_MODELVIEW); + LLRenderPass::applyModelMatrix(&facep->getDrawable()->getRegion()->mRenderMatrix); facep->renderIndexed(); } @@ -225,9 +236,34 @@ void LLDrawPoolTerrain::drawLoop() void LLDrawPoolTerrain::renderFullShader() { + const BOOL use_local_materials = gLocalTerrainMaterials.materialsReady(TRUE); + // Hack! Get the region that this draw pool is rendering from! + LLViewerRegion *regionp = mDrawFace[0]->getDrawable()->getVObj()->getRegion(); + LLVLComposition *compp = regionp->getComposition(); + const BOOL use_textures = !use_local_materials && (compp->getMaterialType() == LLTerrainMaterials::Type::TEXTURE); + + if (use_textures) + { + // Use textures + sShader = &gDeferredTerrainProgram; + sShader->bind(); + renderFullShaderTextures(); + } + else + { + // Use materials + sShader = &gDeferredPBRTerrainProgram; + sShader->bind(); + renderFullShaderPBR(use_local_materials); + } +} + +void LLDrawPoolTerrain::renderFullShaderTextures() +{ // Hack! Get the region that this draw pool is rendering from! LLViewerRegion *regionp = mDrawFace[0]->getDrawable()->getVObj()->getRegion(); LLVLComposition *compp = regionp->getComposition(); + LLViewerTexture *detail_texture0p = compp->mDetailTextures[0]; LLViewerTexture *detail_texture1p = compp->mDetailTextures[1]; LLViewerTexture *detail_texture2p = compp->mDetailTextures[2]; @@ -322,6 +358,197 @@ void LLDrawPoolTerrain::renderFullShader() gGL.getTexUnit(detail0)->activate(); } +// *TODO: Investigate use of bindFast for PBR terrain textures +void LLDrawPoolTerrain::renderFullShaderPBR(BOOL local_materials) +{ + // Hack! Get the region that this draw pool is rendering from! + LLViewerRegion *regionp = mDrawFace[0]->getDrawable()->getVObj()->getRegion(); + LLVLComposition *compp = regionp->getComposition(); + LLPointer<LLFetchedGLTFMaterial> (*materials)[LLVLComposition::ASSET_COUNT] = &compp->mDetailMaterials; + + if (local_materials) + { + // Override region terrain with the global local override terrain + materials = &gLocalTerrainMaterials.mDetailMaterials; + } + + constexpr U32 terrain_material_count = 1 + LLViewerShaderMgr::TERRAIN_DETAIL3_BASE_COLOR - LLViewerShaderMgr::TERRAIN_DETAIL0_BASE_COLOR; + S32 detail_basecolor[terrain_material_count]; + S32 detail_normal[terrain_material_count]; + S32 detail_metalrough[terrain_material_count]; + S32 detail_emissive[terrain_material_count]; + + for (U32 i = 0; i < terrain_material_count; ++i) + { + const LLFetchedGLTFMaterial* material = (*materials)[i].get(); + + LLViewerTexture *detail_basecolor_texturep = material->mBaseColorTexture; + LLViewerTexture *detail_normal_texturep = material->mNormalTexture; + LLViewerTexture *detail_metalrough_texturep = material->mMetallicRoughnessTexture; + LLViewerTexture *detail_emissive_texturep = material->mEmissiveTexture; + + detail_basecolor[i] = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0_BASE_COLOR + i); + if (detail_basecolor_texturep) + { + gGL.getTexUnit(detail_basecolor[i])->bind(detail_basecolor_texturep); + } + else + { + gGL.getTexUnit(detail_basecolor[i])->bind(LLViewerFetchedTexture::sWhiteImagep); + } + gGL.getTexUnit(detail_basecolor[i])->setTextureAddressMode(LLTexUnit::TAM_WRAP); + gGL.getTexUnit(detail_basecolor[i])->activate(); + + detail_normal[i] = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0_NORMAL + i); + if (detail_normal_texturep) + { + gGL.getTexUnit(detail_normal[i])->bind(detail_normal_texturep); + } + else + { + gGL.getTexUnit(detail_normal[i])->bind(LLViewerFetchedTexture::sFlatNormalImagep); + } + gGL.getTexUnit(detail_normal[i])->setTextureAddressMode(LLTexUnit::TAM_WRAP); + gGL.getTexUnit(detail_normal[i])->activate(); + + detail_metalrough[i] = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0_METALLIC_ROUGHNESS + i); + if (detail_metalrough_texturep) + { + gGL.getTexUnit(detail_metalrough[i])->bind(detail_metalrough_texturep); + } + else + { + gGL.getTexUnit(detail_metalrough[i])->bind(LLViewerFetchedTexture::sWhiteImagep); + } + gGL.getTexUnit(detail_metalrough[i])->setTextureAddressMode(LLTexUnit::TAM_WRAP); + gGL.getTexUnit(detail_metalrough[i])->activate(); + + if (sPBRDetailMode >= PBR_DETAIL_EMISSIVE) + { + detail_emissive[i] = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0_EMISSIVE + i); + if (detail_emissive_texturep) + { + gGL.getTexUnit(detail_emissive[i])->bind(detail_emissive_texturep); + } + else + { + gGL.getTexUnit(detail_emissive[i])->bind(LLViewerFetchedTexture::sWhiteImagep); + } + gGL.getTexUnit(detail_emissive[i])->setTextureAddressMode(LLTexUnit::TAM_WRAP); + gGL.getTexUnit(detail_emissive[i])->activate(); + } + } + + 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); + 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 + // (not compliant with KHR texture transform spec) + shader->uniform4fv(LLShaderMgr::TEXTURE_BASE_COLOR_TRANSFORM, 2, (F32*)base_color_packed); + + LLSettingsWater::ptr_t pwater = LLEnvironment::instance().getCurrentWater(); + + // + // Alpha Ramp + // + S32 alpha_ramp = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_ALPHARAMP); + gGL.getTexUnit(alpha_ramp)->bind(m2DAlphaRampImagep); + gGL.getTexUnit(alpha_ramp)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + + // + // GLTF uniforms + // + + LLColor4 base_color_factors[terrain_material_count]; + F32 metallic_factors[terrain_material_count]; + F32 roughness_factors[terrain_material_count]; + LLColor3 emissive_colors[terrain_material_count]; + F32 minimum_alphas[terrain_material_count]; + for (U32 i = 0; i < terrain_material_count; ++i) + { + const LLFetchedGLTFMaterial* material = (*materials)[i].get(); + + base_color_factors[i] = material->mBaseColor; + metallic_factors[i] = material->mMetallicFactor; + roughness_factors[i] = material->mRoughnessFactor; + emissive_colors[i] = material->mEmissiveColor; + // glTF 2.0 Specification 3.9.4. Alpha Coverage + // mAlphaCutoff is only valid for LLGLTFMaterial::ALPHA_MODE_MASK + // Use 0 here due to GLTF terrain blending (LLGLTFMaterial::bind uses + // -1 for easier debugging) + F32 min_alpha = -0.0f; + if (material->mAlphaMode == LLGLTFMaterial::ALPHA_MODE_MASK) + { + // dividing the alpha cutoff by transparency here allows the shader to compare against + // the alpha value of the texture without needing the transparency value + min_alpha = material->mAlphaCutoff/material->mBaseColor.mV[3]; + } + minimum_alphas[i] = min_alpha; + } + shader->uniform4fv(LLShaderMgr::TERRAIN_BASE_COLOR_FACTORS, terrain_material_count, (F32*)base_color_factors); + shader->uniform4f(LLShaderMgr::TERRAIN_METALLIC_FACTORS, metallic_factors[0], metallic_factors[1], metallic_factors[2], metallic_factors[3]); + shader->uniform4f(LLShaderMgr::TERRAIN_ROUGHNESS_FACTORS, roughness_factors[0], roughness_factors[1], roughness_factors[2], roughness_factors[3]); + if (sPBRDetailMode >= PBR_DETAIL_EMISSIVE) + { + shader->uniform3fv(LLShaderMgr::TERRAIN_EMISSIVE_COLORS, terrain_material_count, (F32*)emissive_colors); + } + shader->uniform4f(LLShaderMgr::TERRAIN_MINIMUM_ALPHAS, minimum_alphas[0], minimum_alphas[1], minimum_alphas[2], minimum_alphas[3]); + + // GL_BLEND disabled by default + drawLoop(); + + // Disable multitexture + + sShader->disableTexture(LLViewerShaderMgr::TERRAIN_ALPHARAMP); + + gGL.getTexUnit(alpha_ramp)->unbind(LLTexUnit::TT_TEXTURE); + gGL.getTexUnit(alpha_ramp)->disable(); + gGL.getTexUnit(alpha_ramp)->activate(); + + for (U32 i = 0; i < terrain_material_count; ++i) + { + sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0_BASE_COLOR + i); + sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0_NORMAL + i); + sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0_METALLIC_ROUGHNESS + i); + if (sPBRDetailMode >= PBR_DETAIL_EMISSIVE) + { + sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0_EMISSIVE + i); + } + + gGL.getTexUnit(detail_basecolor[i])->unbind(LLTexUnit::TT_TEXTURE); + gGL.getTexUnit(detail_basecolor[i])->disable(); + gGL.getTexUnit(detail_basecolor[i])->activate(); + + gGL.getTexUnit(detail_normal[i])->unbind(LLTexUnit::TT_TEXTURE); + gGL.getTexUnit(detail_normal[i])->disable(); + gGL.getTexUnit(detail_normal[i])->activate(); + + gGL.getTexUnit(detail_metalrough[i])->unbind(LLTexUnit::TT_TEXTURE); + gGL.getTexUnit(detail_metalrough[i])->disable(); + gGL.getTexUnit(detail_metalrough[i])->activate(); + + if (sPBRDetailMode >= PBR_DETAIL_EMISSIVE) + { + gGL.getTexUnit(detail_emissive[i])->unbind(LLTexUnit::TT_TEXTURE); + gGL.getTexUnit(detail_emissive[i])->disable(); + gGL.getTexUnit(detail_emissive[i])->activate(); + } + } +} + void LLDrawPoolTerrain::hilightParcelOwners() { { //use fullbright shader for highlighting |