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Diffstat (limited to 'indra/newview/llterrainpaintmap.cpp')
-rw-r--r-- | indra/newview/llterrainpaintmap.cpp | 285 |
1 files changed, 285 insertions, 0 deletions
diff --git a/indra/newview/llterrainpaintmap.cpp b/indra/newview/llterrainpaintmap.cpp new file mode 100644 index 0000000000..4381d14546 --- /dev/null +++ b/indra/newview/llterrainpaintmap.cpp @@ -0,0 +1,285 @@ +/** + * @file llterrainpaintmap.cpp + * @brief Utilities for managing terrain paint maps + * + * $LicenseInfo:firstyear=2001&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2024, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#include "llterrainpaintmap.h" + +#include "llviewerprecompiledheaders.h" + +// library includes +#include "llglslshader.h" +#include "llrendertarget.h" +#include "llvertexbuffer.h" + +// newview includes +#include "llrender.h" +#include "llsurface.h" +#include "llsurfacepatch.h" +#include "llviewercamera.h" +#include "llviewerregion.h" +#include "llviewershadermgr.h" +#include "llviewertexture.h" + +// static +bool LLTerrainPaintMap::bakeHeightNoiseIntoPBRPaintMapRGB(const LLViewerRegion& region, LLViewerTexture& tex) +{ + llassert(tex.getComponents() == 3); + llassert(tex.getWidth() > 0 && tex.getHeight() > 0); + llassert(tex.getWidth() == tex.getHeight()); + llassert(tex.getPrimaryFormat() == GL_RGB); + llassert(tex.getGLTexture()); + + const LLSurface& surface = region.getLand(); + const U32 patch_count = surface.getPatchesPerEdge(); + + // *TODO: mHeightsGenerated isn't guaranteed to be true. Assume terrain is + // loaded for now. Would be nice to fix the loading issue or find a better + // heuristic to determine that the terrain is sufficiently loaded. +#if 0 + // Don't proceed if the region heightmap isn't loaded + for (U32 rj = 0; rj < patch_count; ++rj) + { + for (U32 ri = 0; ri < patch_count; ++ri) + { + const LLSurfacePatch* patch = surface.getPatch(ri, rj); + if (!patch->isHeightsGenerated()) + { + LL_WARNS() << "Region heightmap not fully loaded" << LL_ENDL; + return false; + } + } + } +#endif + + // Bind the debug shader and render terrain to tex + // Use a scratch render target because its dimensions may exceed the standard bake target, and this is a one-off bake + LLRenderTarget scratch_target; + const S32 dim = llmin(tex.getWidth(), tex.getHeight()); + scratch_target.allocate(dim, dim, GL_RGB, false, LLTexUnit::eTextureType::TT_TEXTURE, + LLTexUnit::eTextureMipGeneration::TMG_NONE); + if (!scratch_target.isComplete()) + { + llassert(false); + LL_WARNS() << "Failed to allocate render target" << LL_ENDL; + return false; + } + gGL.getTexUnit(0)->disable(); + stop_glerror(); + + scratch_target.bindTarget(); + glClearColor(0, 0, 0, 0); + scratch_target.clear(); + + // Render terrain heightmap to paint map via shader + + // Set up viewport, camera, and orthographic projection matrix. Position + // the camera such that the camera points straight down, and the region + // completely covers the "screen". Since orthographic projection does not + // distort, we arbitrarily choose the near plane and far plane to cover the + // full span of region heights, plus a small amount of padding to account + // for rounding errors. + const F32 region_width = region.getWidth(); + const F32 region_half_width = region_width / 2.0f; + const F32 region_camera_height = surface.getMaxZ() + DEFAULT_NEAR_PLANE; + LLViewerCamera camera; + const LLVector3 region_center = LLVector3(region_half_width, region_half_width, 0.0) + region.getOriginAgent(); + const LLVector3 camera_origin = LLVector3(0.0f, 0.0f, region_camera_height) + region_center; + camera.lookAt(camera_origin, region_center, LLVector3::y_axis); + camera.setAspect(F32(scratch_target.getHeight()) / F32(scratch_target.getWidth())); + const LLRect texture_rect(0, scratch_target.getHeight(), scratch_target.getWidth(), 0); + glViewport(texture_rect.mLeft, texture_rect.mBottom, texture_rect.getWidth(), texture_rect.getHeight()); + // Manually get modelview matrix from camera orientation. + glh::matrix4f modelview((GLfloat *) OGL_TO_CFR_ROTATION); + GLfloat ogl_matrix[16]; + camera.getOpenGLTransform(ogl_matrix); + modelview *= glh::matrix4f(ogl_matrix); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.loadMatrix(modelview.m); + // Override the projection matrix from the camera + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.pushMatrix(); + gGL.loadIdentity(); + llassert(camera_origin.mV[VZ] >= surface.getMaxZ()); + const F32 region_high_near = camera_origin.mV[VZ] - surface.getMaxZ(); + constexpr F32 far_plane_delta = 0.25f; + const F32 region_low_far = camera_origin.mV[VZ] - surface.getMinZ() + far_plane_delta; + gGL.ortho(-region_half_width, region_half_width, -region_half_width, region_half_width, region_high_near, region_low_far); + // No need to call camera.setPerspective because we don't need the clip planes. It would be inaccurate due to the perspective rendering anyway. + + // Need to get the full resolution vertices in order to get an accurate + // paintmap. It's not sufficient to iterate over the surface patches, as + // they may be at lower LODs. + // The functionality here is a subset of + // LLVOSurfacePatch::getTerrainGeometry. Unlike said function, we don't + // care about stride length since we're always rendering at full + // resolution. We also don't care about normals/tangents because those + // don't contribute to the paintmap. + // *NOTE: The actual getTerrainGeometry fits the terrain vertices snugly + // under the 16-bit indices limit. For the sake of simplicity, that has not + // been replicated here. + std::vector<LLPointer<LLDrawInfo>> infos; + // Vertex and index counts adapted from LLVOSurfacePatch::getGeomSizesMain, + // with additional vertices added as we are including the north and east + // edges here. + const U32 patch_size = (U32)surface.getGridsPerPatchEdge(); + constexpr U32 stride = 1; + const U32 vert_size = (patch_size / stride) + 1; + const U32 n = vert_size * vert_size; + const U32 ni = 6 * (vert_size - 1) * (vert_size - 1); + const U32 region_vertices = n * patch_count * patch_count; + const U32 region_indices = ni * patch_count * patch_count; + if (LLGLSLShader::sCurBoundShaderPtr == nullptr) + { // make sure a shader is bound to satisfy mVertexBuffer->setBuffer + gDebugProgram.bind(); + } + LLPointer<LLVertexBuffer> buf = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD1); + { + buf->allocateBuffer(region_vertices, region_indices*2); // hack double index count... TODO: find a better way to indicate 32-bit indices will be used + buf->setBuffer(); + U32 vertex_total = 0; + std::vector<U32> index_array(region_indices); + std::vector<LLVector4a> positions(region_vertices); + std::vector<LLVector2> texcoords1(region_vertices); + auto idx = index_array.begin(); + auto pos = positions.begin(); + auto tex1 = texcoords1.begin(); + for (U32 rj = 0; rj < patch_count; ++rj) + { + for (U32 ri = 0; ri < patch_count; ++ri) + { + const U32 index_offset = vertex_total; + for (U32 j = 0; j < (vert_size - 1); ++j) + { + for (U32 i = 0; i < (vert_size - 1); ++i) + { + // y + // 2....3 + // ^ . . + // | 0....1 + // | + // -------> x + // + // triangle 1: 0,1,2 + // triangle 2: 1,3,2 + // 0: vert0 + // 1: vert0 + 1 + // 2: vert0 + vert_size + // 3: vert0 + vert_size + 1 + const U32 vert0 = index_offset + i + (j*vert_size); + *idx++ = vert0; + *idx++ = vert0 + 1; + *idx++ = vert0 + vert_size; + *idx++ = vert0 + 1; + *idx++ = vert0 + vert_size + 1; + *idx++ = vert0 + vert_size; + } + } + + const LLSurfacePatch* patch = surface.getPatch(ri, rj); + for (U32 j = 0; j < vert_size; ++j) + { + for (U32 i = 0; i < vert_size; ++i) + { + LLVector3 scratch3; + LLVector3 pos3; + LLVector2 tex1_temp; + patch->eval(i, j, stride, &pos3, &scratch3, &tex1_temp); + (*pos++).set(pos3.mV[VX], pos3.mV[VY], pos3.mV[VZ]); + *tex1++ = tex1_temp; + vertex_total++; + } + } + } + } + buf->setIndexData(index_array.data(), 0, (U32)index_array.size()); + buf->setPositionData(positions.data(), 0, (U32)positions.size()); + buf->setTexCoord1Data(texcoords1.data(), 0, (U32)texcoords1.size()); + buf->unmapBuffer(); + buf->unbind(); + } + + // Draw the region in agent space at full resolution + { + + LLGLSLShader::unbind(); + // *NOTE: A theoretical non-PBR terrain bake program would be + // *slightly* different, due the texture terrain shader not having an + // alpha ramp threshold (TERRAIN_RAMP_MIX_THRESHOLD) + LLGLSLShader& shader = gPBRTerrainBakeProgram; + shader.bind(); + + LLGLDisable stencil(GL_STENCIL_TEST); + LLGLDisable scissor(GL_SCISSOR_TEST); + LLGLEnable cull_face(GL_CULL_FACE); + LLGLDepthTest depth_test(GL_FALSE, GL_FALSE, GL_ALWAYS); + + S32 alpha_ramp = shader.enableTexture(LLViewerShaderMgr::TERRAIN_ALPHARAMP); + LLPointer<LLViewerTexture> alpha_ramp_texture = LLViewerTextureManager::getFetchedTexture(IMG_ALPHA_GRAD_2D); + gGL.getTexUnit(alpha_ramp)->bind(alpha_ramp_texture); + gGL.getTexUnit(alpha_ramp)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + + buf->setBuffer(); + for (U32 rj = 0; rj < patch_count; ++rj) + { + for (U32 ri = 0; ri < patch_count; ++ri) + { + const U32 patch_index = ri + (rj * patch_count); + const U32 index_offset = ni * patch_index; + const U32 vertex_offset = n * patch_index; + llassert(index_offset + ni <= region_indices); + llassert(vertex_offset + n <= region_vertices); + buf->drawRange(LLRender::TRIANGLES, vertex_offset, vertex_offset + n - 1, ni, index_offset); + } + } + + shader.disableTexture(LLViewerShaderMgr::TERRAIN_ALPHARAMP); + + gGL.getTexUnit(alpha_ramp)->unbind(LLTexUnit::TT_TEXTURE); + gGL.getTexUnit(alpha_ramp)->disable(); + gGL.getTexUnit(alpha_ramp)->activate(); + + shader.unbind(); + } + + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.popMatrix(); + + gGL.flush(); + LLVertexBuffer::unbind(); + // Final step: Copy the output to the terrain paintmap + const bool success = tex.getGLTexture()->setSubImageFromFrameBuffer(0, 0, 0, 0, dim, dim); + if (!success) + { + LL_WARNS() << "Failed to copy framebuffer to paintmap" << LL_ENDL; + } + glGenerateMipmap(GL_TEXTURE_2D); + stop_glerror(); + + scratch_target.flush(); + + LLGLSLShader::unbind(); + + return success; +} |