/** * @file lldrawpoolbump.cpp * @brief LLDrawPoolBump class implementation * * $LicenseInfo:firstyear=2003&license=viewergpl$ * * Copyright (c) 2003-2007, Linden Research, Inc. * * Second Life Viewer Source Code * The source code in this file ("Source Code") is provided by Linden Lab * to you under the terms of the GNU General Public License, version 2.0 * ("GPL"), unless you have obtained a separate licensing agreement * ("Other License"), formally executed by you and Linden Lab. Terms of * the GPL can be found in doc/GPL-license.txt in this distribution, or * online at http://secondlife.com/developers/opensource/gplv2 * * There are special exceptions to the terms and conditions of the GPL as * it is applied to this Source Code. View the full text of the exception * in the file doc/FLOSS-exception.txt in this software distribution, or * online at http://secondlife.com/developers/opensource/flossexception * * By copying, modifying or distributing this software, you acknowledge * that you have read and understood your obligations described above, * and agree to abide by those obligations. * * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, * COMPLETENESS OR PERFORMANCE. * $/LicenseInfo$ */ #include "llviewerprecompiledheaders.h" #include "lldrawpoolbump.h" #include "llstl.h" #include "llviewercontrol.h" #include "lldir.h" #include "llimagegl.h" #include "m3math.h" #include "m4math.h" #include "v4math.h" #include "llglheaders.h" #include "llglimmediate.h" #include "llagent.h" #include "llcubemap.h" #include "lldrawable.h" #include "llface.h" #include "llsky.h" #include "lltextureentry.h" #include "llviewercamera.h" #include "llviewerimagelist.h" #include "pipeline.h" #include "llspatialpartition.h" #include "llglslshader.h" //#include "llimagebmp.h" //#include "../tools/imdebug/imdebug.h" // static LLStandardBumpmap gStandardBumpmapList[TEM_BUMPMAP_COUNT]; // 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_TEXCOORD | LLVertexBuffer::MAP_TEXCOORD2; U32 LLDrawPoolBump::sVertexMask = VERTEX_MASK_SHINY; static LLPointer sCubeMap; static LLGLSLShader* shader = NULL; static S32 cube_channel = -1; static S32 diffuse_channel = -1; // static void LLStandardBumpmap::init() { LLStandardBumpmap::restoreGL(); } // static void LLStandardBumpmap::shutdown() { LLStandardBumpmap::destroyGL(); } // static void LLStandardBumpmap::restoreGL() { llassert( LLStandardBumpmap::sStandardBumpmapCount == 0 ); 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.c_str(), "rt" ); /*Flawfinder: ignore*/ if( !file ) { llwarns << "Could not open std_bump <" << file_name << ">" << llendl; return; } S32 file_version = 0; S32 fields_read = fscanf( file, "LLStandardBumpmap version %d", &file_version ); if( fields_read != 1 ) { llwarns << "Bad LLStandardBumpmap header" << llendl; return; } if( file_version > STD_BUMP_LATEST_FILE_VERSION ) { llwarns << "LLStandardBumpmap has newer version (" << file_version << ") than viewer (" << STD_BUMP_LATEST_FILE_VERSION << ")" << llendl; 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_file[2048] = ""; /* Flawfinder: ignore */ fields_read = fscanf( /* Flawfinder: ignore */ file, "\n%2047s %2047s", label, bump_file); if( EOF == fields_read ) { break; } if( fields_read != 2 ) { llwarns << "Bad LLStandardBumpmap entry" << llendl; return; } // llinfos << "Loading bumpmap: " << bump_file << " from viewerart" << llendl; gStandardBumpmapList[LLStandardBumpmap::sStandardBumpmapCount].mLabel = label; gStandardBumpmapList[LLStandardBumpmap::sStandardBumpmapCount].mImage = gImageList.getImageFromFile(bump_file, TRUE, FALSE, 0, 0); LLStandardBumpmap::sStandardBumpmapCount++; } fclose( file ); } // static void LLStandardBumpmap::destroyGL() { for( U32 i = 0; i < LLStandardBumpmap::sStandardBumpmapCount; i++ ) { gStandardBumpmapList[i].mLabel.assign(""); gStandardBumpmapList[i].mImage = NULL; } sStandardBumpmapCount = 0; } //////////////////////////////////////////////////////////////// LLDrawPoolBump::LLDrawPoolBump() : LLRenderPass(LLDrawPool::POOL_BUMP) { mShiny = FALSE; } void LLDrawPoolBump::prerender() { mVertexShaderLevel = LLShaderMgr::getVertexShaderLevel(LLShaderMgr::SHADER_OBJECT); } // static S32 LLDrawPoolBump::numBumpPasses() { if (gSavedSettings.getBOOL("RenderObjectBump")) { if (mVertexShaderLevel > 1) { if (LLPipeline::sImpostorRender) { return 2; } else { return 3; } } else if (LLPipeline::sImpostorRender) { return 1; } else { return 2; } } else { return 0; } } S32 LLDrawPoolBump::getNumPasses() { return numBumpPasses(); } void LLDrawPoolBump::beginRenderPass(S32 pass) { LLFastTimer t(LLFastTimer::FTM_RENDER_BUMP); switch( pass ) { case 0: beginShiny(); break; case 1: if (mVertexShaderLevel > 1) { beginFullbrightShiny(); } else { beginBump(); } break; case 2: beginBump(); break; default: llassert(0); break; } } void LLDrawPoolBump::render(S32 pass) { LLFastTimer t(LLFastTimer::FTM_RENDER_BUMP); if (!gPipeline.hasRenderType(LLDrawPool::POOL_SIMPLE)) { return; } switch( pass ) { case 0: renderShiny(); break; case 1: if (mVertexShaderLevel > 1) { renderFullbrightShiny(); } else { renderBump(); } break; case 2: renderBump(); break; default: llassert(0); break; } } void LLDrawPoolBump::endRenderPass(S32 pass) { LLFastTimer t(LLFastTimer::FTM_RENDER_BUMP); switch( pass ) { case 0: endShiny(); break; case 1: if (mVertexShaderLevel > 1) { endFullbrightShiny(); } else { endBump(); } break; case 2: endBump(); break; default: llassert(0); break; } } //static void LLDrawPoolBump::beginShiny(bool invisible) { LLFastTimer t(LLFastTimer::FTM_RENDER_SHINY); if (!invisible && !gPipeline.hasRenderBatches(LLRenderPass::PASS_SHINY)|| invisible && !gPipeline.hasRenderBatches(LLRenderPass::PASS_INVISI_SHINY)) { return; } mShiny = TRUE; sVertexMask = VERTEX_MASK_SHINY; // Second pass: environment map if (!invisible && mVertexShaderLevel > 1) { sVertexMask = VERTEX_MASK_SHINY | LLVertexBuffer::MAP_TEXCOORD; } if (LLPipeline::sUnderWaterRender) { shader = &gObjectShinyWaterProgram; } else { shader = &gObjectShinyProgram; } LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL; if( cube_map ) { if (!invisible && LLShaderMgr::getVertexShaderLevel(LLShaderMgr::SHADER_OBJECT) > 0 ) { 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(LLShaderMgr::SHINY_ORIGIN, 1, vec4.mV); if (mVertexShaderLevel > 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(LLShaderMgr::ENVIRONMENT_MAP, GL_TEXTURE_CUBE_MAP_ARB); cube_map->enableTexture(cube_channel); cube_map->enableTextureCoords(1); diffuse_channel = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP); } else { cube_channel = 0; diffuse_channel = -1; cube_map->setMatrix(0); cube_map->enable(shader->enableTexture(LLShaderMgr::ENVIRONMENT_MAP, GL_TEXTURE_CUBE_MAP_ARB)); } cube_map->bind(); } else { cube_channel = 0; diffuse_channel = -1; cube_map->enable(0); cube_map->setMatrix(0); cube_map->bind(); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); //use RGB from texture glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR); // use alpha from color glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PRIMARY_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA); } } } void LLDrawPoolBump::renderShiny(bool invisible) { LLFastTimer t(LLFastTimer::FTM_RENDER_SHINY); if (!invisible && !gPipeline.hasRenderBatches(LLRenderPass::PASS_SHINY)|| invisible && !gPipeline.hasRenderBatches(LLRenderPass::PASS_INVISI_SHINY)) { return; } sCubeMap = NULL; if( gSky.mVOSkyp->getCubeMap() ) { LLGLEnable blend_enable(GL_BLEND); if (!invisible && mVertexShaderLevel > 1) { LLRenderPass::renderTexture(LLRenderPass::PASS_SHINY, sVertexMask); } else if (!invisible) { renderGroups(LLRenderPass::PASS_SHINY, sVertexMask); } else // invisible { renderGroups(LLRenderPass::PASS_INVISI_SHINY, sVertexMask); } } } void LLDrawPoolBump::endShiny(bool invisible) { LLFastTimer t(LLFastTimer::FTM_RENDER_SHINY); if (!invisible && !gPipeline.hasRenderBatches(LLRenderPass::PASS_SHINY)|| invisible && !gPipeline.hasRenderBatches(LLRenderPass::PASS_INVISI_SHINY)) { return; } LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL; if( cube_map ) { cube_map->disable(); cube_map->restoreMatrix(); if (!invisible && mVertexShaderLevel > 1) { shader->disableTexture(LLShaderMgr::ENVIRONMENT_MAP, GL_TEXTURE_CUBE_MAP_ARB); if (LLShaderMgr::getVertexShaderLevel(LLShaderMgr::SHADER_OBJECT) > 0) { if (diffuse_channel != 0) { shader->disableTexture(LLShaderMgr::DIFFUSE_MAP); } } shader->unbind(); glActiveTextureARB(GL_TEXTURE0_ARB); glEnable(GL_TEXTURE_2D); } glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); } LLImageGL::unbindTexture(0, GL_TEXTURE_2D); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); diffuse_channel = -1; cube_channel = 0; mShiny = FALSE; } void LLDrawPoolBump::beginFullbrightShiny() { LLFastTimer t(LLFastTimer::FTM_RENDER_SHINY); if (!gPipeline.hasRenderBatches(LLRenderPass::PASS_FULLBRIGHT_SHINY)) { return; } sVertexMask = VERTEX_MASK_SHINY | LLVertexBuffer::MAP_TEXCOORD; // Second pass: environment map if (LLPipeline::sUnderWaterRender) { shader = &gObjectShinyWaterProgram; } else { shader = &gObjectFullbrightShinyProgram; } LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL; if( cube_map ) { 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(LLShaderMgr::SHINY_ORIGIN, 1, vec4.mV); 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(LLShaderMgr::ENVIRONMENT_MAP, GL_TEXTURE_CUBE_MAP_ARB); cube_map->enableTexture(cube_channel); cube_map->enableTextureCoords(1); diffuse_channel = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP); cube_map->bind(); } mShiny = TRUE; } void LLDrawPoolBump::renderFullbrightShiny() { LLFastTimer t(LLFastTimer::FTM_RENDER_SHINY); if (!gPipeline.hasRenderBatches(LLRenderPass::PASS_FULLBRIGHT_SHINY)) { return; } sCubeMap = NULL; if( gSky.mVOSkyp->getCubeMap() ) { LLGLEnable blend_enable(GL_BLEND); LLRenderPass::renderTexture(LLRenderPass::PASS_FULLBRIGHT_SHINY, sVertexMask); } } void LLDrawPoolBump::endFullbrightShiny() { LLFastTimer t(LLFastTimer::FTM_RENDER_SHINY); if (!gPipeline.hasRenderBatches(LLRenderPass::PASS_FULLBRIGHT_SHINY)) { return; } LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL; if( cube_map ) { cube_map->disable(); cube_map->restoreMatrix(); if (diffuse_channel != 0) { shader->disableTexture(LLShaderMgr::DIFFUSE_MAP); } glActiveTextureARB(GL_TEXTURE0_ARB); glEnable(GL_TEXTURE_2D); shader->unbind(); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); } LLImageGL::unbindTexture(0, GL_TEXTURE_2D); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); diffuse_channel = -1; cube_channel = 0; mShiny = FALSE; } void LLDrawPoolBump::renderGroup(LLSpatialGroup* group, U32 type, U32 mask, 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; if (LLPipeline::sDynamicReflections) { if (params.mReflectionMap.notNull()) { params.mReflectionMap->bind(); } else { if (params.mModelMatrix) { sCubeMap = gPipeline.findReflectionMap(params.mModelMatrix->getTranslation()); } if (sCubeMap) { sCubeMap->bind(); } else if (gSky.mVOSkyp->getCubeMap()) { gSky.mVOSkyp->getCubeMap()->bind(); } } } applyModelMatrix(params); params.mVertexBuffer->setBuffer(mask); params.mVertexBuffer->drawRange(LLVertexBuffer::TRIANGLES, params.mStart, params.mEnd, params.mCount, params.mOffset); gPipeline.addTrianglesDrawn(params.mCount/3); } } // static BOOL LLDrawPoolBump::bindBumpMap(LLDrawInfo& params) { LLImageGL* bump = NULL; U8 bump_code = params.mBump; LLViewerImage* tex = params.mTexture; switch( bump_code ) { case BE_NO_BUMP: bump = NULL; break; case BE_BRIGHTNESS: case BE_DARKNESS: if( tex ) { bump = gBumpImageList.getBrightnessDarknessImage( tex, bump_code ); } break; default: if( bump_code < LLStandardBumpmap::sStandardBumpmapCount ) { bump = gStandardBumpmapList[bump_code].mImage; gBumpImageList.addTextureStats(bump_code, tex->getID(), params.mVSize, 1, 1); } break; } if (bump) { bump->bind(1); bump->bind(0); return TRUE; } return FALSE; } //static void LLDrawPoolBump::beginBump() { if (!gPipeline.hasRenderBatches(LLRenderPass::PASS_BUMP)) { return; } sVertexMask = VERTEX_MASK_BUMP; LLFastTimer t(LLFastTimer::FTM_RENDER_BUMP); // Optional second pass: emboss bump map stop_glerror(); // TEXTURE UNIT 0 // Output.rgb = texture at texture coord 0 glActiveTextureARB(GL_TEXTURE0_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_ALPHA); // Don't care about alpha output glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA); // TEXTURE UNIT 1 glActiveTextureARB(GL_TEXTURE1_ARB); glEnable(GL_TEXTURE_2D); // Texture unit 1 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD_SIGNED_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_ONE_MINUS_SRC_ALPHA); // Don't care about alpha output glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA); // src = tex0 + (1 - tex1) - 0.5 // = (bump0/2 + 0.5) + (1 - (bump1/2 + 0.5)) - 0.5 // = (1 + bump0 - bump1) / 2 // Blend: src * dst + dst * src // = 2 * src * dst // = 2 * ((1 + bump0 - bump1) / 2) * dst [0 - 2 * dst] // = (1 + bump0 - bump1) * dst.rgb // = dst.rgb + dst.rgb * (bump0 - bump1) gGL.blendFunc(GL_DST_COLOR, GL_SRC_COLOR); // gGL.blendFunc(GL_ONE, GL_ZERO); // temp glActiveTextureARB(GL_TEXTURE0_ARB); stop_glerror(); LLViewerImage::unbindTexture(1, GL_TEXTURE_2D); } //static void LLDrawPoolBump::renderBump() { if (!gPipeline.hasRenderBatches(LLRenderPass::PASS_BUMP)) { return; } LLFastTimer ftm(LLFastTimer::FTM_RENDER_BUMP); LLGLDisable fog(GL_FOG); LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE, GL_LEQUAL); LLGLEnable blend(GL_BLEND); glColor4f(1,1,1,1); /// Get rid of z-fighting with non-bump pass. LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL); glPolygonOffset(-1.0f, -1.0f); renderBump(LLRenderPass::PASS_BUMP, sVertexMask); } //static void LLDrawPoolBump::endBump() { if (!gPipeline.hasRenderBatches(LLRenderPass::PASS_BUMP)) { return; } // Disable texture unit 1 glActiveTextureARB(GL_TEXTURE1_ARB); glDisable(GL_TEXTURE_2D); // Texture unit 1 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); // Disable texture unit 0 glActiveTextureARB(GL_TEXTURE0_ARB); glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); gGL.blendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); } //////////////////////////////////////////////////////////////// // List of one-component bump-maps created from other texures. //const LLUUID TEST_BUMP_ID("3d33eaf2-459c-6f97-fd76-5fce3fc29447"); void LLBumpImageList::init() { llassert( mBrightnessEntries.size() == 0 ); llassert( mDarknessEntries.size() == 0 ); LLStandardBumpmap::init(); } void LLBumpImageList::shutdown() { mBrightnessEntries.clear(); mDarknessEntries.clear(); LLStandardBumpmap::shutdown(); } void LLBumpImageList::destroyGL() { mBrightnessEntries.clear(); mDarknessEntries.clear(); LLStandardBumpmap::destroyGL(); } void LLBumpImageList::restoreGL() { // Images will be recreated as they are needed. LLStandardBumpmap::restoreGL(); } 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 pixel_area, F32 texel_area_ratio, F32 cos_center_angle) { bump &= TEM_BUMP_MASK; LLViewerImage* bump_image = gStandardBumpmapList[bump].mImage; if( bump_image ) { bump_image->addTextureStats(pixel_area, texel_area_ratio, cos_center_angle); } } void LLBumpImageList::updateImages() { for (bump_image_map_t::iterator iter = mBrightnessEntries.begin(); iter != mBrightnessEntries.end(); ) { bump_image_map_t::iterator curiter = iter++; LLImageGL* image = curiter->second; if( image ) { BOOL destroy = TRUE; if( image->getHasGLTexture()) { if( image->getBoundRecently() ) { destroy = FALSE; } else { image->destroyGLTexture(); } } if( destroy ) { //llinfos << "*** Destroying bright " << (void*)image << llendl; mBrightnessEntries.erase(curiter); // deletes the image thanks to reference counting } } } for (bump_image_map_t::iterator iter = mDarknessEntries.begin(); iter != mDarknessEntries.end(); ) { bump_image_map_t::iterator curiter = iter++; LLImageGL* image = curiter->second; if( image ) { BOOL destroy = TRUE; if( image->getHasGLTexture()) { if( image->getBoundRecently() ) { destroy = FALSE; } else { image->destroyGLTexture(); } } if( destroy ) { //llinfos << "*** Destroying dark " << (void*)image << llendl;; 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. LLImageGL* LLBumpImageList::getBrightnessDarknessImage(LLViewerImage* src_image, U8 bump_code ) { llassert( (bump_code == BE_BRIGHTNESS) || (bump_code == BE_DARKNESS) ); LLImageGL* bump = NULL; const F32 BRIGHTNESS_DARKNESS_PIXEL_AREA_THRESHOLD = 1000; if( src_image->mMaxVirtualSize > BRIGHTNESS_DARKNESS_PIXEL_AREA_THRESHOLD ) { bump_image_map_t* entries_list = NULL; void (*callback_func)( BOOL success, LLViewerImage *src_vi, LLImageRaw* src, LLImageRaw* aux_src, S32 discard_level, BOOL final, void* userdata ) = NULL; switch( bump_code ) { case BE_BRIGHTNESS: entries_list = &mBrightnessEntries; callback_func = LLBumpImageList::onSourceBrightnessLoaded; break; case BE_DARKNESS: entries_list = &mDarknessEntries; callback_func = LLBumpImageList::onSourceDarknessLoaded; break; default: llassert(0); return NULL; } bump_image_map_t::iterator iter = entries_list->find(src_image->getID()); if (iter != entries_list->end()) { bump = iter->second; } else { LLPointer raw = new LLImageRaw(1,1,1); raw->clear(0x77, 0x77, 0x77, 0xFF); bump = new LLImageGL( raw, TRUE); bump->setExplicitFormat(GL_ALPHA8, GL_ALPHA); (*entries_list)[src_image->getID()] = bump; // Note: this may create an LLImageGL immediately src_image->setLoadedCallback( callback_func, 0, TRUE, new LLUUID(src_image->getID()) ); bump = (*entries_list)[src_image->getID()]; // In case callback was called immediately and replaced the image // bump_total++; // llinfos << "*** Creating " << (void*)bump << " " << bump_total << llendl; } } return bump; } // static void LLBumpImageList::onSourceBrightnessLoaded( BOOL success, LLViewerImage *src_vi, LLImageRaw* src, LLImageRaw* aux_src, S32 discard_level, BOOL final, void* userdata ) { LLUUID* source_asset_id = (LLUUID*)userdata; LLBumpImageList::onSourceLoaded( success, src_vi, src, *source_asset_id, BE_BRIGHTNESS ); if( final ) { delete source_asset_id; } } // static void LLBumpImageList::onSourceDarknessLoaded( BOOL success, LLViewerImage *src_vi, LLImageRaw* src, LLImageRaw* aux_src, S32 discard_level, BOOL final, void* userdata ) { LLUUID* source_asset_id = (LLUUID*)userdata; LLBumpImageList::onSourceLoaded( success, src_vi, src, *source_asset_id, BE_DARKNESS ); if( final ) { delete source_asset_id; } } // static void LLBumpImageList::onSourceLoaded( BOOL success, LLViewerImage *src_vi, LLImageRaw* src, LLUUID& source_asset_id, EBumpEffect bump_code ) { if( success ) { bump_image_map_t& entries_list(bump_code == BE_BRIGHTNESS ? gBumpImageList.mBrightnessEntries : gBumpImageList.mDarknessEntries ); bump_image_map_t::iterator iter = entries_list.find(source_asset_id); if (iter != entries_list.end()) { LLPointer dst_image = new LLImageRaw(src->getWidth(), src->getHeight(), 1); U8* dst_data = dst_image->getData(); S32 dst_data_size = dst_image->getDataSize(); U8* src_data = src->getData(); S32 src_data_size = src->getDataSize(); S32 src_components = src->getComponents(); // Convert to luminance and then scale and bias that to get ready for // embossed bump mapping. (0-255 maps to 127-255) // Convert to fixed point so we don't have to worry about precision/clamping. const S32 FIXED_PT = 8; const S32 R_WEIGHT = S32(0.2995f * (1< maximum ) { maximum = dst_data[i]; } } } else { llassert(0); dst_image->clear(); } break; case 3: case 4: if( src_data_size == dst_data_size * src_components ) { for( S32 i = 0, j=0; i < dst_data_size; i++, j+= src_components ) { // RGB to luminance dst_data[i] = (R_WEIGHT * src_data[j] + G_WEIGHT * src_data[j+1] + B_WEIGHT * src_data[j+2]) >> FIXED_PT; //llassert( dst_data[i] <= 255 );true because it's 8bit if( dst_data[i] < minimum ) { minimum = dst_data[i]; } if( dst_data[i] > maximum ) { maximum = dst_data[i]; } } } else { llassert(0); dst_image->clear(); } break; default: llassert(0); dst_image->clear(); break; } if( maximum > minimum ) { U8 bias_and_scale_lut[256]; F32 twice_one_over_range = 2.f / (maximum - minimum); S32 i; const F32 ARTIFICIAL_SCALE = 2.f; // Advantage: exagerates the effect in midrange. Disadvantage: clamps at the extremes. if( BE_DARKNESS == bump_code ) { for( i = minimum; i <= maximum; i++ ) { F32 minus_one_to_one = F32(maximum - i) * twice_one_over_range - 1.f; bias_and_scale_lut[i] = llclampb(llround(127 * minus_one_to_one * ARTIFICIAL_SCALE + 128)); } } else { // BE_LIGHTNESS for( i = minimum; i <= maximum; i++ ) { F32 minus_one_to_one = F32(i - minimum) * twice_one_over_range - 1.f; bias_and_scale_lut[i] = llclampb(llround(127 * minus_one_to_one * ARTIFICIAL_SCALE + 128)); } } for( i = 0; i < dst_data_size; i++ ) { dst_data[i] = bias_and_scale_lut[dst_data[i]]; } } LLImageGL* bump = new LLImageGL( TRUE); bump->setExplicitFormat(GL_ALPHA8, GL_ALPHA); bump->createGLTexture(0, dst_image); iter->second = bump; // derefs (and deletes) old image } else { // entry should have been added in LLBumpImageList::getImage(). // Not a legit assertion - the bump texture could have been flushed by the bump image manager //llassert(0); } } } void LLDrawPoolBump::renderBump(U32 type, U32 mask) { LLCullResult::drawinfo_list_t::iterator begin = gPipeline.beginRenderMap(type); LLCullResult::drawinfo_list_t::iterator end = gPipeline.endRenderMap(type); for (LLCullResult::drawinfo_list_t::iterator i = begin; i != end; ++i) { LLDrawInfo& params = **i; if (LLDrawPoolBump::bindBumpMap(params)) { pushBatch(params, mask, FALSE); } } } void LLDrawPoolBump::renderGroupBump(LLSpatialGroup* group, U32 type, U32 mask) { 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; if (LLDrawPoolBump::bindBumpMap(params)) { pushBatch(params, mask, FALSE); } } } void LLDrawPoolBump::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture) { applyModelMatrix(params); if (params.mTextureMatrix) { if (mShiny) { glActiveTextureARB(GL_TEXTURE0_ARB); glMatrixMode(GL_TEXTURE); } else { glActiveTextureARB(GL_TEXTURE1_ARB); glMatrixMode(GL_TEXTURE); glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix); gPipeline.mTextureMatrixOps++; glActiveTextureARB(GL_TEXTURE0_ARB); } glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix); gPipeline.mTextureMatrixOps++; } if (mShiny && mVertexShaderLevel > 1 && texture) { if (params.mTexture.notNull()) { params.mTexture->bind(diffuse_channel); params.mTexture->addTextureStats(params.mVSize); } else { LLImageGL::unbindTexture(0); } if (LLPipeline::sDynamicReflections) { LLCubeMap* cube_map = params.mReflectionMap; if (!cube_map && params.mModelMatrix) { cube_map = gPipeline.findReflectionMap(params.mModelMatrix->getTranslation()); } if (cube_map) { cube_map->enableTexture(cube_channel); cube_map->bind(); } } } params.mVertexBuffer->setBuffer(mask); params.mVertexBuffer->drawRange(LLVertexBuffer::TRIANGLES, params.mStart, params.mEnd, params.mCount, params.mOffset); gPipeline.addTrianglesDrawn(params.mCount/3); if (params.mTextureMatrix) { if (mShiny) { glActiveTextureARB(GL_TEXTURE0_ARB); } else { glActiveTextureARB(GL_TEXTURE1_ARB); glLoadIdentity(); glActiveTextureARB(GL_TEXTURE0_ARB); } glLoadIdentity(); glMatrixMode(GL_MODELVIEW); } } void LLDrawPoolInvisible::render(S32 pass) { //render invisiprims LLFastTimer t(LLFastTimer::FTM_RENDER_INVISIBLE); U32 invisi_mask = LLVertexBuffer::MAP_VERTEX; glStencilMask(0); glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); pushBatches(LLRenderPass::PASS_INVISIBLE, invisi_mask, FALSE); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE); glStencilMask(0xFFFFFFFF); if (gPipeline.hasRenderBatches(LLRenderPass::PASS_INVISI_SHINY)) { beginShiny(true); renderShiny(true); endShiny(true); } }