diff options
Diffstat (limited to 'indra/newview/llvlcomposition.cpp')
-rw-r--r-- | indra/newview/llvlcomposition.cpp | 725 |
1 files changed, 420 insertions, 305 deletions
diff --git a/indra/newview/llvlcomposition.cpp b/indra/newview/llvlcomposition.cpp index c3334866a5..077e6e6cb1 100644 --- a/indra/newview/llvlcomposition.cpp +++ b/indra/newview/llvlcomposition.cpp @@ -28,47 +28,427 @@ #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; + 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 + } - 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; + 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); + } - return result; + 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) +void LLTerrainMaterials::apply(const LLModifyRegion& other) { - mSurfacep = surfacep; + for (S32 i = 0; i < LLTerrainMaterials::ASSET_COUNT; ++i) + { + const LLGLTFMaterial* other_override = other.getMaterialOverride(i); + LLGLTFMaterial* material_override = other_override ? new LLGLTFMaterial(*other_override) : nullptr; + setMaterialOverride(i, material_override); + } +} + +bool LLTerrainMaterials::generateMaterials() +{ + if (makeTexturesReady(true, true)) + { + return true; + } + + if (makeMaterialsReady(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); + mDetailRenderMaterials[asset] = nullptr; + mMaterialTexturesSet[asset] = false; +} + +const LLGLTFMaterial* LLTerrainMaterials::getMaterialOverride(S32 asset) const +{ + return mDetailMaterialOverrides[asset]; +} + +void LLTerrainMaterials::setMaterialOverride(S32 asset, LLGLTFMaterial* mat_override) +{ + // Non-null overrides must be nontrivial. Otherwise, please set the override to null instead. + llassert(!mat_override || *mat_override != LLGLTFMaterial::sDefault); + + mDetailMaterialOverrides[asset] = mat_override; + mDetailRenderMaterials[asset] = nullptr; +} + +LLTerrainMaterials::Type LLTerrainMaterials::getMaterialType() +{ + LL_PROFILE_ZONE_SCOPED; + + const bool use_textures = makeTexturesReady(false, false) || !makeMaterialsReady(false, false); + return use_textures ? Type::TEXTURE : Type::PBR; +} + +bool LLTerrainMaterials::makeTexturesReady(bool boost, bool strict) +{ + bool ready[ASSET_COUNT]; + // *NOTE: Calls to makeTextureReady may boost textures. Do not early-return. + for (S32 i = 0; i < ASSET_COUNT; i++) + { + ready[i] = mDetailTextures[i].notNull() && makeTextureReady(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; +} + +namespace +{ + bool material_asset_ready(LLFetchedGLTFMaterial* mat) { return mat && mat->isLoaded(); } +}; + +bool LLTerrainMaterials::makeMaterialsReady(bool boost, bool strict) +{ + bool ready[ASSET_COUNT]; + // *NOTE: This section may boost materials/textures. Do not early-return if ready[i] is false. + for (S32 i = 0; i < ASSET_COUNT; i++) + { + ready[i] = false; + LLPointer<LLFetchedGLTFMaterial>& mat = mDetailMaterials[i]; + if (!material_asset_ready(mat)) { continue; } + + LLPointer<LLFetchedGLTFMaterial>& render_mat = mDetailRenderMaterials[i]; + if (!render_mat) + { + render_mat = new LLFetchedGLTFMaterial(); + *render_mat = *mat; + // This render_mat is effectively already loaded, because it gets its data from mat. + + LLPointer<LLGLTFMaterial>& override_mat = mDetailMaterialOverrides[i]; + if (override_mat) + { + render_mat->applyOverride(*override_mat); + } + } + + ready[i] = materialTexturesReady(render_mat, 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; +} + +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); ??? maybe ok ??? + 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; +} + +// Make sure to call material_asset_ready first +// strict = true -> all materials must be sufficiently loaded +// strict = false -> at least one material must be loaded +// static +bool LLTerrainMaterials::materialTexturesReady(LLPointer<LLFetchedGLTFMaterial>& mat, bool& textures_set, bool boost, bool strict) +{ + llassert(mat); + + // 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 makeTextureReady 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() || makeTextureReady(mat->mBaseColorTexture, boost); + ready[LLGLTFMaterial::GLTF_TEXTURE_INFO_NORMAL] = + mat->mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_NORMAL].isNull() || makeTextureReady(mat->mNormalTexture, boost); + ready[LLGLTFMaterial::GLTF_TEXTURE_INFO_METALLIC_ROUGHNESS] = + mat->mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_METALLIC_ROUGHNESS].isNull() || + makeTextureReady(mat->mMetallicRoughnessTexture, boost); + ready[LLGLTFMaterial::GLTF_TEXTURE_INFO_EMISSIVE] = + mat->mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_EMISSIVE].isNull() || makeTextureReady(mat->mEmissiveTexture, boost); + + if (strict) + { + for (U32 i = 0; i < LLGLTFMaterial::GLTF_TEXTURE_INFO_COUNT; ++i) + { + if (!ready[i]) + { + return false; + } + } + } + + return true; +} +// Boost the loading priority of every known texture in the material +// Return true when ready to use +// static +bool LLTerrainMaterials::makeMaterialReady(LLPointer<LLFetchedGLTFMaterial> &mat, bool &textures_set, bool boost, bool strict) +{ + if (!material_asset_ready(mat)) { return false; } + + return materialTexturesReady(mat, textures_set, boost, strict); +} + +// 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 +456,12 @@ 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(); } @@ -92,27 +470,13 @@ 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, +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; + return false; } llassert(mSurfacep); @@ -120,7 +484,7 @@ BOOL LLVLComposition::generateHeights(const F32 x, const F32 y, if (!mSurfacep || !mSurfacep->getRegion()) { // We don't always have the region yet here.... - return FALSE; + return false; } S32 x_begin, y_begin, x_end, y_end; @@ -149,10 +513,6 @@ 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); @@ -199,289 +559,44 @@ 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); *(mDatap + i + j*mWidth) = scaled_noisy_height; } } - return TRUE; + return true; } -static const U32 BASE_SIZE = 128; +LLTerrainMaterials gLocalTerrainMaterials; -BOOL LLVLComposition::generateComposition() +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 false; } - return TRUE; + return LLTerrainMaterials::generateMaterials(); } -BOOL LLVLComposition::generateTexture(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); - - LLTimer gen_timer; - - /////////////////////////// - // - // Generate raw data arrays for surface textures - // - // - - // 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 (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; - } - - 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); - } - - 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; - } - - 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) - { - LLPointer<LLImageRaw> newraw = new LLImageRaw(BASE_SIZE, BASE_SIZE, 3); - newraw->composite(mRawImages[i]); - mRawImages[i] = newraw; // deletes old - } - } - 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) - { - LL_WARNS("Terrain") << "x end > width" << LL_ENDL; - x_end = mWidth; - } - if (y_end > mWidth) - { - LL_WARNS("Terrain") << "y end > width" << LL_ENDL; - 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) - { - LL_WARNS("Terrain") << "Base texture comps != input texture comps" << LL_ENDL; - 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); - - 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); - } - - 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; + mRawImagesBaseColor[asset] = NULL; + mRawImagesEmissive[asset] = NULL; } void LLVLComposition::setStartHeight(S32 corner, const F32 start_height) |