SH-874 Revert much of the bad water bounding box and distortion texture usage changes from SNOW-643 and properly occlusion cull void water patches for machines without depth clamp.

meow-7.2.2
Dave Parks 2011-02-09 16:53:47 -06:00
parent 068822b18d
commit 10518eaaae
4 changed files with 148 additions and 317 deletions

View File

@ -2071,11 +2071,14 @@ void LLGLDepthTest::checkState()
}
}
LLGLSquashToFarClip::LLGLSquashToFarClip(glh::matrix4f P)
LLGLSquashToFarClip::LLGLSquashToFarClip(glh::matrix4f P, U32 layer)
{
F32 depth = 0.99999f - 0.0001f * layer;
for (U32 i = 0; i < 4; i++)
{
P.element(2, i) = P.element(3, i) * 0.99999f;
P.element(2, i) = P.element(3, i) * depth;
}
glMatrixMode(GL_PROJECTION);

View File

@ -320,7 +320,7 @@ private:
class LLGLSquashToFarClip
{
public:
LLGLSquashToFarClip(glh::matrix4f projection);
LLGLSquashToFarClip(glh::matrix4f projection, U32 layer = 0);
~LLGLSquashToFarClip();
};

View File

@ -1670,7 +1670,7 @@ void LLSpatialGroup::doOcclusion(LLCamera* camera)
if (!use_depth_clamp && mSpatialPartition->mDrawableType == LLDrawPool::POOL_VOIDWATER)
{
LLGLSquashToFarClip squash(glh_get_current_projection());
LLGLSquashToFarClip squash(glh_get_current_projection(), 1);
if (camera->getOrigin().isExactlyZero())
{ //origin is invalid, draw entire box
mOcclusionVerts->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, 0);

View File

@ -870,320 +870,148 @@ void LLWorld::waterHeightRegionInfo(std::string const& sim_name, F32 water_heigh
}
}
// There are three types of water objects:
// Region water objects: the water in a region.
// Hole water objects: water in the void but within current draw distance.
// Edge water objects: the water outside the draw distance, up till the horizon.
//
// For example:
//
// -----------------------horizon-------------------------
// | | | |
// | Edge Water | | |
// | | | |
// | | | |
// | | | |
// | | | |
// | | rwidth | |
// | | <-----> | |
// -------------------------------------------------------
// | |Hole |other| | |
// | |Water|reg. | | |
// | |-----------------| |
// | |other|cur. |<--> | |
// | |reg. | reg.| \__|_ draw distance |
// | |-----------------| |
// | | | |<--->| |
// | | | | \__|_ range |
// -------------------------------------------------------
// | |<----width------>|<--horizon ext.->|
// | | | |
// | | | |
// | | | |
// | | | |
// | | | |
// | | | |
// | | | |
// -------------------------------------------------------
//
void LLWorld::updateWaterObjects()
{
if (!gAgent.getRegion())
{
return;
}
if (mRegionList.empty())
{
llwarns << "No regions!" << llendl;
return;
}
void LLWorld::updateWaterObjects()
{
if (!gAgent.getRegion())
{
return;
}
if (mRegionList.empty())
{
llwarns << "No regions!" << llendl;
return;
}
// First, determine the min and max "box" of water objects
S32 min_x = 0;
S32 min_y = 0;
S32 max_x = 0;
S32 max_y = 0;
U32 region_x, region_y;
S32 rwidth = 256;
// We only want to fill in water for stuff that's near us, say, within 256 or 512m
S32 range = LLViewerCamera::getInstance()->getFar() > 256.f ? 512 : 256;
LLViewerRegion* regionp = gAgent.getRegion();
from_region_handle(regionp->getHandle(), &region_x, &region_y);
min_x = (S32)region_x - range;
min_y = (S32)region_y - range;
max_x = (S32)region_x + range;
max_y = (S32)region_y + range;
F32 height = 0.f;
for (region_list_t::iterator iter = mRegionList.begin();
iter != mRegionList.end(); ++iter)
{
LLViewerRegion* regionp = *iter;
LLVOWater* waterp = regionp->getLand().getWaterObj();
height += regionp->getWaterHeight();
if (waterp)
{
gObjectList.updateActive(waterp);
}
}
for (std::list<LLVOWater*>::iterator iter = mHoleWaterObjects.begin();
iter != mHoleWaterObjects.end(); ++ iter)
{
LLVOWater* waterp = *iter;
gObjectList.killObject(waterp);
}
mHoleWaterObjects.clear();
// Now, get a list of the holes
S32 x, y;
for (x = min_x; x <= max_x; x += rwidth)
{
for (y = min_y; y <= max_y; y += rwidth)
{
U64 region_handle = to_region_handle(x, y);
if (!getRegionFromHandle(region_handle))
{
LLVOWater* waterp = (LLVOWater *)gObjectList.createObjectViewer(LLViewerObject::LL_VO_WATER, gAgent.getRegion());
waterp->setUseTexture(FALSE);
waterp->setPositionGlobal(LLVector3d(x + rwidth/2,
y + rwidth/2,
256.f+DEFAULT_WATER_HEIGHT));
waterp->setScale(LLVector3((F32)rwidth, (F32)rwidth, 512.f));
gPipeline.createObject(waterp);
mHoleWaterObjects.push_back(waterp);
}
}
}
// Update edge water objects
S32 wx, wy;
S32 center_x, center_y;
wx = (max_x - min_x) + rwidth;
wy = (max_y - min_y) + rwidth;
center_x = min_x + (wx >> 1);
center_y = min_y + (wy >> 1);
S32 add_boundary[4] = {
512 - (max_x - region_x),
512 - (max_y - region_y),
512 - (region_x - min_x),
512 - (region_y - min_y) };
S32 dir;
for (dir = 0; dir < 8; dir++)
{
S32 dim[2] = { 0 };
switch (gDirAxes[dir][0])
{
case -1: dim[0] = add_boundary[2]; break;
case 0: dim[0] = wx; break;
default: dim[0] = add_boundary[0]; break;
}
switch (gDirAxes[dir][1])
{
case -1: dim[1] = add_boundary[3]; break;
case 0: dim[1] = wy; break;
default: dim[1] = add_boundary[1]; break;
}
// Resize and reshape the water objects
const S32 water_center_x = center_x + llround((wx + dim[0]) * 0.5f * gDirAxes[dir][0]);
const S32 water_center_y = center_y + llround((wy + dim[1]) * 0.5f * gDirAxes[dir][1]);
LLVOWater* waterp = mEdgeWaterObjects[dir];
if (!waterp || waterp->isDead())
{
// The edge water objects can be dead because they're attached to the region that the
// agent was in when they were originally created.
mEdgeWaterObjects[dir] = (LLVOWater *)gObjectList.createObjectViewer(LLViewerObject::LL_VO_VOID_WATER,
gAgent.getRegion());
waterp = mEdgeWaterObjects[dir];
waterp->setUseTexture(FALSE);
waterp->setIsEdgePatch(TRUE);
gPipeline.createObject(waterp);
}
waterp->setRegion(gAgent.getRegion());
LLVector3d water_pos(water_center_x, water_center_y,
DEFAULT_WATER_HEIGHT+256.f);
LLVector3 water_scale((F32) dim[0], (F32) dim[1], 512.f);
//stretch out to horizon
water_scale.mV[0] += fabsf(2048.f * gDirAxes[dir][0]);
water_scale.mV[1] += fabsf(2048.f * gDirAxes[dir][1]);
water_pos.mdV[0] += 1024.f * gDirAxes[dir][0];
water_pos.mdV[1] += 1024.f * gDirAxes[dir][1];
waterp->setPositionGlobal(water_pos);
waterp->setScale(water_scale);
gObjectList.updateActive(waterp);
}
}
// Region width in meters.
S32 const rwidth = (S32)REGION_WIDTH_U32;
// The distance we might see into the void
// when standing on the edge of a region, in meters.
S32 const draw_distance = llceil(mLandFarClip);
// We can only have "holes" in the water (where there no region) if we
// can have existing regions around it. Taking into account that this
// code is only executed when we enter a region, and not when we walk
// around in it, we (only) need to take into account regions that fall
// within the draw_distance.
//
// Set 'range' to draw_distance, rounded up to the nearest multiple of rwidth.
S32 const nsims = (draw_distance + rwidth - 1) / rwidth;
S32 const range = nsims * rwidth;
// Get South-West corner of current region.
LLViewerRegion const* regionp = gAgent.getRegion();
U32 region_x, region_y;
from_region_handle(regionp->getHandle(), &region_x, &region_y);
// The min. and max. coordinates of the South-West corners of the Hole water objects.
S32 const min_x = (S32)region_x - range;
S32 const min_y = (S32)region_y - range;
S32 const max_x = (S32)region_x + range;
S32 const max_y = (S32)region_y + range;
// Attempt to determine a sensible water height for all the
// Hole Water objects.
//
// It make little sense to try to guess what the best water
// height should be when that isn't completely obvious: if it's
// impossible to satisfy every region's water height without
// getting a jump in the water height.
//
// In order to keep the reasoning simple, we assume something
// logical as a group of connected regions, where the coastline
// is at the outer edge. Anything more complex that would "break"
// under such an assumption would probably break anyway (would
// depend on terrain editing and existing mega prims, say, if
// anything would make sense at all).
//
// So, what we do is find all connected regions within the
// draw distance that border void, and then pick the lowest
// water height of those (coast) regions.
S32 const n = 2 * nsims + 1;
S32 const origin = nsims + nsims * n;
std::vector<F32> water_heights(n * n);
std::vector<U8> checked(n * n, 0); // index = nx + ny * n + origin;
U8 const region_bit = 1;
U8 const hole_bit = 2;
U8 const bordering_hole_bit = 4;
U8 const bordering_edge_bit = 8;
// Use the legacy waterheight for the Edge water in the case
// that we don't find any Hole water at all.
F32 water_height = DEFAULT_WATER_HEIGHT;
int max_count = 0;
LL_DEBUGS("WaterHeight") << "Current region: " << regionp->getName() << "; water height: " << regionp->getWaterHeight() << " m." << LL_ENDL;
std::map<S32, int> water_height_counts;
typedef std::queue<std::pair<S32, S32>, std::deque<std::pair<S32, S32> > > nxny_pairs_type;
nxny_pairs_type nxny_pairs;
nxny_pairs.push(nxny_pairs_type::value_type(0, 0));
water_heights[origin] = regionp->getWaterHeight();
checked[origin] = region_bit;
// For debugging purposes.
int number_of_connected_regions = 1;
int uninitialized_regions = 0;
int bordering_hole = 0;
int bordering_edge = 0;
while(!nxny_pairs.empty())
{
S32 const nx = nxny_pairs.front().first;
S32 const ny = nxny_pairs.front().second;
LL_DEBUGS("WaterHeight") << "nx,ny = " << nx << "," << ny << LL_ENDL;
S32 const index = nx + ny * n + origin;
nxny_pairs.pop();
for (S32 dir = 0; dir < 4; ++dir)
{
S32 const cnx = nx + gDirAxes[dir][0];
S32 const cny = ny + gDirAxes[dir][1];
LL_DEBUGS("WaterHeight") << "dir = " << dir << "; cnx,cny = " << cnx << "," << cny << LL_ENDL;
S32 const cindex = cnx + cny * n + origin;
bool is_hole = false;
bool is_edge = false;
LLViewerRegion* new_region_found = NULL;
if (cnx < -nsims || cnx > nsims ||
cny < -nsims || cny > nsims)
{
LL_DEBUGS("WaterHeight") << " Edge Water!" << LL_ENDL;
// Bumped into Edge water object.
is_edge = true;
}
else if (checked[cindex])
{
LL_DEBUGS("WaterHeight") << " Already checked before!" << LL_ENDL;
// Already checked.
is_hole = (checked[cindex] & hole_bit);
}
else
{
S32 x = (S32)region_x + cnx * rwidth;
S32 y = (S32)region_y + cny * rwidth;
U64 region_handle = to_region_handle(x, y);
new_region_found = getRegionFromHandle(region_handle);
is_hole = !new_region_found;
checked[cindex] = is_hole ? hole_bit : region_bit;
}
if (is_hole)
{
// This was a region that borders at least one 'hole'.
// Count the found coastline.
F32 new_water_height = water_heights[index];
LL_DEBUGS("WaterHeight") << " This is void; counting coastline with water height of " << new_water_height << LL_ENDL;
S32 new_water_height_cm = llround(new_water_height * 100);
int count = (water_height_counts[new_water_height_cm] += 1);
// Just use the lowest water height: this is mainly about the horizon water,
// and whatever we do, we don't want it to be possible to look under the water
// when looking in the distance: it is better to make a step downwards in water
// height when going away from the avie than a step upwards. However, since
// everyone is used to DEFAULT_WATER_HEIGHT, don't allow a single region
// to drag the water level below DEFAULT_WATER_HEIGHT on it's own.
if (bordering_hole == 0 || // First time we get here.
(new_water_height >= DEFAULT_WATER_HEIGHT &&
new_water_height < water_height) ||
(new_water_height < DEFAULT_WATER_HEIGHT &&
count > max_count)
)
{
water_height = new_water_height;
}
if (count > max_count)
{
max_count = count;
}
if (!(checked[index] & bordering_hole_bit))
{
checked[index] |= bordering_hole_bit;
++bordering_hole;
}
}
else if (is_edge && !(checked[index] & bordering_edge_bit))
{
checked[index] |= bordering_edge_bit;
++bordering_edge;
}
if (!new_region_found)
{
// Dead end, there is no region here.
continue;
}
// Found a new connected region.
++number_of_connected_regions;
if (new_region_found->getName().empty())
{
// Uninitialized LLViewerRegion, don't use it's water height.
LL_DEBUGS("WaterHeight") << " Uninitialized region." << LL_ENDL;
++uninitialized_regions;
continue;
}
nxny_pairs.push(nxny_pairs_type::value_type(cnx, cny));
water_heights[cindex] = new_region_found->getWaterHeight();
LL_DEBUGS("WaterHeight") << " Found a new region (name: " << new_region_found->getName() << "; water height: " << water_heights[cindex] << " m)!" << LL_ENDL;
}
}
llinfos << "Number of connected regions: " << number_of_connected_regions << " (" << uninitialized_regions <<
" uninitialized); number of regions bordering Hole water: " << bordering_hole <<
"; number of regions bordering Edge water: " << bordering_edge << llendl;
llinfos << "Coastline count (height, count): ";
bool first = true;
for (std::map<S32, int>::iterator iter = water_height_counts.begin(); iter != water_height_counts.end(); ++iter)
{
if (!first) llcont << ", ";
llcont << "(" << (iter->first / 100.f) << ", " << iter->second << ")";
first = false;
}
llcont << llendl;
llinfos << "Water height used for Hole and Edge water objects: " << water_height << llendl;
// Update all Region water objects.
for (region_list_t::iterator iter = mRegionList.begin(); iter != mRegionList.end(); ++iter)
{
LLViewerRegion* regionp = *iter;
LLVOWater* waterp = regionp->getLand().getWaterObj();
if (waterp)
{
gObjectList.updateActive(waterp);
}
}
// Clean up all existing Hole water objects.
for (std::list<LLVOWater*>::iterator iter = mHoleWaterObjects.begin();
iter != mHoleWaterObjects.end(); ++iter)
{
LLVOWater* waterp = *iter;
gObjectList.killObject(waterp);
}
mHoleWaterObjects.clear();
// Let the Edge and Hole water boxes be 1024 meter high so that they
// are never too small to be drawn (A LL_VO_*_WATER box has water
// rendered on it's bottom surface only), and put their bottom at
// the current regions water height.
F32 const box_height = 1024;
F32 const water_center_z = water_height + box_height / 2;
// Create new Hole water objects within 'range' where there is no region.
for (S32 x = min_x; x <= max_x; x += rwidth)
{
for (S32 y = min_y; y <= max_y; y += rwidth)
{
U64 region_handle = to_region_handle(x, y);
if (!getRegionFromHandle(region_handle))
{
LLVOWater* waterp = (LLVOWater*)gObjectList.createObjectViewer(LLViewerObject::LL_VO_VOID_WATER, gAgent.getRegion());
waterp->setUseTexture(FALSE);
waterp->setPositionGlobal(LLVector3d(x + rwidth / 2, y + rwidth / 2, water_center_z));
waterp->setScale(LLVector3((F32)rwidth, (F32)rwidth, box_height));
gPipeline.createObject(waterp);
mHoleWaterObjects.push_back(waterp);
}
}
}
// Center of the region.
S32 const center_x = region_x + rwidth / 2;
S32 const center_y = region_y + rwidth / 2;
// Width of the area with Hole water objects.
S32 const width = rwidth + 2 * range;
S32 const horizon_extend = 2048 + 512 - range; // Legacy value.
// The overlap is needed to get rid of sky pixels being visible between the
// Edge and Hole water object at greater distances (due to floating point
// round off errors).
S32 const edge_hole_overlap = 1; // Twice the actual overlap.
for (S32 dir = 0; dir < 8; ++dir)
{
// Size of the Edge water objects.
S32 const dim_x = (gDirAxes[dir][0] == 0) ? width : (horizon_extend + edge_hole_overlap);
S32 const dim_y = (gDirAxes[dir][1] == 0) ? width : (horizon_extend + edge_hole_overlap);
// And their position.
S32 const water_center_x = center_x + (width + horizon_extend) / 2 * gDirAxes[dir][0];
S32 const water_center_y = center_y + (width + horizon_extend) / 2 * gDirAxes[dir][1];
LLVOWater* waterp = mEdgeWaterObjects[dir];
if (!waterp || waterp->isDead())
{
// The edge water objects can be dead because they're attached to the region that the
// agent was in when they were originally created.
mEdgeWaterObjects[dir] = (LLVOWater *)gObjectList.createObjectViewer(LLViewerObject::LL_VO_VOID_WATER, gAgent.getRegion());
waterp = mEdgeWaterObjects[dir];
waterp->setUseTexture(FALSE);
waterp->setIsEdgePatch(TRUE); // Mark that this is edge water and not hole water.
gPipeline.createObject(waterp);
}
waterp->setRegion(gAgent.getRegion());
LLVector3d water_pos(water_center_x, water_center_y, water_center_z);
LLVector3 water_scale((F32) dim_x, (F32) dim_y, box_height);
waterp->setPositionGlobal(water_pos);
waterp->setScale(water_scale);
gObjectList.updateActive(waterp);
}
}
void LLWorld::shiftRegions(const LLVector3& offset)
{