diff options
Diffstat (limited to 'indra/newview/llworld.cpp')
-rw-r--r-- | indra/newview/llworld.cpp | 484 |
1 files changed, 124 insertions, 360 deletions
diff --git a/indra/newview/llworld.cpp b/indra/newview/llworld.cpp index 127318d06c..a7ae456f3c 100644 --- a/indra/newview/llworld.cpp +++ b/indra/newview/llworld.cpp @@ -50,6 +50,7 @@ #include "llviewerstats.h" #include "llvlcomposition.h" #include "llvoavatar.h" +#include "llvocache.h" #include "llvowater.h" #include "message.h" #include "pipeline.h" @@ -60,6 +61,7 @@ #include <map> #include <cstring> + // // Globals // @@ -90,19 +92,13 @@ LLWorld::LLWorld() : mLastPacketsIn(0), mLastPacketsOut(0), mLastPacketsLost(0), - mSpaceTimeUSec(0), - mClassicCloudsEnabled(TRUE) + mSpaceTimeUSec(0) { for (S32 i = 0; i < 8; i++) { mEdgeWaterObjects[i] = NULL; } - if (gNoRender) - { - return; - } - LLPointer<LLImageRaw> raw = new LLImageRaw(1,1,4); U8 *default_texture = raw->getData(); *(default_texture++) = MAX_WATER_COLOR.mV[0]; @@ -193,10 +189,6 @@ LLViewerRegion* LLWorld::addRegion(const U64 ®ion_handle, const LLHost &host) llerrs << "Unable to create new region!" << llendl; } - regionp->mCloudLayer.create(regionp); - regionp->mCloudLayer.setWidth((F32)mWidth); - regionp->mCloudLayer.setWindPointer(®ionp->mWind); - mRegionList.push_back(regionp); mActiveRegionList.push_back(regionp); mCulledRegionList.push_back(regionp); @@ -288,7 +280,9 @@ void LLWorld::removeRegion(const LLHost &host) updateWaterObjects(); - llassert_always(!gObjectList.hasMapObjectInRegion(regionp)) ; + //double check all objects of this region are removed. + gObjectList.clearAllMapObjectsInRegion(regionp) ; + //llassert_always(!gObjectList.hasMapObjectInRegion(regionp)) ; } @@ -605,7 +599,7 @@ void LLWorld::updateVisibilities() region_list_t::iterator curiter = iter++; LLViewerRegion* regionp = *curiter; F32 height = regionp->getLand().getMaxZ() - regionp->getLand().getMinZ(); - F32 radius = 0.5f*fsqrtf(height * height + diagonal_squared); + F32 radius = 0.5f*(F32) sqrt(height * height + diagonal_squared); if (!regionp->getLand().hasZData() || LLViewerCamera::getInstance()->sphereInFrustum(regionp->getCenterAgent(), radius)) { @@ -626,14 +620,11 @@ void LLWorld::updateVisibilities() } F32 height = regionp->getLand().getMaxZ() - regionp->getLand().getMinZ(); - F32 radius = 0.5f*fsqrtf(height * height + diagonal_squared); + F32 radius = 0.5f*(F32) sqrt(height * height + diagonal_squared); if (LLViewerCamera::getInstance()->sphereInFrustum(regionp->getCenterAgent(), radius)) { regionp->calculateCameraDistance(); - if (!gNoRender) - { - regionp->getLand().updatePatchVisibilities(gAgent); - } + regionp->getLand().updatePatchVisibilities(gAgent); } else { @@ -672,92 +663,6 @@ void LLWorld::updateParticles() LLViewerPartSim::getInstance()->updateSimulation(); } -void LLWorld::updateClouds(const F32 dt) -{ - static LLFastTimer::DeclareTimer ftm("World Clouds"); - LLFastTimer t(ftm); - - if ( gSavedSettings.getBOOL("FreezeTime") ) - { - // don't move clouds in snapshot mode - return; - } - - if ( - mClassicCloudsEnabled != - gSavedSettings.getBOOL("SkyUseClassicClouds") ) - { - // The classic cloud toggle has been flipped - // gotta update all of the cloud layers - mClassicCloudsEnabled = - gSavedSettings.getBOOL("SkyUseClassicClouds"); - - if ( !mClassicCloudsEnabled && mActiveRegionList.size() ) - { - // We've transitioned to having classic clouds disabled - // reset all cloud layers. - for ( - region_list_t::iterator iter = mActiveRegionList.begin(); - iter != mActiveRegionList.end(); - ++iter) - { - LLViewerRegion* regionp = *iter; - regionp->mCloudLayer.reset(); - } - - return; - } - } - else if ( !mClassicCloudsEnabled ) return; - - if (mActiveRegionList.size()) - { - for (region_list_t::iterator iter = mActiveRegionList.begin(); - iter != mActiveRegionList.end(); ++iter) - { - LLViewerRegion* regionp = *iter; - regionp->mCloudLayer.updatePuffs(dt); - } - - // Reshuffle who owns which puffs - for (region_list_t::iterator iter = mActiveRegionList.begin(); - iter != mActiveRegionList.end(); ++iter) - { - LLViewerRegion* regionp = *iter; - regionp->mCloudLayer.updatePuffOwnership(); - } - - // Add new puffs - for (region_list_t::iterator iter = mActiveRegionList.begin(); - iter != mActiveRegionList.end(); ++iter) - { - LLViewerRegion* regionp = *iter; - regionp->mCloudLayer.updatePuffCount(); - } - } -} - -LLCloudGroup* LLWorld::findCloudGroup(const LLCloudPuff &puff) -{ - if (mActiveRegionList.size()) - { - // Update all the cloud puff positions, and timer based stuff - // such as death decay - for (region_list_t::iterator iter = mActiveRegionList.begin(); - iter != mActiveRegionList.end(); ++iter) - { - LLViewerRegion* regionp = *iter; - LLCloudGroup *groupp = regionp->mCloudLayer.findCloudGroup(puff); - if (groupp) - { - return groupp; - } - } - } - return NULL; -} - - void LLWorld::renderPropertyLines() { S32 region_count = 0; @@ -878,42 +783,6 @@ void LLWorld::waterHeightRegionInfo(std::string const& sim_name, F32 water_heigh } } -// There are three types of water objects: -// Region water objects: the water in a region. -// Hole water objects: water in the void but within current draw distance. -// Edge water objects: the water outside the draw distance, up till the horizon. -// -// For example: -// -// -----------------------horizon------------------------- -// | | | | -// | Edge Water | | | -// | | | | -// | | | | -// | | | | -// | | | | -// | | rwidth | | -// | | <-----> | | -// ------------------------------------------------------- -// | |Hole |other| | | -// | |Water|reg. | | | -// | |-----------------| | -// | |other|cur. |<--> | | -// | |reg. | reg.| \__|_ draw distance | -// | |-----------------| | -// | | | |<--->| | -// | | | | \__|_ range | -// ------------------------------------------------------- -// | |<----width------>|<--horizon ext.->| -// | | | | -// | | | | -// | | | | -// | | | | -// | | | | -// | | | | -// | | | | -// ------------------------------------------------------- -// void LLWorld::updateWaterObjects() { if (!gAgent.getRegion()) @@ -926,265 +795,128 @@ void LLWorld::updateWaterObjects() return; } - // Region width in meters. - S32 const rwidth = (S32)REGION_WIDTH_U32; - - // The distance we might see into the void - // when standing on the edge of a region, in meters. - S32 const draw_distance = llceil(mLandFarClip); - - // We can only have "holes" in the water (where there no region) if we - // can have existing regions around it. Taking into account that this - // code is only executed when we enter a region, and not when we walk - // around in it, we (only) need to take into account regions that fall - // within the draw_distance. - // - // Set 'range' to draw_distance, rounded up to the nearest multiple of rwidth. - S32 const nsims = (draw_distance + rwidth - 1) / rwidth; - S32 const range = nsims * rwidth; - - // Get South-West corner of current region. - LLViewerRegion const* regionp = gAgent.getRegion(); + // First, determine the min and max "box" of water objects + S32 min_x = 0; + S32 min_y = 0; + S32 max_x = 0; + S32 max_y = 0; U32 region_x, region_y; + + S32 rwidth = 256; + + // We only want to fill in water for stuff that's near us, say, within 256 or 512m + S32 range = LLViewerCamera::getInstance()->getFar() > 256.f ? 512 : 256; + + LLViewerRegion* regionp = gAgent.getRegion(); from_region_handle(regionp->getHandle(), ®ion_x, ®ion_y); - // The min. and max. coordinates of the South-West corners of the Hole water objects. - S32 const min_x = (S32)region_x - range; - S32 const min_y = (S32)region_y - range; - S32 const max_x = (S32)region_x + range; - S32 const max_y = (S32)region_y + range; - - // Attempt to determine a sensible water height for all the - // Hole Water objects. - // - // It make little sense to try to guess what the best water - // height should be when that isn't completely obvious: if it's - // impossible to satisfy every region's water height without - // getting a jump in the water height. - // - // In order to keep the reasoning simple, we assume something - // logical as a group of connected regions, where the coastline - // is at the outer edge. Anything more complex that would "break" - // under such an assumption would probably break anyway (would - // depend on terrain editing and existing mega prims, say, if - // anything would make sense at all). - // - // So, what we do is find all connected regions within the - // draw distance that border void, and then pick the lowest - // water height of those (coast) regions. - S32 const n = 2 * nsims + 1; - S32 const origin = nsims + nsims * n; - std::vector<F32> water_heights(n * n); - std::vector<U8> checked(n * n, 0); // index = nx + ny * n + origin; - U8 const region_bit = 1; - U8 const hole_bit = 2; - U8 const bordering_hole_bit = 4; - U8 const bordering_edge_bit = 8; - // Use the legacy waterheight for the Edge water in the case - // that we don't find any Hole water at all. - F32 water_height = DEFAULT_WATER_HEIGHT; - int max_count = 0; - LL_DEBUGS("WaterHeight") << "Current region: " << regionp->getName() << "; water height: " << regionp->getWaterHeight() << " m." << LL_ENDL; - std::map<S32, int> water_height_counts; - typedef std::queue<std::pair<S32, S32>, std::deque<std::pair<S32, S32> > > nxny_pairs_type; - nxny_pairs_type nxny_pairs; - nxny_pairs.push(nxny_pairs_type::value_type(0, 0)); - water_heights[origin] = regionp->getWaterHeight(); - checked[origin] = region_bit; - // For debugging purposes. - int number_of_connected_regions = 1; - int uninitialized_regions = 0; - int bordering_hole = 0; - int bordering_edge = 0; - while(!nxny_pairs.empty()) - { - S32 const nx = nxny_pairs.front().first; - S32 const ny = nxny_pairs.front().second; - LL_DEBUGS("WaterHeight") << "nx,ny = " << nx << "," << ny << LL_ENDL; - S32 const index = nx + ny * n + origin; - nxny_pairs.pop(); - for (S32 dir = 0; dir < 4; ++dir) - { - S32 const cnx = nx + gDirAxes[dir][0]; - S32 const cny = ny + gDirAxes[dir][1]; - LL_DEBUGS("WaterHeight") << "dir = " << dir << "; cnx,cny = " << cnx << "," << cny << LL_ENDL; - S32 const cindex = cnx + cny * n + origin; - bool is_hole = false; - bool is_edge = false; - LLViewerRegion* new_region_found = NULL; - if (cnx < -nsims || cnx > nsims || - cny < -nsims || cny > nsims) - { - LL_DEBUGS("WaterHeight") << " Edge Water!" << LL_ENDL; - // Bumped into Edge water object. - is_edge = true; - } - else if (checked[cindex]) - { - LL_DEBUGS("WaterHeight") << " Already checked before!" << LL_ENDL; - // Already checked. - is_hole = (checked[cindex] & hole_bit); - } - else - { - S32 x = (S32)region_x + cnx * rwidth; - S32 y = (S32)region_y + cny * rwidth; - U64 region_handle = to_region_handle(x, y); - new_region_found = getRegionFromHandle(region_handle); - is_hole = !new_region_found; - checked[cindex] = is_hole ? hole_bit : region_bit; - } - if (is_hole) - { - // This was a region that borders at least one 'hole'. - // Count the found coastline. - F32 new_water_height = water_heights[index]; - LL_DEBUGS("WaterHeight") << " This is void; counting coastline with water height of " << new_water_height << LL_ENDL; - S32 new_water_height_cm = llround(new_water_height * 100); - int count = (water_height_counts[new_water_height_cm] += 1); - // Just use the lowest water height: this is mainly about the horizon water, - // and whatever we do, we don't want it to be possible to look under the water - // when looking in the distance: it is better to make a step downwards in water - // height when going away from the avie than a step upwards. However, since - // everyone is used to DEFAULT_WATER_HEIGHT, don't allow a single region - // to drag the water level below DEFAULT_WATER_HEIGHT on it's own. - if (bordering_hole == 0 || // First time we get here. - (new_water_height >= DEFAULT_WATER_HEIGHT && - new_water_height < water_height) || - (new_water_height < DEFAULT_WATER_HEIGHT && - count > max_count) - ) - { - water_height = new_water_height; - } - if (count > max_count) - { - max_count = count; - } - if (!(checked[index] & bordering_hole_bit)) - { - checked[index] |= bordering_hole_bit; - ++bordering_hole; - } - } - else if (is_edge && !(checked[index] & bordering_edge_bit)) - { - checked[index] |= bordering_edge_bit; - ++bordering_edge; - } - if (!new_region_found) - { - // Dead end, there is no region here. - continue; - } - // Found a new connected region. - ++number_of_connected_regions; - if (new_region_found->getName().empty()) - { - // Uninitialized LLViewerRegion, don't use it's water height. - LL_DEBUGS("WaterHeight") << " Uninitialized region." << LL_ENDL; - ++uninitialized_regions; - continue; - } - nxny_pairs.push(nxny_pairs_type::value_type(cnx, cny)); - water_heights[cindex] = new_region_found->getWaterHeight(); - LL_DEBUGS("WaterHeight") << " Found a new region (name: " << new_region_found->getName() << "; water height: " << water_heights[cindex] << " m)!" << LL_ENDL; - } - } - llinfos << "Number of connected regions: " << number_of_connected_regions << " (" << uninitialized_regions << - " uninitialized); number of regions bordering Hole water: " << bordering_hole << - "; number of regions bordering Edge water: " << bordering_edge << llendl; - llinfos << "Coastline count (height, count): "; - bool first = true; - for (std::map<S32, int>::iterator iter = water_height_counts.begin(); iter != water_height_counts.end(); ++iter) - { - if (!first) llcont << ", "; - llcont << "(" << (iter->first / 100.f) << ", " << iter->second << ")"; - first = false; - } - llcont << llendl; - llinfos << "Water height used for Hole and Edge water objects: " << water_height << llendl; + min_x = (S32)region_x - range; + min_y = (S32)region_y - range; + max_x = (S32)region_x + range; + max_y = (S32)region_y + range; - // Update all Region water objects. - for (region_list_t::iterator iter = mRegionList.begin(); iter != mRegionList.end(); ++iter) + F32 height = 0.f; + + for (region_list_t::iterator iter = mRegionList.begin(); + iter != mRegionList.end(); ++iter) { LLViewerRegion* regionp = *iter; LLVOWater* waterp = regionp->getLand().getWaterObj(); + height += regionp->getWaterHeight(); if (waterp) { gObjectList.updateActive(waterp); } } - // Clean up all existing Hole water objects. for (std::list<LLVOWater*>::iterator iter = mHoleWaterObjects.begin(); - iter != mHoleWaterObjects.end(); ++iter) + iter != mHoleWaterObjects.end(); ++ iter) { LLVOWater* waterp = *iter; gObjectList.killObject(waterp); } mHoleWaterObjects.clear(); - // Let the Edge and Hole water boxes be 1024 meter high so that they - // are never too small to be drawn (A LL_VO_*_WATER box has water - // rendered on it's bottom surface only), and put their bottom at - // the current regions water height. - F32 const box_height = 1024; - F32 const water_center_z = water_height + box_height / 2; - - // Create new Hole water objects within 'range' where there is no region. - for (S32 x = min_x; x <= max_x; x += rwidth) + // Now, get a list of the holes + S32 x, y; + for (x = min_x; x <= max_x; x += rwidth) { - for (S32 y = min_y; y <= max_y; y += rwidth) + for (y = min_y; y <= max_y; y += rwidth) { U64 region_handle = to_region_handle(x, y); if (!getRegionFromHandle(region_handle)) { - LLVOWater* waterp = (LLVOWater*)gObjectList.createObjectViewer(LLViewerObject::LL_VO_VOID_WATER, gAgent.getRegion()); + LLVOWater* waterp = (LLVOWater *)gObjectList.createObjectViewer(LLViewerObject::LL_VO_WATER, gAgent.getRegion()); waterp->setUseTexture(FALSE); - waterp->setPositionGlobal(LLVector3d(x + rwidth / 2, y + rwidth / 2, water_center_z)); - waterp->setScale(LLVector3((F32)rwidth, (F32)rwidth, box_height)); + waterp->setPositionGlobal(LLVector3d(x + rwidth/2, + y + rwidth/2, + 256.f+DEFAULT_WATER_HEIGHT)); + waterp->setScale(LLVector3((F32)rwidth, (F32)rwidth, 512.f)); gPipeline.createObject(waterp); mHoleWaterObjects.push_back(waterp); } } } - // Center of the region. - S32 const center_x = region_x + rwidth / 2; - S32 const center_y = region_y + rwidth / 2; - // Width of the area with Hole water objects. - S32 const width = rwidth + 2 * range; - S32 const horizon_extend = 2048 + 512 - range; // Legacy value. - // The overlap is needed to get rid of sky pixels being visible between the - // Edge and Hole water object at greater distances (due to floating point - // round off errors). - S32 const edge_hole_overlap = 1; // Twice the actual overlap. + // Update edge water objects + S32 wx, wy; + S32 center_x, center_y; + wx = (max_x - min_x) + rwidth; + wy = (max_y - min_y) + rwidth; + center_x = min_x + (wx >> 1); + center_y = min_y + (wy >> 1); + + S32 add_boundary[4] = { + 512 - (max_x - region_x), + 512 - (max_y - region_y), + 512 - (region_x - min_x), + 512 - (region_y - min_y) }; - for (S32 dir = 0; dir < 8; ++dir) + S32 dir; + for (dir = 0; dir < 8; dir++) { - // Size of the Edge water objects. - S32 const dim_x = (gDirAxes[dir][0] == 0) ? width : (horizon_extend + edge_hole_overlap); - S32 const dim_y = (gDirAxes[dir][1] == 0) ? width : (horizon_extend + edge_hole_overlap); - // And their position. - S32 const water_center_x = center_x + (width + horizon_extend) / 2 * gDirAxes[dir][0]; - S32 const water_center_y = center_y + (width + horizon_extend) / 2 * gDirAxes[dir][1]; + S32 dim[2] = { 0 }; + switch (gDirAxes[dir][0]) + { + case -1: dim[0] = add_boundary[2]; break; + case 0: dim[0] = wx; break; + default: dim[0] = add_boundary[0]; break; + } + switch (gDirAxes[dir][1]) + { + case -1: dim[1] = add_boundary[3]; break; + case 0: dim[1] = wy; break; + default: dim[1] = add_boundary[1]; break; + } + // Resize and reshape the water objects + const S32 water_center_x = center_x + llround((wx + dim[0]) * 0.5f * gDirAxes[dir][0]); + const S32 water_center_y = center_y + llround((wy + dim[1]) * 0.5f * gDirAxes[dir][1]); + LLVOWater* waterp = mEdgeWaterObjects[dir]; if (!waterp || waterp->isDead()) { // The edge water objects can be dead because they're attached to the region that the // agent was in when they were originally created. - mEdgeWaterObjects[dir] = (LLVOWater *)gObjectList.createObjectViewer(LLViewerObject::LL_VO_VOID_WATER, gAgent.getRegion()); + mEdgeWaterObjects[dir] = (LLVOWater *)gObjectList.createObjectViewer(LLViewerObject::LL_VO_VOID_WATER, + gAgent.getRegion()); waterp = mEdgeWaterObjects[dir]; waterp->setUseTexture(FALSE); - waterp->setIsEdgePatch(TRUE); // Mark that this is edge water and not hole water. + waterp->setIsEdgePatch(TRUE); gPipeline.createObject(waterp); } waterp->setRegion(gAgent.getRegion()); - LLVector3d water_pos(water_center_x, water_center_y, water_center_z); - LLVector3 water_scale((F32) dim_x, (F32) dim_y, box_height); + LLVector3d water_pos(water_center_x, water_center_y, + DEFAULT_WATER_HEIGHT+256.f); + LLVector3 water_scale((F32) dim[0], (F32) dim[1], 512.f); + + //stretch out to horizon + water_scale.mV[0] += fabsf(2048.f * gDirAxes[dir][0]); + water_scale.mV[1] += fabsf(2048.f * gDirAxes[dir][1]); + + water_pos.mdV[0] += 1024.f * gDirAxes[dir][0]; + water_pos.mdV[1] += 1024.f * gDirAxes[dir][1]; waterp->setPositionGlobal(water_pos); waterp->setScale(water_scale); @@ -1193,6 +925,7 @@ void LLWorld::updateWaterObjects() } } + void LLWorld::shiftRegions(const LLVector3& offset) { for (region_list_t::const_iterator i = getRegionList().begin(); i != getRegionList().end(); ++i) @@ -1450,6 +1183,8 @@ static LLVector3d unpackLocalToGlobalPosition(U32 compact_local, const LLVector3 void LLWorld::getAvatars(uuid_vec_t* avatar_ids, std::vector<LLVector3d>* positions, const LLVector3d& relative_to, F32 radius) const { + F32 radius_squared = radius * radius; + if(avatar_ids != NULL) { avatar_ids->clear(); @@ -1458,6 +1193,33 @@ void LLWorld::getAvatars(uuid_vec_t* avatar_ids, std::vector<LLVector3d>* positi { positions->clear(); } + // get the list of avatars from the character list first, so distances are correct + // when agent is above 1020m and other avatars are nearby + for (std::vector<LLCharacter*>::iterator iter = LLCharacter::sInstances.begin(); + iter != LLCharacter::sInstances.end(); ++iter) + { + LLVOAvatar* pVOAvatar = (LLVOAvatar*) *iter; + if(!pVOAvatar->isDead() && !pVOAvatar->isSelf()) + { + LLUUID uuid = pVOAvatar->getID(); + if(!uuid.isNull()) + { + LLVector3d pos_global = pVOAvatar->getPositionGlobal(); + if(dist_vec_squared(pos_global, relative_to) <= radius_squared) + { + if(positions != NULL) + { + positions->push_back(pos_global); + } + if(avatar_ids !=NULL) + { + avatar_ids->push_back(uuid); + } + } + } + } + } + // region avatars added for situations where radius is greater than RenderFarClip for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); iter != LLWorld::getInstance()->getRegionList().end(); ++iter) { @@ -1467,15 +1229,17 @@ void LLWorld::getAvatars(uuid_vec_t* avatar_ids, std::vector<LLVector3d>* positi for (S32 i = 0; i < count; i++) { LLVector3d pos_global = unpackLocalToGlobalPosition(regionp->mMapAvatars.get(i), origin_global); - if(dist_vec(pos_global, relative_to) <= radius) + if(dist_vec_squared(pos_global, relative_to) <= radius_squared) { - if(positions != NULL) - { - positions->push_back(pos_global); - } - if(avatar_ids != NULL) + LLUUID uuid = regionp->mMapAvatarIDs.get(i); + // if this avatar doesn't already exist in the list, add it + if(uuid.notNull() && avatar_ids!=NULL && std::find(avatar_ids->begin(), avatar_ids->end(), uuid) == avatar_ids->end()) { - avatar_ids->push_back(regionp->mMapAvatarIDs.get(i)); + if(positions != NULL) + { + positions->push_back(pos_global); + } + avatar_ids->push_back(uuid); } } } |