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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 "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()
{
for (S32 i = 0; i < ASSET_COUNT; ++i)
{
mMaterialTexturesSet[i] = false;
}
}
LLTerrainMaterials::~LLTerrainMaterials()
{
unboost();
}
BOOL LLTerrainMaterials::generateMaterials()
{
if (texturesReady(true, true))
{
return TRUE;
}
if (materialsReady(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);
mMaterialTexturesSet[asset] = false;
}
LLTerrainMaterials::Type LLTerrainMaterials::getMaterialType()
{
LL_PROFILE_ZONE_SCOPED;
const BOOL use_textures = texturesReady(false, false) || !materialsReady(false, false);
return use_textures ? Type::TEXTURE : Type::PBR;
}
bool LLTerrainMaterials::texturesReady(bool boost, bool strict)
{
bool ready[ASSET_COUNT];
// *NOTE: Calls to textureReady may boost textures. Do not early-return.
for (S32 i = 0; i < ASSET_COUNT; i++)
{
ready[i] = mDetailTextures[i].notNull() && textureReady(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;
}
bool LLTerrainMaterials::materialsReady(bool boost, bool strict)
{
bool ready[ASSET_COUNT];
// *NOTE: Calls to materialReady may boost materials/textures. Do not early-return.
for (S32 i = 0; i < ASSET_COUNT; i++)
{
ready[i] = materialReady(mDetailMaterials[i], mMaterialTexturesSet[i], boost, strict);
}
#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;
}
// Boost the texture loading priority
// Return true when ready to use (i.e. texture is sufficiently loaded)
// static
bool LLTerrainMaterials::textureReady(LLPointer<LLViewerFetchedTexture>& tex, bool boost)
{
llassert(tex);
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;
}
// Boost the loading priority of every known texture in the material
// Return true when ready to use
// static
bool LLTerrainMaterials::materialReady(LLPointer<LLFetchedGLTFMaterial> &mat, bool &textures_set, bool boost, bool strict)
{
if (!mat || !mat->isLoaded())
{
return false;
}
// 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 textureReady 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() || textureReady(mat->mBaseColorTexture, boost);
ready[LLGLTFMaterial::GLTF_TEXTURE_INFO_NORMAL] =
mat->mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_NORMAL].isNull() || textureReady(mat->mNormalTexture, boost);
ready[LLGLTFMaterial::GLTF_TEXTURE_INFO_METALLIC_ROUGHNESS] =
mat->mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_METALLIC_ROUGHNESS].isNull() ||
textureReady(mat->mMetallicRoughnessTexture, boost);
ready[LLGLTFMaterial::GLTF_TEXTURE_INFO_EMISSIVE] =
mat->mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_EMISSIVE].isNull() || textureReady(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();
}
BOOL LLVLComposition::generateMinimapTileLand(const F32 x, const F32 y,
const F32 width, const F32 height)
{
LL_PROFILE_ZONE_SCOPED
llassert(mSurfacep);
llassert(x >= 0.f);
llassert(y >= 0.f);
///////////////////////////
//
// Generate raw data arrays for surface textures
//
//
// These have already been validated by generateComposition.
U8* st_data[ASSET_COUNT];
S32 st_data_size[ASSET_COUNT]; // for debugging
const bool use_textures = getMaterialType() != LLTerrainMaterials::Type::PBR;
if (use_textures)
{
if (!texturesReady(true, true)) { return FALSE; }
}
else
{
if (!materialsReady(true, true)) { return FALSE; }
}
for (S32 i = 0; i < ASSET_COUNT; i++)
{
if (mRawImages[i].isNull())
{
// Read back a raw image for this discard level, if it exists
LLViewerFetchedTexture* tex;
LLViewerFetchedTexture* tex_emissive; // Can be null
bool has_base_color_factor;
bool has_emissive_factor;
bool has_alpha;
LLColor3 base_color_factor;
LLColor3 emissive_factor;
if (use_textures)
{
tex = mDetailTextures[i];
tex_emissive = nullptr;
has_base_color_factor = false;
has_emissive_factor = false;
has_alpha = false;
llassert(tex);
}
else
{
tex = mDetailMaterials[i]->mBaseColorTexture;
tex_emissive = mDetailMaterials[i]->mEmissiveTexture;
base_color_factor = LLColor3(mDetailMaterials[i]->mBaseColor);
// *HACK: Treat alpha as black
base_color_factor *= (mDetailMaterials[i]->mBaseColor.mV[VW]);
emissive_factor = mDetailMaterials[i]->mEmissiveColor;
has_base_color_factor = (base_color_factor.mV[VX] != 1.f ||
base_color_factor.mV[VY] != 1.f ||
base_color_factor.mV[VZ] != 1.f);
has_emissive_factor = (emissive_factor.mV[VX] != 1.f ||
emissive_factor.mV[VY] != 1.f ||
emissive_factor.mV[VZ] != 1.f);
has_alpha = mDetailMaterials[i]->mAlphaMode != LLGLTFMaterial::ALPHA_MODE_OPAQUE;
}
if (!tex) { tex = LLViewerFetchedTexture::sWhiteImagep; }
// tex_emissive can be null, and then will be ignored
S32 ddiscard = 0;
{
S32 min_dim = llmin(tex->getFullWidth(), tex->getFullHeight());
while (min_dim > BASE_SIZE && ddiscard < MAX_DISCARD_LEVEL)
{
ddiscard++;
min_dim /= 2;
}
}
S32 ddiscard_emissive = 0;
if (tex_emissive)
{
S32 min_dim_emissive = llmin(tex_emissive->getFullWidth(), tex_emissive->getFullHeight());
while (min_dim_emissive > BASE_SIZE && ddiscard_emissive < MAX_DISCARD_LEVEL)
{
ddiscard_emissive++;
min_dim_emissive /= 2;
}
}
// *NOTE: It is probably safe to call destroyRawImage no matter
// what, as LLViewerFetchedTexture::mRawImage is managed by
// LLPointer and not modified with the rare exception of
// icons (see BOOST_ICON). Nevertheless, gate this fix for now, as
// it may have unintended consequences on texture loading.
// We may want to also set the boost level in setDetailAssetID, but
// that is not guaranteed to work if a texture is loaded on an object
// before being loaded as terrain, so we will need this fix
// regardless.
static LLCachedControl<bool> sRenderTerrainPBREnabled(gSavedSettings, "RenderTerrainPBREnabled", false);
BOOL delete_raw = (tex->reloadRawImage(ddiscard) != NULL || sRenderTerrainPBREnabled);
BOOL delete_raw_emissive = (tex_emissive &&
(tex_emissive->reloadRawImage(ddiscard_emissive) != NULL || sRenderTerrainPBREnabled));
if(tex->getRawImageLevel() != ddiscard)
{
// Raw image is not ready, will enter here again later.
if (tex->getFetchPriority() <= 0.0f && !tex->hasSavedRawImage())
{
boost_minimap_texture(tex, TERRAIN_DECODE_PRIORITY);
tex->forceToRefetchTexture(ddiscard);
}
if(delete_raw)
{
tex->destroyRawImage() ;
}
return FALSE;
}
if (tex_emissive)
{
if(tex_emissive->getRawImageLevel() != ddiscard_emissive)
{
// Raw image is not ready, will enter here again later.
if (tex_emissive->getFetchPriority() <= 0.0f && !tex_emissive->hasSavedRawImage())
{
boost_minimap_texture(tex_emissive, TERRAIN_DECODE_PRIORITY);
tex_emissive->forceToRefetchTexture(ddiscard_emissive);
}
if(delete_raw_emissive)
{
tex_emissive->destroyRawImage() ;
}
return FALSE;
}
}
mRawImages[i] = tex->getRawImage() ;
if(delete_raw)
{
tex->destroyRawImage() ;
}
// *TODO: This isn't quite right for PBR:
// 1) It does not convert the color images from SRGB to linear
// before mixing (which will always require copying the image).
// 2) It mixes emissive and base color before mixing terrain
// materials, but it should be the other way around
// 3) The composite function used to put emissive into base color
// is not an alpha blend.
// Long-term, we should consider a method that is more
// maintainable. Shaders, perhaps? Bake shaders to textures?
LLPointer<LLImageRaw> raw_emissive;
if (tex_emissive)
{
raw_emissive = tex_emissive->getRawImage();
if (has_emissive_factor ||
tex_emissive->getWidth(tex_emissive->getRawImageLevel()) != BASE_SIZE ||
tex_emissive->getHeight(tex_emissive->getRawImageLevel()) != BASE_SIZE ||
tex_emissive->getComponents() != 4)
{
LLPointer<LLImageRaw> newraw_emissive = new LLImageRaw(BASE_SIZE, BASE_SIZE, 4);
// Copy RGB, leave alpha alone (set to opaque by default)
newraw_emissive->copy(mRawImages[i]);
if (has_emissive_factor)
{
newraw_emissive->tint(emissive_factor);
}
raw_emissive = newraw_emissive;
}
}
if (has_base_color_factor ||
raw_emissive ||
has_alpha ||
tex->getWidth(tex->getRawImageLevel()) != BASE_SIZE ||
tex->getHeight(tex->getRawImageLevel()) != BASE_SIZE ||
tex->getComponents() != 3)
{
LLPointer<LLImageRaw> newraw = new LLImageRaw(BASE_SIZE, BASE_SIZE, 3);
if (has_alpha)
{
// Approximate the water underneath terrain alpha with solid water color
newraw->clear(
MAX_WATER_COLOR.mV[VX],
MAX_WATER_COLOR.mV[VY],
MAX_WATER_COLOR.mV[VZ],
255);
}
newraw->composite(mRawImages[i]);
if (has_base_color_factor)
{
newraw->tint(base_color_factor);
}
// Apply emissive texture
if (raw_emissive)
{
newraw->composite(raw_emissive);
}
mRawImages[i] = newraw; // deletes old
}
if (delete_raw_emissive)
{
tex_emissive->destroyRawImage();
}
}
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 = ll_round( (x + width) * mScaleInv );
y_end = ll_round( (y + width) * mScaleInv );
if (x_end > mWidth)
{
llassert(false);
x_end = mWidth;
}
if (y_end > mWidth)
{
llassert(false);
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)
{
llassert(false);
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?
//LL_WARNS() << "offset 0 [" << tex0 << "] =" << st_offset << " >= size=" << st_data_size[tex0] << LL_ENDL;
//LL_WARNS() << "offset 1 [" << tex1 << "] =" << st_offset << " >= size=" << st_data_size[tex1] << LL_ENDL;
}
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);
// Un-boost detail textures (will get re-boosted if rendering in high detail)
for (S32 i = 0; i < ASSET_COUNT; i++)
{
unboost_minimap_texture(mDetailTextures[i]);
}
// Un-boost textures for each detail material (will get re-boosted if rendering in high detail)
for (S32 i = 0; i < ASSET_COUNT; i++)
{
unboost_minimap_material(mDetailMaterials[i]);
}
return TRUE;
}
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;
}
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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