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/**
* @file llvlcomposition.h
* @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
* $/LicenseInfo$
*/
#ifndef LL_LLVLCOMPOSITION_H
#define LL_LLVLCOMPOSITION_H
#include "llfetchedgltfmaterial.h"
#include "llimage.h"
#include "llpointer.h"
#include "llterrainpaintmap.h"
#include "llviewerlayer.h"
#include "llviewershadermgr.h"
#include "llviewertexture.h"
class LLSurface;
class LLViewerFetchedTexture;
class LLModifyRegion
{
public:
virtual const LLGLTFMaterial* getMaterialOverride(S32 asset) const = 0;
};
// The subset of the composition used by local terrain debug materials (gLocalTerrainMaterials)
class LLTerrainMaterials : public LLModifyRegion
{
public:
friend class LLDrawPoolTerrain;
LLTerrainMaterials() {}
virtual ~LLTerrainMaterials();
void apply(const LLModifyRegion& other);
// Heights map into textures (or materials) as 0-1 = first, 1-2 = second, etc.
// So we need to compress heights into this range.
static const S32 ASSET_COUNT = 4;
enum class Type
{
TEXTURE,
PBR,
COUNT
};
bool generateMaterials();
void boost();
virtual LLUUID getDetailAssetID(S32 asset);
virtual void setDetailAssetID(S32 asset, const LLUUID& id);
const LLGLTFMaterial* getMaterialOverride(S32 asset) const override;
virtual void setMaterialOverride(S32 asset, LLGLTFMaterial* mat_override);
Type getMaterialType();
bool makeTexturesReady(bool boost, bool strict);
// strict = true -> all materials must be sufficiently loaded
// strict = false -> at least one material must be loaded
bool makeMaterialsReady(bool boost, bool strict);
// See TerrainPaintType
U32 getPaintType() const { return mPaintType; }
void setPaintType(U32 paint_type) { mPaintType = paint_type; }
LLViewerTexture* getPaintMap();
void setPaintMap(LLViewerTexture* paint_map);
protected:
void unboost();
static bool makeTextureReady(LLPointer<LLViewerFetchedTexture>& tex, bool boost);
// strict = true -> all materials must be sufficiently loaded
// strict = false -> at least one material must be loaded
static bool materialTexturesReady(LLPointer<LLFetchedGLTFMaterial>& mat, bool& textures_set, bool boost, bool strict);
LLPointer<LLViewerFetchedTexture> mDetailTextures[ASSET_COUNT];
// *NOTE: Unlike mDetailRenderMaterials, the textures in this are not
// guaranteed to be set or loaded after a true return from
// makeMaterialsReady.
LLPointer<LLFetchedGLTFMaterial> mDetailMaterials[ASSET_COUNT];
LLPointer<LLGLTFMaterial> mDetailMaterialOverrides[ASSET_COUNT];
LLPointer<LLFetchedGLTFMaterial> mDetailRenderMaterials[ASSET_COUNT];
U32 mPaintType = TERRAIN_PAINT_TYPE_HEIGHTMAP_WITH_NOISE;
LLPointer<LLViewerTexture> mPaintMap;
};
// Local materials to override all regions
extern LLTerrainMaterials gLocalTerrainMaterials;
class LLVLComposition : public LLTerrainMaterials, public LLViewerLayer
{
public:
// Heights map into textures (or materials) as 0-1 = first, 1-2 = second, etc.
// So we need to compress heights into this range.
static const S32 ASSET_COUNT = 4;
static const LLUUID (&getDefaultTextures())[ASSET_COUNT];
LLVLComposition(LLSurface *surfacep, const U32 width, const F32 scale);
/*virtual*/ ~LLVLComposition();
void setSurface(LLSurface *surfacep);
// Viewer side hack to generate composition values
bool generateHeights(const F32 x, const F32 y, const F32 width, const F32 height);
bool generateComposition();
// Use these as indeces ito the get/setters below that use 'corner'
enum ECorner
{
SOUTHWEST = 0,
SOUTHEAST = 1,
NORTHWEST = 2,
NORTHEAST = 3,
CORNER_COUNT = 4
};
void setDetailAssetID(S32 asset, const LLUUID& id) override;
F32 getStartHeight(S32 corner);
F32 getHeightRange(S32 corner);
void setStartHeight(S32 corner, F32 start_height);
void setHeightRange(S32 corner, F32 range);
friend class LLVOSurfacePatch;
friend class LLDrawPoolTerrain;
void setParamsReady() { mParamsReady = true; }
bool getParamsReady() const { return mParamsReady; }
protected:
bool mParamsReady = false;
LLSurface *mSurfacep;
// Final minimap raw images
LLPointer<LLImageRaw> mRawImages[LLTerrainMaterials::ASSET_COUNT];
// Only non-null during minimap tile generation
LLPointer<LLImageRaw> mRawImagesBaseColor[LLTerrainMaterials::ASSET_COUNT];
LLPointer<LLImageRaw> mRawImagesEmissive[LLTerrainMaterials::ASSET_COUNT];
F32 mStartHeight[CORNER_COUNT];
F32 mHeightRange[CORNER_COUNT];
F32 mTexScaleX = 16.f;
F32 mTexScaleY = 16.f;
};
#endif //LL_LLVLCOMPOSITION_H
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