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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 "llerror.h"
#include "v3math.h"
#include "llsurface.h"
#include "lltextureview.h"
#include "llviewertexture.h"
#include "llviewertexturelist.h"
#include "llviewerregion.h"
#include "noise.h"
#include "llregionhandle.h" // for from_region_handle
#include "llviewercontrol.h"
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;
}
LLVLComposition::LLVLComposition(LLSurface *surfacep, const U32 width, const F32 scale) :
LLViewerLayer(width, scale),
mParamsReady(FALSE)
{
mSurfacep = surfacep;
// Load Terrain Textures - Original ones
setDetailTextureID(0, TERRAIN_DIRT_DETAIL);
setDetailTextureID(1, TERRAIN_GRASS_DETAIL);
setDetailTextureID(2, TERRAIN_MOUNTAIN_DETAIL);
setDetailTextureID(3, TERRAIN_ROCK_DETAIL);
// Initialize the texture matrix to defaults.
for (S32 i = 0; i < CORNER_COUNT; ++i)
{
mStartHeight[i] = gSavedSettings.getF32("TerrainColorStartHeight");
mHeightRange[i] = gSavedSettings.getF32("TerrainColorHeightRange");
}
mTexScaleX = 16.f;
mTexScaleY = 16.f;
mTexturesLoaded = FALSE;
}
LLVLComposition::~LLVLComposition()
{
}
void LLVLComposition::setSurface(LLSurface *surfacep)
{
mSurfacep = surfacep;
}
void LLVLComposition::setDetailTextureID(S32 corner, const LLUUID& id)
{
if(id.isNull())
{
return;
}
mDetailTextures[corner] = LLViewerTextureManager::getFetchedTexture(id);
mDetailTextures[corner]->setNoDelete() ;
mRawImages[corner] = NULL;
}
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 = llround( x * mScaleInv );
y_begin = llround( y * mScaleInv );
x_end = llround( (x + width) * mScaleInv );
y_end = llround( (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)
// Heights map into textures as 0-1 = first, 1-2 = second, etc.
// So we need to compress heights into this range.
const S32 NUM_TEXTURES = 4;
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(NUM_TEXTURES) / 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;
}
static const U32 BASE_SIZE = 128;
BOOL LLVLComposition::generateComposition()
{
if (!mParamsReady)
{
// All the parameters haven't been set yet (we haven't gotten the message from the sim)
return FALSE;
}
for (S32 i = 0; i < 4; i++)
{
if (mDetailTextures[i]->getDiscardLevel() < 0)
{
mDetailTextures[i]->setBoostLevel(LLGLTexture::BOOST_TERRAIN); // in case we are at low detail
mDetailTextures[i]->addTextureStats(BASE_SIZE*BASE_SIZE);
return FALSE;
}
if ((mDetailTextures[i]->getDiscardLevel() != 0 &&
(mDetailTextures[i]->getWidth() < BASE_SIZE ||
mDetailTextures[i]->getHeight() < BASE_SIZE)))
{
S32 width = mDetailTextures[i]->getFullWidth();
S32 height = mDetailTextures[i]->getFullHeight();
S32 min_dim = llmin(width, height);
S32 ddiscard = 0;
while (min_dim > BASE_SIZE && ddiscard < MAX_DISCARD_LEVEL)
{
ddiscard++;
min_dim /= 2;
}
mDetailTextures[i]->setBoostLevel(LLGLTexture::BOOST_TERRAIN); // in case we are at low detail
mDetailTextures[i]->setMinDiscardLevel(ddiscard);
return FALSE;
}
}
return TRUE;
}
BOOL LLVLComposition::generateTexture(const F32 x, const F32 y,
const F32 width, const F32 height)
{
llassert(mSurfacep);
llassert(x >= 0.f);
llassert(y >= 0.f);
LLTimer gen_timer;
///////////////////////////
//
// Generate raw data arrays for surface textures
//
//
// These have already been validated by generateComposition.
U8* st_data[4];
S32 st_data_size[4]; // for debugging
for (S32 i = 0; i < 4; i++)
{
if (mRawImages[i].isNull())
{
// Read back a raw image for this discard level, if it exists
S32 min_dim = llmin(mDetailTextures[i]->getFullWidth(), mDetailTextures[i]->getFullHeight());
S32 ddiscard = 0;
while (min_dim > BASE_SIZE && ddiscard < MAX_DISCARD_LEVEL)
{
ddiscard++;
min_dim /= 2;
}
BOOL delete_raw = (mDetailTextures[i]->reloadRawImage(ddiscard) != NULL) ;
if(mDetailTextures[i]->getRawImageLevel() != ddiscard)//raw iamge is not ready, will enter here again later.
{
if(delete_raw)
{
mDetailTextures[i]->destroyRawImage() ;
}
lldebugs << "cached raw data for terrain detail texture is not ready yet: " << mDetailTextures[i]->getID() << llendl;
return FALSE;
}
mRawImages[i] = mDetailTextures[i]->getRawImage() ;
if(delete_raw)
{
mDetailTextures[i]->destroyRawImage() ;
}
if (mDetailTextures[i]->getWidth(ddiscard) != BASE_SIZE ||
mDetailTextures[i]->getHeight(ddiscard) != BASE_SIZE ||
mDetailTextures[i]->getComponents() != 3)
{
LLPointer<LLImageRaw> newraw = new LLImageRaw(BASE_SIZE, BASE_SIZE, 3);
newraw->composite(mRawImages[i]);
mRawImages[i] = newraw; // deletes old
}
}
st_data[i] = mRawImages[i]->getData();
st_data_size[i] = mRawImages[i]->getDataSize();
}
///////////////////////////////////////
//
// Generate and clamp x/y bounding box.
//
//
S32 x_begin, y_begin, x_end, y_end;
x_begin = (S32)(x * mScaleInv);
y_begin = (S32)(y * mScaleInv);
x_end = llround( (x + width) * mScaleInv );
y_end = llround( (y + width) * mScaleInv );
if (x_end > mWidth)
{
llwarns << "x end > width" << llendl;
x_end = mWidth;
}
if (y_end > mWidth)
{
llwarns << "y end > width" << llendl;
y_end = mWidth;
}
///////////////////////////////////////////
//
// Generate target texture information, stride ratios.
//
//
LLViewerTexture *texturep;
U32 tex_width, tex_height, tex_comps;
U32 tex_stride;
F32 tex_x_scalef, tex_y_scalef;
S32 tex_x_begin, tex_y_begin, tex_x_end, tex_y_end;
F32 tex_x_ratiof, tex_y_ratiof;
texturep = mSurfacep->getSTexture();
tex_width = texturep->getWidth();
tex_height = texturep->getHeight();
tex_comps = texturep->getComponents();
tex_stride = tex_width * tex_comps;
U32 st_comps = 3;
U32 st_width = BASE_SIZE;
U32 st_height = BASE_SIZE;
if (tex_comps != st_comps)
{
llwarns << "Base texture comps != input texture comps" << llendl;
return FALSE;
}
tex_x_scalef = (F32)tex_width / (F32)mWidth;
tex_y_scalef = (F32)tex_height / (F32)mWidth;
tex_x_begin = (S32)((F32)x_begin * tex_x_scalef);
tex_y_begin = (S32)((F32)y_begin * tex_y_scalef);
tex_x_end = (S32)((F32)x_end * tex_x_scalef);
tex_y_end = (S32)((F32)y_end * tex_y_scalef);
tex_x_ratiof = (F32)mWidth*mScale / (F32)tex_width;
tex_y_ratiof = (F32)mWidth*mScale / (F32)tex_height;
LLPointer<LLImageRaw> raw = new LLImageRaw(tex_width, tex_height, tex_comps);
U8 *rawp = raw->getData();
F32 st_x_stride, st_y_stride;
st_x_stride = ((F32)st_width / (F32)mTexScaleX)*((F32)mWidth / (F32)tex_width);
st_y_stride = ((F32)st_height / (F32)mTexScaleY)*((F32)mWidth / (F32)tex_height);
llassert(st_x_stride > 0.f);
llassert(st_y_stride > 0.f);
////////////////////////////////
//
// Iterate through the target texture, striding through the
// subtextures and interpolating appropriately.
//
//
F32 sti, stj;
S32 st_offset;
sti = (tex_x_begin * st_x_stride) - st_width*(llfloor((tex_x_begin * st_x_stride)/st_width));
stj = (tex_y_begin * st_y_stride) - st_height*(llfloor((tex_y_begin * st_y_stride)/st_height));
st_offset = (llfloor(stj * st_width) + llfloor(sti)) * st_comps;
for (S32 j = tex_y_begin; j < tex_y_end; j++)
{
U32 offset = j * tex_stride + tex_x_begin * tex_comps;
sti = (tex_x_begin * st_x_stride) - st_width*((U32)(tex_x_begin * st_x_stride)/st_width);
for (S32 i = tex_x_begin; i < tex_x_end; i++)
{
S32 tex0, tex1;
F32 composition = getValueScaled(i*tex_x_ratiof, j*tex_y_ratiof);
tex0 = llfloor( composition );
tex0 = llclamp(tex0, 0, 3);
composition -= tex0;
tex1 = tex0 + 1;
tex1 = llclamp(tex1, 0, 3);
st_offset = (lltrunc(sti) + lltrunc(stj)*st_width) * st_comps;
for (U32 k = 0; k < tex_comps; k++)
{
// Linearly interpolate based on composition.
if (st_offset >= st_data_size[tex0] || st_offset >= st_data_size[tex1])
{
// SJB: This shouldn't be happening, but does... Rounding error?
//llwarns << "offset 0 [" << tex0 << "] =" << st_offset << " >= size=" << st_data_size[tex0] << llendl;
//llwarns << "offset 1 [" << tex1 << "] =" << st_offset << " >= size=" << st_data_size[tex1] << llendl;
}
else
{
F32 a = *(st_data[tex0] + st_offset);
F32 b = *(st_data[tex1] + st_offset);
rawp[ offset ] = (U8)lltrunc( a + composition * (b - a) );
}
offset++;
st_offset++;
}
sti += st_x_stride;
if (sti >= st_width)
{
sti -= st_width;
}
}
stj += st_y_stride;
if (stj >= st_height)
{
stj -= st_height;
}
}
if (!texturep->hasGLTexture())
{
texturep->createGLTexture(0, raw);
}
texturep->setSubImage(raw, tex_x_begin, tex_y_begin, tex_x_end - tex_x_begin, tex_y_end - tex_y_begin);
for (S32 i = 0; i < 4; i++)
{
// Un-boost detatil textures (will get re-boosted if rendering in high detail)
mDetailTextures[i]->setBoostLevel(LLGLTexture::BOOST_NONE);
mDetailTextures[i]->setMinDiscardLevel(MAX_DISCARD_LEVEL + 1);
}
return TRUE;
}
LLUUID LLVLComposition::getDetailTextureID(S32 corner)
{
return mDetailTextures[corner]->getID();
}
LLViewerFetchedTexture* LLVLComposition::getDetailTexture(S32 corner)
{
return mDetailTextures[corner];
}
F32 LLVLComposition::getStartHeight(S32 corner)
{
return mStartHeight[corner];
}
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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