summaryrefslogtreecommitdiff
path: root/indra/newview/llvlcomposition.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'indra/newview/llvlcomposition.cpp')
-rw-r--r--indra/newview/llvlcomposition.cpp1131
1 files changed, 794 insertions, 337 deletions
diff --git a/indra/newview/llvlcomposition.cpp b/indra/newview/llvlcomposition.cpp
index c3334866a5..8d3b5cc8a5 100644
--- a/indra/newview/llvlcomposition.cpp
+++ b/indra/newview/llvlcomposition.cpp
@@ -1,25 +1,25 @@
-/**
+/**
* @file llvlcomposition.cpp
* @brief Viewer-side representation of a composition layer...
*
* $LicenseInfo:firstyear=2001&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, 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
* $/LicenseInfo$
*/
@@ -28,473 +28,930 @@
#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; }
-LLVLComposition::LLVLComposition(LLSurface *surfacep, const U32 width, const F32 scale) :
- LLViewerLayer(width, scale),
- mParamsReady(FALSE)
-{
- mSurfacep = surfacep;
+ tex->setBoostLevel(LLGLTexture::BOOST_TERRAIN); // in case the raw image is at low detail
+ tex->addTextureStats(virtual_size); // priority
+ }
- // 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);
+ 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); }
+ }
- // Initialize the texture matrix to defaults.
- for (S32 i = 0; i < CORNER_COUNT; ++i)
+ void unboost_minimap_texture(LLViewerFetchedTexture* tex)
{
- mStartHeight[i] = gSavedSettings.getF32("TerrainColorStartHeight");
- mHeightRange[i] = gSavedSettings.getF32("TerrainColorHeightRange");
+ if (!tex) { return; }
+ tex->setBoostLevel(LLGLTexture::BOOST_NONE);
+ tex->setMinDiscardLevel(MAX_DISCARD_LEVEL + 1);
}
- mTexScaleX = 16.f;
- mTexScaleY = 16.f;
- mTexturesLoaded = FALSE;
-}
+ 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); }
+ }
+};
-LLVLComposition::~LLVLComposition()
+LLTerrainMaterials::LLTerrainMaterials()
{
+ for (S32 i = 0; i < ASSET_COUNT; ++i)
+ {
+ mMaterialTexturesSet[i] = false;
+ }
}
-
-void LLVLComposition::setSurface(LLSurface *surfacep)
+LLTerrainMaterials::~LLTerrainMaterials()
{
- mSurfacep = surfacep;
+ unboost();
}
-
-void LLVLComposition::setDetailTextureID(S32 corner, const LLUUID& id)
+BOOL LLTerrainMaterials::generateMaterials()
{
- if(id.isNull())
+ if (texturesReady(true, true))
{
- return;
+ return TRUE;
}
- // 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)
-{
- if (!mParamsReady)
+ if (materialsReady(true, true))
{
- // All the parameters haven't been set yet (we haven't gotten the message from the sim)
- return FALSE;
+ return TRUE;
}
- llassert(mSurfacep);
+ return FALSE;
+}
- if (!mSurfacep || !mSurfacep->getRegion())
+void LLTerrainMaterials::boost()
+{
+ for (S32 i = 0; i < ASSET_COUNT; ++i)
{
- // We don't always have the region yet here....
- return FALSE;
- }
-
- S32 x_begin, y_begin, x_end, y_end;
+ LLPointer<LLViewerFetchedTexture>& tex = mDetailTextures[i];
+ llassert(tex.notNull());
+ boost_minimap_texture(tex, TERRAIN_DECODE_PRIORITY);
- x_begin = ll_round( x * mScaleInv );
- y_begin = ll_round( y * mScaleInv );
- x_end = ll_round( (x + width) * mScaleInv );
- y_end = ll_round( (y + width) * mScaleInv );
+ LLPointer<LLFetchedGLTFMaterial>& mat = mDetailMaterials[i];
+ boost_minimap_material(mat, TERRAIN_DECODE_PRIORITY);
+ }
+}
- if (x_end > mWidth)
+void LLTerrainMaterials::unboost()
+{
+ for (S32 i = 0; i < ASSET_COUNT; ++i)
{
- x_end = mWidth;
+ LLPointer<LLViewerFetchedTexture>& tex = mDetailTextures[i];
+ unboost_minimap_texture(tex);
+
+ LLPointer<LLFetchedGLTFMaterial>& mat = mDetailMaterials[i];
+ unboost_minimap_material(mat);
}
- if (y_end > mWidth)
+}
+
+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())
{
- y_end = mWidth;
+ return nullptr;
}
- LLVector3d origin_global = from_region_handle(mSurfacep->getRegion()->getHandle());
+ LLPointer<LLViewerFetchedTexture> tex = LLViewerTextureManager::getFetchedTexture(id);
+ return tex;
+}
- // For perlin noise generation...
- const F32 slope_squared = 1.5f*1.5f;
- const F32 xyScale = 4.9215f; //0.93284f;
- const F32 zScale = 4; //0.92165f;
- const F32 z_offset = 0.f;
- const F32 noise_magnitude = 2.f; // Degree to which noise modulates composition layer (versus
- // simple height)
+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;
+}
- // 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;
+LLTerrainMaterials::Type LLTerrainMaterials::getMaterialType()
+{
+ LL_PROFILE_ZONE_SCOPED;
- const F32 xyScaleInv = (1.f / xyScale);
- const F32 zScaleInv = (1.f / zScale);
+ const BOOL use_textures = texturesReady(false, false) || !materialsReady(false, false);
+ return use_textures ? Type::TEXTURE : Type::PBR;
+}
- const F32 inv_width = 1.f/mWidth;
+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);
+ }
- // OK, for now, just have the composition value equal the height at the point.
- for (S32 j = y_begin; j < y_end; j++)
+ bool one_ready = false;
+ for (S32 i = 0; i < ASSET_COUNT; i++)
{
- for (S32 i = x_begin; i < x_end; i++)
+ const bool current_ready = ready[i];
+ one_ready = one_ready || current_ready;
+ if (!current_ready && strict)
{
-
- F32 vec[3];
- F32 vec1[3];
- F32 twiddle;
-
- // Bilinearly interpolate the start height and height range of the textures
- F32 start_height = bilinear(mStartHeight[SOUTHWEST],
- mStartHeight[SOUTHEAST],
- mStartHeight[NORTHWEST],
- mStartHeight[NORTHEAST],
- i*inv_width, j*inv_width); // These will be bilinearly interpolated
- F32 height_range = bilinear(mHeightRange[SOUTHWEST],
- mHeightRange[SOUTHEAST],
- mHeightRange[NORTHWEST],
- mHeightRange[NORTHEAST],
- i*inv_width, j*inv_width); // These will be bilinearly interpolated
-
- LLVector3 location(i*mScale, j*mScale, 0.f);
-
- F32 height = mSurfacep->resolveHeightRegion(location) + z_offset;
-
- // Step 0: Measure the exact height at this texel
- vec[0] = (F32)(origin_global.mdV[VX]+location.mV[VX])*xyScaleInv; // Adjust to non-integer lattice
- vec[1] = (F32)(origin_global.mdV[VY]+location.mV[VY])*xyScaleInv;
- vec[2] = height*zScaleInv;
- //
- // Choose material value by adding to the exact height a random value
- //
- vec1[0] = vec[0]*(0.2222222222f);
- vec1[1] = vec[1]*(0.2222222222f);
- vec1[2] = vec[2]*(0.2222222222f);
- twiddle = noise2(vec1)*6.5f; // Low freq component for large divisions
-
- 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;
-
- scaled_noisy_height = llmax(0.f, scaled_noisy_height);
- scaled_noisy_height = llmin(3.f, scaled_noisy_height);
- *(mDatap + i + j*mWidth) = scaled_noisy_height;
+ return false;
}
}
- return TRUE;
+ return one_ready;
}
-static const U32 BASE_SIZE = 128;
-
-BOOL LLVLComposition::generateComposition()
+bool LLTerrainMaterials::materialsReady(bool boost, bool strict)
{
-
- if (!mParamsReady)
+ bool ready[ASSET_COUNT];
+ // *NOTE: Calls to materialReady may boost materials/textures. Do not early-return.
+ for (S32 i = 0; i < ASSET_COUNT; i++)
{
- // All the parameters haven't been set yet (we haven't gotten the message from the sim)
- return FALSE;
+ ready[i] = materialReady(mDetailMaterials[i], mMaterialTexturesSet[i], boost, strict);
}
- for (S32 i = 0; i < 4; i++)
+#if 1
+ static LLCachedControl<bool> sRenderTerrainPBREnabled(gSavedSettings, "RenderTerrainPBREnabled", false);
+ static LLCachedControl<bool> sRenderTerrainPBRForce(gSavedSettings, "RenderTerrainPBRForce", false);
+ if (sRenderTerrainPBREnabled && sRenderTerrainPBRForce)
{
- if (mDetailTextures[i]->getDiscardLevel() < 0)
+ bool defined = true;
+ for (S32 i = 0; i < ASSET_COUNT; i++)
{
- 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)
+ if (!mDetailMaterials[i])
{
- ddiscard++;
- min_dim /= 2;
+ defined = false;
+ break;
}
- 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;
+ }
+ if (defined)
+ {
+ return true;
}
}
+#endif
- return TRUE;
+ 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 LLVLComposition::generateTexture(const F32 x, const F32 y,
- const F32 width, const F32 height)
+// 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)
{
- LL_PROFILE_ZONE_SCOPED
- llassert(mSurfacep);
- llassert(x >= 0.f);
- llassert(y >= 0.f);
-
- LLTimer gen_timer;
-
- ///////////////////////////
- //
- // Generate raw data arrays for surface textures
- //
- //
+ llassert(tex);
+ if (!tex) { return false; }
- // 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++)
+ 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 (mRawImages[i].isNull())
+ if (boost)
{
- // Read back a raw image for this discard level, if it exists
- S32 min_dim = llmin(mDetailTextures[i]->getFullWidth(), mDetailTextures[i]->getFullHeight());
+ 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;
+}
- BOOL delete_raw = (mDetailTextures[i]->reloadRawImage(ddiscard) != NULL) ;
- if(mDetailTextures[i]->getRawImageLevel() != ddiscard)//raw iamge is not ready, will enter here again later.
- {
- if (mDetailTextures[i]->getFetchPriority() <= 0.0f && !mDetailTextures[i]->hasSavedRawImage())
- {
- mDetailTextures[i]->setBoostLevel(LLGLTexture::BOOST_MAP);
- mDetailTextures[i]->forceToRefetchTexture(ddiscard);
- }
+// 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;
+ }
- if(delete_raw)
- {
- mDetailTextures[i]->destroyRawImage() ;
- }
- LL_DEBUGS("Terrain") << "cached raw data for terrain detail texture is not ready yet: " << mDetailTextures[i]->getID() << " Discard: " << ddiscard << LL_ENDL;
- 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]);
+ }
- mRawImages[i] = mDetailTextures[i]->getRawImage() ;
- if(delete_raw)
- {
- mDetailTextures[i]->destroyRawImage() ;
- }
- if (mDetailTextures[i]->getWidth(ddiscard) != BASE_SIZE ||
- mDetailTextures[i]->getHeight(ddiscard) != BASE_SIZE ||
- mDetailTextures[i]->getComponents() != 3)
+ // *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])
{
- LLPointer<LLImageRaw> newraw = new LLImageRaw(BASE_SIZE, BASE_SIZE, 3);
- newraw->composite(mRawImages[i]);
- mRawImages[i] = newraw; // deletes old
+ return false;
}
}
- 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 );
+ return true;
+}
- if (x_end > mWidth)
+// static
+const LLUUID (&LLVLComposition::getDefaultTextures())[ASSET_COUNT]
+{
+ const static LLUUID default_textures[LLVLComposition::ASSET_COUNT] =
{
- LL_WARNS("Terrain") << "x end > width" << LL_ENDL;
- x_end = mWidth;
- }
- if (y_end > mWidth)
+ 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
+ const LLUUID (&default_textures)[LLVLComposition::ASSET_COUNT] = LLVLComposition::getDefaultTextures();
+ for (S32 i = 0; i < ASSET_COUNT; ++i)
{
- LL_WARNS("Terrain") << "y end > width" << LL_ENDL;
- y_end = mWidth;
+ setDetailAssetID(i, default_textures[i]);
}
+ mSurfacep = surfacep;
- ///////////////////////////////////////////
- //
- // Generate target texture information, stride ratios.
- //
- //
+ // Initialize the texture matrix to defaults.
+ for (S32 i = 0; i < CORNER_COUNT; ++i)
+ {
+ mStartHeight[i] = gSavedSettings.getF32("TerrainColorStartHeight");
+ mHeightRange[i] = gSavedSettings.getF32("TerrainColorHeightRange");
+ }
+}
+
+
+LLVLComposition::~LLVLComposition()
+{
+ LLTerrainMaterials::~LLTerrainMaterials();
+}
- 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;
+void LLVLComposition::setSurface(LLSurface *surfacep)
+{
+ mSurfacep = surfacep;
+}
- U32 st_comps = 3;
- U32 st_width = BASE_SIZE;
- U32 st_height = BASE_SIZE;
+BOOL LLVLComposition::generateHeights(const F32 x, const F32 y,
+ const F32 width, const F32 height)
+{
+ if (!mParamsReady)
+ {
+ // All the parameters haven't been set yet (we haven't gotten the message from the sim)
+ return FALSE;
+ }
+
+ llassert(mSurfacep);
+
+ if (!mSurfacep || !mSurfacep->getRegion())
+ {
+ // We don't always have the region yet here....
+ return FALSE;
+ }
+
+ S32 x_begin, y_begin, x_end, y_end;
+
+ x_begin = ll_round( x * mScaleInv );
+ y_begin = ll_round( y * mScaleInv );
+ x_end = ll_round( (x + width) * mScaleInv );
+ y_end = ll_round( (y + width) * mScaleInv );
+
+ if (x_end > mWidth)
+ {
+ x_end = mWidth;
+ }
+ if (y_end > mWidth)
+ {
+ y_end = mWidth;
+ }
+
+ LLVector3d origin_global = from_region_handle(mSurfacep->getRegion()->getHandle());
+
+ // For perlin noise generation...
+ const F32 slope_squared = 1.5f*1.5f;
+ const F32 xyScale = 4.9215f; //0.93284f;
+ const F32 zScale = 4; //0.92165f;
+ const F32 z_offset = 0.f;
+ const F32 noise_magnitude = 2.f; // Degree to which noise modulates composition layer (versus
+ // simple height)
+
+ const F32 xyScaleInv = (1.f / xyScale);
+ const F32 zScaleInv = (1.f / zScale);
+
+ const F32 inv_width = 1.f/mWidth;
+
+ // OK, for now, just have the composition value equal the height at the point.
+ for (S32 j = y_begin; j < y_end; j++)
+ {
+ for (S32 i = x_begin; i < x_end; i++)
+ {
+
+ F32 vec[3];
+ F32 vec1[3];
+ F32 twiddle;
+
+ // Bilinearly interpolate the start height and height range of the textures
+ F32 start_height = bilinear(mStartHeight[SOUTHWEST],
+ mStartHeight[SOUTHEAST],
+ mStartHeight[NORTHWEST],
+ mStartHeight[NORTHEAST],
+ i*inv_width, j*inv_width); // These will be bilinearly interpolated
+ F32 height_range = bilinear(mHeightRange[SOUTHWEST],
+ mHeightRange[SOUTHEAST],
+ mHeightRange[NORTHWEST],
+ mHeightRange[NORTHEAST],
+ i*inv_width, j*inv_width); // These will be bilinearly interpolated
+
+ LLVector3 location(i*mScale, j*mScale, 0.f);
+
+ F32 height = mSurfacep->resolveHeightRegion(location) + z_offset;
+
+ // Step 0: Measure the exact height at this texel
+ vec[0] = (F32)(origin_global.mdV[VX]+location.mV[VX])*xyScaleInv; // Adjust to non-integer lattice
+ vec[1] = (F32)(origin_global.mdV[VY]+location.mV[VY])*xyScaleInv;
+ vec[2] = height*zScaleInv;
+ //
+ // Choose material value by adding to the exact height a random value
+ //
+ vec1[0] = vec[0]*(0.2222222222f);
+ vec1[1] = vec[1]*(0.2222222222f);
+ vec1[2] = vec[2]*(0.2222222222f);
+ twiddle = noise2(vec1)*6.5f; // Low freq component for large divisions
+
+ twiddle += turbulence2(vec, 2)*slope_squared; // High frequency component
+ twiddle *= noise_magnitude;
+
+ 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);
+ *(mDatap + i + j*mWidth) = scaled_noisy_height;
+ }
+ }
+ return TRUE;
+}
- if (tex_comps != st_comps)
+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;
+ }
+
+ return LLTerrainMaterials::generateMaterials();
+}
+
+namespace
+{
+ void prepare_fallback_image(LLImageRaw* raw_image)
{
- LL_WARNS("Terrain") << "Base texture comps != input texture comps" << LL_ENDL;
- return FALSE;
+ raw_image->resize(BASE_SIZE, BASE_SIZE, 4);
+ raw_image->fill(LLColor4U::white);
}
- 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++)
+ // 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)
{
- 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++)
+ if (!tex)
{
- S32 tex0, tex1;
- F32 composition = getValueScaled(i*tex_x_ratiof, j*tex_y_ratiof);
+ 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;
+ }
+ }
- tex0 = llfloor( composition );
- tex0 = llclamp(tex0, 0, 3);
- composition -= tex0;
- tex1 = tex0 + 1;
- tex1 = llclamp(tex1, 0, 3);
+ 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;
+ }
+ }
- st_offset = (lltrunc(sti) + lltrunc(stj)*st_width) * st_comps;
- for (U32 k = 0; k < tex_comps; k++)
+ 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()
{
- // Linearly interpolate based on composition.
- if (st_offset >= st_data_size[tex0] || st_offset >= st_data_size[tex1])
+ 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)
{
- // 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;
+ pending->mRawImage->resize(BASE_SIZE, BASE_SIZE, src->getComponents());
+ pending->mRawImage->copyScaled(src);
}
- else
+ else if (is_final)
{
- F32 a = *(st_data[tex0] + st_offset);
- F32 b = *(st_data[tex1] + st_offset);
- rawp[ offset ] = (U8)lltrunc( a + composition * (b - a) );
+ prepare_fallback_image(pending->mRawImage);
}
- offset++;
- st_offset++;
}
- sti += st_x_stride;
- if (sti >= st_width)
- {
- sti -= st_width;
- }
- }
+ if (is_final) { delete pending; }
+ };
+ tex->setLoadedCallback(cb, ddiscard, true, false, pending_image, nullptr);
+ tex->forceToSaveRawImage(ddiscard);
- stj += st_y_stride;
- if (stj >= st_height)
- {
- stj -= st_height;
- }
+ return false;
}
+};
- if (!texturep->hasGLTexture())
+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)
{
- texturep->createGLTexture(0, raw);
+ if (!texturesReady(true, true)) { return FALSE; }
}
- 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++)
+ else
{
- // 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);
+ if (!materialsReady(true, true)) { return FALSE; }
}
- return TRUE;
-}
+ 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
+ {
+ 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;
+ }
-LLUUID LLVLComposition::getDetailTextureID(S32 corner)
-{
- return mDetailTextures[corner]->getID();
+ 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;
}
-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)
{
- mStartHeight[corner] = start_height;
+ mStartHeight[corner] = start_height;
}
F32 LLVLComposition::getHeightRange(S32 corner)
{
- return mHeightRange[corner];
+ return mHeightRange[corner];
}
void LLVLComposition::setHeightRange(S32 corner, const F32 range)
{
- mHeightRange[corner] = range;
+ mHeightRange[corner] = range;
}