diff options
Diffstat (limited to 'indra/newview/lldrawpoolterrain.cpp')
-rw-r--r-- | indra/newview/lldrawpoolterrain.cpp | 121 |
1 files changed, 97 insertions, 24 deletions
diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp index 2a9c27fec9..5e676bc5b3 100644 --- a/indra/newview/lldrawpoolterrain.cpp +++ b/indra/newview/lldrawpoolterrain.cpp @@ -107,7 +107,8 @@ U32 LLDrawPoolTerrain::getVertexDataMask() void LLDrawPoolTerrain::prerender() { - sPBRDetailMode = gSavedSettings.getS32("RenderTerrainPBRDetail"); + static LLCachedControl<S32> render_terrain_pbr_detail(gSavedSettings, "RenderTerrainPBRDetail"); + sPBRDetailMode = render_terrain_pbr_detail; } void LLDrawPoolTerrain::boostTerrainDetailTextures() @@ -202,11 +203,11 @@ void LLDrawPoolTerrain::drawLoop() void LLDrawPoolTerrain::renderFullShader() { - const BOOL use_local_materials = gLocalTerrainMaterials.materialsReady(true, false); + const bool use_local_materials = gLocalTerrainMaterials.makeMaterialsReady(true, false); // 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); + const bool use_textures = !use_local_materials && (compp->getMaterialType() == LLTerrainMaterials::Type::TEXTURE); if (use_textures) { @@ -218,7 +219,9 @@ void LLDrawPoolTerrain::renderFullShader() else { // Use materials - sShader = &gDeferredPBRTerrainProgram; + U32 paint_type = use_local_materials ? gLocalTerrainMaterials.getPaintType() : compp->getPaintType(); + paint_type = llclamp(paint_type, 0, TERRAIN_PAINT_TYPE_COUNT); + sShader = &gDeferredPBRTerrainProgram[paint_type]; sShader->bind(); renderFullShaderPBR(use_local_materials); } @@ -325,12 +328,12 @@ void LLDrawPoolTerrain::renderFullShaderTextures() } // *TODO: Investigate use of bindFast for PBR terrain textures -void LLDrawPoolTerrain::renderFullShaderPBR(BOOL local_materials) +void LLDrawPoolTerrain::renderFullShaderPBR(bool use_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> (*fetched_materials)[LLVLComposition::ASSET_COUNT] = &compp->mDetailMaterials; + LLPointer<LLFetchedGLTFMaterial> (*fetched_materials)[LLVLComposition::ASSET_COUNT] = &compp->mDetailRenderMaterials; constexpr U32 terrain_material_count = LLVLComposition::ASSET_COUNT; #ifdef SHOW_ASSERT @@ -338,10 +341,10 @@ void LLDrawPoolTerrain::renderFullShaderPBR(BOOL local_materials) llassert(shader_material_count == terrain_material_count); #endif - if (local_materials) + if (use_local_materials) { // Override region terrain with the global local override terrain - fetched_materials = &gLocalTerrainMaterials.mDetailMaterials; + fetched_materials = &gLocalTerrainMaterials.mDetailRenderMaterials; } const LLGLTFMaterial* materials[terrain_material_count]; for (U32 i = 0; i < terrain_material_count; ++i) @@ -350,6 +353,9 @@ void LLDrawPoolTerrain::renderFullShaderPBR(BOOL local_materials) if (!materials[i]) { materials[i] = &LLGLTFMaterial::sDefault; } } + U32 paint_type = use_local_materials ? gLocalTerrainMaterials.getPaintType() : compp->getPaintType(); + paint_type = llclamp(paint_type, 0, TERRAIN_PAINT_TYPE_COUNT); + S32 detail_basecolor[terrain_material_count]; S32 detail_normal[terrain_material_count]; S32 detail_metalrough[terrain_material_count]; @@ -432,23 +438,79 @@ void LLDrawPoolTerrain::renderFullShaderPBR(BOOL local_materials) LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; llassert(shader); - LLGLTFMaterial::TextureTransform base_color_transform; - base_color_transform.mScale = LLVector2(sPBRDetailScale, sPBRDetailScale); - // *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 - // (not compliant with KHR texture transform spec) - shader->uniform4fv(LLShaderMgr::TEXTURE_BASE_COLOR_TRANSFORM, 2, (F32*)base_color_packed); + // Like for PBR materials, PBR terrain texture transforms are defined by + // the KHR_texture_transform spec, but with the following notable + // differences: + // 1) The PBR UV origin is defined as the Southwest corner of the region, + // with positive U facing East and positive V facing South. + // 2) There is an additional scaling factor RenderTerrainPBRScale. If + // we've done our math right, RenderTerrainPBRScale should not affect the + // overall behavior of KHR_texture_transform + // 3) There is only one texture transform per material, whereas + // KHR_texture_transform supports one texture transform per texture info. + // i.e. this isn't fully compliant with KHR_texture_transform, but is + // compliant when all texture infos used by a material have the same + // texture transform. + LLGLTFMaterial::TextureTransform::PackTight transforms_packed[terrain_material_count]; + for (U32 i = 0; i < terrain_material_count; ++i) + { + const LLFetchedGLTFMaterial* fetched_material = (*fetched_materials)[i].get(); + LLGLTFMaterial::TextureTransform transform; + if (fetched_material) + { + transform = fetched_material->mTextureTransform[LLGLTFMaterial::GLTF_TEXTURE_INFO_BASE_COLOR]; +#ifdef SHOW_ASSERT + // Assert condition where the contents of the texture transforms + // differ per texture info - we currently don't support this case. + for (U32 ti = 1; ti < LLGLTFMaterial::GLTF_TEXTURE_INFO_COUNT; ++ti) + { + llassert(fetched_material->mTextureTransform[0] == fetched_material->mTextureTransform[ti]); + } +#endif + } + // *NOTE: Notice here we are combining the scale from + // RenderTerrainPBRScale into the KHR_texture_transform. This only + // works if the scale is uniform and no other transforms are + // applied to the terrain UVs. + transform.mScale.mV[VX] *= sPBRDetailScale; + transform.mScale.mV[VY] *= sPBRDetailScale; + + transform.getPackedTight(transforms_packed[i]); + } + const U32 transform_param_count = LLGLTFMaterial::TextureTransform::PACK_TIGHT_SIZE * terrain_material_count; + constexpr U32 vec4_size = 4; + const U32 transform_vec4_count = (transform_param_count + (vec4_size - 1)) / vec4_size; + llassert(transform_vec4_count == 5); // If false, need to update shader + shader->uniform4fv(LLShaderMgr::TERRAIN_TEXTURE_TRANSFORMS, transform_vec4_count, (F32*)transforms_packed); LLSettingsWater::ptr_t pwater = LLEnvironment::instance().getCurrentWater(); // - // Alpha Ramp + // Alpha Ramp or paint map // - S32 alpha_ramp = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_ALPHARAMP); - gGL.getTexUnit(alpha_ramp)->bind(m2DAlphaRampImagep); - gGL.getTexUnit(alpha_ramp)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + S32 alpha_ramp = -1; + S32 paint_map = -1; + if (paint_type == TERRAIN_PAINT_TYPE_HEIGHTMAP_WITH_NOISE) + { + alpha_ramp = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_ALPHARAMP); + gGL.getTexUnit(alpha_ramp)->bind(m2DAlphaRampImagep); + gGL.getTexUnit(alpha_ramp)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + } + else if (paint_type == TERRAIN_PAINT_TYPE_PBR_PAINTMAP) + { + paint_map = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_PAINTMAP); + LLViewerTexture* tex_paint_map = use_local_materials ? gLocalTerrainMaterials.getPaintMap() : compp->getPaintMap(); + // If no paintmap is available, fall back to rendering just material slot 1 (by binding the appropriate image) + if (!tex_paint_map) { tex_paint_map = LLViewerTexture::sBlackImagep.get(); } + // This is a paint map for four materials, but we save a channel by + // storing the paintmap as the "difference" between slot 1 and the + // other 3 slots. + llassert(tex_paint_map->getComponents() == 3); + gGL.getTexUnit(paint_map)->bind(tex_paint_map); + gGL.getTexUnit(paint_map)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + + shader->uniform1f(LLShaderMgr::REGION_SCALE, regionp->getWidth()); + } // // GLTF uniforms @@ -497,11 +559,22 @@ void LLDrawPoolTerrain::renderFullShaderPBR(BOOL local_materials) // Disable multitexture - sShader->disableTexture(LLViewerShaderMgr::TERRAIN_ALPHARAMP); + if (paint_type == TERRAIN_PAINT_TYPE_HEIGHTMAP_WITH_NOISE) + { + sShader->disableTexture(LLViewerShaderMgr::TERRAIN_ALPHARAMP); - gGL.getTexUnit(alpha_ramp)->unbind(LLTexUnit::TT_TEXTURE); - gGL.getTexUnit(alpha_ramp)->disable(); - gGL.getTexUnit(alpha_ramp)->activate(); + gGL.getTexUnit(alpha_ramp)->unbind(LLTexUnit::TT_TEXTURE); + gGL.getTexUnit(alpha_ramp)->disable(); + gGL.getTexUnit(alpha_ramp)->activate(); + } + else if (paint_type == TERRAIN_PAINT_TYPE_PBR_PAINTMAP) + { + sShader->disableTexture(LLViewerShaderMgr::TERRAIN_PAINTMAP); + + gGL.getTexUnit(paint_map)->unbind(LLTexUnit::TT_TEXTURE); + gGL.getTexUnit(paint_map)->disable(); + gGL.getTexUnit(paint_map)->activate(); + } for (U32 i = 0; i < terrain_material_count; ++i) { |