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/**
* @file llterrainpaintmap.h
* @brief Utilities for managing terrain paint maps
*
* $LicenseInfo:firstyear=2001&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2024, 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
* $/LicenseInfo$
*/
#pragma once
#include <memory>
class LLTexture;
class LLViewerRegion;
class LLViewerTexture;
class LLTerrainPaintQueue;
class LLTerrainBrushQueue;
// TODO: Terrain painting across regions. Assuming painting is confined to one
// region for now.
class LLTerrainPaintMap
{
public:
// Convert a region's heightmap and composition into a paint map texture which
// approximates how the terrain would be rendered with the heightmap.
// In effect, this allows converting terrain of type TERRAIN_PAINT_TYPE_HEIGHTMAP_WITH_NOISE
// to type TERRAIN_PAINT_TYPE_PBR_PAINTMAP.
// Returns true if successful
static bool bakeHeightNoiseIntoPBRPaintMapRGB(const LLViewerRegion& region, LLViewerTexture& tex);
// This operation clears the queue
// TODO: Decide if clearing the queue is needed - seems inconsistent
static void applyPaintQueueRGB(LLViewerTexture& tex, LLTerrainPaintQueue& queue);
static LLTerrainPaintQueue convertPaintQueueRGBAToRGB(LLViewerTexture& tex, LLTerrainPaintQueue& queue_in);
// TODO: Implement (it's similar to convertPaintQueueRGBAToRGB but different shader + need to calculate the dimensions + need a different vertex buffer for each brush stroke)
static LLTerrainPaintQueue convertBrushQueueToPaintRGB(const LLViewerRegion& region, LLViewerTexture& tex, LLTerrainBrushQueue& queue_in);
};
template<typename T>
class LLTerrainQueue
{
public:
LLTerrainQueue() = default;
LLTerrainQueue(LLTerrainQueue<T>& other);
LLTerrainQueue& operator=(LLTerrainQueue<T>& other);
bool enqueue(std::shared_ptr<T>& t, bool dry_run = false);
size_t size() const;
bool empty() const;
void clear();
const std::vector<std::shared_ptr<T>>& get() const { return mList; }
protected:
bool enqueue(std::vector<std::shared_ptr<T>>& list);
std::vector<std::shared_ptr<T>> mList;
};
// Enqueued paint operations, in texture coordinates.
// mData is always RGB or RGBA (determined by mComponents), with each U8
// storing one color with a max value of (1 >> mBitDepth) - 1
struct LLTerrainPaint
{
using ptr_t = std::shared_ptr<LLTerrainPaint>;
U16 mStartX;
U16 mStartY;
U16 mWidthX;
U16 mWidthY;
U8 mBitDepth;
U8 mComponents;
static constexpr U8 RGB = 3;
static constexpr U8 RGBA = 4;
std::vector<U8> mData;
// Asserts that this paint's start/width fit within the bounds of the
// provided texture dimensions.
void assert_confined_to(const LLTexture& tex) const;
// Confines this paint's start/width so it fits within the bounds of the
// provided texture dimensions.
// Does not allocate mData.
void confine_to(const LLTexture& tex);
};
class LLTerrainPaintQueue : public LLTerrainQueue<LLTerrainPaint>
{
public:
LLTerrainPaintQueue() = delete;
// components determines what type of LLTerrainPaint is allowed. Must be 3 (RGB) or 4 (RGBA)
LLTerrainPaintQueue(U8 components);
LLTerrainPaintQueue(LLTerrainPaintQueue& other);
LLTerrainPaintQueue& operator=(LLTerrainPaintQueue& other);
bool enqueue(LLTerrainPaint::ptr_t& paint, bool dry_run = false);
bool enqueue(LLTerrainPaintQueue& queue);
U8 getComponents() const { return mComponents; }
// Convert mBitDepth for the LLTerrainPaint in the queue at index
// If mBitDepth is already equal to target_bit_depth, no conversion takes
// place.
// It is currently the responsibility of the paint queue to convert
// incoming bits to the right bit depth for the paintmap (this could
// change in the future).
void convertBitDepths(size_t index, U8 target_bit_depth);
private:
U8 mComponents;
};
struct LLTerrainBrush
{
using ptr_t = std::shared_ptr<LLTerrainBrush>;
// Width of the brush in region space. The brush is a square texture with
// alpha.
F32 mBrushSize;
// Brush path points in region space, excluding the vertical axis, which
// does not contribute to the paint map.
std::vector<LLVector2> mPath;
// Offset of the brush path to actually start drawing at. An offset of 0
// indicates that a brush stroke has just started (i.e. the user just
// pressed down the mouse button). An offset greater than 0 indicates the
// continuation of a brush stroke. Skipped entries in mPath are not drawn
// directly, but are used for stroke orientation and path interpolation.
// TODO: For the initial implementation, mPathOffset will be 0 and mPath
// will be of length of at most 1, leading to discontinuous paint paths.
// Then, mPathOffset may be 1 or 0, 1 indicating the continuation of a
// stroke with linear interpolation. It is unlikely that we will implement
// anything more sophisticated than that for now.
U8 mPathOffset;
// Indicates if this is the end of the brush stroke. Can occur if the mouse
// button is lifted, or if the mouse temporarily stops while held down.
bool mPathEnd;
};
class LLTerrainBrushQueue : public LLTerrainQueue<LLTerrainBrush>
{
public:
LLTerrainBrushQueue();
LLTerrainBrushQueue(LLTerrainBrushQueue& other);
LLTerrainBrushQueue& operator=(LLTerrainBrushQueue& other);
bool enqueue(LLTerrainBrush::ptr_t& brush, bool dry_run = false);
bool enqueue(LLTerrainBrushQueue& queue);
};
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