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-rw-r--r--indra/newview/llvlcomposition.cpp677
1 files changed, 567 insertions, 110 deletions
diff --git a/indra/newview/llvlcomposition.cpp b/indra/newview/llvlcomposition.cpp
index c3334866a5..1ffbf20410 100644
--- a/indra/newview/llvlcomposition.cpp
+++ b/indra/newview/llvlcomposition.cpp
@@ -28,47 +28,360 @@
#include "llvlcomposition.h"
+#include <functional>
+
#include "llerror.h"
#include "v3math.h"
#include "llsurface.h"
#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;
+
+static const U32 BASE_SIZE = 128;
+static const F32 TERRAIN_DECODE_PRIORITY = 2048.f * 2048.f;
-F32 bilinear(const F32 v00, const F32 v01, const F32 v10, const F32 v11, const F32 x_frac, const F32 y_frac)
+namespace
{
- // 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;
+ 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 boost_minimap_texture(LLViewerFetchedTexture* tex, F32 virtual_size)
+ {
+ llassert(tex);
+ if (!tex) { return; }
+
+ tex->setBoostLevel(LLGLTexture::BOOST_TERRAIN); // in case the raw image is at low detail
+ tex->addTextureStats(virtual_size); // priority
+ }
+
+ void boost_minimap_material(LLFetchedGLTFMaterial* mat, F32 virtual_size)
+ {
+ if (!mat) { return; }
+ if (mat->mBaseColorTexture) { boost_minimap_texture(mat->mBaseColorTexture, virtual_size); }
+ if (mat->mNormalTexture) { boost_minimap_texture(mat->mNormalTexture, virtual_size); }
+ if (mat->mMetallicRoughnessTexture) { boost_minimap_texture(mat->mMetallicRoughnessTexture, virtual_size); }
+ if (mat->mEmissiveTexture) { boost_minimap_texture(mat->mEmissiveTexture, virtual_size); }
+ }
+
+ void unboost_minimap_texture(LLViewerFetchedTexture* tex)
+ {
+ if (!tex) { return; }
+ tex->setBoostLevel(LLGLTexture::BOOST_NONE);
+ tex->setMinDiscardLevel(MAX_DISCARD_LEVEL + 1);
+ }
+
+ void unboost_minimap_material(LLFetchedGLTFMaterial* mat)
+ {
+ if (!mat) { return; }
+ if (mat->mBaseColorTexture) { unboost_minimap_texture(mat->mBaseColorTexture); }
+ if (mat->mNormalTexture) { unboost_minimap_texture(mat->mNormalTexture); }
+ if (mat->mMetallicRoughnessTexture) { unboost_minimap_texture(mat->mMetallicRoughnessTexture); }
+ if (mat->mEmissiveTexture) { unboost_minimap_texture(mat->mEmissiveTexture); }
+ }
+};
+
+LLTerrainMaterials::LLTerrainMaterials()
+{
+ for (S32 i = 0; i < ASSET_COUNT; ++i)
+ {
+ mMaterialTexturesSet[i] = false;
+ }
}
+LLTerrainMaterials::~LLTerrainMaterials()
+{
+ unboost();
+}
-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;
+}
+
+void LLTerrainMaterials::boost()
+{
+ for (S32 i = 0; i < ASSET_COUNT; ++i)
+ {
+ LLPointer<LLViewerFetchedTexture>& tex = mDetailTextures[i];
+ llassert(tex.notNull());
+ boost_minimap_texture(tex, TERRAIN_DECODE_PRIORITY);
+
+ LLPointer<LLFetchedGLTFMaterial>& mat = mDetailMaterials[i];
+ boost_minimap_material(mat, TERRAIN_DECODE_PRIORITY);
+ }
+}
+
+void LLTerrainMaterials::unboost()
+{
+ for (S32 i = 0; i < ASSET_COUNT; ++i)
+ {
+ LLPointer<LLViewerFetchedTexture>& tex = mDetailTextures[i];
+ unboost_minimap_texture(tex);
+
+ LLPointer<LLFetchedGLTFMaterial>& mat = mDetailMaterials[i];
+ unboost_minimap_material(mat);
+ }
+}
+
+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);
+ 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)
+ {
+ boost_minimap_texture(tex, BASE_SIZE*BASE_SIZE);
+ }
+ return false;
+ }
+ if ((tex->getDiscardLevel() != 0 &&
+ (tex->getWidth() < BASE_SIZE ||
+ tex->getHeight() < BASE_SIZE)))
+ {
+ if (boost)
+ {
+ boost_minimap_texture(tex, BASE_SIZE*BASE_SIZE);
+
+ 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->setMinDiscardLevel(ddiscard);
+ }
+ 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 +389,12 @@ 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 +403,6 @@ 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 +446,6 @@ 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 +492,7 @@ 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 +502,122 @@ 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++)
+ return LLTerrainMaterials::generateMaterials();
+}
+
+namespace
+{
+ void prepare_fallback_image(LLImageRaw* raw_image)
+ {
+ raw_image->resize(BASE_SIZE, BASE_SIZE, 4);
+ raw_image->fill(LLColor4U::white);
+ }
+
+ // Check if the raw image is loaded for this texture at a discard
+ // level the minimap can use, and if not then try to get it loaded.
+ bool prepare_raw_image(LLPointer<LLImageRaw>& raw_image, bool emissive, LLViewerFetchedTexture* tex, bool& delete_raw_post)
{
- if (mDetailTextures[i]->getDiscardLevel() < 0)
+ if (!tex)
{
- mDetailTextures[i]->setBoostLevel(LLGLTexture::BOOST_TERRAIN); // in case we are at low detail
- mDetailTextures[i]->addTextureStats(BASE_SIZE*BASE_SIZE);
- return FALSE;
+ if (!emissive)
+ {
+ prepare_fallback_image(raw_image);
+ }
+ else
+ {
+ llassert(!raw_image);
+ raw_image = nullptr;
+ }
+ return true;
}
- if ((mDetailTextures[i]->getDiscardLevel() != 0 &&
- (mDetailTextures[i]->getWidth() < BASE_SIZE ||
- mDetailTextures[i]->getHeight() < BASE_SIZE)))
+ if (raw_image)
{
- S32 width = mDetailTextures[i]->getFullWidth();
- S32 height = mDetailTextures[i]->getFullHeight();
- S32 min_dim = llmin(width, height);
- S32 ddiscard = 0;
+ // Callback already initiated
+ if (raw_image->getDataSize() > 0)
+ {
+ // Callback finished
+ delete_raw_post = true;
+ return true;
+ }
+ else
+ {
+ return false;
+ }
+ }
+
+ raw_image = new LLImageRaw();
+
+ S32 ddiscard = 0;
+ {
+ S32 min_dim = llmin(tex->getFullWidth(), tex->getFullHeight());
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;
-}
+ struct PendingImage
+ {
+ LLImageRaw* mRawImage;
+ S32 mDesiredDiscard;
+ LLUUID mTextureId;
+ PendingImage(LLImageRaw* raw_image, S32 ddiscard, const LLUUID& texture_id)
+ : mRawImage(raw_image)
+ , mDesiredDiscard(ddiscard)
+ , mTextureId(texture_id)
+ {
+ mRawImage->ref();
+ }
+ ~PendingImage()
+ {
+ mRawImage->unref();
+ }
+ };
+ PendingImage* pending_image = new PendingImage(raw_image, ddiscard, tex->getID());
+
+ loaded_callback_func cb = [](BOOL success, LLViewerFetchedTexture * src_vi, LLImageRaw * src, LLImageRaw * src_aux, S32 discard_level, BOOL is_final, void* userdata) {
+ PendingImage* pending = (PendingImage*)userdata;
+ // Owning LLVLComposition still exists
+
+ // Assume mRawImage only used by single LLVLComposition for now
+ const bool in_use_by_composition = pending->mRawImage->getNumRefs() > 1;
+ llassert(pending->mRawImage->getNumRefs());
+ llassert(pending->mRawImage->getNumRefs() <= 2);
+ const bool needs_data = !pending->mRawImage->getDataSize();
+ if (in_use_by_composition && needs_data)
+ {
+ if (success && pending->mDesiredDiscard == discard_level)
+ {
+ pending->mRawImage->resize(BASE_SIZE, BASE_SIZE, src->getComponents());
+ pending->mRawImage->copyScaled(src);
+ }
+ else if (is_final)
+ {
+ prepare_fallback_image(pending->mRawImage);
+ }
+ }
+
+ if (is_final) { delete pending; }
+ };
+ tex->setLoadedCallback(cb, ddiscard, true, false, pending_image, nullptr);
+ tex->forceToSaveRawImage(ddiscard);
+
+ return false;
+ }
+};
-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 +625,6 @@ 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 +632,138 @@ 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
+ 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 < 4; i++)
+ 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)
+ 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)
{
- ddiscard++;
- min_dim /= 2;
+ 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;
}
- BOOL delete_raw = (mDetailTextures[i]->reloadRawImage(ddiscard) != NULL) ;
- if(mDetailTextures[i]->getRawImageLevel() != ddiscard)//raw iamge is not ready, will enter here again later.
+ if (!tex) { tex = LLViewerFetchedTexture::sWhiteImagep; }
+
+ bool delete_raw_post = false;
+ bool delete_raw_post_emissive = false;
+ if (!prepare_raw_image(mRawImagesBaseColor[i], false, tex, delete_raw_post)) { return FALSE; }
+ if (tex_emissive && !prepare_raw_image(mRawImagesEmissive[i], true, tex_emissive, delete_raw_post_emissive)) { return FALSE; }
+ // tex_emissive can be null, and then will be ignored
+
+ // In the simplest case, the minimap image is just the base color.
+ // This will be replaced if we need to do any tinting/compositing.
+ mRawImages[i] = mRawImagesBaseColor[i];
+
+ // *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
+ // Long-term, we should consider a method that is more
+ // maintainable. Shaders, perhaps? Bake shaders to textures?
+ LLPointer<LLImageRaw> raw_emissive;
+ if (tex_emissive)
{
- if (mDetailTextures[i]->getFetchPriority() <= 0.0f && !mDetailTextures[i]->hasSavedRawImage())
+ raw_emissive = mRawImagesEmissive[i];
+ if (has_emissive_factor ||
+ tex_emissive->getWidth(tex_emissive->getRawImageLevel()) != BASE_SIZE ||
+ tex_emissive->getHeight(tex_emissive->getRawImageLevel()) != BASE_SIZE ||
+ tex_emissive->getComponents() != 4)
{
- mDetailTextures[i]->setBoostLevel(LLGLTexture::BOOST_MAP);
- mDetailTextures[i]->forceToRefetchTexture(ddiscard);
+ LLPointer<LLImageRaw> newraw_emissive = new LLImageRaw(BASE_SIZE, BASE_SIZE, 4);
+ // Copy RGB, leave alpha alone (set to opaque by default)
+ newraw_emissive->copy(mRawImagesEmissive[i]);
+ if (has_emissive_factor)
+ {
+ newraw_emissive->tint(emissive_factor);
+ }
+ raw_emissive = newraw_emissive;
}
-
- if(delete_raw)
+ }
+ 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(mRawImagesBaseColor[i]);
+ if (has_base_color_factor)
+ {
+ newraw->tint(base_color_factor);
+ }
+ // Apply emissive texture
+ if (raw_emissive)
{
- mDetailTextures[i]->destroyRawImage() ;
+ newraw->addEmissive(raw_emissive);
}
- LL_DEBUGS("Terrain") << "cached raw data for terrain detail texture is not ready yet: " << mDetailTextures[i]->getID() << " Discard: " << ddiscard << LL_ENDL;
- return FALSE;
+
+ mRawImages[i] = newraw; // deletes old
}
- mRawImages[i] = mDetailTextures[i]->getRawImage() ;
- if(delete_raw)
+ if (delete_raw_post)
{
- mDetailTextures[i]->destroyRawImage() ;
+ tex->destroyRawImage();
}
- if (mDetailTextures[i]->getWidth(ddiscard) != BASE_SIZE ||
- mDetailTextures[i]->getHeight(ddiscard) != BASE_SIZE ||
- mDetailTextures[i]->getComponents() != 3)
+ if (delete_raw_post_emissive)
{
- LLPointer<LLImageRaw> newraw = new LLImageRaw(BASE_SIZE, BASE_SIZE, 3);
- newraw->composite(mRawImages[i]);
- mRawImages[i] = newraw; // deletes old
+ tex_emissive->destroyRawImage();
}
+
+ // Remove intermediary image references
+ mRawImagesBaseColor[i] = nullptr;
+ mRawImagesEmissive[i] = nullptr;
}
st_data[i] = mRawImages[i]->getData();
st_data_size[i] = mRawImages[i]->getDataSize();
@@ -333,12 +783,12 @@ 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 +818,7 @@ 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 +909,36 @@ 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 detail textures (will get re-boosted if rendering in high detail)
+ 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);
- mDetailTextures[i]->setMinDiscardLevel(MAX_DISCARD_LEVEL + 1);
+ unboost_minimap_texture(mDetailTextures[i]);
}
- return TRUE;
-}
+ // 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]);
+ }
-LLUUID LLVLComposition::getDetailTextureID(S32 corner)
-{
- return mDetailTextures[corner]->getID();
+ return TRUE;
}
-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;
+ mRawImagesBaseColor[asset] = NULL;
+ mRawImagesEmissive[asset] = NULL;
}
void LLVLComposition::setStartHeight(S32 corner, const F32 start_height)