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/**
* @file llvlcomposition.cpp
* @brief Viewer-side representation of a composition layer...
*
* $LicenseInfo:firstyear=2001&license=viewerlgpl$
* 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 "llvlcomposition.h"
#include <functional>
#include "llerror.h"
#include "v3math.h"
#include "llsurface.h"
#include "lltextureview.h"
#include "llviewertexture.h"
#include "llviewertexturelist.h"
#include "llfetchedgltfmaterial.h"
#include "llgltfmateriallist.h"
#include "llviewerregion.h"
#include "noise.h"
#include "llregionhandle.h" // for from_region_handle
#include "llviewercontrol.h"
extern LLColor4U MAX_WATER_COLOR;
static const U32 BASE_SIZE = 128;
static const F32 TERRAIN_DECODE_PRIORITY = 2048.f * 2048.f;
namespace
{
F32 bilinear(const F32 v00, const F32 v01, const F32 v10, const F32 v11, const F32 x_frac, const F32 y_frac)
{
// Not sure if this is the right math...
// Take weighted average of all four points (bilinear interpolation)
F32 result;
const F32 inv_x_frac = 1.f - x_frac;
const F32 inv_y_frac = 1.f - y_frac;
result = inv_x_frac*inv_y_frac*v00
+ x_frac*inv_y_frac*v10
+ inv_x_frac*y_frac*v01
+ x_frac*y_frac*v11;
return result;
}
void boost_minimap_texture(LLViewerFetchedTexture* tex, F32 virtual_size)
{
llassert(tex);
if (!tex) { return; }
tex->setBoostLevel(LLGLTexture::BOOST_TERRAIN); // in case the raw image is at low detail
tex->addTextureStats(virtual_size); // priority
}
void boost_minimap_material(LLFetchedGLTFMaterial* mat, F32 virtual_size)
{
if (!mat) { return; }
if (mat->mBaseColorTexture) { boost_minimap_texture(mat->mBaseColorTexture, virtual_size); }
if (mat->mNormalTexture) { boost_minimap_texture(mat->mNormalTexture, virtual_size); }
if (mat->mMetallicRoughnessTexture) { boost_minimap_texture(mat->mMetallicRoughnessTexture, virtual_size); }
if (mat->mEmissiveTexture) { boost_minimap_texture(mat->mEmissiveTexture, virtual_size); }
}
void unboost_minimap_texture(LLViewerFetchedTexture* tex)
{
if (!tex) { return; }
tex->setBoostLevel(LLGLTexture::BOOST_NONE);
tex->setMinDiscardLevel(MAX_DISCARD_LEVEL + 1);
}
void unboost_minimap_material(LLFetchedGLTFMaterial* mat)
{
if (!mat) { return; }
if (mat->mBaseColorTexture) { unboost_minimap_texture(mat->mBaseColorTexture); }
if (mat->mNormalTexture) { unboost_minimap_texture(mat->mNormalTexture); }
if (mat->mMetallicRoughnessTexture) { unboost_minimap_texture(mat->mMetallicRoughnessTexture); }
if (mat->mEmissiveTexture) { unboost_minimap_texture(mat->mEmissiveTexture); }
}
};
LLTerrainMaterials::~LLTerrainMaterials()
{
unboost();
}
void LLTerrainMaterials::apply(const LLModifyRegion& other)
{
for (S32 i = 0; i < LLTerrainMaterials::ASSET_COUNT; ++i)
{
const LLGLTFMaterial* other_override = other.getMaterialOverride(i);
LLGLTFMaterial* material_override = other_override ? new LLGLTFMaterial(*other_override) : nullptr;
setMaterialOverride(i, material_override);
}
}
bool LLTerrainMaterials::generateMaterials()
{
if (makeTexturesReady(true, true))
{
return true;
}
if (makeMaterialsReady(true, true))
{
return true;
}
return false;
}
void LLTerrainMaterials::boost()
{
for (S32 i = 0; i < ASSET_COUNT; ++i)
{
LLPointer<LLViewerFetchedTexture>& tex = mDetailTextures[i];
llassert(tex.notNull());
boost_minimap_texture(tex, TERRAIN_DECODE_PRIORITY);
LLPointer<LLFetchedGLTFMaterial>& mat = mDetailMaterials[i];
boost_minimap_material(mat, TERRAIN_DECODE_PRIORITY);
}
}
void LLTerrainMaterials::unboost()
{
for (S32 i = 0; i < ASSET_COUNT; ++i)
{
LLPointer<LLViewerFetchedTexture>& tex = mDetailTextures[i];
unboost_minimap_texture(tex);
LLPointer<LLFetchedGLTFMaterial>& mat = mDetailMaterials[i];
unboost_minimap_material(mat);
}
}
LLUUID LLTerrainMaterials::getDetailAssetID(S32 asset)
{
llassert(mDetailTextures[asset] && mDetailMaterials[asset]);
// Assume both the the material and texture were fetched in the same way
// using the same UUID. However, we may not know at this point which one
// will load.
return mDetailTextures[asset] ? mDetailTextures[asset]->getID() : LLUUID::null;
}
LLPointer<LLViewerFetchedTexture> fetch_terrain_texture(const LLUUID& id)
{
if (id.isNull())
{
return nullptr;
}
LLPointer<LLViewerFetchedTexture> tex = LLViewerTextureManager::getFetchedTexture(id);
return tex;
}
void LLTerrainMaterials::setDetailAssetID(S32 asset, const LLUUID& id)
{
// *NOTE: If there were multiple terrain swatches using the same asset
// ID, the asset still in use will be temporarily unboosted.
// It will be boosted again during terrain rendering.
unboost_minimap_texture(mDetailTextures[asset]);
unboost_minimap_material(mDetailMaterials[asset]);
// This is terrain texture, but we are not setting it as BOOST_TERRAIN
// since we will be manipulating it later as needed.
mDetailTextures[asset] = fetch_terrain_texture(id);
LLPointer<LLFetchedGLTFMaterial>& mat = mDetailMaterials[asset];
mat = id.isNull() ? nullptr : gGLTFMaterialList.getMaterial(id);
mDetailRenderMaterials[asset] = nullptr;
}
const LLGLTFMaterial* LLTerrainMaterials::getMaterialOverride(S32 asset) const
{
return mDetailMaterialOverrides[asset];
}
void LLTerrainMaterials::setMaterialOverride(S32 asset, LLGLTFMaterial* mat_override)
{
// Non-null overrides must be nontrivial. Otherwise, please set the override to null instead.
llassert(!mat_override || *mat_override != LLGLTFMaterial::sDefault);
mDetailMaterialOverrides[asset] = mat_override;
mDetailRenderMaterials[asset] = nullptr;
}
LLTerrainMaterials::Type LLTerrainMaterials::getMaterialType()
{
LL_PROFILE_ZONE_SCOPED;
const bool use_textures = makeTexturesReady(false, false) || !makeMaterialsReady(false, false);
return use_textures ? Type::TEXTURE : Type::PBR;
}
bool LLTerrainMaterials::makeTexturesReady(bool boost, bool strict)
{
bool ready[ASSET_COUNT];
// *NOTE: Calls to makeTextureReady may boost textures. Do not early-return.
for (S32 i = 0; i < ASSET_COUNT; i++)
{
ready[i] = mDetailTextures[i].notNull() && makeTextureReady(mDetailTextures[i], boost);
}
bool one_ready = false;
for (S32 i = 0; i < ASSET_COUNT; i++)
{
const bool current_ready = ready[i];
one_ready = one_ready || current_ready;
if (!current_ready && strict)
{
return false;
}
}
return one_ready;
}
namespace
{
bool material_asset_ready(LLFetchedGLTFMaterial* mat) { return mat && mat->isLoaded(); }
};
bool LLTerrainMaterials::makeMaterialsReady(bool boost, bool strict)
{
bool ready[ASSET_COUNT];
// *NOTE: This section may boost materials/textures. Do not early-return if ready[i] is false.
for (S32 i = 0; i < ASSET_COUNT; i++)
{
ready[i] = false;
LLPointer<LLFetchedGLTFMaterial>& mat = mDetailMaterials[i];
if (!material_asset_ready(mat)) { continue; }
LLPointer<LLFetchedGLTFMaterial>& render_mat = mDetailRenderMaterials[i];
// This will be mutated by materialTexturesReady, due to the way that
// function is implemented.
bool render_material_textures_set = bool(render_mat);
if (!render_mat)
{
render_mat = new LLFetchedGLTFMaterial();
*render_mat = *mat;
// This render_mat is effectively already loaded, because it gets its data from mat.
// However, its textures may not be loaded yet.
render_mat->materialBegin();
render_mat->materialComplete(true);
LLPointer<LLGLTFMaterial>& override_mat = mDetailMaterialOverrides[i];
if (override_mat)
{
render_mat->applyOverride(*override_mat);
}
}
ready[i] = materialTexturesReady(render_mat, render_material_textures_set, boost, strict);
llassert(render_material_textures_set);
}
#if 1
static LLCachedControl<bool> sRenderTerrainPBREnabled(gSavedSettings, "RenderTerrainPBREnabled", false);
static LLCachedControl<bool> sRenderTerrainPBRForce(gSavedSettings, "RenderTerrainPBRForce", false);
if (sRenderTerrainPBREnabled && sRenderTerrainPBRForce)
{
bool defined = true;
for (S32 i = 0; i < ASSET_COUNT; i++)
{
if (!mDetailMaterials[i])
{
defined = false;
break;
}
}
if (defined)
{
return true;
}
}
#endif
bool one_ready = false;
for (S32 i = 0; i < ASSET_COUNT; i++)
{
const bool current_ready = ready[i];
one_ready = one_ready || current_ready;
if (!current_ready && strict)
{
return false;
}
}
return one_ready;
}
LLViewerTexture* LLTerrainMaterials::getPaintMap()
{
return mPaintMap.get();
}
void LLTerrainMaterials::setPaintMap(LLViewerTexture* paint_map)
{
llassert(!paint_map || mPaintType == TERRAIN_PAINT_TYPE_PBR_PAINTMAP);
mPaintMap = paint_map;
}
// Boost the texture loading priority
// Return true when ready to use (i.e. texture is sufficiently loaded)
// static
bool LLTerrainMaterials::makeTextureReady(LLPointer<LLViewerFetchedTexture>& tex, bool boost)
{
//llassert(tex); ??? maybe ok ???
if (!tex) { return false; }
if (tex->getDiscardLevel() < 0)
{
if (boost)
{
boost_minimap_texture(tex, BASE_SIZE*BASE_SIZE);
}
return false;
}
if ((tex->getDiscardLevel() != 0 &&
(tex->getWidth() < BASE_SIZE ||
tex->getHeight() < BASE_SIZE)))
{
if (boost)
{
boost_minimap_texture(tex, BASE_SIZE*BASE_SIZE);
S32 width = tex->getFullWidth();
S32 height = tex->getFullHeight();
S32 min_dim = llmin(width, height);
S32 ddiscard = 0;
while (min_dim > BASE_SIZE && ddiscard < MAX_DISCARD_LEVEL)
{
ddiscard++;
min_dim /= 2;
}
tex->setMinDiscardLevel(ddiscard);
}
return false;
}
if (tex->getComponents() == 0)
{
return false;
}
return true;
}
// Make sure to call material_asset_ready first
// strict = true -> all materials must be sufficiently loaded
// strict = false -> at least one material must be loaded
// static
bool LLTerrainMaterials::materialTexturesReady(LLPointer<LLFetchedGLTFMaterial>& mat, bool& textures_set, bool boost, bool strict)
{
llassert(mat);
// Material is loaded, but textures may not be
if (!textures_set)
{
textures_set = true;
// *NOTE: These can sometimes be set to to nullptr due to
// updateTEMaterialTextures. For the sake of robustness, we emulate
// that fetching behavior by setting textures of null IDs to nullptr.
mat->mBaseColorTexture = fetch_terrain_texture(mat->mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_BASE_COLOR]);
mat->mNormalTexture = fetch_terrain_texture(mat->mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_NORMAL]);
mat->mMetallicRoughnessTexture = fetch_terrain_texture(mat->mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_METALLIC_ROUGHNESS]);
mat->mEmissiveTexture = fetch_terrain_texture(mat->mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_EMISSIVE]);
}
// *NOTE: Calls to makeTextureReady may boost textures. Do not early-return.
bool ready[LLGLTFMaterial::GLTF_TEXTURE_INFO_COUNT];
ready[LLGLTFMaterial::GLTF_TEXTURE_INFO_BASE_COLOR] =
mat->mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_BASE_COLOR].isNull() || makeTextureReady(mat->mBaseColorTexture, boost);
ready[LLGLTFMaterial::GLTF_TEXTURE_INFO_NORMAL] =
mat->mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_NORMAL].isNull() || makeTextureReady(mat->mNormalTexture, boost);
ready[LLGLTFMaterial::GLTF_TEXTURE_INFO_METALLIC_ROUGHNESS] =
mat->mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_METALLIC_ROUGHNESS].isNull() ||
makeTextureReady(mat->mMetallicRoughnessTexture, boost);
ready[LLGLTFMaterial::GLTF_TEXTURE_INFO_EMISSIVE] =
mat->mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_EMISSIVE].isNull() || makeTextureReady(mat->mEmissiveTexture, boost);
if (strict)
{
for (U32 i = 0; i < LLGLTFMaterial::GLTF_TEXTURE_INFO_COUNT; ++i)
{
if (!ready[i])
{
return false;
}
}
}
return true;
}
// static
const LLUUID (&LLVLComposition::getDefaultTextures())[ASSET_COUNT]
{
const static LLUUID default_textures[LLVLComposition::ASSET_COUNT] =
{
TERRAIN_DIRT_DETAIL,
TERRAIN_GRASS_DETAIL,
TERRAIN_MOUNTAIN_DETAIL,
TERRAIN_ROCK_DETAIL
};
return default_textures;
}
LLVLComposition::LLVLComposition(LLSurface *surfacep, const U32 width, const F32 scale) :
LLTerrainMaterials(),
LLViewerLayer(width, scale)
{
// Load Terrain Textures - Original ones
const LLUUID (&default_textures)[LLVLComposition::ASSET_COUNT] = LLVLComposition::getDefaultTextures();
for (S32 i = 0; i < ASSET_COUNT; ++i)
{
setDetailAssetID(i, default_textures[i]);
}
mSurfacep = surfacep;
// Initialize the texture matrix to defaults.
for (S32 i = 0; i < CORNER_COUNT; ++i)
{
mStartHeight[i] = gSavedSettings.getF32("TerrainColorStartHeight");
mHeightRange[i] = gSavedSettings.getF32("TerrainColorHeightRange");
}
}
LLVLComposition::~LLVLComposition()
{
LLTerrainMaterials::~LLTerrainMaterials();
}
void LLVLComposition::setSurface(LLSurface *surfacep)
{
mSurfacep = surfacep;
}
bool LLVLComposition::generateHeights(const F32 x, const F32 y,
const F32 width, const F32 height)
{
if (!mParamsReady)
{
// All the parameters haven't been set yet (we haven't gotten the message from the sim)
return false;
}
llassert(mSurfacep);
if (!mSurfacep || !mSurfacep->getRegion())
{
// We don't always have the region yet here....
return false;
}
S32 x_begin, y_begin, x_end, y_end;
x_begin = ll_round( x * mScaleInv );
y_begin = ll_round( y * mScaleInv );
x_end = ll_round( (x + width) * mScaleInv );
y_end = ll_round( (y + width) * mScaleInv );
if (x_end > mWidth)
{
x_end = mWidth;
}
if (y_end > mWidth)
{
y_end = mWidth;
}
LLVector3d origin_global = from_region_handle(mSurfacep->getRegion()->getHandle());
// For perlin noise generation...
const F32 slope_squared = 1.5f*1.5f;
const F32 xyScale = 4.9215f; //0.93284f;
const F32 zScale = 4; //0.92165f;
const F32 z_offset = 0.f;
const F32 noise_magnitude = 2.f; // Degree to which noise modulates composition layer (versus
// simple height)
const F32 xyScaleInv = (1.f / xyScale);
const F32 zScaleInv = (1.f / zScale);
const F32 inv_width = 1.f/mWidth;
// OK, for now, just have the composition value equal the height at the point.
for (S32 j = y_begin; j < y_end; j++)
{
for (S32 i = x_begin; i < x_end; i++)
{
F32 vec[3];
F32 vec1[3];
F32 twiddle;
// Bilinearly interpolate the start height and height range of the textures
F32 start_height = bilinear(mStartHeight[SOUTHWEST],
mStartHeight[SOUTHEAST],
mStartHeight[NORTHWEST],
mStartHeight[NORTHEAST],
i*inv_width, j*inv_width); // These will be bilinearly interpolated
F32 height_range = bilinear(mHeightRange[SOUTHWEST],
mHeightRange[SOUTHEAST],
mHeightRange[NORTHWEST],
mHeightRange[NORTHEAST],
i*inv_width, j*inv_width); // These will be bilinearly interpolated
LLVector3 location(i*mScale, j*mScale, 0.f);
F32 height = mSurfacep->resolveHeightRegion(location) + z_offset;
// Step 0: Measure the exact height at this texel
vec[0] = (F32)(origin_global.mdV[VX]+location.mV[VX])*xyScaleInv; // Adjust to non-integer lattice
vec[1] = (F32)(origin_global.mdV[VY]+location.mV[VY])*xyScaleInv;
vec[2] = height*zScaleInv;
//
// Choose material value by adding to the exact height a random value
//
vec1[0] = vec[0]*(0.2222222222f);
vec1[1] = vec[1]*(0.2222222222f);
vec1[2] = vec[2]*(0.2222222222f);
twiddle = noise2(vec1)*6.5f; // Low freq component for large divisions
twiddle += turbulence2(vec, 2)*slope_squared; // High frequency component
twiddle *= noise_magnitude;
F32 scaled_noisy_height = (height + twiddle - start_height) * F32(ASSET_COUNT) / height_range;
scaled_noisy_height = llmax(0.f, scaled_noisy_height);
scaled_noisy_height = llmin(3.f, scaled_noisy_height);
*(mDatap + i + j*mWidth) = scaled_noisy_height;
}
}
return true;
}
LLTerrainMaterials gLocalTerrainMaterials;
bool LLVLComposition::generateComposition()
{
if (!mParamsReady)
{
// All the parameters haven't been set yet (we haven't gotten the message from the sim)
return false;
}
return LLTerrainMaterials::generateMaterials();
}
F32 LLVLComposition::getStartHeight(S32 corner)
{
return mStartHeight[corner];
}
void LLVLComposition::setDetailAssetID(S32 asset, const LLUUID& id)
{
if (id.isNull())
{
return;
}
LLTerrainMaterials::setDetailAssetID(asset, id);
mRawImages[asset] = NULL;
mRawImagesBaseColor[asset] = NULL;
mRawImagesEmissive[asset] = NULL;
}
void LLVLComposition::setStartHeight(S32 corner, const F32 start_height)
{
mStartHeight[corner] = start_height;
}
F32 LLVLComposition::getHeightRange(S32 corner)
{
return mHeightRange[corner];
}
void LLVLComposition::setHeightRange(S32 corner, const F32 range)
{
mHeightRange[corner] = range;
}
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