/** * @file llworldmipmap.cpp * @brief Data storage for the S3 mipmap of the entire world. * * $LicenseInfo:firstyear=2003&license=viewerlgpl$ * 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 "llworldmipmap.h" #include "llviewercontrol.h" // LLControlGroup #include "llviewertexturelist.h" #include // log() // Turn this on to output tile stats in the standard output #define DEBUG_TILES_STAT 0 LLWorldMipmap::LLWorldMipmap() : mCurrentLevel(0) { } LLWorldMipmap::~LLWorldMipmap() { reset(); } // Delete all sublevel maps and clean them void LLWorldMipmap::reset() { for (int level = 0; level < MAP_LEVELS; level++) { mWorldObjectsMipMap[level].clear(); } } // This method should be called before each use of the mipmap (typically, before each draw), so that to let // the boost level of unused tiles to drop to 0 (BOOST_NONE). // Tiles that are accessed have had their boost level pushed to BOOST_MAP_VISIBLE so we can identify them. // The result of this strategy is that if a tile is not used during 2 consecutive loops, its boost level drops to 0. void LLWorldMipmap::equalizeBoostLevels() { #if DEBUG_TILES_STAT S32 nb_missing = 0; S32 nb_tiles = 0; S32 nb_visible = 0; #endif // DEBUG_TILES_STAT // For each level for (S32 level = 0; level < MAP_LEVELS; level++) { sublevel_tiles_t& level_mipmap = mWorldObjectsMipMap[level]; // For each tile for (sublevel_tiles_t::iterator iter = level_mipmap.begin(); iter != level_mipmap.end(); iter++) { LLPointer img = iter->second; S32 current_boost_level = img->getBoostLevel(); if (current_boost_level == LLGLTexture::BOOST_MAP_VISIBLE) { // If level was BOOST_MAP_VISIBLE, the tile has been used in the last draw so keep it high img->setBoostLevel(LLGLTexture::BOOST_MAP); } else { // If level was BOOST_MAP only (or anything else...), the tile wasn't used in the last draw // so we drop its boost level to BOOST_NONE. img->setBoostLevel(LLGLTexture::BOOST_NONE); } #if DEBUG_TILES_STAT // Increment some stats if compile option on nb_tiles++; if (current_boost_level == LLGLTexture::BOOST_MAP_VISIBLE) { nb_visible++; } if (img->isMissingAsset()) { nb_missing++; } #endif // DEBUG_TILES_STAT } } #if DEBUG_TILES_STAT LL_INFOS("WorldMap") << "LLWorldMipmap tile stats : total requested = " << nb_tiles << ", visible = " << nb_visible << ", missing = " << nb_missing << LL_ENDL; #endif // DEBUG_TILES_STAT } // This method should be used when the mipmap is not actively used for a while, e.g., the map UI is hidden void LLWorldMipmap::dropBoostLevels() { // For each level for (S32 level = 0; level < MAP_LEVELS; level++) { sublevel_tiles_t& level_mipmap = mWorldObjectsMipMap[level]; // For each tile for (sublevel_tiles_t::iterator iter = level_mipmap.begin(); iter != level_mipmap.end(); iter++) { LLPointer img = iter->second; img->setBoostLevel(LLGLTexture::BOOST_NONE); } } } LLPointer LLWorldMipmap::getObjectsTile(U32 grid_x, U32 grid_y, S32 level, bool load) { // Check the input data llassert(level <= MAP_LEVELS); llassert(level >= 1); // If the *loading* level changed, cleared the new level from "missed" tiles // so that we get a chance to reload them if (load && (level != mCurrentLevel)) { cleanMissedTilesFromLevel(level); mCurrentLevel = level; } // Build the region handle U64 handle = convertGridToHandle(grid_x, grid_y); // Check if the image is around already sublevel_tiles_t& level_mipmap = mWorldObjectsMipMap[level-1]; sublevel_tiles_t::iterator found = level_mipmap.find(handle); // If not there and load on, go load it if (found == level_mipmap.end()) { if (load) { // Load it LLPointer img = loadObjectsTile(grid_x, grid_y, level); // Insert the image in the map level_mipmap.insert(sublevel_tiles_t::value_type( handle, img )); // Find the element again in the map (it's there now...) found = level_mipmap.find(handle); } else { // Return with NULL if not found and we're not trying to load return NULL; } } // Get the image pointer and check if this asset is missing LLPointer img = found->second; if (img->isMissingAsset()) { // Return NULL if asset missing return NULL; } else { // Boost the tile level so to mark it's in use *if* load on if (load) { img->setBoostLevel(LLGLTexture::BOOST_MAP_VISIBLE); } return img; } } //static LLPointer LLWorldMipmap::loadObjectsTile(U32 grid_x, U32 grid_y, S32 level) { // Get the grid coordinates std::string imageurl = gSavedSettings.getString("CurrentMapServerURL") + llformat("map-%d-%d-%d-objects.jpg", level, grid_x, grid_y); // DO NOT COMMIT!! DEBUG ONLY!!! // Use a local jpeg for every tile to test map speed without S3 access //imageurl = "file://C:\\Develop\\mapserver-distribute-3\\indra\\build-vc80\\mapserver\\relwithdebinfo\\regions\\00995\\01001\\region-995-1001-prims.jpg"; // END DEBUG //LL_INFOS("WorldMap") << "LLWorldMipmap::loadObjectsTile(), URL = " << imageurl << LL_ENDL; LLPointer img = LLViewerTextureManager::getFetchedTextureFromUrl(imageurl, FTT_MAP_TILE, true, LLGLTexture::BOOST_NONE, LLViewerTexture::LOD_TEXTURE); LL_INFOS("MAPURL") << "fetching map tile from " << imageurl << LL_ENDL; img->setBoostLevel(LLGLTexture::BOOST_MAP); // Return the smart pointer return img; } // This method is used to clean up a level from tiles marked as "missing". // The idea is to allow tiles that have been improperly marked missing to be reloaded when retraversing the level again. // When zooming in and out rapidly, some tiles are never properly loaded and, eventually marked missing. // This creates "blue" areas in a subresolution that never got a chance to reload if we don't clean up the level. void LLWorldMipmap::cleanMissedTilesFromLevel(S32 level) { // Check the input data llassert(level <= MAP_LEVELS); llassert(level >= 0); // This happens when the object is first initialized if (level == 0) { return; } // Iterate through the subresolution level and suppress the tiles that are marked as missing // Note: erasing in a map while iterating through it is bug prone. Using a postfix increment is mandatory here. sublevel_tiles_t& level_mipmap = mWorldObjectsMipMap[level-1]; sublevel_tiles_t::iterator it = level_mipmap.begin(); while (it != level_mipmap.end()) { LLPointer img = it->second; if (img->isMissingAsset()) { level_mipmap.erase(it++); } else { ++it; } } return; } // static methods // Compute the level in the world mipmap (between 1 and MAP_LEVELS, as in the URL) given the scale (size of a sim in screen pixels) S32 LLWorldMipmap::scaleToLevel(F32 scale) { // If scale really small, picks up the higest level there is (lowest resolution) if (scale <= F32_MIN) return MAP_LEVELS; // Compute the power of two resolution level knowing the base level S32 level = llfloor((log(REGION_WIDTH_METERS/scale)/log(2.0f)) + 1.0f); // Check bounds and return the value if (level > MAP_LEVELS) return MAP_LEVELS; else if (level < 1) return 1; else return level; } // Convert world coordinates to mipmap grid coordinates at a given level (between 1 and MAP_LEVELS) void LLWorldMipmap::globalToMipmap(F64 global_x, F64 global_y, S32 level, U32* grid_x, U32* grid_y) { // Check the input data llassert(level <= MAP_LEVELS); llassert(level >= 1); // Convert world coordinates into grid coordinates *grid_x = lltrunc(global_x/REGION_WIDTH_METERS); *grid_y = lltrunc(global_y/REGION_WIDTH_METERS); // Compute the valid grid coordinates at that level of the mipmap S32 regions_in_tile = 1 << (level - 1); *grid_x = *grid_x - (*grid_x % regions_in_tile); *grid_y = *grid_y - (*grid_y % regions_in_tile); }