diff options
Diffstat (limited to 'indra/newview/llvlcomposition.cpp')
-rw-r--r-- | indra/newview/llvlcomposition.cpp | 612 |
1 files changed, 495 insertions, 117 deletions
diff --git a/indra/newview/llvlcomposition.cpp b/indra/newview/llvlcomposition.cpp index 001fab7755..6c0691c6a9 100644 --- a/indra/newview/llvlcomposition.cpp +++ b/indra/newview/llvlcomposition.cpp @@ -34,41 +34,319 @@ #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" +extern LLColor4U MAX_WATER_COLOR; -F32 bilinear(const F32 v00, const F32 v01, const F32 v10, const F32 v11, const F32 x_frac, const F32 y_frac) +static const U32 BASE_SIZE = 128; + +namespace +{ + F32 bilinear(const F32 v00, const F32 v01, const F32 v10, const F32 v11, const F32 x_frac, const F32 y_frac) + { + // Not sure if this is the right math... + // Take weighted average of all four points (bilinear interpolation) + F32 result; + + const F32 inv_x_frac = 1.f - x_frac; + const F32 inv_y_frac = 1.f - y_frac; + result = inv_x_frac*inv_y_frac*v00 + + x_frac*inv_y_frac*v10 + + inv_x_frac*y_frac*v01 + + x_frac*y_frac*v11; + + return result; + } + + void unboost_minimap_texture(LLPointer<LLViewerFetchedTexture>& tex) + { + if (!tex) { return; } + tex->setBoostLevel(LLGLTexture::BOOST_NONE); + tex->setMinDiscardLevel(MAX_DISCARD_LEVEL + 1); + + if (tex->getTextureState() == LLGLTexture::NO_DELETE) + { + tex->forceActive(); + } + } + + void unboost_minimap_material(LLPointer<LLFetchedGLTFMaterial>& mat) + { + if (!mat) { return; } + unboost_minimap_texture(mat->mBaseColorTexture); + unboost_minimap_texture(mat->mNormalTexture); + unboost_minimap_texture(mat->mMetallicRoughnessTexture); + unboost_minimap_texture(mat->mEmissiveTexture); + } +}; + +LLTerrainMaterials::LLTerrainMaterials() { - // Not sure if this is the right math... - // Take weighted average of all four points (bilinear interpolation) - F32 result; - - const F32 inv_x_frac = 1.f - x_frac; - const F32 inv_y_frac = 1.f - y_frac; - result = inv_x_frac*inv_y_frac*v00 - + x_frac*inv_y_frac*v10 - + inv_x_frac*y_frac*v01 - + x_frac*y_frac*v11; - - return result; + for (S32 i = 0; i < ASSET_COUNT; ++i) + { + mMaterialTexturesSet[i] = false; + } } +LLTerrainMaterials::~LLTerrainMaterials() +{ + for (S32 i = 0; i < ASSET_COUNT; ++i) + { + unboost_minimap_texture(mDetailTextures[i]); + unboost_minimap_material(mDetailMaterials[i]); + } +} -LLVLComposition::LLVLComposition(LLSurface *surfacep, const U32 width, const F32 scale) : - LLViewerLayer(width, scale), - mParamsReady(FALSE) +BOOL LLTerrainMaterials::generateMaterials() { - mSurfacep = surfacep; + if (texturesReady(true, true)) + { + return TRUE; + } + + if (materialsReady(true, true)) + { + return TRUE; + } + + return FALSE; +} + +LLUUID LLTerrainMaterials::getDetailAssetID(S32 asset) +{ + llassert(mDetailTextures[asset] && mDetailMaterials[asset]); + // 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] ? mDetailTextures[asset]->getID() : LLUUID::null; +} + +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) +{ + // *NOTE: If there were multiple terrain swatches using the same asset + // ID, the asset still in use will be temporarily unboosted. + // It will be boosted again during terrain rendering. + unboost_minimap_texture(mDetailTextures[asset]); + unboost_minimap_material(mDetailMaterials[asset]); + + // 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(false, false) || !materialsReady(false, false); + return use_textures ? Type::TEXTURE : Type::PBR; +} + +bool LLTerrainMaterials::texturesReady(bool boost, bool strict) +{ + bool ready[ASSET_COUNT]; + // *NOTE: Calls to textureReady may boost textures. Do not early-return. + for (S32 i = 0; i < ASSET_COUNT; i++) + { + ready[i] = mDetailTextures[i].notNull() && textureReady(mDetailTextures[i], boost); + } + + bool one_ready = false; + for (S32 i = 0; i < ASSET_COUNT; i++) + { + const bool current_ready = ready[i]; + one_ready = one_ready || current_ready; + if (!current_ready && strict) + { + return false; + } + } + return one_ready; +} + +bool LLTerrainMaterials::materialsReady(bool boost, bool strict) +{ + bool ready[ASSET_COUNT]; + // *NOTE: Calls to materialReady may boost materials/textures. Do not early-return. + for (S32 i = 0; i < ASSET_COUNT; i++) + { + ready[i] = materialReady(mDetailMaterials[i], mMaterialTexturesSet[i], boost, strict); + } + +#if 1 + static LLCachedControl<bool> sRenderTerrainPBREnabled(gSavedSettings, "RenderTerrainPBREnabled", false); + static LLCachedControl<bool> sRenderTerrainPBRForce(gSavedSettings, "RenderTerrainPBRForce", false); + if (sRenderTerrainPBREnabled && sRenderTerrainPBRForce) + { + bool defined = true; + for (S32 i = 0; i < ASSET_COUNT; i++) + { + if (!mDetailMaterials[i]) + { + defined = false; + break; + } + } + if (defined) + { + return true; + } + } +#endif + + bool one_ready = false; + for (S32 i = 0; i < ASSET_COUNT; i++) + { + const bool current_ready = ready[i]; + one_ready = one_ready || current_ready; + if (!current_ready && strict) + { + return false; + } + } + return one_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); + if (!tex) { return false; } + + 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 +// static +bool LLTerrainMaterials::materialReady(LLPointer<LLFetchedGLTFMaterial> &mat, bool &textures_set, bool boost, bool strict) +{ + if (!mat || !mat->isLoaded()) + { + return false; + } + + // Material is loaded, but textures may not be + if (!textures_set) + { + textures_set = true; + // *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]); + } + + // *NOTE: Calls to textureReady may boost textures. Do not early-return. + bool ready[LLGLTFMaterial::GLTF_TEXTURE_INFO_COUNT]; + ready[LLGLTFMaterial::GLTF_TEXTURE_INFO_BASE_COLOR] = + mat->mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_BASE_COLOR].isNull() || textureReady(mat->mBaseColorTexture, boost); + ready[LLGLTFMaterial::GLTF_TEXTURE_INFO_NORMAL] = + mat->mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_NORMAL].isNull() || textureReady(mat->mNormalTexture, boost); + ready[LLGLTFMaterial::GLTF_TEXTURE_INFO_METALLIC_ROUGHNESS] = + mat->mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_METALLIC_ROUGHNESS].isNull() || + textureReady(mat->mMetallicRoughnessTexture, boost); + ready[LLGLTFMaterial::GLTF_TEXTURE_INFO_EMISSIVE] = + mat->mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_EMISSIVE].isNull() || textureReady(mat->mEmissiveTexture, boost); + + if (strict) + { + for (U32 i = 0; i < LLGLTFMaterial::GLTF_TEXTURE_INFO_COUNT; ++i) + { + if (!ready[i]) + { + return false; + } + } + } + + return true; +} + +// static +const LLUUID (&LLVLComposition::getDefaultTextures())[ASSET_COUNT] +{ + const static LLUUID default_textures[LLVLComposition::ASSET_COUNT] = + { + TERRAIN_DIRT_DETAIL, + TERRAIN_GRASS_DETAIL, + TERRAIN_MOUNTAIN_DETAIL, + TERRAIN_ROCK_DETAIL + }; + return default_textures; +} + +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); + const LLUUID (&default_textures)[LLVLComposition::ASSET_COUNT] = LLVLComposition::getDefaultTextures(); + for (S32 i = 0; i < ASSET_COUNT; ++i) + { + setDetailAssetID(i, default_textures[i]); + } + + mSurfacep = surfacep; // Initialize the texture matrix to defaults. for (S32 i = 0; i < CORNER_COUNT; ++i) @@ -76,14 +354,12 @@ 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 +368,6 @@ 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 +411,6 @@ 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 +457,7 @@ 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 +467,20 @@ 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 +488,6 @@ 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 @@ -268,52 +495,198 @@ 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; + if (use_textures) + { + if (!texturesReady(true, true)) { return FALSE; } + } + else + { + if (!materialsReady(true, true)) { 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()); - S32 ddiscard = 0; - while (min_dim > BASE_SIZE && ddiscard < MAX_DISCARD_LEVEL) - { - ddiscard++; - min_dim /= 2; + LLViewerFetchedTexture* tex; + LLViewerFetchedTexture* tex_emissive; // Can be null + bool has_base_color_factor; + bool has_emissive_factor; + bool has_alpha; + 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; + has_alpha = 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); + has_alpha = mDetailMaterials[i]->mAlphaMode != LLGLTFMaterial::ALPHA_MODE_OPAQUE; + } + + if (!tex) { tex = LLViewerFetchedTexture::sWhiteImagep; } + // tex_emissive can be null, and then will be ignored + + S32 ddiscard = 0; + { + S32 min_dim = llmin(tex->getFullWidth(), tex->getFullHeight()); + while (min_dim > BASE_SIZE && ddiscard < MAX_DISCARD_LEVEL) + { + ddiscard++; + min_dim /= 2; + } + } + + S32 ddiscard_emissive = 0; + if (tex_emissive) + { + S32 min_dim_emissive = llmin(tex_emissive->getFullWidth(), tex_emissive->getFullHeight()); + while (min_dim_emissive > BASE_SIZE && ddiscard_emissive < MAX_DISCARD_LEVEL) + { + ddiscard_emissive++; + min_dim_emissive /= 2; + } } - BOOL delete_raw = (mDetailTextures[i]->reloadRawImage(ddiscard) != NULL) ; - if(mDetailTextures[i]->getRawImageLevel() != ddiscard)//raw iamge is not ready, will enter here again later. + // *NOTE: It is probably safe to call destroyRawImage no matter + // what, as LLViewerFetchedTexture::mRawImage is managed by + // LLPointer and not modified with the rare exception of + // icons (see BOOST_ICON). Nevertheless, gate this fix for now, as + // it may have unintended consequences on texture loading. + // We may want to also set the boost level in setDetailAssetID, but + // that is not guaranteed to work if a texture is loaded on an object + // before being loaded as terrain, so we will need this fix + // regardless. + static LLCachedControl<bool> sRenderTerrainPBREnabled(gSavedSettings, "RenderTerrainPBREnabled", false); + BOOL delete_raw = (tex->reloadRawImage(ddiscard) != NULL || sRenderTerrainPBREnabled); + BOOL delete_raw_emissive = (tex_emissive && + (tex_emissive->reloadRawImage(ddiscard_emissive) != NULL || sRenderTerrainPBREnabled)); + + 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_TERRAIN); + 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_emissive) + { + // Raw image is not ready, will enter here again later. + if (tex_emissive->getFetchPriority() <= 0.0f && !tex_emissive->hasSavedRawImage()) + { + tex_emissive->setBoostLevel(LLGLTexture::BOOST_TERRAIN); + tex_emissive->forceToRefetchTexture(ddiscard_emissive); + } + + if(delete_raw_emissive) + { + 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(tex_emissive->getRawImageLevel()) != BASE_SIZE || + tex_emissive->getHeight(tex_emissive->getRawImageLevel()) != 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; + } + } + if (has_base_color_factor || + raw_emissive || + has_alpha || + tex->getWidth(tex->getRawImageLevel()) != BASE_SIZE || + tex->getHeight(tex->getRawImageLevel()) != BASE_SIZE || + tex->getComponents() != 3) { LLPointer<LLImageRaw> newraw = new LLImageRaw(BASE_SIZE, BASE_SIZE, 3); + if (has_alpha) + { + // Approximate the water underneath terrain alpha with solid water color + newraw->clear( + MAX_WATER_COLOR.mV[VX], + MAX_WATER_COLOR.mV[VY], + MAX_WATER_COLOR.mV[VZ], + 255); + } 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 } + + if (delete_raw_emissive) + { + tex_emissive->destroyRawImage(); + } } st_data[i] = mRawImages[i]->getData(); st_data_size[i] = mRawImages[i]->getDataSize(); @@ -333,12 +706,12 @@ 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 +741,7 @@ 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; } @@ -459,29 +832,34 @@ 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++) - { - // Un-boost detatil textures (will get re-boosted if rendering in high detail) - mDetailTextures[i]->setBoostLevel(LLGLTexture::BOOST_NONE); - mDetailTextures[i]->setMinDiscardLevel(MAX_DISCARD_LEVEL + 1); - } + // Un-boost detail textures (will get re-boosted if rendering in high detail) + for (S32 i = 0; i < ASSET_COUNT; i++) + { + unboost_minimap_texture(mDetailTextures[i]); + } + + // Un-boost textures for each detail material (will get re-boosted if rendering in high detail) + for (S32 i = 0; i < ASSET_COUNT; i++) + { + unboost_minimap_material(mDetailMaterials[i]); + } 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) |