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SingularityViewer/indra/newview/llsurface.cpp

1499 lines
38 KiB
C++

/**
* @file llsurface.cpp
* @brief Implementation of LLSurface class
*
* $LicenseInfo:firstyear=2000&license=viewerlgpl$
* 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 "llsurface.h"
#include "llrender.h"
#include "llviewertexturelist.h"
#include "llpatchvertexarray.h"
#include "patch_dct.h"
#include "patch_code.h"
#include "bitpack.h"
#include "llviewerobjectlist.h"
#include "llregionhandle.h"
#include "llagent.h"
#include "llagentcamera.h"
#include "llappviewer.h"
#include "llworld.h"
#include "llviewercontrol.h"
#include "llviewertexture.h"
#include "llsurfacepatch.h"
#include "llvosurfacepatch.h"
#include "llvowater.h"
#include "pipeline.h"
#include "llviewerregion.h"
#include "llvlcomposition.h"
#include "llviewercamera.h"
#include "llglheaders.h"
#include "lldrawpoolterrain.h"
#include "lldrawable.h"
extern LLPipeline gPipeline;
extern bool gShiftFrame;
LLColor4U MAX_WATER_COLOR(0, 48, 96, 240);
S32 LLSurface::sTextureSize = 256;
S32 LLSurface::sTexelsUpdated = 0;
F32 LLSurface::sTextureUpdateTime = 0.f;
LLStat LLSurface::sTexelsUpdatedPerSecStat;
// ---------------- LLSurface:: Public Members ---------------
LLSurface::LLSurface(U32 type, LLViewerRegion *regionp) :
mGridsPerEdge(0),
mOOGridsPerEdge(0.f),
mPatchesPerEdge(0),
mNumberOfPatches(0),
mType(type),
mDetailTextureScale(0.f),
mOriginGlobal(0.0, 0.0, 0.0),
mSTexturep(NULL),
mWaterTexturep(NULL),
mGridsPerPatchEdge(0),
mMetersPerGrid(1.0f),
mMetersPerEdge(1.0f),
mRegionp(regionp)
{
// Surface data
mSurfaceZ = NULL;
mNorm = NULL;
// Patch data
mPatchList = NULL;
// One of each for each camera
mVisiblePatchCount = 0;
mHasZData = FALSE;
// "uninitialized" min/max z
mMinZ = 10000.f;
mMaxZ = -10000.f;
mWaterObjp = NULL;
// In here temporarily.
mSurfacePatchUpdateCount = 0;
for (S32 i = 0; i < 8; i++)
{
mNeighbors[i] = NULL;
}
}
LLSurface::~LLSurface()
{
delete [] mSurfaceZ;
mSurfaceZ = NULL;
delete [] mNorm;
mGridsPerEdge = 0;
mGridsPerPatchEdge = 0;
mPatchesPerEdge = 0;
mNumberOfPatches = 0;
destroyPatchData();
LLDrawPoolTerrain *poolp = (LLDrawPoolTerrain*) gPipeline.findPool(LLDrawPool::POOL_TERRAIN, mSTexturep);
if (!poolp)
{
LL_WARNS() << "No pool for terrain on destruction!" << LL_ENDL;
}
else if (poolp->mReferences.empty())
{
gPipeline.removePool(poolp);
// Don't enable this until we blitz the draw pool for it as well. -- djs
if (mSTexturep)
{
mSTexturep = NULL;
}
if (mWaterTexturep)
{
mWaterTexturep = NULL;
}
}
else
{
LL_ERRS() << "Terrain pool not empty!" << LL_ENDL;
}
}
void LLSurface::initClasses()
{
}
void LLSurface::setRegion(LLViewerRegion *regionp)
{
mRegionp = regionp;
mWaterObjp = NULL; // depends on regionp, needs recreating
}
// Assumes that arguments are powers of 2, and that
// grids_per_edge / grids_per_patch_edge = power of 2
void LLSurface::create(const S32 grids_per_edge,
const S32 grids_per_patch_edge,
const LLVector3d &origin_global,
const F32 width)
{
// Initialize various constants for the surface
mGridsPerEdge = grids_per_edge + 1; // Add 1 for the east and north buffer
mOOGridsPerEdge = 1.f / mGridsPerEdge;
mGridsPerPatchEdge = grids_per_patch_edge;
mPatchesPerEdge = (mGridsPerEdge - 1) / mGridsPerPatchEdge;
mNumberOfPatches = mPatchesPerEdge * mPatchesPerEdge;
mMetersPerGrid = width / ((F32)(mGridsPerEdge - 1));
mMetersPerEdge = mMetersPerGrid * (mGridsPerEdge - 1);
// <FS:CR> Aurora Sim
sTextureSize = width;
// </FS:CR> Aurora Sim
mOriginGlobal.setVec(origin_global);
mPVArray.create(mGridsPerEdge, mGridsPerPatchEdge, LLWorld::getInstance()->getRegionScale());
S32 number_of_grids = mGridsPerEdge * mGridsPerEdge;
/////////////////////////////////////
//
// Initialize data arrays for surface
///
mSurfaceZ = new F32[number_of_grids];
mNorm = new LLVector3[number_of_grids];
// Reset the surface to be a flat square grid
for(S32 i=0; i < number_of_grids; i++)
{
// Surface is flat and zero
// Normals all point up
mSurfaceZ[i] = 0.0f;
mNorm[i].setVec(0.f, 0.f, 1.f);
}
mVisiblePatchCount = 0;
///////////////////////
//
// Initialize textures
//
initTextures();
// Has to be done after texture initialization
createPatchData();
}
LLViewerTexture* LLSurface::getSTexture()
{
if (mSTexturep.notNull() && !mSTexturep->hasGLTexture())
{
createSTexture();
}
return mSTexturep;
}
LLViewerTexture* LLSurface::getWaterTexture()
{
if (mWaterTexturep.notNull() && !mWaterTexturep->hasGLTexture())
{
createWaterTexture();
}
return mWaterTexturep;
}
void LLSurface::createSTexture()
{
if (!mSTexturep)
{
// Fill with dummy gray data.
LLPointer<LLImageRaw> raw = new LLImageRaw(sTextureSize, sTextureSize, 3);
U8 *default_texture = raw->getData();
for (S32 i = 0; i < sTextureSize; i++)
{
for (S32 j = 0; j < sTextureSize; j++)
{
*(default_texture + (i*sTextureSize + j)*3) = 128;
*(default_texture + (i*sTextureSize + j)*3 + 1) = 128;
*(default_texture + (i*sTextureSize + j)*3 + 2) = 128;
}
}
mSTexturep = LLViewerTextureManager::getLocalTexture(raw.get(), FALSE);
mSTexturep->dontDiscard();
gGL.getTexUnit(0)->bind(mSTexturep);
mSTexturep->setAddressMode(LLTexUnit::TAM_CLAMP);
}
}
void LLSurface::createWaterTexture()
{
if (!mWaterTexturep)
{
// Create the water texture
LLPointer<LLImageRaw> raw = new LLImageRaw(sTextureSize/2, sTextureSize/2, 4);
U8 *default_texture = raw->getData();
for (S32 i = 0; i < sTextureSize/2; i++)
{
for (S32 j = 0; j < sTextureSize/2; j++)
{
*(default_texture + (i*sTextureSize/2 + j)*4) = MAX_WATER_COLOR.mV[0];
*(default_texture + (i*sTextureSize/2 + j)*4 + 1) = MAX_WATER_COLOR.mV[1];
*(default_texture + (i*sTextureSize/2 + j)*4 + 2) = MAX_WATER_COLOR.mV[2];
*(default_texture + (i*sTextureSize/2 + j)*4 + 3) = MAX_WATER_COLOR.mV[3];
}
}
mWaterTexturep = LLViewerTextureManager::getLocalTexture(raw.get(), FALSE);
mWaterTexturep->dontDiscard();
gGL.getTexUnit(0)->bind(mWaterTexturep);
mWaterTexturep->setAddressMode(LLTexUnit::TAM_CLAMP);
}
}
void LLSurface::initTextures()
{
///////////////////////
//
// Main surface texture
//
createSTexture();
///////////////////////
//
// Water texture
//
if (gSavedSettings.getBOOL("RenderWater") )
{
createWaterTexture();
mWaterObjp = (LLVOWater *)gObjectList.createObjectViewer(LLViewerObject::LL_VO_WATER, mRegionp);
gPipeline.createObject(mWaterObjp);
LLVector3d water_pos_global = from_region_handle(mRegionp->getHandle());
// <FS:CR> Aurora Sim
//water_pos_global += LLVector3d(128.0, 128.0, DEFAULT_WATER_HEIGHT); // region doesn't have a valid water height yet
water_pos_global += LLVector3d(mRegionp->getWidth()/2, mRegionp->getWidth()/2, DEFAULT_WATER_HEIGHT);
mWaterObjp->setPositionGlobal(water_pos_global);
// </FS:CR> Aurora Sim
}
}
void LLSurface::setOriginGlobal(const LLVector3d &origin_global)
{
LLVector3d new_origin_global;
mOriginGlobal = origin_global;
LLSurfacePatch *patchp;
S32 i, j;
// Need to update the southwest corners of the patches
for (j=0; j<mPatchesPerEdge; j++)
{
for (i=0; i<mPatchesPerEdge; i++)
{
patchp = getPatch(i, j);
new_origin_global = patchp->getOriginGlobal();
new_origin_global.mdV[0] = mOriginGlobal.mdV[0] + i * mMetersPerGrid * mGridsPerPatchEdge;
new_origin_global.mdV[1] = mOriginGlobal.mdV[1] + j * mMetersPerGrid * mGridsPerPatchEdge;
patchp->setOriginGlobal(new_origin_global);
}
}
// Hack!
if (mWaterObjp.notNull() && mWaterObjp->mDrawable.notNull())
{
// <FS:CR> Aurora Sim
//const F64 x = origin_global.mdV[VX] + 128.0;
//const F64 y = origin_global.mdV[VY] + 128.0;
const F64 x = origin_global.mdV[VX] + (F64)mRegionp->getWidth()/2;
const F64 y = origin_global.mdV[VY] + (F64)mRegionp->getWidth()/2;
// </FS:CR> Aurora Sim
const F64 z = mWaterObjp->getPositionGlobal().mdV[VZ];
LLVector3d water_origin_global(x, y, z);
mWaterObjp->setPositionGlobal(water_origin_global);
}
}
void LLSurface::getNeighboringRegions( std::vector<LLViewerRegion*>& uniqueRegions )
{
S32 i;
for (i = 0; i < 8; i++)
{
if ( mNeighbors[i] != NULL )
{
uniqueRegions.push_back( mNeighbors[i]->getRegion() );
}
}
}
void LLSurface::getNeighboringRegionsStatus( std::vector<S32>& regions )
{
S32 i;
for (i = 0; i < 8; i++)
{
if ( mNeighbors[i] != NULL )
{
regions.push_back( i );
}
}
}
void LLSurface::connectNeighbor(LLSurface *neighborp, U32 direction)
{
S32 i;
LLSurfacePatch *patchp, *neighbor_patchp;
// <FS:CR> Aurora Sim
S32 neighborPatchesPerEdge = neighborp->mPatchesPerEdge;
// </FS:CR> Aurora Sim
mNeighbors[direction] = neighborp;
neighborp->mNeighbors[gDirOpposite[direction]] = this;
// <FS:CR> Aurora Sim
S32 ppe[2];
S32 own_offset[2] = {0, 0};
S32 neighbor_offset[2] = {0, 0};
U32 own_xpos, own_ypos, neighbor_xpos, neighbor_ypos;
ppe[0] = (mPatchesPerEdge < neighborPatchesPerEdge) ? mPatchesPerEdge : neighborPatchesPerEdge; // used for x
ppe[1] = ppe[0]; // used for y
from_region_handle(mRegionp->getHandle(), &own_xpos, &own_ypos);
from_region_handle(neighborp->getRegion()->getHandle(), &neighbor_xpos, &neighbor_ypos);
if(own_ypos >= neighbor_ypos)
{
neighbor_offset[1] = (own_ypos - neighbor_ypos) / mGridsPerPatchEdge;
ppe[1] = llmin(mPatchesPerEdge, neighborPatchesPerEdge-neighbor_offset[1]);
}
else
{
own_offset[1] = (neighbor_ypos - own_ypos) / mGridsPerPatchEdge;
ppe[1] = llmin(mPatchesPerEdge-own_offset[1], neighborPatchesPerEdge);
}
if(own_xpos >= neighbor_xpos)
{
neighbor_offset[0] = (own_xpos - neighbor_xpos) / mGridsPerPatchEdge;
ppe[0] = llmin(mPatchesPerEdge, neighborPatchesPerEdge-neighbor_offset[0]);
}
else
{
own_offset[0] = (neighbor_xpos - own_xpos) / mGridsPerPatchEdge;
ppe[0] = llmin(mPatchesPerEdge-own_offset[0], neighborPatchesPerEdge);
}
// <FS:CR> Aurora Sim
// Connect patches
if (NORTHEAST == direction)
{
patchp = getPatch(mPatchesPerEdge - 1, mPatchesPerEdge - 1);
// <FS:CR> Aurora Sim
//neighbor_patchp = neighborp->getPatch(0, 0);
neighbor_patchp = neighborp->getPatch(neighbor_offset[0], neighbor_offset[1]);
// </FS:CR> Aurora Sim
patchp->connectNeighbor(neighbor_patchp, direction);
neighbor_patchp->connectNeighbor(patchp, gDirOpposite[direction]);
patchp->updateNorthEdge(); // Only update one of north or east.
patchp->dirtyZ();
}
else if (NORTHWEST == direction)
{
// <FS:CR> Aurora Sim
S32 off = mPatchesPerEdge + neighbor_offset[1] - own_offset[1];
// </FS:CR> Aurora Sim
patchp = getPatch(0, mPatchesPerEdge - 1);
// <FS:CR> Aurora Sim
//neighbor_patchp = neighborp->getPatch(mPatchesPerEdge - 1, 0);
neighbor_patchp = neighborp->getPatch(neighbor_offset[0] - 1, off); //neighborPatchesPerEdge - 1
if (!neighbor_patchp)
{
mNeighbors[direction] = NULL;
return;
}
// </FS:CR> Aurora Sim
patchp->connectNeighbor(neighbor_patchp, direction);
neighbor_patchp->connectNeighbor(patchp, gDirOpposite[direction]);
}
else if (SOUTHWEST == direction)
{
patchp = getPatch(0, 0);
// <FS:CR> Aurora Sim
//neighbor_patchp = neighborp->getPatch(mPatchesPerEdge - 1, mPatchesPerEdge - 1);
neighbor_patchp = neighborp->getPatch(neighbor_offset[0] - 1, neighbor_offset[1] - 1);
if (!neighbor_patchp)
{
mNeighbors[direction] = NULL;
return;
}
// </FS:CR> Aurora Sim
patchp->connectNeighbor(neighbor_patchp, direction);
neighbor_patchp->connectNeighbor(patchp, gDirOpposite[direction]);
// <FS:CR> Aurora Sim
//neighbor_patchp->updateNorthEdge(); // Only update one of north or east.
neighbor_patchp->updateEastEdge(); // Only update one of north or east.
// </FS:CR> Aurora Sim
neighbor_patchp->dirtyZ();
}
else if (SOUTHEAST == direction)
{
// <FS:CR> Aurora Sim
S32 off = mPatchesPerEdge + neighbor_offset[0] - own_offset[0];
// </FS:CR> Aurora Sim
patchp = getPatch(mPatchesPerEdge - 1, 0);
// <FS:CR> Aurora Sim
//neighbor_patchp = neighborp->getPatch(0, mPatchesPerEdge - 1);
neighbor_patchp = neighborp->getPatch(off, neighbor_offset[1] - 1); //0
if (!neighbor_patchp)
{
mNeighbors[direction] = NULL;
return;
}
// </FS:CR> Aurora Sim
patchp->connectNeighbor(neighbor_patchp, direction);
neighbor_patchp->connectNeighbor(patchp, gDirOpposite[direction]);
}
else if (EAST == direction)
{
// Do east/west connections, first
// <FS:CR> Aurora Sim
//for (i = 0; i < (S32)mPatchesPerEdge; i++)
for (i = 0; i < ppe[1]; i++)
// </FS:CR> Aurora Sim
{
// <FS:CR> Aurora Sim
//patchp = getPatch(mPatchesPerEdge - 1, i);
//neighbor_patchp = neighborp->getPatch(0, i);
patchp = getPatch(mPatchesPerEdge - 1, i + own_offset[1]);
neighbor_patchp = neighborp->getPatch(0, i + neighbor_offset[1]);
// </FS:CR> Aurora Sim
patchp->connectNeighbor(neighbor_patchp, direction);
neighbor_patchp->connectNeighbor(patchp, gDirOpposite[direction]);
patchp->updateEastEdge();
patchp->dirtyZ();
}
// Now do northeast/southwest connections
// <FS:CR> Aurora Sim
//for (i = 0; i < (S32)mPatchesPerEdge - 1; i++)
for (i = 0; i < ppe[1] - 1; i++)
// </FS:CR> Aurora Sim
{
// <FS:CR> Aurora Sim
//patchp = getPatch(mPatchesPerEdge - 1, i);
//neighbor_patchp = neighborp->getPatch(0, i+1);
patchp = getPatch(mPatchesPerEdge - 1, i + own_offset[1]);
neighbor_patchp = neighborp->getPatch(0, i+1 + neighbor_offset[1]);
// </FS:CR> Aurora Sim
patchp->connectNeighbor(neighbor_patchp, NORTHEAST);
neighbor_patchp->connectNeighbor(patchp, SOUTHWEST);
}
// Now do southeast/northwest connections
// <FS:CR> Aurora Sim
//for (i = 1; i < (S32)mPatchesPerEdge; i++)
for (i = 1; i < ppe[1]; i++)
// </FS:CR> Aurora Sim
{
// <FS:CR> Aurora Sim
//patchp = getPatch(mPatchesPerEdge - 1, i);
//neighbor_patchp = neighborp->getPatch(0, i-1);
patchp = getPatch(mPatchesPerEdge - 1, i + own_offset[1]);
neighbor_patchp = neighborp->getPatch(0, i-1 + neighbor_offset[1]);
// </FS:CR> Aurora Sim
patchp->connectNeighbor(neighbor_patchp, SOUTHEAST);
neighbor_patchp->connectNeighbor(patchp, NORTHWEST);
}
}
else if (NORTH == direction)
{
// Do north/south connections, first
// <FS:CR> Aurora Sim
//for (i = 0; i < (S32)mPatchesPerEdge; i++)
for (i = 0; i < ppe[0]; i++)
// </FS:CR> Aurora Sim
{
// <FS:CR> Aurora Sim
//patchp = getPatch(i, mPatchesPerEdge - 1);
//neighbor_patchp = neighborp->getPatch(i, 0);
patchp = getPatch(i + own_offset[0], mPatchesPerEdge - 1);
neighbor_patchp = neighborp->getPatch(i + neighbor_offset[0], 0);
// </FS:CR> Aurora Sim
patchp->connectNeighbor(neighbor_patchp, direction);
neighbor_patchp->connectNeighbor(patchp, gDirOpposite[direction]);
patchp->updateNorthEdge();
patchp->dirtyZ();
}
// Do northeast/southwest connections
// <FS:CR> Aurora Sim
//for (i = 0; i < (S32)mPatchesPerEdge - 1; i++)
for (i = 0; i < ppe[0] - 1; i++)
// </FS:CR> Aurora Sim
{
// <FS:CR> Aurora Sim
//patchp = getPatch(i, mPatchesPerEdge - 1);
//neighbor_patchp = neighborp->getPatch(i+1, 0);
patchp = getPatch(i + own_offset[0], mPatchesPerEdge - 1);
neighbor_patchp = neighborp->getPatch(i+1 + neighbor_offset[0], 0);
// </FS:CR> Aurora Sim
patchp->connectNeighbor(neighbor_patchp, NORTHEAST);
neighbor_patchp->connectNeighbor(patchp, SOUTHWEST);
}
// Do southeast/northwest connections
// <FS:CR> Aurora Sim
//for (i = 1; i < (S32)mPatchesPerEdge; i++)
for (i = 1; i < ppe[0]; i++)
// </FS:CR> Aurora Sim
{
// <FS:CR> Aurora Sim
//patchp = getPatch(i, mPatchesPerEdge - 1);
//neighbor_patchp = neighborp->getPatch(i-1, 0);
patchp = getPatch(i + own_offset[0], mPatchesPerEdge - 1);
neighbor_patchp = neighborp->getPatch(i-1 + neighbor_offset[0], 0);
// </FS:CR> Aurora Sim
patchp->connectNeighbor(neighbor_patchp, NORTHWEST);
neighbor_patchp->connectNeighbor(patchp, SOUTHEAST);
}
}
else if (WEST == direction)
{
// Do east/west connections, first
// <FS:CR> Aurora Sim
//for (i = 0; i < mPatchesPerEdge; i++)
for (i = 0; i < ppe[1]; i++)
// </FS:CR> Aurora Sim
{
// <FS:CR> Aurora Sim
//patchp = getPatch(0, i);
//neighbor_patchp = neighborp->getPatch(mPatchesPerEdge - 1, i);
patchp = getPatch(0, i + own_offset[1]);
neighbor_patchp = neighborp->getPatch(neighborPatchesPerEdge - 1, i + neighbor_offset[1]);
if (!neighbor_patchp) continue;
// </FS:CR> Aurora Sim
patchp->connectNeighbor(neighbor_patchp, direction);
neighbor_patchp->connectNeighbor(patchp, gDirOpposite[direction]);
neighbor_patchp->updateEastEdge();
neighbor_patchp->dirtyZ();
}
// Now do northeast/southwest connections
// <FS:CR> Aurora Sim
//for (i = 1; i < mPatchesPerEdge; i++)
for (i = 1; i < ppe[1]; i++)
// </FS:CR> Aurora Sim
{
// <FS:CR> Aurora Sim
//patchp = getPatch(0, i);
//neighbor_patchp = neighborp->getPatch(mPatchesPerEdge - 1, i - 1);
patchp = getPatch(0, i + own_offset[1]);
neighbor_patchp = neighborp->getPatch(neighborPatchesPerEdge - 1, i - 1 + neighbor_offset[1]);
if (!neighbor_patchp) continue;
// </FS:CR> Aurora Sim
patchp->connectNeighbor(neighbor_patchp, SOUTHWEST);
neighbor_patchp->connectNeighbor(patchp, NORTHEAST);
}
// Now do northwest/southeast connections
// <FS:CR> Aurora Sim
//for (i = 0; i < mPatchesPerEdge - 1; i++)
for (i = 0; i < ppe[1] - 1; i++)
// </FS:CR> Aurora Sim
{
// <FS:CR> Aurora Sim
//patchp = getPatch(0, i);
//neighbor_patchp = neighborp->getPatch(mPatchesPerEdge - 1, i + 1);
patchp = getPatch(0, i + own_offset[1]);
neighbor_patchp = neighborp->getPatch(neighborPatchesPerEdge - 1, i + 1 + neighbor_offset[1]);
if (!neighbor_patchp) continue;
// </FS:CR> Aurora Sim
patchp->connectNeighbor(neighbor_patchp, NORTHWEST);
neighbor_patchp->connectNeighbor(patchp, SOUTHEAST);
}
}
else if (SOUTH == direction)
{
// Do north/south connections, first
// <FS:CR> Aurora Sim
//for (i = 0; i < mPatchesPerEdge; i++)
for (i = 0; i < ppe[0]; i++)
// </FS:CR> Aurora Sim
{
// <FS:CR> Aurora Sim
//patchp = getPatch(i, 0);
//neighbor_patchp = neighborp->getPatch(i, mPatchesPerEdge - 1);
patchp = getPatch(i + own_offset[0], 0);
neighbor_patchp = neighborp->getPatch(i + neighbor_offset[0], neighborPatchesPerEdge - 1);
if (!neighbor_patchp) continue;
// </FS:CR> Aurora Sim
patchp->connectNeighbor(neighbor_patchp, direction);
neighbor_patchp->connectNeighbor(patchp, gDirOpposite[direction]);
neighbor_patchp->updateNorthEdge();
neighbor_patchp->dirtyZ();
}
// Now do northeast/southwest connections
// <FS:CR> Aurora Sim
//for (i = 1; i < mPatchesPerEdge; i++)
for (i = 1; i < ppe[0]; i++)
// </FS:CR> Aurora Sim
{
// <FS:CR> Aurora Sim
//patchp = getPatch(i, 0);
//neighbor_patchp = neighborp->getPatch(i - 1, mPatchesPerEdge - 1);
patchp = getPatch(i + own_offset[0], 0);
neighbor_patchp = neighborp->getPatch(i - 1 + neighbor_offset[0], neighborPatchesPerEdge - 1);
// </FS:CR> Aurora Sim
patchp->connectNeighbor(neighbor_patchp, SOUTHWEST);
neighbor_patchp->connectNeighbor(patchp, NORTHEAST);
}
// Now do northeast/southwest connections
// <FS:CR> Aurora Sim
//for (i = 0; i < mPatchesPerEdge - 1; i++)
for (i = 0; i < ppe[0] - 1; i++)
// </FS:CR> Aurora Sim
{
// <FS:CR> Aurora Sim
//patchp = getPatch(i, 0);
//neighbor_patchp = neighborp->getPatch(i + 1, mPatchesPerEdge - 1);
patchp = getPatch(i + own_offset[0], 0);
neighbor_patchp = neighborp->getPatch(i + 1 + neighbor_offset[0], neighborPatchesPerEdge - 1);
// </FS:CR> Aurora Sim
patchp->connectNeighbor(neighbor_patchp, SOUTHEAST);
neighbor_patchp->connectNeighbor(patchp, NORTHWEST);
}
}
}
void LLSurface::disconnectNeighbor(LLSurface *surfacep)
{
S32 i;
for (i = 0; i < 8; i++)
{
if (surfacep == mNeighbors[i])
{
mNeighbors[i] = NULL;
}
}
// Iterate through surface patches, removing any connectivity to removed surface.
for (i = 0; i < mNumberOfPatches; i++)
{
(mPatchList + i)->disconnectNeighbor(surfacep);
}
}
void LLSurface::disconnectAllNeighbors()
{
S32 i;
for (i = 0; i < 8; i++)
{
if (mNeighbors[i])
{
mNeighbors[i]->disconnectNeighbor(this);
mNeighbors[i] = NULL;
}
}
}
const LLVector3d &LLSurface::getOriginGlobal() const
{
return mOriginGlobal;
}
LLVector3 LLSurface::getOriginAgent() const
{
return gAgent.getPosAgentFromGlobal(mOriginGlobal);
}
F32 LLSurface::getMetersPerGrid() const
{
return mMetersPerGrid;
}
S32 LLSurface::getGridsPerEdge() const
{
return mGridsPerEdge;
}
S32 LLSurface::getPatchesPerEdge() const
{
return mPatchesPerEdge;
}
S32 LLSurface::getGridsPerPatchEdge() const
{
return mGridsPerPatchEdge;
}
void LLSurface::moveZ(const S32 x, const S32 y, const F32 delta)
{
llassert(x >= 0);
llassert(y >= 0);
llassert(x < mGridsPerEdge);
llassert(y < mGridsPerEdge);
mSurfaceZ[x + y*mGridsPerEdge] += delta;
}
void LLSurface::updatePatchVisibilities(LLAgent &agent)
{
if (gShiftFrame)
{
return;
}
LLVector3 pos_region = mRegionp->getPosRegionFromGlobal(gAgentCamera.getCameraPositionGlobal());
LLSurfacePatch *patchp;
mVisiblePatchCount = 0;
for (S32 i=0; i<mNumberOfPatches; i++)
{
patchp = mPatchList + i;
patchp->updateVisibility();
if (patchp->getVisible())
{
mVisiblePatchCount++;
patchp->updateCameraDistanceRegion(pos_region);
}
}
}
BOOL LLSurface::idleUpdate(F32 max_update_time)
{
if (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_TERRAIN))
{
return FALSE;
}
// Perform idle time update of non-critical stuff.
// In this case, texture and normal updates.
LLTimer update_timer;
BOOL did_update = FALSE;
// If the Z height data has changed, we need to rebuild our
// property line vertex arrays.
if (mDirtyPatchList.size() > 0)
{
getRegion()->dirtyHeights();
}
// Always call updateNormals() / updateVerticalStats()
// every frame to avoid artifacts
for(std::set<LLSurfacePatch *>::iterator iter = mDirtyPatchList.begin();
iter != mDirtyPatchList.end(); )
{
std::set<LLSurfacePatch *>::iterator curiter = iter++;
LLSurfacePatch *patchp = *curiter;
patchp->updateNormals();
patchp->updateVerticalStats();
if (max_update_time == 0.f || update_timer.getElapsedTimeF32() < max_update_time)
{
if (patchp->updateTexture())
{
did_update = TRUE;
patchp->clearDirty();
mDirtyPatchList.erase(curiter);
}
}
}
return did_update;
}
void LLSurface::decompressDCTPatch(LLBitPack &bitpack, LLGroupHeader *gopp, BOOL b_large_patch)
{
LLPatchHeader ph;
S32 j, i;
S32 patch[LARGE_PATCH_SIZE*LARGE_PATCH_SIZE];
LLSurfacePatch *patchp;
init_patch_decompressor(gopp->patch_size);
gopp->stride = mGridsPerEdge;
set_group_of_patch_header(gopp);
while (1)
{
// <FS:CR> Aurora Sim
//decode_patch_header(bitpack, &ph);
decode_patch_header(bitpack, &ph, b_large_patch);
// </FS:CR> Aurora Sim
if (ph.quant_wbits == END_OF_PATCHES)
{
break;
}
// <FS:CR> Aurora Sim
//i = ph.patchids >> 5;
//j = ph.patchids & 0x1F;
if (b_large_patch)
{
i = ph.patchids >> 16; //x
j = ph.patchids & 0xFFFF; //y
}
else
{
i = ph.patchids >> 5; //x
j = ph.patchids & 0x1F; //y
}
// </FS:CR> Aurora Sim
if ((i >= mPatchesPerEdge) || (j >= mPatchesPerEdge))
{
LL_WARNS() << "Received invalid terrain packet - patch header patch ID incorrect!"
<< " patches per edge " << mPatchesPerEdge
<< " i " << i
<< " j " << j
<< " dc_offset " << ph.dc_offset
<< " range " << (S32)ph.range
<< " quant_wbits " << (S32)ph.quant_wbits
<< " patchids " << (S32)ph.patchids
<< LL_ENDL;
LLAppViewer::instance()->badNetworkHandler();
return;
}
patchp = &mPatchList[j*mPatchesPerEdge + i];
decode_patch(bitpack, patch);
decompress_patch(patchp->getDataZ(), patch, &ph);
// Update edges for neighbors. Need to guarantee that this gets done before we generate vertical stats.
patchp->updateNorthEdge();
patchp->updateEastEdge();
if (patchp->getNeighborPatch(WEST))
{
patchp->getNeighborPatch(WEST)->updateEastEdge();
}
if (patchp->getNeighborPatch(SOUTHWEST))
{
patchp->getNeighborPatch(SOUTHWEST)->updateEastEdge();
patchp->getNeighborPatch(SOUTHWEST)->updateNorthEdge();
}
if (patchp->getNeighborPatch(SOUTH))
{
patchp->getNeighborPatch(SOUTH)->updateNorthEdge();
}
// Dirty patch statistics, and flag that the patch has data.
patchp->dirtyZ();
patchp->setHasReceivedData();
}
}
// Retrurns TRUE if "position" is within the bounds of surface.
// "position" is region-local
BOOL LLSurface::containsPosition(const LLVector3 &position)
{
if (position.mV[VX] < 0.0f || position.mV[VX] > mMetersPerEdge ||
position.mV[VY] < 0.0f || position.mV[VY] > mMetersPerEdge)
{
return FALSE;
}
return TRUE;
}
F32 LLSurface::resolveHeightRegion(const F32 x, const F32 y) const
{
F32 height = 0.0f;
F32 oometerspergrid = 1.f/mMetersPerGrid;
// Check to see if v is actually above surface
// We use (mGridsPerEdge-1) below rather than (mGridsPerEdge)
// becuase of the east and north buffers
if (x >= 0.f &&
x <= mMetersPerEdge &&
y >= 0.f &&
y <= mMetersPerEdge)
{
const S32 left = llfloor(x * oometerspergrid);
const S32 bottom = llfloor(y * oometerspergrid);
// Don't walk off the edge of the array!
const S32 right = ( left+1 < (S32)mGridsPerEdge-1 ? left+1 : left );
const S32 top = ( bottom+1 < (S32)mGridsPerEdge-1 ? bottom+1 : bottom );
// Figure out if v is in first or second triangle of the square
// and calculate the slopes accordingly
// | |
// -(i,j+1)---(i+1,j+1)--
// | 1 / | ^
// | / 2 | |
// | / | j
// --(i,j)----(i+1,j)--
// | |
//
// i ->
// where N = mGridsPerEdge
const F32 left_bottom = getZ( left, bottom );
const F32 right_bottom = getZ( right, bottom );
const F32 left_top = getZ( left, top );
const F32 right_top = getZ( right, top );
// dx and dy are incremental steps from (mSurface + k)
F32 dx = x - left * mMetersPerGrid;
F32 dy = y - bottom * mMetersPerGrid;
if (dy > dx)
{
// triangle 1
dy *= left_top - left_bottom;
dx *= right_top - left_top;
}
else
{
// triangle 2
dx *= right_bottom - left_bottom;
dy *= right_top - right_bottom;
}
height = left_bottom + (dx + dy) * oometerspergrid;
}
return height;
}
F32 LLSurface::resolveHeightGlobal(const LLVector3d& v) const
{
if (!mRegionp)
{
return 0.f;
}
LLVector3 pos_region = mRegionp->getPosRegionFromGlobal(v);
return resolveHeightRegion(pos_region);
}
LLVector3 LLSurface::resolveNormalGlobal(const LLVector3d& pos_global) const
{
if (!mSurfaceZ)
{
// Hmm. Uninitialized surface!
return LLVector3::z_axis;
}
//
// Returns the vector normal to a surface at location specified by vector v
//
F32 oometerspergrid = 1.f/mMetersPerGrid;
LLVector3 normal;
F32 dzx, dzy;
if (pos_global.mdV[VX] >= mOriginGlobal.mdV[VX] &&
pos_global.mdV[VX] < mOriginGlobal.mdV[VX] + mMetersPerEdge &&
pos_global.mdV[VY] >= mOriginGlobal.mdV[VY] &&
pos_global.mdV[VY] < mOriginGlobal.mdV[VY] + mMetersPerEdge)
{
U32 i, j, k;
F32 dx, dy;
i = (U32) ((pos_global.mdV[VX] - mOriginGlobal.mdV[VX]) * oometerspergrid);
j = (U32) ((pos_global.mdV[VY] - mOriginGlobal.mdV[VY]) * oometerspergrid );
k = i + j*mGridsPerEdge;
// Figure out if v is in first or second triangle of the square
// and calculate the slopes accordingly
// | |
// -(k+N)---(k+1+N)--
// | 1 / | ^
// | / 2 | |
// | / | j
// --(k)----(k+1)--
// | |
//
// i ->
// where N = mGridsPerEdge
// dx and dy are incremental steps from (mSurface + k)
dx = (F32)(pos_global.mdV[VX] - i*mMetersPerGrid - mOriginGlobal.mdV[VX]);
dy = (F32)(pos_global.mdV[VY] - j*mMetersPerGrid - mOriginGlobal.mdV[VY]);
if (dy > dx)
{ // triangle 1
dzx = *(mSurfaceZ + k + 1 + mGridsPerEdge) - *(mSurfaceZ + k + mGridsPerEdge);
dzy = *(mSurfaceZ + k) - *(mSurfaceZ + k + mGridsPerEdge);
normal.setVec(-dzx,dzy,1);
}
else
{ // triangle 2
dzx = *(mSurfaceZ + k) - *(mSurfaceZ + k + 1);
dzy = *(mSurfaceZ + k + 1 + mGridsPerEdge) - *(mSurfaceZ + k + 1);
normal.setVec(dzx,-dzy,1);
}
}
normal.normVec();
return normal;
}
LLSurfacePatch *LLSurface::resolvePatchRegion(const F32 x, const F32 y) const
{
// x and y should be region-local coordinates.
// If x and y are outside of the surface, then the returned
// index will be for the nearest boundary patch.
//
// 12 | 13| 14| 15
// | | |
// +---+---+---+---+
// | 12| 13| 14| 15|
// ----+---+---+---+---+-----
// 8 | 8 | 9 | 10| 11| 11
// ----+---+---+---+---+-----
// 4 | 4 | 5 | 6 | 7 | 7
// ----+---+---+---+---+-----
// | 0 | 1 | 2 | 3 |
// +---+---+---+---+
// | | |
// 0 | 1 | 2 | 3
//
// When x and y are not region-local do the following first
S32 i, j;
if (x < 0.0f)
{
i = 0;
}
else if (x >= mMetersPerEdge)
{
i = mPatchesPerEdge - 1;
}
else
{
i = (U32) (x / (mMetersPerGrid * mGridsPerPatchEdge));
}
if (y < 0.0f)
{
j = 0;
}
else if (y >= mMetersPerEdge)
{
j = mPatchesPerEdge - 1;
}
else
{
j = (U32) (y / (mMetersPerGrid * mGridsPerPatchEdge));
}
// *NOTE: Super paranoia code follows.
S32 index = i + j * mPatchesPerEdge;
if((index < 0) || (index >= mNumberOfPatches))
{
if(0 == mNumberOfPatches)
{
LL_WARNS() << "No patches for current region!" << LL_ENDL;
return NULL;
}
S32 old_index = index;
index = llclamp(old_index, 0, (mNumberOfPatches - 1));
LL_WARNS() << "Clamping out of range patch index " << old_index
<< " to " << index << LL_ENDL;
}
return &(mPatchList[index]);
}
LLSurfacePatch *LLSurface::resolvePatchRegion(const LLVector3 &pos_region) const
{
return resolvePatchRegion(pos_region.mV[VX], pos_region.mV[VY]);
}
LLSurfacePatch *LLSurface::resolvePatchGlobal(const LLVector3d &pos_global) const
{
llassert(mRegionp);
LLVector3 pos_region = mRegionp->getPosRegionFromGlobal(pos_global);
return resolvePatchRegion(pos_region);
}
std::ostream& operator<<(std::ostream &s, const LLSurface &S)
{
s << "{ \n";
s << " mGridsPerEdge = " << S.mGridsPerEdge - 1 << " + 1\n";
s << " mGridsPerPatchEdge = " << S.mGridsPerPatchEdge << "\n";
s << " mPatchesPerEdge = " << S.mPatchesPerEdge << "\n";
s << " mOriginGlobal = " << S.mOriginGlobal << "\n";
s << " mMetersPerGrid = " << S.mMetersPerGrid << "\n";
s << " mVisiblePatchCount = " << S.mVisiblePatchCount << "\n";
s << "}";
return s;
}
// ---------------- LLSurface:: Protected ----------------
void LLSurface::createPatchData()
{
// Assumes mGridsPerEdge, mGridsPerPatchEdge, and mPatchesPerEdge have been properly set
// TODO -- check for create() called when surface is not empty
S32 i, j;
LLSurfacePatch *patchp;
// Allocate memory
mPatchList = new LLSurfacePatch[mNumberOfPatches];
// One of each for each camera
mVisiblePatchCount = mNumberOfPatches;
for (j=0; j<mPatchesPerEdge; j++)
{
for (i=0; i<mPatchesPerEdge; i++)
{
patchp = getPatch(i, j);
patchp->setSurface(this);
}
}
for (j=0; j<mPatchesPerEdge; j++)
{
for (i=0; i<mPatchesPerEdge; i++)
{
patchp = getPatch(i, j);
patchp->mHasReceivedData = FALSE;
patchp->mSTexUpdate = TRUE;
S32 data_offset = i * mGridsPerPatchEdge + j * mGridsPerPatchEdge * mGridsPerEdge;
patchp->setDataZ(mSurfaceZ + data_offset);
patchp->setDataNorm(mNorm + data_offset);
// We make each patch point to its neighbors so we can do resolution checking
// when butting up different resolutions. Patches that don't have neighbors
// somewhere will point to NULL on that side.
if (i < mPatchesPerEdge-1)
{
patchp->setNeighborPatch(EAST,getPatch(i+1, j));
}
else
{
patchp->setNeighborPatch(EAST, NULL);
}
if (j < mPatchesPerEdge-1)
{
patchp->setNeighborPatch(NORTH, getPatch(i, j+1));
}
else
{
patchp->setNeighborPatch(NORTH, NULL);
}
if (i > 0)
{
patchp->setNeighborPatch(WEST, getPatch(i - 1, j));
}
else
{
patchp->setNeighborPatch(WEST, NULL);
}
if (j > 0)
{
patchp->setNeighborPatch(SOUTH, getPatch(i, j-1));
}
else
{
patchp->setNeighborPatch(SOUTH, NULL);
}
if (i < (mPatchesPerEdge-1) && j < (mPatchesPerEdge-1))
{
patchp->setNeighborPatch(NORTHEAST, getPatch(i + 1, j + 1));
}
else
{
patchp->setNeighborPatch(NORTHEAST, NULL);
}
if (i > 0 && j < (mPatchesPerEdge-1))
{
patchp->setNeighborPatch(NORTHWEST, getPatch(i - 1, j + 1));
}
else
{
patchp->setNeighborPatch(NORTHWEST, NULL);
}
if (i > 0 && j > 0)
{
patchp->setNeighborPatch(SOUTHWEST, getPatch(i - 1, j - 1));
}
else
{
patchp->setNeighborPatch(SOUTHWEST, NULL);
}
if (i < (mPatchesPerEdge-1) && j > 0)
{
patchp->setNeighborPatch(SOUTHEAST, getPatch(i + 1, j - 1));
}
else
{
patchp->setNeighborPatch(SOUTHEAST, NULL);
}
LLVector3d origin_global;
origin_global.mdV[0] = mOriginGlobal.mdV[0] + i * mMetersPerGrid * mGridsPerPatchEdge;
origin_global.mdV[1] = mOriginGlobal.mdV[0] + j * mMetersPerGrid * mGridsPerPatchEdge;
origin_global.mdV[2] = 0.f;
patchp->setOriginGlobal(origin_global);
}
}
}
void LLSurface::destroyPatchData()
{
// Delete all of the cached patch data for these patches.
delete [] mPatchList;
mPatchList = NULL;
mVisiblePatchCount = 0;
}
void LLSurface::setTextureSize(const S32 texture_size)
{
sTextureSize = texture_size;
}
U32 LLSurface::getRenderLevel(const U32 render_stride) const
{
return mPVArray.mRenderLevelp[render_stride];
}
U32 LLSurface::getRenderStride(const U32 render_level) const
{
return mPVArray.mRenderStridep[render_level];
}
LLSurfacePatch *LLSurface::getPatch(const S32 x, const S32 y) const
{
if ((x < 0) || (x >= mPatchesPerEdge))
{
LL_WARNS() << "Asking for patch out of bounds" << LL_ENDL;
return NULL;
}
if ((y < 0) || (y >= mPatchesPerEdge))
{
LL_WARNS() << "Asking for patch out of bounds" << LL_ENDL;
return NULL;
}
return mPatchList + x + y*mPatchesPerEdge;
}
void LLSurface::dirtyAllPatches()
{
S32 i;
for (i = 0; i < mNumberOfPatches; i++)
{
mPatchList[i].dirtyZ();
}
}
void LLSurface::dirtySurfacePatch(LLSurfacePatch *patchp)
{
// Put surface patch on dirty surface patch list
mDirtyPatchList.insert(patchp);
}
void LLSurface::setWaterHeight(F32 height)
{
if (!mWaterObjp.isNull())
{
LLVector3 water_pos_region = mWaterObjp->getPositionRegion();
bool changed = water_pos_region.mV[VZ] != height;
water_pos_region.mV[VZ] = height;
mWaterObjp->setPositionRegion(water_pos_region);
if (changed)
{
LLWorld::getInstance()->updateWaterObjects();
}
}
else
{
LL_WARNS() << "LLSurface::setWaterHeight with no water object!" << LL_ENDL;
}
}
F32 LLSurface::getWaterHeight() const
{
if (!mWaterObjp.isNull())
{
// we have a water object, the usual case
return mWaterObjp->getPositionRegion().mV[VZ];
}
else
{
return DEFAULT_WATER_HEIGHT;
}
}
BOOL LLSurface::generateWaterTexture(const F32 x, const F32 y,
const F32 width, const F32 height)
{
if (!getWaterTexture())
{
return FALSE;
}
S32 tex_width = mWaterTexturep->getWidth();
S32 tex_height = mWaterTexturep->getHeight();
S32 tex_comps = mWaterTexturep->getComponents();
S32 tex_stride = tex_width * tex_comps;
LLPointer<LLImageRaw> raw = new LLImageRaw(tex_width, tex_height, tex_comps);
U8 *rawp = raw->getData();
// <FS:CR> Aurora Sim
//F32 scale = 256.f * getMetersPerGrid() / (F32)tex_width;
F32 scale = getRegion()->getWidth() * getMetersPerGrid() / (F32)tex_width;
// <FS:CR> Aurora Sim
F32 scale_inv = 1.f / scale;
S32 x_begin, y_begin, x_end, y_end;
x_begin = ll_round(x * scale_inv);
y_begin = ll_round(y * scale_inv);
x_end = ll_round((x + width) * scale_inv);
y_end = ll_round((y + width) * scale_inv);
if (x_end > tex_width)
{
x_end = tex_width;
}
if (y_end > tex_width)
{
y_end = tex_width;
}
// OK, for now, just have the composition value equal the height at the point.
LLVector3 location;
LLColor4U coloru;
const F32 WATER_HEIGHT = getWaterHeight();
S32 i, j, offset;
for (j = y_begin; j < y_end; j++)
{
for (i = x_begin; i < x_end; i++)
{
//F32 nv[2];
//nv[0] = i/256.f;
//nv[1] = j/256.f;
// const S32 modulation = noise2(nv)*40;
offset = j*tex_stride + i*tex_comps;
location.mV[VX] = i*scale;
location.mV[VY] = j*scale;
// Sample multiple points
const F32 height = resolveHeightRegion(location);
if (height > WATER_HEIGHT)
{
// Above water...
coloru = MAX_WATER_COLOR;
coloru.mV[3] = ABOVE_WATERLINE_ALPHA;
*(rawp + offset++) = coloru.mV[0];
*(rawp + offset++) = coloru.mV[1];
*(rawp + offset++) = coloru.mV[2];
*(rawp + offset++) = coloru.mV[3];
}
else
{
// Want non-linear curve for transparency gradient
coloru = MAX_WATER_COLOR;
const F32 frac = 1.f - 2.f/(2.f - (height - WATER_HEIGHT));
S32 alpha = 64 + ll_round((255-64)*frac);
alpha = llmin(ll_round((F32)MAX_WATER_COLOR.mV[3]), alpha);
alpha = llmax(64, alpha);
coloru.mV[3] = alpha;
*(rawp + offset++) = coloru.mV[0];
*(rawp + offset++) = coloru.mV[1];
*(rawp + offset++) = coloru.mV[2];
*(rawp + offset++) = coloru.mV[3];
}
}
}
if (!mWaterTexturep->hasGLTexture())
{
mWaterTexturep->createGLTexture(0, raw);
}
mWaterTexturep->setSubImage(raw, x_begin, y_begin, x_end - x_begin, y_end - y_begin);
return TRUE;
}