/** * @file lldrawpoolbump.cpp * @brief LLDrawPoolBump class implementation * * $LicenseInfo:firstyear=2003&license=viewerlgpl$ * 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 * $/LicenseInfo$ */ #include "llviewerprecompiledheaders.h" #include "lldrawpoolbump.h" #include "llstl.h" #include "llviewercontrol.h" #include "lldir.h" #include "m3math.h" #include "m4math.h" #include "v4math.h" #include "llglheaders.h" #include "llrender.h" #include "llcubemap.h" #include "lldrawable.h" #include "llface.h" #include "llsky.h" #include "llstartup.h" #include "lltextureentry.h" #include "llviewercamera.h" #include "llviewertexturelist.h" #include "pipeline.h" #include "llspatialpartition.h" #include "llviewershadermgr.h" #include "llmodel.h" //#include "llimagebmp.h" //#include "../tools/imdebug/imdebug.h" // static LLStandardBumpmap gStandardBumpmapList[TEM_BUMPMAP_COUNT]; LL::WorkQueue::weak_t LLBumpImageList::sMainQueue; LL::WorkQueue::weak_t LLBumpImageList::sTexUpdateQueue; LLRenderTarget LLBumpImageList::sRenderTarget; // static U32 LLStandardBumpmap::sStandardBumpmapCount = 0; // static LLBumpImageList gBumpImageList; const S32 STD_BUMP_LATEST_FILE_VERSION = 1; const U32 VERTEX_MASK_SHINY = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_NORMAL | LLVertexBuffer::MAP_COLOR; const U32 VERTEX_MASK_BUMP = LLVertexBuffer::MAP_VERTEX |LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1; U32 LLDrawPoolBump::sVertexMask = VERTEX_MASK_SHINY; static LLGLSLShader* shader = NULL; static S32 cube_channel = -1; static S32 diffuse_channel = -1; static S32 bump_channel = -1; static bool shiny = false; // static void LLStandardBumpmap::shutdown() { LLStandardBumpmap::destroyGL(); } // static void LLStandardBumpmap::restoreGL() { addstandard(); } // static void LLStandardBumpmap::addstandard() { if(!gTextureList.isInitialized()) { //Note: loading pre-configuration sometimes triggers this call. //But it is safe to return here because bump images will be reloaded during initialization later. return ; } if (LLStartUp::getStartupState() < STATE_SEED_CAP_GRANTED) { // Not ready, need caps for images return; } // can't assert; we destroyGL and restoreGL a lot during *first* startup, which populates this list already, THEN we explicitly init the list as part of *normal* startup. Sigh. So clear the list every time before we (re-)add the standard bumpmaps. //llassert( LLStandardBumpmap::sStandardBumpmapCount == 0 ); clear(); LL_INFOS() << "Adding standard bumpmaps." << LL_ENDL; gStandardBumpmapList[LLStandardBumpmap::sStandardBumpmapCount++] = LLStandardBumpmap("None"); // BE_NO_BUMP gStandardBumpmapList[LLStandardBumpmap::sStandardBumpmapCount++] = LLStandardBumpmap("Brightness"); // BE_BRIGHTNESS gStandardBumpmapList[LLStandardBumpmap::sStandardBumpmapCount++] = LLStandardBumpmap("Darkness"); // BE_DARKNESS std::string file_name = gDirUtilp->getExpandedFilename( LL_PATH_APP_SETTINGS, "std_bump.ini" ); LLFILE* file = LLFile::fopen( file_name, "rt" ); /*Flawfinder: ignore*/ if( !file ) { LL_WARNS() << "Could not open std_bump <" << file_name << ">" << LL_ENDL; return; } S32 file_version = 0; S32 fields_read = fscanf( file, "LLStandardBumpmap version %d", &file_version ); if( fields_read != 1 ) { LL_WARNS() << "Bad LLStandardBumpmap header" << LL_ENDL; return; } if( file_version > STD_BUMP_LATEST_FILE_VERSION ) { LL_WARNS() << "LLStandardBumpmap has newer version (" << file_version << ") than viewer (" << STD_BUMP_LATEST_FILE_VERSION << ")" << LL_ENDL; return; } while( !feof(file) && (LLStandardBumpmap::sStandardBumpmapCount < (U32)TEM_BUMPMAP_COUNT) ) { // *NOTE: This buffer size is hard coded into scanf() below. char label[2048] = ""; /* Flawfinder: ignore */ char bump_image_id[2048] = ""; /* Flawfinder: ignore */ fields_read = fscanf( /* Flawfinder: ignore */ file, "\n%2047s %2047s", label, bump_image_id); if( EOF == fields_read ) { break; } if( fields_read != 2 ) { LL_WARNS() << "Bad LLStandardBumpmap entry" << LL_ENDL; return; } // LL_INFOS() << "Loading bumpmap: " << bump_image_id << " from viewerart" << LL_ENDL; gStandardBumpmapList[LLStandardBumpmap::sStandardBumpmapCount].mLabel = label; gStandardBumpmapList[LLStandardBumpmap::sStandardBumpmapCount].mImage = LLViewerTextureManager::getFetchedTexture(LLUUID(bump_image_id)); gStandardBumpmapList[LLStandardBumpmap::sStandardBumpmapCount].mImage->setBoostLevel(LLGLTexture::LOCAL) ; gStandardBumpmapList[LLStandardBumpmap::sStandardBumpmapCount].mImage->setLoadedCallback(LLBumpImageList::onSourceStandardLoaded, 0, true, false, NULL, NULL ); gStandardBumpmapList[LLStandardBumpmap::sStandardBumpmapCount].mImage->forceToSaveRawImage(0, 30.f) ; LLStandardBumpmap::sStandardBumpmapCount++; } fclose( file ); } // static void LLStandardBumpmap::clear() { LL_INFOS() << "Clearing standard bumpmaps." << LL_ENDL; for( U32 i = 0; i < LLStandardBumpmap::sStandardBumpmapCount; i++ ) { gStandardBumpmapList[i].mLabel.assign(""); gStandardBumpmapList[i].mImage = NULL; } sStandardBumpmapCount = 0; } // static void LLStandardBumpmap::destroyGL() { clear(); } //////////////////////////////////////////////////////////////// LLDrawPoolBump::LLDrawPoolBump() : LLRenderPass(LLDrawPool::POOL_BUMP) { shiny = false; } void LLDrawPoolBump::prerender() { mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT); } // static S32 LLDrawPoolBump::numBumpPasses() { return 1; } //static void LLDrawPoolBump::bindCubeMap(LLGLSLShader* shader, S32 shader_level, S32& diffuse_channel, S32& cube_channel) { LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL; if( cube_map && !LLPipeline::sReflectionProbesEnabled ) { if (shader ) { LLMatrix4 mat; mat.initRows(LLVector4(gGLModelView+0), LLVector4(gGLModelView+4), LLVector4(gGLModelView+8), LLVector4(gGLModelView+12)); LLVector3 vec = LLVector3(gShinyOrigin) * mat; LLVector4 vec4(vec, gShinyOrigin.mV[3]); shader->uniform4fv(LLViewerShaderMgr::SHINY_ORIGIN, 1, vec4.mV); if (shader_level > 1) { cube_map->setMatrix(1); // Make sure that texture coord generation happens for tex unit 1, as that's the one we use for // the cube map in the one pass shiny shaders cube_channel = shader->enableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP); cube_map->enableTexture(cube_channel); diffuse_channel = shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); } else { cube_map->setMatrix(0); cube_channel = shader->enableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP); diffuse_channel = -1; cube_map->enable(cube_channel); } gGL.getTexUnit(cube_channel)->bind(cube_map); gGL.getTexUnit(0)->activate(); } else { cube_channel = 0; diffuse_channel = -1; gGL.getTexUnit(0)->disable(); cube_map->enable(0); cube_map->setMatrix(0); gGL.getTexUnit(0)->bind(cube_map); } } } //static void LLDrawPoolBump::unbindCubeMap(LLGLSLShader* shader, S32 shader_level, S32& diffuse_channel, S32& cube_channel) { LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL; if( cube_map && !LLPipeline::sReflectionProbesEnabled) { if (shader_level > 1) { shader->disableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP); if (LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0) { if (diffuse_channel != 0) { shader->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP); } } } // Moved below shader->disableTexture call to avoid false alarms from auto-re-enable of textures on stage 0 // MAINT-755 cube_map->disable(); cube_map->restoreMatrix(); } } void LLDrawPoolBump::beginFullbrightShiny() { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_SHINY); sVertexMask = VERTEX_MASK_SHINY | LLVertexBuffer::MAP_TEXCOORD0; // Second pass: environment map shader = &gDeferredFullbrightShinyProgram; if (LLPipeline::sRenderingHUDs) { shader = &gHUDFullbrightShinyProgram; } if (mRigged) { llassert(shader->mRiggedVariant); shader = shader->mRiggedVariant; } // bind exposure map so fullbright shader can cancel out exposure S32 channel = shader->enableTexture(LLShaderMgr::EXPOSURE_MAP); if (channel > -1) { gGL.getTexUnit(channel)->bind(&gPipeline.mExposureMap); } LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL; if (cube_map && !LLPipeline::sReflectionProbesEnabled) { // Make sure that texture coord generation happens for tex unit 1, as that's the one we use for // the cube map in the one pass shiny shaders gGL.getTexUnit(1)->disable(); cube_channel = shader->enableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP); cube_map->enableTexture(cube_channel); diffuse_channel = shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); gGL.getTexUnit(cube_channel)->bind(cube_map); gGL.getTexUnit(0)->activate(); } { LLMatrix4 mat; mat.initRows(LLVector4(gGLModelView+0), LLVector4(gGLModelView+4), LLVector4(gGLModelView+8), LLVector4(gGLModelView+12)); shader->bind(); LLVector3 vec = LLVector3(gShinyOrigin) * mat; LLVector4 vec4(vec, gShinyOrigin.mV[3]); shader->uniform4fv(LLViewerShaderMgr::SHINY_ORIGIN, 1, vec4.mV); if (LLPipeline::sReflectionProbesEnabled) { gPipeline.bindReflectionProbes(*shader); } else { gPipeline.setEnvMat(*shader); } } if (mShaderLevel > 1) { //indexed texture rendering, channel 0 is always diffuse diffuse_channel = 0; } shiny = true; } void LLDrawPoolBump::renderFullbrightShiny() { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_SHINY); { LLGLEnable blend_enable(GL_BLEND); if (mShaderLevel > 1) { if (mRigged) { LLRenderPass::pushRiggedBatches(LLRenderPass::PASS_FULLBRIGHT_SHINY_RIGGED, true, true); } else { LLRenderPass::pushBatches(LLRenderPass::PASS_FULLBRIGHT_SHINY, true, true); } } else { if (mRigged) { LLRenderPass::pushRiggedBatches(LLRenderPass::PASS_FULLBRIGHT_SHINY_RIGGED); } else { LLRenderPass::pushBatches(LLRenderPass::PASS_FULLBRIGHT_SHINY); } } } } void LLDrawPoolBump::endFullbrightShiny() { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_SHINY); LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL; if( cube_map && !LLPipeline::sReflectionProbesEnabled ) { cube_map->disable(); if (shader->mFeatures.hasReflectionProbes) { gPipeline.unbindReflectionProbes(*shader); } shader->unbind(); } diffuse_channel = -1; cube_channel = 0; shiny = false; } void LLDrawPoolBump::renderGroup(LLSpatialGroup* group, U32 type, bool texture = true) { LLSpatialGroup::drawmap_elem_t& draw_info = group->mDrawMap[type]; for (LLSpatialGroup::drawmap_elem_t::iterator k = draw_info.begin(); k != draw_info.end(); ++k) { LLDrawInfo& params = **k; applyModelMatrix(params); params.mVertexBuffer->setBuffer(); params.mVertexBuffer->drawRange(LLRender::TRIANGLES, params.mStart, params.mEnd, params.mCount, params.mOffset); } } // static bool LLDrawPoolBump::bindBumpMap(LLDrawInfo& params, S32 channel) { U8 bump_code = params.mBump; return bindBumpMap(bump_code, params.mTexture, channel); } //static bool LLDrawPoolBump::bindBumpMap(LLFace* face, S32 channel) { const LLTextureEntry* te = face->getTextureEntry(); if (te) { U8 bump_code = te->getBumpmap(); return bindBumpMap(bump_code, face->getTexture(), channel); } return false; } //static bool LLDrawPoolBump::bindBumpMap(U8 bump_code, LLViewerTexture* texture, S32 channel) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //Note: texture atlas does not support bump texture now. LLViewerFetchedTexture* tex = LLViewerTextureManager::staticCastToFetchedTexture(texture) ; if(!tex) { //if the texture is not a fetched texture return false; } LLViewerTexture* bump = NULL; switch( bump_code ) { case BE_NO_BUMP: break; case BE_BRIGHTNESS: case BE_DARKNESS: bump = gBumpImageList.getBrightnessDarknessImage( tex, bump_code ); break; default: if( bump_code < LLStandardBumpmap::sStandardBumpmapCount ) { bump = gStandardBumpmapList[bump_code].mImage; gBumpImageList.addTextureStats(bump_code, tex->getID(), tex->getMaxVirtualSize()); } break; } if (bump) { if (channel == -2) { gGL.getTexUnit(1)->bindFast(bump); gGL.getTexUnit(0)->bindFast(bump); } else { // NOTE: do not use bindFast here (see SL-16222) gGL.getTexUnit(channel)->bind(bump); } return true; } return false; } //static void LLDrawPoolBump::beginBump() { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_BUMP); sVertexMask = VERTEX_MASK_BUMP; // Optional second pass: emboss bump map stop_glerror(); shader = &gObjectBumpProgram; if (mRigged) { llassert(shader->mRiggedVariant); shader = shader->mRiggedVariant; } shader->bind(); gGL.setSceneBlendType(LLRender::BT_MULT_X2); stop_glerror(); } //static void LLDrawPoolBump::renderBump(U32 pass) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_BUMP); LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE, GL_LEQUAL); LLGLEnable blend(GL_BLEND); gGL.diffuseColor4f(1,1,1,1); /// Get rid of z-fighting with non-bump pass. LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL); glPolygonOffset(-1.0f, -1.0f); pushBumpBatches(pass); } //static void LLDrawPoolBump::endBump(U32 pass) { LLGLSLShader::unbind(); gGL.setSceneBlendType(LLRender::BT_ALPHA); } S32 LLDrawPoolBump::getNumDeferredPasses() { return 1; } void LLDrawPoolBump::renderDeferred(S32 pass) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_BUMP); shiny = true; for (int i = 0; i < 2; ++i) { bool rigged = i == 1; gDeferredBumpProgram.bind(rigged); diffuse_channel = LLGLSLShader::sCurBoundShaderPtr->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); bump_channel = LLGLSLShader::sCurBoundShaderPtr->enableTexture(LLViewerShaderMgr::BUMP_MAP); gGL.getTexUnit(diffuse_channel)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(bump_channel)->unbind(LLTexUnit::TT_TEXTURE); U32 type = rigged ? LLRenderPass::PASS_BUMP_RIGGED : LLRenderPass::PASS_BUMP; LLCullResult::drawinfo_iterator begin = gPipeline.beginRenderMap(type); LLCullResult::drawinfo_iterator end = gPipeline.endRenderMap(type); LLVOAvatar* avatar = nullptr; U64 skin = 0; for (LLCullResult::drawinfo_iterator i = begin; i != end; ) { LLDrawInfo& params = **i; LLCullResult::increment_iterator(i, end); LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(params.mAlphaMaskCutoff); LLDrawPoolBump::bindBumpMap(params, bump_channel); if (rigged) { if (avatar != params.mAvatar || skin != params.mSkinInfo->mHash) { uploadMatrixPalette(params); avatar = params.mAvatar; skin = params.mSkinInfo->mHash; } pushBumpBatch(params, true, false); } else { pushBumpBatch(params, true, false); } } LLGLSLShader::sCurBoundShaderPtr->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP); LLGLSLShader::sCurBoundShaderPtr->disableTexture(LLViewerShaderMgr::BUMP_MAP); LLGLSLShader::sCurBoundShaderPtr->unbind(); gGL.getTexUnit(0)->activate(); } shiny = false; } void LLDrawPoolBump::renderPostDeferred(S32 pass) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; S32 num_passes = LLPipeline::sRenderingHUDs ? 1 : 2; // skip rigged pass when rendering HUDs for (int i = 0; i < num_passes; ++i) { // two passes -- static and rigged mRigged = (i == 1); // render shiny beginFullbrightShiny(); renderFullbrightShiny(); endFullbrightShiny(); //render bump beginBump(); renderBump(LLRenderPass::PASS_POST_BUMP); endBump(); } } //////////////////////////////////////////////////////////////// // List of bump-maps created from other textures. //const LLUUID TEST_BUMP_ID("3d33eaf2-459c-6f97-fd76-5fce3fc29447"); void LLBumpImageList::init() { llassert( mBrightnessEntries.size() == 0 ); llassert( mDarknessEntries.size() == 0 ); LLStandardBumpmap::restoreGL(); sMainQueue = LL::WorkQueue::getInstance("mainloop"); sTexUpdateQueue = LL::WorkQueue::getInstance("LLImageGL"); // Share work queue with tex loader. } void LLBumpImageList::clear() { LL_INFOS() << "Clearing dynamic bumpmaps." << LL_ENDL; // these will be re-populated on-demand mBrightnessEntries.clear(); mDarknessEntries.clear(); sRenderTarget.release(); LLStandardBumpmap::clear(); } void LLBumpImageList::shutdown() { clear(); LLStandardBumpmap::shutdown(); } void LLBumpImageList::destroyGL() { clear(); LLStandardBumpmap::destroyGL(); } void LLBumpImageList::restoreGL() { if(!gTextureList.isInitialized()) { //safe to return here because bump images will be reloaded during initialization later. return ; } LLStandardBumpmap::restoreGL(); // Images will be recreated as they are needed. } LLBumpImageList::~LLBumpImageList() { // Shutdown should have already been called. llassert( mBrightnessEntries.size() == 0 ); llassert( mDarknessEntries.size() == 0 ); } // Note: Does nothing for entries in gStandardBumpmapList that are not actually standard bump images (e.g. none, brightness, and darkness) void LLBumpImageList::addTextureStats(U8 bump, const LLUUID& base_image_id, F32 virtual_size) { bump &= TEM_BUMP_MASK; LLViewerFetchedTexture* bump_image = gStandardBumpmapList[bump].mImage; if( bump_image ) { bump_image->addTextureStats(virtual_size); } } void LLBumpImageList::updateImages() { llassert(LLCoros::on_main_thread_main_coro()); // This code is not thread safe for (bump_image_map_t::iterator iter = mBrightnessEntries.begin(); iter != mBrightnessEntries.end(); ) { LLViewerTexture* image = iter->second; if( image ) { bool destroy = true; if( image->hasGLTexture()) { if( image->getBoundRecently() ) { destroy = false; } else { image->destroyGLTexture(); } } if( destroy ) { //LL_INFOS() << "*** Destroying bright " << (void*)image << LL_ENDL; iter = mBrightnessEntries.erase(iter); // deletes the image thanks to reference counting continue; } } ++iter; } for (bump_image_map_t::iterator iter = mDarknessEntries.begin(); iter != mDarknessEntries.end(); ) { bump_image_map_t::iterator curiter = iter++; LLViewerTexture* image = curiter->second; if( image ) { bool destroy = true; if( image->hasGLTexture()) { if( image->getBoundRecently() ) { destroy = false; } else { image->destroyGLTexture(); } } if( destroy ) { //LL_INFOS() << "*** Destroying dark " << (void*)image << LL_ENDL;; mDarknessEntries.erase(curiter); // deletes the image thanks to reference counting } } } } // Note: the caller SHOULD NOT keep the pointer that this function returns. It may be updated as more data arrives. LLViewerTexture* LLBumpImageList::getBrightnessDarknessImage(LLViewerFetchedTexture* src_image, U8 bump_code ) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; llassert( (bump_code == BE_BRIGHTNESS) || (bump_code == BE_DARKNESS) ); LLViewerTexture* bump = nullptr; bump_image_map_t* entries_list = nullptr; switch( bump_code ) { case BE_BRIGHTNESS: entries_list = &mBrightnessEntries; break; case BE_DARKNESS: entries_list = &mDarknessEntries; break; default: llassert(0); return nullptr; } bump_image_map_t::iterator iter = entries_list->find(src_image->getID()); if (iter != entries_list->end() && iter->second.notNull()) { bump = iter->second; } if (bump == nullptr || src_image->getWidth() != bump->getWidth() || src_image->getHeight() != bump->getHeight()) { onSourceUpdated(src_image, (EBumpEffect) bump_code); } return (*entries_list)[src_image->getID()]; } void LLBumpImageList::onSourceStandardLoaded( bool success, LLViewerFetchedTexture* src_vi, LLImageRaw* src, LLImageRaw* aux_src, S32 discard_level, bool final, void* userdata) { if (success && LLPipeline::sRenderDeferred) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; LLPointer nrm_image = new LLImageRaw(src->getWidth(), src->getHeight(), 4); { generateNormalMapFromAlpha(src, nrm_image); } src_vi->setExplicitFormat(GL_RGBA, GL_RGBA); { src_vi->createGLTexture(src_vi->getDiscardLevel(), nrm_image); } } } void LLBumpImageList::generateNormalMapFromAlpha(LLImageRaw* src, LLImageRaw* nrm_image) { LLImageDataSharedLock lockIn(src); LLImageDataLock lockOut(nrm_image); U8* nrm_data = nrm_image->getData(); S32 resX = src->getWidth(); S32 resY = src->getHeight(); const U8* src_data = src->getData(); S32 src_cmp = src->getComponents(); F32 norm_scale = gSavedSettings.getF32("RenderNormalMapScale"); U32 idx = 0; //generate normal map from pseudo-heightfield for (S32 j = 0; j < resY; ++j) { for (S32 i = 0; i < resX; ++i) { S32 rX = (i+1)%resX; S32 rY = (j+1)%resY; S32 lX = (i-1)%resX; S32 lY = (j-1)%resY; if (lX < 0) { lX += resX; } if (lY < 0) { lY += resY; } F32 cH = (F32) src_data[(j*resX+i)*src_cmp+src_cmp-1]; LLVector3 right = LLVector3(norm_scale, 0, (F32) src_data[(j*resX+rX)*src_cmp+src_cmp-1]-cH); LLVector3 left = LLVector3(-norm_scale, 0, (F32) src_data[(j*resX+lX)*src_cmp+src_cmp-1]-cH); LLVector3 up = LLVector3(0, -norm_scale, (F32) src_data[(lY*resX+i)*src_cmp+src_cmp-1]-cH); LLVector3 down = LLVector3(0, norm_scale, (F32) src_data[(rY*resX+i)*src_cmp+src_cmp-1]-cH); LLVector3 norm = right%down + down%left + left%up + up%right; norm.normVec(); norm *= 0.5f; norm += LLVector3(0.5f,0.5f,0.5f); idx = (j*resX+i)*4; nrm_data[idx+0]= (U8) (norm.mV[0]*255); nrm_data[idx+1]= (U8) (norm.mV[1]*255); nrm_data[idx+2]= (U8) (norm.mV[2]*255); nrm_data[idx+3]= src_data[(j*resX+i)*src_cmp+src_cmp-1]; } } } // static void LLBumpImageList::onSourceUpdated(LLViewerTexture* src, EBumpEffect bump_code) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; const LLUUID& src_id = src->getID(); bump_image_map_t& entries_list(bump_code == BE_BRIGHTNESS ? gBumpImageList.mBrightnessEntries : gBumpImageList.mDarknessEntries); bump_image_map_t::iterator iter = entries_list.find(src_id); if (iter == entries_list.end()) { //make sure an entry exists for this image entries_list[src_id] = LLViewerTextureManager::getLocalTexture(true); iter = entries_list.find(src_id); } //--------------------------------------------------- // immediately assign bump to a smart pointer in case some local smart pointer // accidentally releases it. LLPointer bump = iter->second; if (bump->getWidth() != src->getWidth() || bump->getHeight() != src->getHeight()) // bump not cached yet or has changed resolution { //convert to normal map LL_PROFILE_ZONE_NAMED("bil - create normal map"); bump->setExplicitFormat(GL_RGBA, GL_RGBA); LLImageGL* src_img = src->getGLTexture(); LLImageGL* dst_img = bump->getGLTexture(); dst_img->setSize(src->getWidth(), src->getHeight(), 4, 0); dst_img->setUseMipMaps(true); dst_img->setDiscardLevel(0); dst_img->createGLTexture(); gGL.getTexUnit(0)->bind(bump); LLImageGL::setManualImage(GL_TEXTURE_2D, 0, dst_img->getPrimaryFormat(), dst_img->getWidth(), dst_img->getHeight(), GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false); LLGLuint tex_name = dst_img->getTexName(); // point render target at empty buffer sRenderTarget.setColorAttachment(bump->getGLTexture(), tex_name); // generate normal map in empty texture { sRenderTarget.bindTarget(); LLGLDepthTest depth(GL_FALSE); LLGLDisable cull(GL_CULL_FACE); LLGLDisable blend(GL_BLEND); gGL.setColorMask(true, true); LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; gNormalMapGenProgram.bind(); static LLStaticHashedString sNormScale("norm_scale"); static LLStaticHashedString sStepX("stepX"); static LLStaticHashedString sStepY("stepY"); static LLStaticHashedString sBumpCode("bump_code"); gNormalMapGenProgram.uniform1f(sNormScale, gSavedSettings.getF32("RenderNormalMapScale")); gNormalMapGenProgram.uniform1f(sStepX, 1.f / bump->getWidth()); gNormalMapGenProgram.uniform1f(sStepY, 1.f / bump->getHeight()); gNormalMapGenProgram.uniform1i(sBumpCode, bump_code); gGL.getTexUnit(0)->bind(src); gGL.begin(LLRender::TRIANGLE_STRIP); gGL.texCoord2f(0, 0); gGL.vertex2f(0, 0); gGL.texCoord2f(0, 1); gGL.vertex2f(0, 1); gGL.texCoord2f(1, 0); gGL.vertex2f(1, 0); gGL.texCoord2f(1, 1); gGL.vertex2f(1, 1); gGL.end(); gGL.flush(); sRenderTarget.flush(); sRenderTarget.releaseColorAttachment(); if (shader) { shader->bind(); } } // generate mipmap gGL.getTexUnit(0)->bind(bump); glGenerateMipmap(GL_TEXTURE_2D); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); } iter->second = bump; // derefs (and deletes) old image //--------------------------------------------------- } void LLDrawPoolBump::pushBumpBatches(U32 type) { LLVOAvatar* avatar = nullptr; U64 skin = 0; if (mRigged) { // nudge type enum and include skinweights for rigged pass type += 1; } LLCullResult::drawinfo_iterator begin = gPipeline.beginRenderMap(type); LLCullResult::drawinfo_iterator end = gPipeline.endRenderMap(type); for (LLCullResult::drawinfo_iterator i = begin; i != end; ++i) { LLDrawInfo& params = **i; if (LLDrawPoolBump::bindBumpMap(params)) { if (mRigged) { if (avatar != params.mAvatar || skin != params.mSkinInfo->mHash) { if (uploadMatrixPalette(params)) { avatar = params.mAvatar; skin = params.mSkinInfo->mHash; } else { continue; } } } pushBumpBatch(params, false); } } } void LLRenderPass::pushBumpBatch(LLDrawInfo& params, bool texture, bool batch_textures) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; applyModelMatrix(params); bool tex_setup = false; if (batch_textures && params.mTextureList.size() > 1) { for (U32 i = 0; i < params.mTextureList.size(); ++i) { if (params.mTextureList[i].notNull()) { gGL.getTexUnit(i)->bindFast(params.mTextureList[i]); } } } else { //not batching textures or batch has only 1 texture -- might need a texture matrix if (params.mTextureMatrix) { if (shiny) { gGL.getTexUnit(0)->activate(); gGL.matrixMode(LLRender::MM_TEXTURE); } else { gGL.getTexUnit(0)->activate(); gGL.matrixMode(LLRender::MM_TEXTURE); gGL.loadMatrix((GLfloat*) params.mTextureMatrix->mMatrix); gPipeline.mTextureMatrixOps++; } gGL.loadMatrix((GLfloat*) params.mTextureMatrix->mMatrix); gPipeline.mTextureMatrixOps++; tex_setup = true; } if (shiny && mShaderLevel > 1 && texture) { if (params.mTexture.notNull()) { gGL.getTexUnit(diffuse_channel)->bindFast(params.mTexture); } else { gGL.getTexUnit(diffuse_channel)->unbind(LLTexUnit::TT_TEXTURE); } } } params.mVertexBuffer->setBuffer(); params.mVertexBuffer->drawRange(LLRender::TRIANGLES, params.mStart, params.mEnd, params.mCount, params.mOffset); if (tex_setup) { if (shiny) { gGL.getTexUnit(0)->activate(); } else { gGL.getTexUnit(0)->activate(); gGL.matrixMode(LLRender::MM_TEXTURE); } gGL.loadIdentity(); gGL.matrixMode(LLRender::MM_MODELVIEW); } }