diff options
Diffstat (limited to 'indra/newview/lldrawpoolterrain.cpp')
-rw-r--r-- | indra/newview/lldrawpoolterrain.cpp | 64 |
1 files changed, 47 insertions, 17 deletions
diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp index c5932a6ad9..de48d315e6 100644 --- a/indra/newview/lldrawpoolterrain.cpp +++ b/indra/newview/lldrawpoolterrain.cpp @@ -330,7 +330,7 @@ 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> (*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 @@ -341,7 +341,7 @@ void LLDrawPoolTerrain::renderFullShaderPBR(BOOL local_materials) if (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) @@ -433,21 +433,51 @@ void LLDrawPoolTerrain::renderFullShaderPBR(BOOL local_materials) 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); + // 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(); |