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-rw-r--r--indra/newview/llvlcomposition.cpp426
1 files changed, 332 insertions, 94 deletions
diff --git a/indra/newview/llvlcomposition.cpp b/indra/newview/llvlcomposition.cpp
index 001fab7755..f645023217 100644
--- a/indra/newview/llvlcomposition.cpp
+++ b/indra/newview/llvlcomposition.cpp
@@ -34,12 +34,16 @@
#include "lltextureview.h"
#include "llviewertexture.h"
#include "llviewertexturelist.h"
+#include "llfetchedgltfmaterial.h"
+#include "llgltfmateriallist.h"
#include "llviewerregion.h"
#include "noise.h"
#include "llregionhandle.h" // for from_region_handle
#include "llviewercontrol.h"
+static const U32 BASE_SIZE = 128;
+
F32 bilinear(const F32 v00, const F32 v01, const F32 v10, const F32 v11, const F32 x_frac, const F32 y_frac)
{
@@ -57,18 +61,199 @@ F32 bilinear(const F32 v00, const F32 v01, const F32 v10, const F32 v11, const F
return result;
}
+LLTerrainMaterials::LLTerrainMaterials()
+{
+ for (S32 i = 0; i < ASSET_COUNT; ++i)
+ {
+ mMaterialTexturesSet[i] = false;
+ }
+}
-LLVLComposition::LLVLComposition(LLSurface *surfacep, const U32 width, const F32 scale) :
- LLViewerLayer(width, scale),
- mParamsReady(FALSE)
+LLTerrainMaterials::~LLTerrainMaterials()
{
- mSurfacep = surfacep;
+}
+
+BOOL LLTerrainMaterials::generateMaterials()
+{
+ if (texturesReady(TRUE))
+ {
+ return TRUE;
+ }
+
+ if (materialsReady(TRUE))
+ {
+ return TRUE;
+ }
+
+ return FALSE;
+}
+
+LLUUID LLTerrainMaterials::getDetailAssetID(S32 asset)
+{
+ llassert(mDetailTextures[asset] && mDetailMaterials[asset]);
+ // *HACK: Assume both the the material and texture were fetched in the same
+ // way using the same UUID. However, we may not know at this point which
+ // one will load.
+ return mDetailTextures[asset]->getID();
+}
+
+LLPointer<LLViewerFetchedTexture> fetch_terrain_texture(const LLUUID& id)
+{
+ if (id.isNull())
+ {
+ return nullptr;
+ }
+
+ LLPointer<LLViewerFetchedTexture> tex = LLViewerTextureManager::getFetchedTexture(id);
+ tex->setNoDelete();
+ return tex;
+}
+
+void LLTerrainMaterials::setDetailAssetID(S32 asset, const LLUUID& id)
+{
+ // This is terrain texture, but we are not setting it as BOOST_TERRAIN
+ // since we will be manipulating it later as needed.
+ mDetailTextures[asset] = fetch_terrain_texture(id);
+ LLPointer<LLFetchedGLTFMaterial>& mat = mDetailMaterials[asset];
+ mat = id.isNull() ? nullptr : gGLTFMaterialList.getMaterial(id);
+ mMaterialTexturesSet[asset] = false;
+}
+LLTerrainMaterials::Type LLTerrainMaterials::getMaterialType()
+{
+ LL_PROFILE_ZONE_SCOPED;
+
+ const BOOL use_textures = texturesReady() || !materialsReady();
+ return use_textures ? Type::TEXTURE : Type::PBR;
+}
+
+BOOL LLTerrainMaterials::texturesReady(BOOL boost)
+{
+ BOOL ready = TRUE;
+ for (S32 i = 0; i < ASSET_COUNT; i++)
+ {
+ if (!textureReady(mDetailTextures[i], boost))
+ {
+ ready = FALSE;
+ }
+ }
+ return ready;
+}
+
+BOOL LLTerrainMaterials::materialsReady(BOOL boost)
+{
+ BOOL ready = TRUE;
+ for (S32 i = 0; i < ASSET_COUNT; i++)
+ {
+ if (!materialReady(mDetailMaterials[i], mMaterialTexturesSet[i], boost))
+ {
+ ready = FALSE;
+ }
+ }
+ return ready;
+}
+
+// Boost the texture loading priority
+// Return true when ready to use (i.e. texture is sufficiently loaded)
+// static
+BOOL LLTerrainMaterials::textureReady(LLPointer<LLViewerFetchedTexture>& tex, BOOL boost)
+{
+ llassert(tex.notNull());
+
+ if (tex->getDiscardLevel() < 0)
+ {
+ if (boost)
+ {
+ tex->setBoostLevel(LLGLTexture::BOOST_TERRAIN); // in case we are at low detail
+ tex->addTextureStats(BASE_SIZE*BASE_SIZE);
+ }
+ return FALSE;
+ }
+ if ((tex->getDiscardLevel() != 0 &&
+ (tex->getWidth() < BASE_SIZE ||
+ tex->getHeight() < BASE_SIZE)))
+ {
+ if (boost)
+ {
+ S32 width = tex->getFullWidth();
+ S32 height = tex->getFullHeight();
+ S32 min_dim = llmin(width, height);
+ S32 ddiscard = 0;
+ while (min_dim > BASE_SIZE && ddiscard < MAX_DISCARD_LEVEL)
+ {
+ ddiscard++;
+ min_dim /= 2;
+ }
+ tex->setBoostLevel(LLGLTexture::BOOST_TERRAIN); // in case we are at low detail
+ tex->setMinDiscardLevel(ddiscard);
+ tex->addTextureStats(BASE_SIZE*BASE_SIZE); // priority
+ }
+ return FALSE;
+ }
+ if (tex->getComponents() == 0)
+ {
+ return FALSE;
+ }
+ return TRUE;
+}
+
+// Boost the loading priority of every known texture in the material
+// Return true when ready to use (i.e. material and all textures within are sufficiently loaded)
+// static
+BOOL LLTerrainMaterials::materialReady(LLPointer<LLFetchedGLTFMaterial>& mat, bool& textures_set, BOOL boost)
+{
+ if (!mat || !mat->isLoaded())
+ {
+ return FALSE;
+ }
+
+ // Material is loaded, but textures may not be
+ if (!textures_set)
+ {
+ // *NOTE: These can sometimes be set to to nullptr due to
+ // updateTEMaterialTextures. For the sake of robustness, we emulate
+ // that fetching behavior by setting textures of null IDs to nullptr.
+ mat->mBaseColorTexture = fetch_terrain_texture(mat->mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_BASE_COLOR]);
+ mat->mNormalTexture = fetch_terrain_texture(mat->mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_NORMAL]);
+ mat->mMetallicRoughnessTexture = fetch_terrain_texture(mat->mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_METALLIC_ROUGHNESS]);
+ mat->mEmissiveTexture = fetch_terrain_texture(mat->mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_EMISSIVE]);
+ textures_set = true;
+
+ return FALSE;
+ }
+
+ if (mat->mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_BASE_COLOR].notNull() && !textureReady(mat->mBaseColorTexture, boost))
+ {
+ return FALSE;
+ }
+ if (mat->mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_NORMAL].notNull() && !textureReady(mat->mNormalTexture, boost))
+ {
+ return FALSE;
+ }
+ if (mat->mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_METALLIC_ROUGHNESS].notNull() && !textureReady(mat->mMetallicRoughnessTexture, boost))
+ {
+ return FALSE;
+ }
+ if (mat->mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_EMISSIVE].notNull() && !textureReady(mat->mEmissiveTexture, boost))
+ {
+ return FALSE;
+ }
+
+ return TRUE;
+}
+
+
+LLVLComposition::LLVLComposition(LLSurface *surfacep, const U32 width, const F32 scale) :
+ LLTerrainMaterials(),
+ LLViewerLayer(width, scale)
+{
// Load Terrain Textures - Original ones
- setDetailTextureID(0, TERRAIN_DIRT_DETAIL);
- setDetailTextureID(1, TERRAIN_GRASS_DETAIL);
- setDetailTextureID(2, TERRAIN_MOUNTAIN_DETAIL);
- setDetailTextureID(3, TERRAIN_ROCK_DETAIL);
+ setDetailAssetID(0, TERRAIN_DIRT_DETAIL);
+ setDetailAssetID(1, TERRAIN_GRASS_DETAIL);
+ setDetailAssetID(2, TERRAIN_MOUNTAIN_DETAIL);
+ setDetailAssetID(3, TERRAIN_ROCK_DETAIL);
+
+ mSurfacep = surfacep;
// Initialize the texture matrix to defaults.
for (S32 i = 0; i < CORNER_COUNT; ++i)
@@ -76,14 +261,12 @@ LLVLComposition::LLVLComposition(LLSurface *surfacep, const U32 width, const F32
mStartHeight[i] = gSavedSettings.getF32("TerrainColorStartHeight");
mHeightRange[i] = gSavedSettings.getF32("TerrainColorHeightRange");
}
- mTexScaleX = 16.f;
- mTexScaleY = 16.f;
- mTexturesLoaded = FALSE;
}
LLVLComposition::~LLVLComposition()
{
+ LLTerrainMaterials::~LLTerrainMaterials();
}
@@ -92,20 +275,6 @@ void LLVLComposition::setSurface(LLSurface *surfacep)
mSurfacep = surfacep;
}
-
-void LLVLComposition::setDetailTextureID(S32 corner, const LLUUID& id)
-{
- if(id.isNull())
- {
- return;
- }
- // This is terrain texture, but we are not setting it as BOOST_TERRAIN
- // since we will be manipulating it later as needed.
- mDetailTextures[corner] = LLViewerTextureManager::getFetchedTexture(id);
- mDetailTextures[corner]->setNoDelete() ;
- mRawImages[corner] = NULL;
-}
-
BOOL LLVLComposition::generateHeights(const F32 x, const F32 y,
const F32 width, const F32 height)
{
@@ -149,10 +318,6 @@ BOOL LLVLComposition::generateHeights(const F32 x, const F32 y,
const F32 noise_magnitude = 2.f; // Degree to which noise modulates composition layer (versus
// simple height)
- // Heights map into textures as 0-1 = first, 1-2 = second, etc.
- // So we need to compress heights into this range.
- const S32 NUM_TEXTURES = 4;
-
const F32 xyScaleInv = (1.f / xyScale);
const F32 zScaleInv = (1.f / zScale);
@@ -199,7 +364,7 @@ BOOL LLVLComposition::generateHeights(const F32 x, const F32 y,
twiddle += turbulence2(vec, 2)*slope_squared; // High frequency component
twiddle *= noise_magnitude;
- F32 scaled_noisy_height = (height + twiddle - start_height) * F32(NUM_TEXTURES) / height_range;
+ F32 scaled_noisy_height = (height + twiddle - start_height) * F32(ASSET_COUNT) / height_range;
scaled_noisy_height = llmax(0.f, scaled_noisy_height);
scaled_noisy_height = llmin(3.f, scaled_noisy_height);
@@ -209,49 +374,20 @@ BOOL LLVLComposition::generateHeights(const F32 x, const F32 y,
return TRUE;
}
-static const U32 BASE_SIZE = 128;
+LLTerrainMaterials gLocalTerrainMaterials;
BOOL LLVLComposition::generateComposition()
{
-
if (!mParamsReady)
{
// All the parameters haven't been set yet (we haven't gotten the message from the sim)
return FALSE;
}
- for (S32 i = 0; i < 4; i++)
- {
- if (mDetailTextures[i]->getDiscardLevel() < 0)
- {
- mDetailTextures[i]->setBoostLevel(LLGLTexture::BOOST_TERRAIN); // in case we are at low detail
- mDetailTextures[i]->addTextureStats(BASE_SIZE*BASE_SIZE);
- return FALSE;
- }
- if ((mDetailTextures[i]->getDiscardLevel() != 0 &&
- (mDetailTextures[i]->getWidth() < BASE_SIZE ||
- mDetailTextures[i]->getHeight() < BASE_SIZE)))
- {
- S32 width = mDetailTextures[i]->getFullWidth();
- S32 height = mDetailTextures[i]->getFullHeight();
- S32 min_dim = llmin(width, height);
- S32 ddiscard = 0;
- while (min_dim > BASE_SIZE && ddiscard < MAX_DISCARD_LEVEL)
- {
- ddiscard++;
- min_dim /= 2;
- }
- mDetailTextures[i]->setBoostLevel(LLGLTexture::BOOST_TERRAIN); // in case we are at low detail
- mDetailTextures[i]->setMinDiscardLevel(ddiscard);
- mDetailTextures[i]->addTextureStats(BASE_SIZE*BASE_SIZE); // priority
- return FALSE;
- }
- }
-
- return TRUE;
+ return LLTerrainMaterials::generateMaterials();
}
-BOOL LLVLComposition::generateTexture(const F32 x, const F32 y,
+BOOL LLVLComposition::generateMinimapTileLand(const F32 x, const F32 y,
const F32 width, const F32 height)
{
LL_PROFILE_ZONE_SCOPED
@@ -259,8 +395,6 @@ BOOL LLVLComposition::generateTexture(const F32 x, const F32 y,
llassert(x >= 0.f);
llassert(y >= 0.f);
- LLTimer gen_timer;
-
///////////////////////////
//
// Generate raw data arrays for surface textures
@@ -268,15 +402,61 @@ BOOL LLVLComposition::generateTexture(const F32 x, const F32 y,
//
// These have already been validated by generateComposition.
- U8* st_data[4];
- S32 st_data_size[4]; // for debugging
-
- for (S32 i = 0; i < 4; i++)
+ U8* st_data[ASSET_COUNT];
+ S32 st_data_size[ASSET_COUNT]; // for debugging
+
+ const bool use_textures = getMaterialType() != LLTerrainMaterials::Type::PBR;
+ // *TODO: Remove this as it is reduandant computation (first and foremost
+ // because getMaterialType() does something similar, but also... shouldn't
+ // the textures/materials already be loaded by now?)
+ if (use_textures)
+ {
+ if (!texturesReady()) { return FALSE; }
+ }
+ else
+ {
+ if (!materialsReady()) { return FALSE; }
+ }
+
+ for (S32 i = 0; i < ASSET_COUNT; i++)
{
if (mRawImages[i].isNull())
{
// Read back a raw image for this discard level, if it exists
- S32 min_dim = llmin(mDetailTextures[i]->getFullWidth(), mDetailTextures[i]->getFullHeight());
+ LLViewerFetchedTexture* tex;
+ LLViewerFetchedTexture* tex_emissive; // Can be null
+ bool has_base_color_factor;
+ bool has_emissive_factor;
+ LLColor3 base_color_factor;
+ LLColor3 emissive_factor;
+ if (use_textures)
+ {
+ tex = mDetailTextures[i];
+ tex_emissive = nullptr;
+ has_base_color_factor = false;
+ has_emissive_factor = false;
+ llassert(tex);
+ }
+ else
+ {
+ tex = mDetailMaterials[i]->mBaseColorTexture;
+ tex_emissive = mDetailMaterials[i]->mEmissiveTexture;
+ base_color_factor = LLColor3(mDetailMaterials[i]->mBaseColor);
+ // *HACK: Treat alpha as black
+ base_color_factor *= (mDetailMaterials[i]->mBaseColor.mV[VW]);
+ emissive_factor = mDetailMaterials[i]->mEmissiveColor;
+ has_base_color_factor = (base_color_factor.mV[VX] != 1.f ||
+ base_color_factor.mV[VY] != 1.f ||
+ base_color_factor.mV[VZ] != 1.f);
+ has_emissive_factor = (emissive_factor.mV[VX] != 1.f ||
+ emissive_factor.mV[VY] != 1.f ||
+ emissive_factor.mV[VZ] != 1.f);
+ }
+
+ if (!tex) { tex = LLViewerFetchedTexture::sWhiteImagep; }
+ // tex_emissive can be null, and then will be ignored
+
+ S32 min_dim = llmin(tex->getFullWidth(), tex->getFullHeight());
S32 ddiscard = 0;
while (min_dim > BASE_SIZE && ddiscard < MAX_DISCARD_LEVEL)
{
@@ -284,34 +464,92 @@ BOOL LLVLComposition::generateTexture(const F32 x, const F32 y,
min_dim /= 2;
}
- BOOL delete_raw = (mDetailTextures[i]->reloadRawImage(ddiscard) != NULL) ;
- if(mDetailTextures[i]->getRawImageLevel() != ddiscard)//raw iamge is not ready, will enter here again later.
+ BOOL delete_raw = (tex->reloadRawImage(ddiscard) != NULL) ;
+ if(tex->getRawImageLevel() != ddiscard)
{
- if (mDetailTextures[i]->getFetchPriority() <= 0.0f && !mDetailTextures[i]->hasSavedRawImage())
+ // Raw image is not ready, will enter here again later.
+ if (tex->getFetchPriority() <= 0.0f && !tex->hasSavedRawImage())
{
- mDetailTextures[i]->setBoostLevel(LLGLTexture::BOOST_MAP);
- mDetailTextures[i]->forceToRefetchTexture(ddiscard);
+ tex->setBoostLevel(LLGLTexture::BOOST_MAP);
+ tex->forceToRefetchTexture(ddiscard);
}
if(delete_raw)
{
- mDetailTextures[i]->destroyRawImage() ;
+ tex->destroyRawImage() ;
}
- LL_DEBUGS("Terrain") << "cached raw data for terrain detail texture is not ready yet: " << mDetailTextures[i]->getID() << " Discard: " << ddiscard << LL_ENDL;
return FALSE;
}
+ if (tex_emissive)
+ {
+ if(tex_emissive->getRawImageLevel() != ddiscard)
+ {
+ // Raw image is not ready, will enter here again later.
+ if (tex_emissive->getFetchPriority() <= 0.0f && !tex_emissive->hasSavedRawImage())
+ {
+ tex_emissive->setBoostLevel(LLGLTexture::BOOST_MAP);
+ tex_emissive->forceToRefetchTexture(ddiscard);
+ }
+
+ if(delete_raw)
+ {
+ tex_emissive->destroyRawImage() ;
+ }
+ return FALSE;
+ }
+ }
- mRawImages[i] = mDetailTextures[i]->getRawImage() ;
+ mRawImages[i] = tex->getRawImage() ;
if(delete_raw)
{
- mDetailTextures[i]->destroyRawImage() ;
+ tex->destroyRawImage() ;
}
- if (mDetailTextures[i]->getWidth(ddiscard) != BASE_SIZE ||
- mDetailTextures[i]->getHeight(ddiscard) != BASE_SIZE ||
- mDetailTextures[i]->getComponents() != 3)
+
+ // *TODO: This isn't quite right for PBR:
+ // 1) It does not convert the color images from SRGB to linear
+ // before mixing (which will always require copying the image).
+ // 2) It mixes emissive and base color before mixing terrain
+ // materials, but it should be the other way around
+ // 3) The composite function used to put emissive into base color
+ // is not an alpha blend.
+ // Long-term, we should consider a method that is more
+ // maintainable. Shaders, perhaps? Bake shaders to textures?
+ LLPointer<LLImageRaw> raw_emissive;
+ if (tex_emissive)
+ {
+ raw_emissive = tex_emissive->getRawImage();
+ if (has_emissive_factor ||
+ tex_emissive->getWidth(ddiscard) != BASE_SIZE ||
+ tex_emissive->getHeight(ddiscard) != BASE_SIZE ||
+ tex_emissive->getComponents() != 4)
+ {
+ LLPointer<LLImageRaw> newraw_emissive = new LLImageRaw(BASE_SIZE, BASE_SIZE, 4);
+ // Copy RGB, leave alpha alone (set to opaque by default)
+ newraw_emissive->copy(mRawImages[i]);
+ if (has_emissive_factor)
+ {
+ newraw_emissive->tint(emissive_factor);
+ }
+ raw_emissive = newraw_emissive; // deletes old
+ }
+ }
+ if (has_base_color_factor ||
+ raw_emissive ||
+ tex->getWidth(ddiscard) != BASE_SIZE ||
+ tex->getHeight(ddiscard) != BASE_SIZE ||
+ tex->getComponents() != 3)
{
LLPointer<LLImageRaw> newraw = new LLImageRaw(BASE_SIZE, BASE_SIZE, 3);
newraw->composite(mRawImages[i]);
+ if (has_base_color_factor)
+ {
+ newraw->tint(base_color_factor);
+ }
+ // Apply emissive texture
+ if (raw_emissive)
+ {
+ newraw->composite(raw_emissive);
+ }
mRawImages[i] = newraw; // deletes old
}
}
@@ -333,12 +571,12 @@ BOOL LLVLComposition::generateTexture(const F32 x, const F32 y,
if (x_end > mWidth)
{
- LL_WARNS("Terrain") << "x end > width" << LL_ENDL;
+ llassert(false);
x_end = mWidth;
}
if (y_end > mWidth)
{
- LL_WARNS("Terrain") << "y end > width" << LL_ENDL;
+ llassert(false);
y_end = mWidth;
}
@@ -368,7 +606,7 @@ BOOL LLVLComposition::generateTexture(const F32 x, const F32 y,
if (tex_comps != st_comps)
{
- LL_WARNS("Terrain") << "Base texture comps != input texture comps" << LL_ENDL;
+ llassert(false);
return FALSE;
}
@@ -459,7 +697,7 @@ BOOL LLVLComposition::generateTexture(const F32 x, const F32 y,
}
texturep->setSubImage(raw, tex_x_begin, tex_y_begin, tex_x_end - tex_x_begin, tex_y_end - tex_y_begin);
- for (S32 i = 0; i < 4; i++)
+ for (S32 i = 0; i < ASSET_COUNT; i++)
{
// Un-boost detatil textures (will get re-boosted if rendering in high detail)
mDetailTextures[i]->setBoostLevel(LLGLTexture::BOOST_NONE);
@@ -469,19 +707,19 @@ BOOL LLVLComposition::generateTexture(const F32 x, const F32 y,
return TRUE;
}
-LLUUID LLVLComposition::getDetailTextureID(S32 corner)
-{
- return mDetailTextures[corner]->getID();
-}
-
-LLViewerFetchedTexture* LLVLComposition::getDetailTexture(S32 corner)
+F32 LLVLComposition::getStartHeight(S32 corner)
{
- return mDetailTextures[corner];
+ return mStartHeight[corner];
}
-F32 LLVLComposition::getStartHeight(S32 corner)
+void LLVLComposition::setDetailAssetID(S32 asset, const LLUUID& id)
{
- return mStartHeight[corner];
+ if (id.isNull())
+ {
+ return;
+ }
+ LLTerrainMaterials::setDetailAssetID(asset, id);
+ mRawImages[asset] = NULL;
}
void LLVLComposition::setStartHeight(S32 corner, const F32 start_height)