Need to test: localassetbrowser preview related floaters hgfloatertexteditor maps media textures! Currently very hacky web browser alpha masks on avatars bumpmaps Are all sky components appearing? LLViewerDynamicTexture (texture baking, browser, animated textures, anim previews, etc) Snapshot related features Customize avatar vfs floater UI textures in general Texture priority issues
510 lines
14 KiB
C++
510 lines
14 KiB
C++
/**
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* @file llvlcomposition.cpp
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* @brief Viewer-side representation of a composition layer...
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*
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* $LicenseInfo:firstyear=2001&license=viewergpl$
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*
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* Copyright (c) 2001-2009, Linden Research, Inc.
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*
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* Second Life Viewer Source Code
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* The source code in this file ("Source Code") is provided by Linden Lab
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* to you under the terms of the GNU General Public License, version 2.0
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* ("GPL"), unless you have obtained a separate licensing agreement
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* ("Other License"), formally executed by you and Linden Lab. Terms of
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* the GPL can be found in doc/GPL-license.txt in this distribution, or
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* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
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*
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* There are special exceptions to the terms and conditions of the GPL as
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* it is applied to this Source Code. View the full text of the exception
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* in the file doc/FLOSS-exception.txt in this software distribution, or
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* online at
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* http://secondlifegrid.net/programs/open_source/licensing/flossexception
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*
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* By copying, modifying or distributing this software, you acknowledge
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* that you have read and understood your obligations described above,
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* and agree to abide by those obligations.
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*
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* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
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* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
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* COMPLETENESS OR PERFORMANCE.
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* $/LicenseInfo$
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*/
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#include "llviewerprecompiledheaders.h"
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#include "llvlcomposition.h"
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#include "imageids.h"
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#include "llerror.h"
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#include "v3math.h"
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#include "llsurface.h"
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#include "lltextureview.h"
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#include "llviewertexturelist.h"
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#include "llviewerregion.h"
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#include "noise.h"
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#include "llregionhandle.h" // for from_region_handle
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#include "llviewercontrol.h"
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F32 bilinear(const F32 v00, const F32 v01, const F32 v10, const F32 v11, const F32 x_frac, const F32 y_frac)
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{
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// Not sure if this is the right math...
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// Take weighted average of all four points (bilinear interpolation)
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F32 result;
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const F32 inv_x_frac = 1.f - x_frac;
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const F32 inv_y_frac = 1.f - y_frac;
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result = inv_x_frac*inv_y_frac*v00
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+ x_frac*inv_y_frac*v10
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+ inv_x_frac*y_frac*v01
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+ x_frac*y_frac*v11;
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return result;
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}
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LLVLComposition::LLVLComposition(LLSurface *surfacep, const U32 width, const F32 scale) :
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LLViewerLayer(width, scale),
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mParamsReady(FALSE)
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{
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mSurfacep = surfacep;
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// Load Terrain Textures - Original ones
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setDetailTextureID(0, TERRAIN_DIRT_DETAIL);
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setDetailTextureID(1, TERRAIN_GRASS_DETAIL);
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setDetailTextureID(2, TERRAIN_MOUNTAIN_DETAIL);
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setDetailTextureID(3, TERRAIN_ROCK_DETAIL);
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static const LLCachedControl<F32> terrain_color_start_height("TerrainColorStartHeight", 20.f);
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static const LLCachedControl<F32> terrain_color_height_range("TerrainColorHeightRange", 60.f);
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// Initialize the texture matrix to defaults.
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for (S32 i = 0; i < CORNER_COUNT; ++i)
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{
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mStartHeight[i] = terrain_color_start_height;
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mHeightRange[i] = terrain_color_height_range;
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}
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mTexScaleX = 16.f;
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mTexScaleY = 16.f;
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mTexturesLoaded = FALSE;
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}
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LLVLComposition::~LLVLComposition()
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{
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}
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void LLVLComposition::setSurface(LLSurface *surfacep)
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{
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mSurfacep = surfacep;
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}
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void LLVLComposition::setDetailTextureID(S32 corner, const LLUUID& id)
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{
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if(id.isNull())
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{
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return;
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}
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mDetailTextures[corner] = LLViewerTextureManager::getFetchedTexture(id);
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mDetailTextures[corner]->setNoDelete() ;
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mRawImages[corner] = NULL;
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}
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BOOL LLVLComposition::generateHeights(const F32 x, const F32 y,
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const F32 width, const F32 height)
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{
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if (!mParamsReady)
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{
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// All the parameters haven't been set yet (we haven't gotten the message from the sim)
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return FALSE;
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}
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llassert(mSurfacep);
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if (!mSurfacep || !mSurfacep->getRegion())
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{
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// We don't always have the region yet here....
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return FALSE;
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}
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S32 x_begin, y_begin, x_end, y_end;
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x_begin = llround( x * mScaleInv );
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y_begin = llround( y * mScaleInv );
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x_end = llround( (x + width) * mScaleInv );
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y_end = llround( (y + width) * mScaleInv );
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if (x_end > mWidth)
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{
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x_end = mWidth;
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}
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if (y_end > mWidth)
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{
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y_end = mWidth;
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}
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LLVector3d origin_global = from_region_handle(mSurfacep->getRegion()->getHandle());
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// For perlin noise generation...
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const F32 slope_squared = 1.5f*1.5f;
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const F32 xyScale = 4.9215f; //0.93284f;
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const F32 zScale = 4; //0.92165f;
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const F32 z_offset = 0.f;
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const F32 noise_magnitude = 2.f; // Degree to which noise modulates composition layer (versus
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// simple height)
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// Heights map into textures as 0-1 = first, 1-2 = second, etc.
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// So we need to compress heights into this range.
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const S32 NUM_TEXTURES = 4;
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const F32 xyScaleInv = (1.f / xyScale);
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const F32 zScaleInv = (1.f / zScale);
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const F32 inv_width = 1.f/mWidth;
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// OK, for now, just have the composition value equal the height at the point.
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for (S32 j = y_begin; j < y_end; j++)
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{
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for (S32 i = x_begin; i < x_end; i++)
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{
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F32 vec[3];
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F32 vec1[3];
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F32 twiddle;
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// Bilinearly interpolate the start height and height range of the textures
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F32 start_height = bilinear(mStartHeight[SOUTHWEST],
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mStartHeight[SOUTHEAST],
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mStartHeight[NORTHWEST],
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mStartHeight[NORTHEAST],
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i*inv_width, j*inv_width); // These will be bilinearly interpolated
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F32 height_range = bilinear(mHeightRange[SOUTHWEST],
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mHeightRange[SOUTHEAST],
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mHeightRange[NORTHWEST],
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mHeightRange[NORTHEAST],
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i*inv_width, j*inv_width); // These will be bilinearly interpolated
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LLVector3 location(i*mScale, j*mScale, 0.f);
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F32 height = mSurfacep->resolveHeightRegion(location) + z_offset;
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// Step 0: Measure the exact height at this texel
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vec[0] = (F32)(origin_global.mdV[VX]+location.mV[VX])*xyScaleInv; // Adjust to non-integer lattice
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vec[1] = (F32)(origin_global.mdV[VY]+location.mV[VY])*xyScaleInv;
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vec[2] = height*zScaleInv;
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//
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// Choose material value by adding to the exact height a random value
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//
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vec1[0] = vec[0]*(0.2222222222f);
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vec1[1] = vec[1]*(0.2222222222f);
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vec1[2] = vec[2]*(0.2222222222f);
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twiddle = noise2(vec1)*6.5f; // Low freq component for large divisions
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twiddle += turbulence2(vec, 2)*slope_squared; // High frequency component
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twiddle *= noise_magnitude;
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F32 scaled_noisy_height = (height + twiddle - start_height) * F32(NUM_TEXTURES) / height_range;
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scaled_noisy_height = llmax(0.f, scaled_noisy_height);
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scaled_noisy_height = llmin(3.f, scaled_noisy_height);
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*(mDatap + i + j*mWidth) = scaled_noisy_height;
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}
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}
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return TRUE;
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}
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static const U32 BASE_SIZE = 128;
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BOOL LLVLComposition::generateComposition()
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{
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if (!mParamsReady)
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{
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// All the parameters haven't been set yet (we haven't gotten the message from the sim)
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return FALSE;
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}
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for (S32 i = 0; i < 4; i++)
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{
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if (mDetailTextures[i]->getDiscardLevel() < 0)
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{
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mDetailTextures[i]->setBoostLevel(LLViewerTexture::BOOST_TERRAIN); // in case we are at low detail
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mDetailTextures[i]->addTextureStats(BASE_SIZE*BASE_SIZE);
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return FALSE;
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}
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if ((mDetailTextures[i]->getDiscardLevel() != 0 &&
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(mDetailTextures[i]->getWidth() < BASE_SIZE ||
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mDetailTextures[i]->getHeight() < BASE_SIZE)))
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{
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S32 width = mDetailTextures[i]->getFullWidth();
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S32 height = mDetailTextures[i]->getFullHeight();
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S32 min_dim = llmin(width, height);
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S32 ddiscard = 0;
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while (min_dim > BASE_SIZE && ddiscard < MAX_DISCARD_LEVEL)
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{
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ddiscard++;
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min_dim /= 2;
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}
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mDetailTextures[i]->setBoostLevel(LLViewerTexture::BOOST_TERRAIN); // in case we are at low detail
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mDetailTextures[i]->setMinDiscardLevel(ddiscard);
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return FALSE;
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}
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}
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return TRUE;
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}
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BOOL LLVLComposition::generateTexture(const F32 x, const F32 y,
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const F32 width, const F32 height)
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{
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llassert(mSurfacep);
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llassert(x >= 0.f);
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llassert(y >= 0.f);
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LLTimer gen_timer;
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///////////////////////////
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//
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// Generate raw data arrays for surface textures
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//
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//
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// These have already been validated by generateComposition.
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U8* st_data[4];
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S32 st_data_size[4]; // for debugging
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for (S32 i = 0; i < 4; i++)
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{
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if (mRawImages[i].isNull())
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{
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// Read back a raw image for this discard level, if it exists
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S32 min_dim = llmin(mDetailTextures[i]->getFullWidth(), mDetailTextures[i]->getFullHeight());
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S32 ddiscard = 0;
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while (min_dim > BASE_SIZE && ddiscard < MAX_DISCARD_LEVEL)
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{
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ddiscard++;
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min_dim /= 2;
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}
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BOOL delete_raw = (mDetailTextures[i]->reloadRawImage(ddiscard) != NULL) ;
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if(mDetailTextures[i]->getRawImageLevel() != ddiscard)//raw iamge is not ready, will enter here again later.
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{
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if(delete_raw)
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{
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mDetailTextures[i]->destroyRawImage() ;
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}
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lldebugs << "cached raw data for terrain detail texture is not ready yet: " << mDetailTextures[i]->getID() << llendl;
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return FALSE;
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}
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mRawImages[i] = mDetailTextures[i]->getRawImage() ;
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if(delete_raw)
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{
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mDetailTextures[i]->destroyRawImage() ;
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}
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if (mDetailTextures[i]->getWidth(ddiscard) != BASE_SIZE ||
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mDetailTextures[i]->getHeight(ddiscard) != BASE_SIZE ||
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mDetailTextures[i]->getComponents() != 3)
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{
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LLPointer<LLImageRaw> newraw = new LLImageRaw(BASE_SIZE, BASE_SIZE, 3);
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newraw->composite(mRawImages[i]);
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mRawImages[i] = newraw; // deletes old
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}
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}
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st_data[i] = mRawImages[i]->getData();
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st_data_size[i] = mRawImages[i]->getDataSize();
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}
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///////////////////////////////////////
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//
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// Generate and clamp x/y bounding box.
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//
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//
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S32 x_begin, y_begin, x_end, y_end;
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x_begin = (S32)(x * mScaleInv);
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y_begin = (S32)(y * mScaleInv);
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x_end = llround( (x + width) * mScaleInv );
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y_end = llround( (y + width) * mScaleInv );
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if (x_end > mWidth)
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{
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llwarns << "x end > width" << llendl;
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x_end = mWidth;
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}
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if (y_end > mWidth)
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{
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llwarns << "y end > width" << llendl;
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y_end = mWidth;
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}
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///////////////////////////////////////////
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//
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// Generate target texture information, stride ratios.
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//
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//
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LLViewerTexture *texturep;
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U32 tex_width, tex_height, tex_comps;
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U32 tex_stride;
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F32 tex_x_scalef, tex_y_scalef;
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S32 tex_x_begin, tex_y_begin, tex_x_end, tex_y_end;
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F32 tex_x_ratiof, tex_y_ratiof;
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texturep = mSurfacep->getSTexture();
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tex_width = texturep->getWidth();
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tex_height = texturep->getHeight();
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tex_comps = texturep->getComponents();
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tex_stride = tex_width * tex_comps;
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U32 st_comps = 3;
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U32 st_width = BASE_SIZE;
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U32 st_height = BASE_SIZE;
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if (tex_comps != st_comps)
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{
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llwarns << "Base texture comps != input texture comps" << llendl;
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return FALSE;
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}
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tex_x_scalef = (F32)tex_width / (F32)mWidth;
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tex_y_scalef = (F32)tex_height / (F32)mWidth;
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tex_x_begin = (S32)((F32)x_begin * tex_x_scalef);
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tex_y_begin = (S32)((F32)y_begin * tex_y_scalef);
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tex_x_end = (S32)((F32)x_end * tex_x_scalef);
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tex_y_end = (S32)((F32)y_end * tex_y_scalef);
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tex_x_ratiof = (F32)mWidth*mScale / (F32)tex_width;
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tex_y_ratiof = (F32)mWidth*mScale / (F32)tex_height;
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LLPointer<LLImageRaw> raw = new LLImageRaw(tex_width, tex_height, tex_comps);
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U8 *rawp = raw->getData();
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F32 tex_width_inv = 1.f/tex_width;
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F32 tex_height_inv = 1.f/tex_height;
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F32 st_x_stride, st_y_stride;
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st_x_stride = ((F32)st_width / (F32)mTexScaleX)*((F32)mWidth / (F32)tex_width);
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st_y_stride = ((F32)st_height / (F32)mTexScaleY)*((F32)mWidth / (F32)tex_height);
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llassert(st_x_stride > 0.f);
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llassert(st_y_stride > 0.f);
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////////////////////////////////
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//
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// Iterate through the target texture, striding through the
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// subtextures and interpolating appropriately.
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//
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//
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F32 sti, stj;
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S32 st_offset;
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sti = (tex_x_begin * st_x_stride) - st_width*(llfloor((tex_x_begin * st_x_stride)/st_width));
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stj = (tex_y_begin * st_y_stride) - st_height*(llfloor((tex_y_begin * st_y_stride)/st_height));
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st_offset = (llfloor(stj * st_width) + llfloor(sti)) * st_comps;
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for (S32 j = tex_y_begin; j < tex_y_end; j++)
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{
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U32 offset = j * tex_stride + tex_x_begin * tex_comps;
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sti = (tex_x_begin * st_x_stride) - st_width*((U32)(tex_x_begin * st_x_stride)/st_width);
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for (S32 i = tex_x_begin; i < tex_x_end; i++)
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{
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S32 tex0, tex1;
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F32 composition = getValueScaled(i*tex_x_ratiof, j*tex_y_ratiof);
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tex0 = llfloor( composition );
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tex0 = llclamp(tex0, 0, 3);
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composition -= tex0;
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tex1 = tex0 + 1;
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tex1 = llclamp(tex1, 0, 3);
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F32 xy_int_i, xy_int_j;
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xy_int_i = i * tex_width_inv;
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xy_int_j = j * tex_height_inv;
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st_offset = (lltrunc(sti) + lltrunc(stj)*st_width) * st_comps;
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for (U32 k = 0; k < tex_comps; k++)
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{
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// Linearly interpolate based on composition.
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if (st_offset >= st_data_size[tex0] || st_offset >= st_data_size[tex1])
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{
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// SJB: This shouldn't be happening, but does... Rounding error?
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//llwarns << "offset 0 [" << tex0 << "] =" << st_offset << " >= size=" << st_data_size[tex0] << llendl;
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//llwarns << "offset 1 [" << tex1 << "] =" << st_offset << " >= size=" << st_data_size[tex1] << llendl;
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}
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else
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{
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F32 a = *(st_data[tex0] + st_offset);
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F32 b = *(st_data[tex1] + st_offset);
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rawp[ offset ] = (U8)lltrunc( a + composition * (b - a) );
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}
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offset++;
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st_offset++;
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}
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sti += st_x_stride;
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if (sti >= st_width)
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{
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sti -= st_width;
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}
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}
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stj += st_y_stride;
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if (stj >= st_height)
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{
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stj -= st_height;
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}
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}
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if (!texturep->hasGLTexture())
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{
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texturep->createGLTexture(0, raw);
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}
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texturep->setSubImage(raw, tex_x_begin, tex_y_begin, tex_x_end - tex_x_begin, tex_y_end - tex_y_begin);
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LLSurface::sTextureUpdateTime += gen_timer.getElapsedTimeF32();
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LLSurface::sTexelsUpdated += (tex_x_end - tex_x_begin) * (tex_y_end - tex_y_begin);
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for (S32 i = 0; i < 4; i++)
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{
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// Un-boost detatil textures (will get re-boosted if rendering in high detail)
|
|
mDetailTextures[i]->setBoostLevel(LLViewerTexture::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;
|
|
}
|