summaryrefslogtreecommitdiff
path: root/indra/newview/lldrawpoolterrain.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'indra/newview/lldrawpoolterrain.cpp')
-rw-r--r--indra/newview/lldrawpoolterrain.cpp64
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();