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-rw-r--r--indra/newview/llvlcomposition.cpp423
1 files changed, 12 insertions, 411 deletions
diff --git a/indra/newview/llvlcomposition.cpp b/indra/newview/llvlcomposition.cpp
index ba255f2b24..077e6e6cb1 100644
--- a/indra/newview/llvlcomposition.cpp
+++ b/indra/newview/llvlcomposition.cpp
@@ -312,12 +312,23 @@ bool LLTerrainMaterials::makeMaterialsReady(bool boost, bool strict)
return one_ready;
}
+LLViewerTexture* LLTerrainMaterials::getPaintMap()
+{
+ return mPaintMap.get();
+}
+
+void LLTerrainMaterials::setPaintMap(LLViewerTexture* paint_map)
+{
+ llassert(!paint_map || mPaintType == TERRAIN_PAINT_TYPE_PBR_PAINTMAP);
+ mPaintMap = paint_map;
+}
+
// Boost the texture loading priority
// Return true when ready to use (i.e. texture is sufficiently loaded)
// static
bool LLTerrainMaterials::makeTextureReady(LLPointer<LLViewerFetchedTexture>& tex, bool boost)
{
- llassert(tex);
+ //llassert(tex); ??? maybe ok ???
if (!tex) { return false; }
if (tex->getDiscardLevel() < 0)
@@ -571,416 +582,6 @@ bool LLVLComposition::generateComposition()
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 (!tex)
- {
- if (!emissive)
- {
- prepare_fallback_image(raw_image);
- }
- else
- {
- llassert(!raw_image);
- raw_image = nullptr;
- }
- return true;
- }
- if (raw_image)
- {
- // 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;
- }
- }
-
- 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::generateMinimapTileLand(const F32 x, const F32 y,
- const F32 width, const F32 height)
-{
- LL_PROFILE_ZONE_SCOPED
- llassert(mSurfacep);
- llassert(x >= 0.f);
- llassert(y >= 0.f);
-
- ///////////////////////////
- //
- // Generate raw data arrays for surface textures
- //
- //
-
- // These have already been validated by generateComposition.
- 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 (!makeTexturesReady(true, true)) { return false; }
- }
- else
- {
- if (!makeMaterialsReady(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
- 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
- {
- LLPointer<LLFetchedGLTFMaterial>& mat = mDetailRenderMaterials[i];
- tex = mat->mBaseColorTexture;
- tex_emissive = mat->mEmissiveTexture;
- base_color_factor = LLColor3(mat->mBaseColor);
- // *HACK: Treat alpha as black
- base_color_factor *= (mat->mBaseColor.mV[VW]);
- emissive_factor = mat->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 = mat->mAlphaMode != LLGLTFMaterial::ALPHA_MODE_OPAQUE;
- }
-
- 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)
- {
- 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)
- {
- 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 (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)
- {
- newraw->addEmissive(raw_emissive);
- }
-
- mRawImages[i] = newraw; // deletes old
- }
-
- if (delete_raw_post)
- {
- tex->destroyRawImage();
- }
- if (delete_raw_post_emissive)
- {
- 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();
- }
-
- ///////////////////////////////////////
- //
- // Generate and clamp x/y bounding box.
- //
- //
-
- S32 x_begin, y_begin, x_end, y_end;
- x_begin = (S32)(x * mScaleInv);
- y_begin = (S32)(y * mScaleInv);
- x_end = ll_round( (x + width) * mScaleInv );
- y_end = ll_round( (y + width) * mScaleInv );
-
- if (x_end > mWidth)
- {
- llassert(false);
- x_end = mWidth;
- }
- if (y_end > mWidth)
- {
- llassert(false);
- y_end = mWidth;
- }
-
-
- ///////////////////////////////////////////
- //
- // Generate target texture information, stride ratios.
- //
- //
-
- LLViewerTexture *texturep;
- U32 tex_width, tex_height, tex_comps;
- U32 tex_stride;
- F32 tex_x_scalef, tex_y_scalef;
- S32 tex_x_begin, tex_y_begin, tex_x_end, tex_y_end;
- F32 tex_x_ratiof, tex_y_ratiof;
-
- texturep = mSurfacep->getSTexture();
- tex_width = texturep->getWidth();
- tex_height = texturep->getHeight();
- tex_comps = texturep->getComponents();
- tex_stride = tex_width * tex_comps;
-
- U32 st_comps = 3;
- U32 st_width = BASE_SIZE;
- U32 st_height = BASE_SIZE;
-
- if (tex_comps != st_comps)
- {
- llassert(false);
- return false;
- }
-
- tex_x_scalef = (F32)tex_width / (F32)mWidth;
- tex_y_scalef = (F32)tex_height / (F32)mWidth;
- tex_x_begin = (S32)((F32)x_begin * tex_x_scalef);
- tex_y_begin = (S32)((F32)y_begin * tex_y_scalef);
- tex_x_end = (S32)((F32)x_end * tex_x_scalef);
- tex_y_end = (S32)((F32)y_end * tex_y_scalef);
-
- tex_x_ratiof = (F32)mWidth*mScale / (F32)tex_width;
- tex_y_ratiof = (F32)mWidth*mScale / (F32)tex_height;
-
- LLPointer<LLImageRaw> raw = new LLImageRaw(tex_width, tex_height, tex_comps);
- U8 *rawp = raw->getData();
-
- F32 st_x_stride, st_y_stride;
- st_x_stride = ((F32)st_width / (F32)mTexScaleX)*((F32)mWidth / (F32)tex_width);
- st_y_stride = ((F32)st_height / (F32)mTexScaleY)*((F32)mWidth / (F32)tex_height);
-
- llassert(st_x_stride > 0.f);
- llassert(st_y_stride > 0.f);
- ////////////////////////////////
- //
- // Iterate through the target texture, striding through the
- // subtextures and interpolating appropriately.
- //
- //
-
- F32 sti, stj;
- S32 st_offset;
- sti = (tex_x_begin * st_x_stride) - st_width*(llfloor((tex_x_begin * st_x_stride)/st_width));
- stj = (tex_y_begin * st_y_stride) - st_height*(llfloor((tex_y_begin * st_y_stride)/st_height));
-
- st_offset = (llfloor(stj * st_width) + llfloor(sti)) * st_comps;
- for (S32 j = tex_y_begin; j < tex_y_end; j++)
- {
- U32 offset = j * tex_stride + tex_x_begin * tex_comps;
- sti = (tex_x_begin * st_x_stride) - st_width*((U32)(tex_x_begin * st_x_stride)/st_width);
- for (S32 i = tex_x_begin; i < tex_x_end; i++)
- {
- S32 tex0, tex1;
- F32 composition = getValueScaled(i*tex_x_ratiof, j*tex_y_ratiof);
-
- tex0 = llfloor( composition );
- tex0 = llclamp(tex0, 0, 3);
- composition -= tex0;
- tex1 = tex0 + 1;
- tex1 = llclamp(tex1, 0, 3);
-
- st_offset = (lltrunc(sti) + lltrunc(stj)*st_width) * st_comps;
- for (U32 k = 0; k < tex_comps; k++)
- {
- // Linearly interpolate based on composition.
- if (st_offset >= st_data_size[tex0] || st_offset >= st_data_size[tex1])
- {
- // SJB: This shouldn't be happening, but does... Rounding error?
- //LL_WARNS() << "offset 0 [" << tex0 << "] =" << st_offset << " >= size=" << st_data_size[tex0] << LL_ENDL;
- //LL_WARNS() << "offset 1 [" << tex1 << "] =" << st_offset << " >= size=" << st_data_size[tex1] << LL_ENDL;
- }
- else
- {
- F32 a = *(st_data[tex0] + st_offset);
- F32 b = *(st_data[tex1] + st_offset);
- rawp[ offset ] = (U8)lltrunc( a + composition * (b - a) );
- }
- offset++;
- st_offset++;
- }
-
- sti += st_x_stride;
- if (sti >= st_width)
- {
- sti -= st_width;
- }
- }
-
- stj += st_y_stride;
- if (stj >= st_height)
- {
- stj -= st_height;
- }
- }
-
- if (!texturep->hasGLTexture())
- {
- texturep->createGLTexture(0, raw);
- }
- texturep->setSubImage(raw, tex_x_begin, tex_y_begin, tex_x_end - tex_x_begin, tex_y_end - tex_y_begin);
-
- // 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;
-}
-
F32 LLVLComposition::getStartHeight(S32 corner)
{
return mStartHeight[corner];