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
275 lines
8.8 KiB
C++
275 lines
8.8 KiB
C++
/**
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* @file llworldmipmap.cpp
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* @brief Data storage for the S3 mipmap of the entire world.
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*
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* $LicenseInfo:firstyear=2003&license=viewergpl$
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*
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* Copyright (c) 2003-2009, 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 "llworldmipmap.h"
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#include "llviewercontrol.h"
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#include "llviewertexturelist.h"
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#include "math.h" // log()
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// Turn this on to output tile stats in the standard output
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#define DEBUG_TILES_STAT 0
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LLWorldMipmap::LLWorldMipmap() :
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mCurrentLevel(0)
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{
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}
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LLWorldMipmap::~LLWorldMipmap()
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{
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reset();
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}
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// Delete all sublevel maps and clean them
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void LLWorldMipmap::reset()
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{
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for (int level = 0; level < MAP_LEVELS; level++)
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{
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mWorldObjectsMipMap[level].clear();
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}
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}
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// This method should be called before each use of the mipmap (typically, before each draw), so that to let
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// the boost level of unused tiles to drop to 0 (BOOST_NONE).
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// Tiles that are accessed have had their boost level pushed to BOOST_MAP_VISIBLE so we can identify them.
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// The result of this strategy is that if a tile is not used during 2 consecutive loops, its boost level drops to 0.
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void LLWorldMipmap::equalizeBoostLevels()
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{
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#if DEBUG_TILES_STAT
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S32 nb_missing = 0;
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S32 nb_tiles = 0;
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S32 nb_visible = 0;
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#endif // DEBUG_TILES_STAT
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// For each level
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for (S32 level = 0; level < MAP_LEVELS; level++)
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{
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sublevel_tiles_t& level_mipmap = mWorldObjectsMipMap[level];
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// For each tile
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for (sublevel_tiles_t::iterator iter = level_mipmap.begin(); iter != level_mipmap.end(); iter++)
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{
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LLPointer<LLViewerTexture> img = iter->second;
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S32 current_boost_level = img->getBoostLevel();
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if (current_boost_level == LLViewerTexture::BOOST_MAP_VISIBLE)
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{
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// If level was BOOST_MAP_VISIBLE, the tile has been used in the last draw so keep it high
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img->setBoostLevel(LLViewerTexture::BOOST_MAP);
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}
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else
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{
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// If level was BOOST_MAP only (or anything else...), the tile wasn't used in the last draw
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// so we drop its boost level to BOOST_NONE.
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img->setBoostLevel(LLViewerTexture::BOOST_NONE);
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}
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#if DEBUG_TILES_STAT
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// Increment some stats if compile option on
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nb_tiles++;
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if (current_boost_level == LLViewerTexture::BOOST_MAP_VISIBLE)
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{
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nb_visible++;
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}
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if (img->isMissingAsset())
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{
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nb_missing++;
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}
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#endif // DEBUG_TILES_STAT
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}
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}
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#if DEBUG_TILES_STAT
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LL_INFOS("World Map") << "LLWorldMipmap tile stats : total requested = " << nb_tiles << ", visible = " << nb_visible << ", missing = " << nb_missing << LL_ENDL;
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#endif // DEBUG_TILES_STAT
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}
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// This method should be used when the mipmap is not actively used for a while, e.g., the map UI is hidden
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void LLWorldMipmap::dropBoostLevels()
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{
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// For each level
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for (S32 level = 0; level < MAP_LEVELS; level++)
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{
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sublevel_tiles_t& level_mipmap = mWorldObjectsMipMap[level];
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// For each tile
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for (sublevel_tiles_t::iterator iter = level_mipmap.begin(); iter != level_mipmap.end(); iter++)
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{
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LLPointer<LLViewerTexture> img = iter->second;
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img->setBoostLevel(LLViewerTexture::BOOST_NONE);
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}
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}
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}
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LLPointer<LLViewerFetchedTexture> LLWorldMipmap::getObjectsTile(U32 grid_x, U32 grid_y, S32 level, bool load)
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{
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// Check the input data
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llassert(level <= MAP_LEVELS);
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llassert(level >= 1);
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// If the *loading* level changed, cleared the new level from "missed" tiles
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// so that we get a chance to reload them
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if (load && (level != mCurrentLevel))
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{
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cleanMissedTilesFromLevel(level);
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mCurrentLevel = level;
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}
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// Build the region handle
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U64 handle = convertGridToHandle(grid_x, grid_y);
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// Check if the image is around already
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sublevel_tiles_t& level_mipmap = mWorldObjectsMipMap[level-1];
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sublevel_tiles_t::iterator found = level_mipmap.find(handle);
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// If not there and load on, go load it
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if (found == level_mipmap.end())
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{
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if (load)
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{
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// Load it
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LLPointer<LLViewerFetchedTexture> img = loadObjectsTile(grid_x, grid_y, level);
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// Insert the image in the map
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level_mipmap.insert(sublevel_tiles_t::value_type( handle, img ));
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// Find the element again in the map (it's there now...)
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found = level_mipmap.find(handle);
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}
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else
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{
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// Return with NULL if not found and we're not trying to load
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return NULL;
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}
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}
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// Get the image pointer and check if this asset is missing
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LLPointer<LLViewerFetchedTexture> img = found->second;
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if (img->isMissingAsset())
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{
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// Return NULL if asset missing
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return NULL;
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}
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else
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{
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// Boost the tile level so to mark it's in use *if* load on
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if (load)
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{
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img->setBoostLevel(LLViewerTexture::BOOST_MAP_VISIBLE);
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}
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return img;
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}
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}
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LLPointer<LLViewerFetchedTexture> LLWorldMipmap::loadObjectsTile(U32 grid_x, U32 grid_y, S32 level)
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{
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// Get the grid coordinates
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std::string imageurl = gSavedSettings.getString("MapServerURL") + llformat("map-%d-%d-%d-objects.jpg", level, grid_x, grid_y);
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// DO NOT COMMIT!! DEBUG ONLY!!!
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// Use a local jpeg for every tile to test map speed without S3 access
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//imageurl = "file://C:\\Develop\\mapserver-distribute-3\\indra\\build-vc80\\mapserver\\relwithdebinfo\\regions\\00995\\01001\\region-995-1001-prims.jpg";
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// END DEBUG
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//LL_INFOS("World Map") << "LLWorldMipmap::loadObjectsTile(), URL = " << imageurl << LL_ENDL;
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LLPointer<LLViewerFetchedTexture> img = LLViewerTextureManager::getFetchedTextureFromUrl(imageurl);
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img->setBoostLevel(LLViewerTexture::BOOST_MAP);
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// Return the smart pointer
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return img;
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}
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// This method is used to clean up a level from tiles marked as "missing".
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// The idea is to allow tiles that have been improperly marked missing to be reloaded when retraversing the level again.
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// When zooming in and out rapidly, some tiles are never properly loaded and, eventually marked missing.
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// This creates "blue" areas in a subresolution that never got a chance to reload if we don't clean up the level.
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void LLWorldMipmap::cleanMissedTilesFromLevel(S32 level)
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{
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// Check the input data
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llassert(level <= MAP_LEVELS);
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llassert(level >= 0);
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// This happens when the object is first initialized
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if (level == 0)
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{
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return;
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}
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// Iterate through the subresolution level and suppress the tiles that are marked as missing
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// Note: erasing in a map while iterating through it is bug prone. Using a postfix increment is mandatory here.
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sublevel_tiles_t& level_mipmap = mWorldObjectsMipMap[level-1];
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sublevel_tiles_t::iterator it = level_mipmap.begin();
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while (it != level_mipmap.end())
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{
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LLPointer<LLViewerTexture> img = it->second;
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if (img->isMissingAsset())
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{
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level_mipmap.erase(it++);
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}
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else
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{
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++it;
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}
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}
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return;
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}
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// static methods
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// Compute the level in the world mipmap (between 1 and MAP_LEVELS, as in the URL) given the scale (size of a sim in screen pixels)
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S32 LLWorldMipmap::scaleToLevel(F32 scale)
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{
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// If scale really small, picks up the higest level there is (lowest resolution)
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if (scale <= F32_MIN)
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return MAP_LEVELS;
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// Compute the power of two resolution level knowing the base level
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S32 level = llfloor((log(REGION_WIDTH_METERS/scale)/log(2.0f)) + 1.0f);
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// Check bounds and return the value
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if (level > MAP_LEVELS)
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return MAP_LEVELS;
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else if (level < 1)
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return 1;
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else
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return level;
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}
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// Convert world coordinates to mipmap grid coordinates at a given level (between 1 and MAP_LEVELS)
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void LLWorldMipmap::globalToMipmap(F64 global_x, F64 global_y, S32 level, U32* grid_x, U32* grid_y)
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{
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// Check the input data
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llassert(level <= MAP_LEVELS);
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llassert(level >= 1);
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// Convert world coordinates into grid coordinates
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*grid_x = lltrunc(global_x/REGION_WIDTH_METERS);
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*grid_y = lltrunc(global_y/REGION_WIDTH_METERS);
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// Compute the valid grid coordinates at that level of the mipmap
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S32 regions_in_tile = 1 << (level - 1);
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*grid_x = *grid_x - (*grid_x % regions_in_tile);
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*grid_y = *grid_y - (*grid_y % regions_in_tile);
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}
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