phoenix-firestorm/indra/newview/lldrawpoolbump.cpp

1295 lines
36 KiB
C++

/**
* @file lldrawpoolbump.cpp
* @brief LLDrawPoolBump class implementation
*
* $LicenseInfo:firstyear=2003&license=viewerlgpl$
* 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 "lldrawpoolbump.h"
#include "llstl.h"
#include "llviewercontrol.h"
#include "lldir.h"
#include "m3math.h"
#include "m4math.h"
#include "v4math.h"
#include "llglheaders.h"
#include "llrender.h"
#include "llcubemap.h"
#include "lldrawable.h"
#include "llface.h"
#include "llsky.h"
#include "llstartup.h"
#include "lltextureentry.h"
#include "llviewercamera.h"
#include "llviewertexturelist.h"
#include "pipeline.h"
#include "llspatialpartition.h"
#include "llviewershadermgr.h"
#include "llmodel.h"
//#include "llimagebmp.h"
//#include "../tools/imdebug/imdebug.h"
// static
LLStandardBumpmap gStandardBumpmapList[TEM_BUMPMAP_COUNT];
LL::WorkQueue::weak_t LLBumpImageList::sMainQueue;
LL::WorkQueue::weak_t LLBumpImageList::sTexUpdateQueue;
LLRenderTarget LLBumpImageList::sRenderTarget;
// static
U32 LLStandardBumpmap::sStandardBumpmapCount = 0;
// static
LLBumpImageList gBumpImageList;
const S32 STD_BUMP_LATEST_FILE_VERSION = 1;
const U32 VERTEX_MASK_SHINY = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_NORMAL | LLVertexBuffer::MAP_COLOR;
const U32 VERTEX_MASK_BUMP = LLVertexBuffer::MAP_VERTEX |LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1;
U32 LLDrawPoolBump::sVertexMask = VERTEX_MASK_SHINY;
static LLGLSLShader* shader = NULL;
static S32 cube_channel = -1;
static S32 diffuse_channel = -1;
static S32 bump_channel = -1;
// Enabled after changing LLViewerTexture::mNeedsCreateTexture to an
// LLAtomicBool; this should work just fine, now. HB
#define LL_BUMPLIST_MULTITHREADED 1
// static
void LLStandardBumpmap::shutdown()
{
LLStandardBumpmap::destroyGL();
}
// static
void LLStandardBumpmap::restoreGL()
{
addstandard();
}
// static
void LLStandardBumpmap::addstandard()
{
if(!gTextureList.isInitialized())
{
//Note: loading pre-configuration sometimes triggers this call.
//But it is safe to return here because bump images will be reloaded during initialization later.
return ;
}
if (LLStartUp::getStartupState() < STATE_SEED_CAP_GRANTED)
{
// Not ready, need caps for images
return;
}
// can't assert; we destroyGL and restoreGL a lot during *first* startup, which populates this list already, THEN we explicitly init the list as part of *normal* startup. Sigh. So clear the list every time before we (re-)add the standard bumpmaps.
//llassert( LLStandardBumpmap::sStandardBumpmapCount == 0 );
clear();
LL_INFOS() << "Adding standard bumpmaps." << LL_ENDL;
gStandardBumpmapList[LLStandardBumpmap::sStandardBumpmapCount++] = LLStandardBumpmap("None"); // BE_NO_BUMP
gStandardBumpmapList[LLStandardBumpmap::sStandardBumpmapCount++] = LLStandardBumpmap("Brightness"); // BE_BRIGHTNESS
gStandardBumpmapList[LLStandardBumpmap::sStandardBumpmapCount++] = LLStandardBumpmap("Darkness"); // BE_DARKNESS
std::string file_name = gDirUtilp->getExpandedFilename( LL_PATH_APP_SETTINGS, "std_bump.ini" );
LLFILE* file = LLFile::fopen( file_name, "rt" ); /*Flawfinder: ignore*/
if( !file )
{
LL_WARNS() << "Could not open std_bump <" << file_name << ">" << LL_ENDL;
return;
}
S32 file_version = 0;
S32 fields_read = fscanf( file, "LLStandardBumpmap version %d", &file_version );
if( fields_read != 1 )
{
LL_WARNS() << "Bad LLStandardBumpmap header" << LL_ENDL;
return;
}
if( file_version > STD_BUMP_LATEST_FILE_VERSION )
{
LL_WARNS() << "LLStandardBumpmap has newer version (" << file_version << ") than viewer (" << STD_BUMP_LATEST_FILE_VERSION << ")" << LL_ENDL;
return;
}
while( !feof(file) && (LLStandardBumpmap::sStandardBumpmapCount < (U32)TEM_BUMPMAP_COUNT) )
{
// *NOTE: This buffer size is hard coded into scanf() below.
char label[2048] = ""; /* Flawfinder: ignore */
char bump_image_id[2048] = ""; /* Flawfinder: ignore */
fields_read = fscanf( /* Flawfinder: ignore */
file, "\n%2047s %2047s", label, bump_image_id);
if( EOF == fields_read )
{
break;
}
if( fields_read != 2 )
{
LL_WARNS() << "Bad LLStandardBumpmap entry" << LL_ENDL;
return;
}
// LL_INFOS() << "Loading bumpmap: " << bump_image_id << " from viewerart" << LL_ENDL;
gStandardBumpmapList[LLStandardBumpmap::sStandardBumpmapCount].mLabel = label;
gStandardBumpmapList[LLStandardBumpmap::sStandardBumpmapCount].mImage =
LLViewerTextureManager::getFetchedTexture(LLUUID(bump_image_id));
gStandardBumpmapList[LLStandardBumpmap::sStandardBumpmapCount].mImage->setBoostLevel(LLGLTexture::LOCAL) ;
gStandardBumpmapList[LLStandardBumpmap::sStandardBumpmapCount].mImage->setLoadedCallback(LLBumpImageList::onSourceStandardLoaded, 0, TRUE, FALSE, NULL, NULL );
gStandardBumpmapList[LLStandardBumpmap::sStandardBumpmapCount].mImage->forceToSaveRawImage(0, 30.f) ;
LLStandardBumpmap::sStandardBumpmapCount++;
}
fclose( file );
}
// static
void LLStandardBumpmap::clear()
{
LL_INFOS() << "Clearing standard bumpmaps." << LL_ENDL;
for( U32 i = 0; i < LLStandardBumpmap::sStandardBumpmapCount; i++ )
{
gStandardBumpmapList[i].mLabel.assign("");
gStandardBumpmapList[i].mImage = NULL;
}
sStandardBumpmapCount = 0;
}
// static
void LLStandardBumpmap::destroyGL()
{
clear();
}
////////////////////////////////////////////////////////////////
LLDrawPoolBump::LLDrawPoolBump()
: LLRenderPass(LLDrawPool::POOL_BUMP)
{
mShiny = FALSE;
}
void LLDrawPoolBump::prerender()
{
mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
}
// static
S32 LLDrawPoolBump::numBumpPasses()
{
return 1;
}
//static
void LLDrawPoolBump::bindCubeMap(LLGLSLShader* shader, S32 shader_level, S32& diffuse_channel, S32& cube_channel)
{
LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL;
if( cube_map && !LLPipeline::sReflectionProbesEnabled )
{
if (shader )
{
LLMatrix4 mat;
mat.initRows(LLVector4(gGLModelView+0),
LLVector4(gGLModelView+4),
LLVector4(gGLModelView+8),
LLVector4(gGLModelView+12));
LLVector3 vec = LLVector3(gShinyOrigin) * mat;
LLVector4 vec4(vec, gShinyOrigin.mV[3]);
shader->uniform4fv(LLViewerShaderMgr::SHINY_ORIGIN, 1, vec4.mV);
if (shader_level > 1)
{
cube_map->setMatrix(1);
// Make sure that texture coord generation happens for tex unit 1, as that's the one we use for
// the cube map in the one pass shiny shaders
cube_channel = shader->enableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
cube_map->enableTexture(cube_channel);
diffuse_channel = shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
}
else
{
cube_map->setMatrix(0);
cube_channel = shader->enableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
diffuse_channel = -1;
cube_map->enable(cube_channel);
}
gGL.getTexUnit(cube_channel)->bind(cube_map);
gGL.getTexUnit(0)->activate();
}
else
{
cube_channel = 0;
diffuse_channel = -1;
gGL.getTexUnit(0)->disable();
cube_map->enable(0);
cube_map->setMatrix(0);
gGL.getTexUnit(0)->bind(cube_map);
}
}
}
//static
void LLDrawPoolBump::unbindCubeMap(LLGLSLShader* shader, S32 shader_level, S32& diffuse_channel, S32& cube_channel)
{
LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL;
if( cube_map && !LLPipeline::sReflectionProbesEnabled)
{
if (shader_level > 1)
{
shader->disableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
if (LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0)
{
if (diffuse_channel != 0)
{
shader->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
}
}
}
// Moved below shader->disableTexture call to avoid false alarms from auto-re-enable of textures on stage 0
// MAINT-755
cube_map->disable();
cube_map->restoreMatrix();
}
}
void LLDrawPoolBump::beginFullbrightShiny()
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_SHINY);
sVertexMask = VERTEX_MASK_SHINY | LLVertexBuffer::MAP_TEXCOORD0;
// Second pass: environment map
shader = &gDeferredFullbrightShinyProgram;
if (LLPipeline::sRenderingHUDs)
{
shader = &gHUDFullbrightShinyProgram;
}
if (mRigged)
{
llassert(shader->mRiggedVariant);
shader = shader->mRiggedVariant;
}
LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL;
if (cube_map && !LLPipeline::sReflectionProbesEnabled)
{
// Make sure that texture coord generation happens for tex unit 1, as that's the one we use for
// the cube map in the one pass shiny shaders
gGL.getTexUnit(1)->disable();
cube_channel = shader->enableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
cube_map->enableTexture(cube_channel);
diffuse_channel = shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
gGL.getTexUnit(cube_channel)->bind(cube_map);
gGL.getTexUnit(0)->activate();
}
{
LLMatrix4 mat;
mat.initRows(LLVector4(gGLModelView+0),
LLVector4(gGLModelView+4),
LLVector4(gGLModelView+8),
LLVector4(gGLModelView+12));
shader->bind();
LLVector3 vec = LLVector3(gShinyOrigin) * mat;
LLVector4 vec4(vec, gShinyOrigin.mV[3]);
shader->uniform4fv(LLViewerShaderMgr::SHINY_ORIGIN, 1, vec4.mV);
if (LLPipeline::sReflectionProbesEnabled)
{
gPipeline.bindReflectionProbes(*shader);
}
else
{
gPipeline.setEnvMat(*shader);
}
}
if (mShaderLevel > 1)
{ //indexed texture rendering, channel 0 is always diffuse
diffuse_channel = 0;
}
mShiny = TRUE;
}
void LLDrawPoolBump::renderFullbrightShiny()
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_SHINY);
{
LLGLEnable blend_enable(GL_BLEND);
if (mShaderLevel > 1)
{
if (mRigged)
{
LLRenderPass::pushRiggedBatches(LLRenderPass::PASS_FULLBRIGHT_SHINY_RIGGED, true, true);
}
else
{
LLRenderPass::pushBatches(LLRenderPass::PASS_FULLBRIGHT_SHINY, true, true);
}
}
else
{
if (mRigged)
{
LLRenderPass::pushRiggedBatches(LLRenderPass::PASS_FULLBRIGHT_SHINY_RIGGED);
}
else
{
LLRenderPass::pushBatches(LLRenderPass::PASS_FULLBRIGHT_SHINY);
}
}
}
}
void LLDrawPoolBump::endFullbrightShiny()
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_SHINY);
LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL;
if( cube_map && !LLPipeline::sReflectionProbesEnabled )
{
cube_map->disable();
if (shader->mFeatures.hasReflectionProbes)
{
gPipeline.unbindReflectionProbes(*shader);
}
shader->unbind();
}
diffuse_channel = -1;
cube_channel = 0;
mShiny = FALSE;
}
void LLDrawPoolBump::renderGroup(LLSpatialGroup* group, U32 type, bool texture = true)
{
LLSpatialGroup::drawmap_elem_t& draw_info = group->mDrawMap[type];
for (LLSpatialGroup::drawmap_elem_t::iterator k = draw_info.begin(); k != draw_info.end(); ++k)
{
LLDrawInfo& params = **k;
applyModelMatrix(params);
params.mVertexBuffer->setBuffer();
params.mVertexBuffer->drawRange(LLRender::TRIANGLES, params.mStart, params.mEnd, params.mCount, params.mOffset);
}
}
// static
BOOL LLDrawPoolBump::bindBumpMap(LLDrawInfo& params, S32 channel)
{
U8 bump_code = params.mBump;
return bindBumpMap(bump_code, params.mTexture, channel);
}
//static
BOOL LLDrawPoolBump::bindBumpMap(LLFace* face, S32 channel)
{
const LLTextureEntry* te = face->getTextureEntry();
if (te)
{
U8 bump_code = te->getBumpmap();
return bindBumpMap(bump_code, face->getTexture(), channel);
}
return FALSE;
}
//static
BOOL LLDrawPoolBump::bindBumpMap(U8 bump_code, LLViewerTexture* texture, S32 channel)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
//Note: texture atlas does not support bump texture now.
LLViewerFetchedTexture* tex = LLViewerTextureManager::staticCastToFetchedTexture(texture) ;
if(!tex)
{
//if the texture is not a fetched texture
return FALSE;
}
LLViewerTexture* bump = NULL;
switch( bump_code )
{
case BE_NO_BUMP:
break;
case BE_BRIGHTNESS:
case BE_DARKNESS:
bump = gBumpImageList.getBrightnessDarknessImage( tex, bump_code );
break;
default:
if( bump_code < LLStandardBumpmap::sStandardBumpmapCount )
{
bump = gStandardBumpmapList[bump_code].mImage;
gBumpImageList.addTextureStats(bump_code, tex->getID(), tex->getMaxVirtualSize());
}
break;
}
if (bump)
{
if (channel == -2)
{
gGL.getTexUnit(1)->bindFast(bump);
gGL.getTexUnit(0)->bindFast(bump);
}
else
{
// NOTE: do not use bindFast here (see SL-16222)
gGL.getTexUnit(channel)->bind(bump);
}
return TRUE;
}
return FALSE;
}
//static
void LLDrawPoolBump::beginBump()
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_BUMP);
sVertexMask = VERTEX_MASK_BUMP;
// Optional second pass: emboss bump map
stop_glerror();
shader = &gObjectBumpProgram;
if (mRigged)
{
llassert(shader->mRiggedVariant);
shader = shader->mRiggedVariant;
}
shader->bind();
gGL.setSceneBlendType(LLRender::BT_MULT_X2);
stop_glerror();
}
//static
void LLDrawPoolBump::renderBump(U32 pass)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_BUMP);
LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE, GL_LEQUAL);
LLGLEnable blend(GL_BLEND);
gGL.diffuseColor4f(1,1,1,1);
/// Get rid of z-fighting with non-bump pass.
LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -1.0f);
pushBumpBatches(pass);
}
//static
void LLDrawPoolBump::endBump(U32 pass)
{
LLGLSLShader::unbind();
gGL.setSceneBlendType(LLRender::BT_ALPHA);
}
S32 LLDrawPoolBump::getNumDeferredPasses()
{
return 1;
}
void LLDrawPoolBump::renderDeferred(S32 pass)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_BUMP);
mShiny = TRUE;
for (int i = 0; i < 2; ++i)
{
bool rigged = i == 1;
gDeferredBumpProgram.bind(rigged);
diffuse_channel = LLGLSLShader::sCurBoundShaderPtr->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
bump_channel = LLGLSLShader::sCurBoundShaderPtr->enableTexture(LLViewerShaderMgr::BUMP_MAP);
gGL.getTexUnit(diffuse_channel)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(bump_channel)->unbind(LLTexUnit::TT_TEXTURE);
U32 type = rigged ? LLRenderPass::PASS_BUMP_RIGGED : LLRenderPass::PASS_BUMP;
LLCullResult::drawinfo_iterator begin = gPipeline.beginRenderMap(type);
LLCullResult::drawinfo_iterator end = gPipeline.endRenderMap(type);
LLVOAvatar* avatar = nullptr;
U64 skin = 0;
for (LLCullResult::drawinfo_iterator i = begin; i != end; )
{
LLDrawInfo& params = **i;
LLCullResult::increment_iterator(i, end);
LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(params.mAlphaMaskCutoff);
LLDrawPoolBump::bindBumpMap(params, bump_channel);
if (rigged)
{
if (avatar != params.mAvatar || skin != params.mSkinInfo->mHash)
{
uploadMatrixPalette(params);
avatar = params.mAvatar;
skin = params.mSkinInfo->mHash;
}
pushBatch(params, true, false);
}
else
{
pushBatch(params, true, false);
}
}
LLGLSLShader::sCurBoundShaderPtr->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
LLGLSLShader::sCurBoundShaderPtr->disableTexture(LLViewerShaderMgr::BUMP_MAP);
LLGLSLShader::sCurBoundShaderPtr->unbind();
gGL.getTexUnit(0)->activate();
}
mShiny = FALSE;
}
void LLDrawPoolBump::renderPostDeferred(S32 pass)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
S32 num_passes = LLPipeline::sRenderingHUDs ? 1 : 2; // skip rigged pass when rendering HUDs
for (int i = 0; i < num_passes; ++i)
{ // two passes -- static and rigged
mRigged = (i == 1);
// render shiny
beginFullbrightShiny();
renderFullbrightShiny();
endFullbrightShiny();
//render bump
beginBump();
renderBump(LLRenderPass::PASS_POST_BUMP);
endBump();
}
}
////////////////////////////////////////////////////////////////
// List of bump-maps created from other textures.
//const LLUUID TEST_BUMP_ID("3d33eaf2-459c-6f97-fd76-5fce3fc29447");
void LLBumpImageList::init()
{
llassert( mBrightnessEntries.size() == 0 );
llassert( mDarknessEntries.size() == 0 );
LLStandardBumpmap::restoreGL();
sMainQueue = LL::WorkQueue::getInstance("mainloop");
sTexUpdateQueue = LL::WorkQueue::getInstance("LLImageGL"); // Share work queue with tex loader.
}
void LLBumpImageList::clear()
{
LL_INFOS() << "Clearing dynamic bumpmaps." << LL_ENDL;
// these will be re-populated on-demand
mBrightnessEntries.clear();
mDarknessEntries.clear();
sRenderTarget.release();
LLStandardBumpmap::clear();
}
void LLBumpImageList::shutdown()
{
clear();
LLStandardBumpmap::shutdown();
}
void LLBumpImageList::destroyGL()
{
clear();
LLStandardBumpmap::destroyGL();
}
void LLBumpImageList::restoreGL()
{
if(!gTextureList.isInitialized())
{
//safe to return here because bump images will be reloaded during initialization later.
return ;
}
LLStandardBumpmap::restoreGL();
// Images will be recreated as they are needed.
}
LLBumpImageList::~LLBumpImageList()
{
// Shutdown should have already been called.
llassert( mBrightnessEntries.size() == 0 );
llassert( mDarknessEntries.size() == 0 );
}
// Note: Does nothing for entries in gStandardBumpmapList that are not actually standard bump images (e.g. none, brightness, and darkness)
void LLBumpImageList::addTextureStats(U8 bump, const LLUUID& base_image_id, F32 virtual_size)
{
bump &= TEM_BUMP_MASK;
LLViewerFetchedTexture* bump_image = gStandardBumpmapList[bump].mImage;
if( bump_image )
{
bump_image->addTextureStats(virtual_size);
}
}
void LLBumpImageList::updateImages()
{
for (bump_image_map_t::iterator iter = mBrightnessEntries.begin(); iter != mBrightnessEntries.end(); )
{
bump_image_map_t::iterator curiter = iter++;
LLViewerTexture* image = curiter->second;
if( image )
{
BOOL destroy = TRUE;
if( image->hasGLTexture())
{
if( image->getBoundRecently() )
{
destroy = FALSE;
}
else
{
image->destroyGLTexture();
}
}
if( destroy )
{
//LL_INFOS() << "*** Destroying bright " << (void*)image << LL_ENDL;
mBrightnessEntries.erase(curiter); // deletes the image thanks to reference counting
}
}
}
for (bump_image_map_t::iterator iter = mDarknessEntries.begin(); iter != mDarknessEntries.end(); )
{
bump_image_map_t::iterator curiter = iter++;
LLViewerTexture* image = curiter->second;
if( image )
{
BOOL destroy = TRUE;
if( image->hasGLTexture())
{
if( image->getBoundRecently() )
{
destroy = FALSE;
}
else
{
image->destroyGLTexture();
}
}
if( destroy )
{
//LL_INFOS() << "*** Destroying dark " << (void*)image << LL_ENDL;;
mDarknessEntries.erase(curiter); // deletes the image thanks to reference counting
}
}
}
}
// Note: the caller SHOULD NOT keep the pointer that this function returns. It may be updated as more data arrives.
LLViewerTexture* LLBumpImageList::getBrightnessDarknessImage(LLViewerFetchedTexture* src_image, U8 bump_code )
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
llassert( (bump_code == BE_BRIGHTNESS) || (bump_code == BE_DARKNESS) );
LLViewerTexture* bump = NULL;
bump_image_map_t* entries_list = NULL;
void (*callback_func)( BOOL success, LLViewerFetchedTexture *src_vi, LLImageRaw* src, LLImageRaw* aux_src, S32 discard_level, BOOL final, void* userdata ) = NULL;
switch( bump_code )
{
case BE_BRIGHTNESS:
entries_list = &mBrightnessEntries;
callback_func = LLBumpImageList::onSourceBrightnessLoaded;
break;
case BE_DARKNESS:
entries_list = &mDarknessEntries;
callback_func = LLBumpImageList::onSourceDarknessLoaded;
break;
default:
llassert(0);
return NULL;
}
bump_image_map_t::iterator iter = entries_list->find(src_image->getID());
if (iter != entries_list->end() && iter->second.notNull())
{
bump = iter->second;
}
else
{
(*entries_list)[src_image->getID()] = LLViewerTextureManager::getLocalTexture( TRUE );
bump = (*entries_list)[src_image->getID()]; // In case callback was called immediately and replaced the image
}
if (!src_image->hasCallbacks())
{ //if image has no callbacks but resolutions don't match, trigger raw image loaded callback again
if (src_image->getWidth() != bump->getWidth() ||
src_image->getHeight() != bump->getHeight())// ||
//(LLPipeline::sRenderDeferred && bump->getComponents() != 4))
{
src_image->setBoostLevel(LLGLTexture::BOOST_BUMP) ;
src_image->setLoadedCallback( callback_func, 0, TRUE, FALSE, new LLUUID(src_image->getID()), NULL );
src_image->forceToSaveRawImage(0) ;
}
}
return bump;
}
// static
void LLBumpImageList::onSourceBrightnessLoaded( BOOL success, LLViewerFetchedTexture *src_vi, LLImageRaw* src, LLImageRaw* aux_src, S32 discard_level, BOOL final, void* userdata )
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
LLUUID* source_asset_id = (LLUUID*)userdata;
LLBumpImageList::onSourceLoaded( success, src_vi, src, *source_asset_id, BE_BRIGHTNESS );
if( final )
{
delete source_asset_id;
}
}
// static
void LLBumpImageList::onSourceDarknessLoaded( BOOL success, LLViewerFetchedTexture *src_vi, LLImageRaw* src, LLImageRaw* aux_src, S32 discard_level, BOOL final, void* userdata )
{
LLUUID* source_asset_id = (LLUUID*)userdata;
LLBumpImageList::onSourceLoaded( success, src_vi, src, *source_asset_id, BE_DARKNESS );
if( final )
{
delete source_asset_id;
}
}
void LLBumpImageList::onSourceStandardLoaded( BOOL success, LLViewerFetchedTexture* src_vi, LLImageRaw* src, LLImageRaw* aux_src, S32 discard_level, BOOL final, void* userdata)
{
if (success && LLPipeline::sRenderDeferred)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
LLPointer<LLImageRaw> nrm_image = new LLImageRaw(src->getWidth(), src->getHeight(), 4);
{
generateNormalMapFromAlpha(src, nrm_image);
}
src_vi->setExplicitFormat(GL_RGBA, GL_RGBA);
{
src_vi->createGLTexture(src_vi->getDiscardLevel(), nrm_image);
}
}
}
void LLBumpImageList::generateNormalMapFromAlpha(LLImageRaw* src, LLImageRaw* nrm_image)
{
U8* nrm_data = nrm_image->getData();
S32 resX = src->getWidth();
S32 resY = src->getHeight();
U8* src_data = src->getData();
S32 src_cmp = src->getComponents();
F32 norm_scale = gSavedSettings.getF32("RenderNormalMapScale");
U32 idx = 0;
//generate normal map from pseudo-heightfield
for (S32 j = 0; j < resY; ++j)
{
for (S32 i = 0; i < resX; ++i)
{
S32 rX = (i+1)%resX;
S32 rY = (j+1)%resY;
S32 lX = (i-1)%resX;
S32 lY = (j-1)%resY;
if (lX < 0)
{
lX += resX;
}
if (lY < 0)
{
lY += resY;
}
F32 cH = (F32) src_data[(j*resX+i)*src_cmp+src_cmp-1];
LLVector3 right = LLVector3(norm_scale, 0, (F32) src_data[(j*resX+rX)*src_cmp+src_cmp-1]-cH);
LLVector3 left = LLVector3(-norm_scale, 0, (F32) src_data[(j*resX+lX)*src_cmp+src_cmp-1]-cH);
LLVector3 up = LLVector3(0, -norm_scale, (F32) src_data[(lY*resX+i)*src_cmp+src_cmp-1]-cH);
LLVector3 down = LLVector3(0, norm_scale, (F32) src_data[(rY*resX+i)*src_cmp+src_cmp-1]-cH);
LLVector3 norm = right%down + down%left + left%up + up%right;
norm.normVec();
norm *= 0.5f;
norm += LLVector3(0.5f,0.5f,0.5f);
idx = (j*resX+i)*4;
nrm_data[idx+0]= (U8) (norm.mV[0]*255);
nrm_data[idx+1]= (U8) (norm.mV[1]*255);
nrm_data[idx+2]= (U8) (norm.mV[2]*255);
nrm_data[idx+3]= src_data[(j*resX+i)*src_cmp+src_cmp-1];
}
}
}
// static
void LLBumpImageList::onSourceLoaded( BOOL success, LLViewerTexture *src_vi, LLImageRaw* src, LLUUID& source_asset_id, EBumpEffect bump_code )
{
LL_PROFILE_ZONE_SCOPED;
if( success )
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
bump_image_map_t& entries_list(bump_code == BE_BRIGHTNESS ? gBumpImageList.mBrightnessEntries : gBumpImageList.mDarknessEntries );
bump_image_map_t::iterator iter = entries_list.find(source_asset_id);
{
if (iter == entries_list.end() ||
iter->second.isNull() ||
iter->second->getWidth() != src->getWidth() ||
iter->second->getHeight() != src->getHeight()) // bump not cached yet or has changed resolution
{ //make sure an entry exists for this image
entries_list[src_vi->getID()] = LLViewerTextureManager::getLocalTexture(TRUE);
iter = entries_list.find(src_vi->getID());
}
}
if (iter->second->getWidth() != src->getWidth() ||
iter->second->getHeight() != src->getHeight()) // bump not cached yet or has changed resolution
{
LLPointer<LLImageRaw> dst_image = new LLImageRaw(src->getWidth(), src->getHeight(), 1);
U8* dst_data = dst_image->getData();
S32 dst_data_size = dst_image->getDataSize();
U8* src_data = src->getData();
S32 src_data_size = src->getDataSize();
S32 src_components = src->getComponents();
// Convert to luminance and then scale and bias that to get ready for
// embossed bump mapping. (0-255 maps to 127-255)
// Convert to fixed point so we don't have to worry about precision/clamping.
const S32 FIXED_PT = 8;
const S32 R_WEIGHT = S32(0.2995f * (1<<FIXED_PT));
const S32 G_WEIGHT = S32(0.5875f * (1<<FIXED_PT));
const S32 B_WEIGHT = S32(0.1145f * (1<<FIXED_PT));
S32 minimum = 255;
S32 maximum = 0;
switch( src_components )
{
case 1:
case 2:
{
if( src_data_size == dst_data_size * src_components )
{
for( S32 i = 0, j=0; i < dst_data_size; i++, j+= src_components )
{
dst_data[i] = src_data[j];
if( dst_data[i] < minimum )
{
minimum = dst_data[i];
}
if( dst_data[i] > maximum )
{
maximum = dst_data[i];
}
}
}
else
{
llassert(0);
dst_image->clear();
}
}
break;
case 3:
case 4:
{
if( src_data_size == dst_data_size * src_components )
{
for( S32 i = 0, j=0; i < dst_data_size; i++, j+= src_components )
{
// RGB to luminance
dst_data[i] = (R_WEIGHT * src_data[j] + G_WEIGHT * src_data[j+1] + B_WEIGHT * src_data[j+2]) >> FIXED_PT;
//llassert( dst_data[i] <= 255 );true because it's 8bit
if( dst_data[i] < minimum )
{
minimum = dst_data[i];
}
if( dst_data[i] > maximum )
{
maximum = dst_data[i];
}
}
}
else
{
llassert(0);
dst_image->clear();
}
}
break;
default:
llassert(0);
dst_image->clear();
break;
}
if( maximum > minimum )
{
U8 bias_and_scale_lut[256];
F32 twice_one_over_range = 2.f / (maximum - minimum);
S32 i;
const F32 ARTIFICIAL_SCALE = 2.f; // Advantage: exaggerates the effect in midrange. Disadvantage: clamps at the extremes.
if (BE_DARKNESS == bump_code)
{
for( i = minimum; i <= maximum; i++ )
{
F32 minus_one_to_one = F32(maximum - i) * twice_one_over_range - 1.f;
bias_and_scale_lut[i] = llclampb(ll_round(127 * minus_one_to_one * ARTIFICIAL_SCALE + 128));
}
}
else
{
for( i = minimum; i <= maximum; i++ )
{
F32 minus_one_to_one = F32(i - minimum) * twice_one_over_range - 1.f;
bias_and_scale_lut[i] = llclampb(ll_round(127 * minus_one_to_one * ARTIFICIAL_SCALE + 128));
}
}
for( i = 0; i < dst_data_size; i++ )
{
dst_data[i] = bias_and_scale_lut[dst_data[i]];
}
}
//---------------------------------------------------
// immediately assign bump to a smart pointer in case some local smart pointer
// accidentally releases it.
LLPointer<LLViewerTexture> bump = iter->second;
if (!LLPipeline::sRenderDeferred)
{
bump->setExplicitFormat(GL_ALPHA8, GL_ALPHA);
#if LL_BUMPLIST_MULTITHREADED
auto tex_queue = LLImageGLThread::sEnabledTextures ? sTexUpdateQueue.lock() : nullptr;
if (tex_queue)
{ //dispatch creation to background thread
LLImageRaw* dst_ptr = dst_image;
LLViewerTexture* bump_ptr = bump;
dst_ptr->ref();
bump_ptr->ref();
tex_queue->post(
[=]()
{
LL_PROFILE_ZONE_NAMED("bil - create texture");
bump_ptr->createGLTexture(0, dst_ptr);
bump_ptr->unref();
dst_ptr->unref();
});
}
else
#endif
{
bump->createGLTexture(0, dst_image);
}
}
else
{ //convert to normal map
LL_PROFILE_ZONE_NAMED("bil - create normal map");
LLImageGL* img = bump->getGLTexture();
LLImageRaw* dst_ptr = dst_image.get();
LLGLTexture* bump_ptr = bump.get();
dst_ptr->ref();
img->ref();
bump_ptr->ref();
auto create_func = [=]()
{
img->setUseMipMaps(TRUE);
// upload dst_image to GPU (greyscale in red channel)
img->setExplicitFormat(GL_RED, GL_RED);
bump_ptr->createGLTexture(0, dst_ptr);
dst_ptr->unref();
};
auto generate_func = [=]()
{
// Allocate an empty RGBA texture at "tex_name" the same size as bump
// Note: bump will still point at GPU copy of dst_image
bump_ptr->setExplicitFormat(GL_RGBA, GL_RGBA);
LLGLuint tex_name;
img->createGLTexture(0, nullptr, 0, 0, true, &tex_name);
// point render target at empty buffer
sRenderTarget.setColorAttachment(img, tex_name);
// generate normal map in empty texture
{
sRenderTarget.bindTarget();
LLGLDepthTest depth(GL_FALSE);
LLGLDisable cull(GL_CULL_FACE);
LLGLDisable blend(GL_BLEND);
gGL.setColorMask(TRUE, TRUE);
gNormalMapGenProgram.bind();
static LLStaticHashedString sNormScale("norm_scale");
static LLStaticHashedString sStepX("stepX");
static LLStaticHashedString sStepY("stepY");
gNormalMapGenProgram.uniform1f(sNormScale, gSavedSettings.getF32("RenderNormalMapScale"));
gNormalMapGenProgram.uniform1f(sStepX, 1.f / bump_ptr->getWidth());
gNormalMapGenProgram.uniform1f(sStepY, 1.f / bump_ptr->getHeight());
gGL.getTexUnit(0)->bind(bump_ptr);
gGL.begin(LLRender::TRIANGLE_STRIP);
gGL.texCoord2f(0, 0);
gGL.vertex2f(0, 0);
gGL.texCoord2f(0, 1);
gGL.vertex2f(0, 1);
gGL.texCoord2f(1, 0);
gGL.vertex2f(1, 0);
gGL.texCoord2f(1, 1);
gGL.vertex2f(1, 1);
gGL.end();
gGL.flush();
gNormalMapGenProgram.unbind();
sRenderTarget.flush();
sRenderTarget.releaseColorAttachment();
}
// point bump at normal map and free gpu copy of dst_image
img->syncTexName(tex_name);
// generate mipmap
gGL.getTexUnit(0)->bind(img);
glGenerateMipmap(GL_TEXTURE_2D);
gGL.getTexUnit(0)->disable();
bump_ptr->unref();
img->unref();
};
#if LL_BUMPLIST_MULTITHREADED
auto main_queue = LLImageGLThread::sEnabledTextures ? sMainQueue.lock() : nullptr;
if (main_queue)
{ //dispatch texture upload to background thread, issue GPU commands to generate normal map on main thread
main_queue->postTo(
sTexUpdateQueue,
create_func,
generate_func);
}
else
#endif
{ // immediate upload texture and generate normal map
create_func();
generate_func();
}
}
iter->second = bump; // derefs (and deletes) old image
//---------------------------------------------------
}
}
}
void LLDrawPoolBump::pushBumpBatches(U32 type)
{
LLVOAvatar* avatar = nullptr;
U64 skin = 0;
if (mRigged)
{ // nudge type enum and include skinweights for rigged pass
type += 1;
}
LLCullResult::drawinfo_iterator begin = gPipeline.beginRenderMap(type);
LLCullResult::drawinfo_iterator end = gPipeline.endRenderMap(type);
for (LLCullResult::drawinfo_iterator i = begin; i != end; ++i)
{
LLDrawInfo& params = **i;
if (LLDrawPoolBump::bindBumpMap(params))
{
if (mRigged)
{
if (avatar != params.mAvatar || skin != params.mSkinInfo->mHash)
{
if (uploadMatrixPalette(params))
{
avatar = params.mAvatar;
skin = params.mSkinInfo->mHash;
}
else
{
continue;
}
}
}
pushBatch(params, false);
}
}
}
void LLDrawPoolBump::pushBatch(LLDrawInfo& params, bool texture, bool batch_textures, bool reset_gltf)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
applyModelMatrix(params);
bool tex_setup = false;
if (reset_gltf) { LLRenderPass::resetGLTFTextureTransform(); }
if (batch_textures && params.mTextureList.size() > 1)
{
for (U32 i = 0; i < params.mTextureList.size(); ++i)
{
if (params.mTextureList[i].notNull())
{
gGL.getTexUnit(i)->bindFast(params.mTextureList[i]);
}
}
}
else
{ //not batching textures or batch has only 1 texture -- might need a texture matrix
if (params.mTextureMatrix)
{
if (mShiny)
{
gGL.getTexUnit(0)->activate();
gGL.matrixMode(LLRender::MM_TEXTURE);
}
else
{
gGL.getTexUnit(0)->activate();
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadMatrix((GLfloat*) params.mTextureMatrix->mMatrix);
gPipeline.mTextureMatrixOps++;
}
gGL.loadMatrix((GLfloat*) params.mTextureMatrix->mMatrix);
gPipeline.mTextureMatrixOps++;
tex_setup = true;
}
if (mShiny && mShaderLevel > 1 && texture)
{
if (params.mTexture.notNull())
{
gGL.getTexUnit(diffuse_channel)->bindFast(params.mTexture);
}
else
{
gGL.getTexUnit(diffuse_channel)->unbind(LLTexUnit::TT_TEXTURE);
}
}
}
params.mVertexBuffer->setBuffer();
params.mVertexBuffer->drawRange(LLRender::TRIANGLES, params.mStart, params.mEnd, params.mCount, params.mOffset);
if (tex_setup)
{
if (mShiny)
{
gGL.getTexUnit(0)->activate();
}
else
{
gGL.getTexUnit(0)->activate();
gGL.matrixMode(LLRender::MM_TEXTURE);
}
gGL.loadIdentity();
gGL.matrixMode(LLRender::MM_MODELVIEW);
}
}