170 lines
5.5 KiB
C++
170 lines
5.5 KiB
C++
/**
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* @file llvlcomposition.h
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* @brief Viewer-side representation of a composition layer...
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*
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* $LicenseInfo:firstyear=2001&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2010, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#ifndef LL_LLVLCOMPOSITION_H
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#define LL_LLVLCOMPOSITION_H
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#include "llfetchedgltfmaterial.h"
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#include "llimage.h"
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#include "llpointer.h"
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#include "llterrainpaintmap.h"
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#include "llviewerlayer.h"
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#include "llviewershadermgr.h"
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#include "llviewertexture.h"
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class LLSurface;
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class LLViewerFetchedTexture;
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class LLModifyRegion
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{
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public:
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virtual const LLGLTFMaterial* getMaterialOverride(S32 asset) const = 0;
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};
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// The subset of the composition used by local terrain debug materials (gLocalTerrainMaterials)
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class LLTerrainMaterials : public LLModifyRegion
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{
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public:
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friend class LLDrawPoolTerrain;
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LLTerrainMaterials() {}
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virtual ~LLTerrainMaterials();
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void apply(const LLModifyRegion& other);
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// Heights map into textures (or materials) 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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static const S32 ASSET_COUNT = 4;
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enum class Type
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{
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TEXTURE,
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PBR,
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COUNT
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};
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bool generateMaterials();
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void boost();
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virtual LLUUID getDetailAssetID(S32 asset);
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virtual void setDetailAssetID(S32 asset, const LLUUID& id);
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const LLGLTFMaterial* getMaterialOverride(S32 asset) const override;
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virtual void setMaterialOverride(S32 asset, LLGLTFMaterial* mat_override);
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Type getMaterialType();
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bool makeTexturesReady(bool boost, bool strict);
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// strict = true -> all materials must be sufficiently loaded
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// strict = false -> at least one material must be loaded
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bool makeMaterialsReady(bool boost, bool strict);
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// See TerrainPaintType
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U32 getPaintType() const { return mPaintType; }
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void setPaintType(U32 paint_type) { mPaintType = paint_type; }
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LLViewerTexture* getPaintMap();
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void setPaintMap(LLViewerTexture* paint_map);
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protected:
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void unboost();
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static bool makeTextureReady(LLPointer<LLViewerFetchedTexture>& tex, bool boost);
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// strict = true -> all materials must be sufficiently loaded
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// strict = false -> at least one material must be loaded
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static bool materialTexturesReady(LLPointer<LLFetchedGLTFMaterial>& mat, bool& textures_set, bool boost, bool strict);
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LLPointer<LLViewerFetchedTexture> mDetailTextures[ASSET_COUNT];
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// *NOTE: Unlike mDetailRenderMaterials, the textures in this are not
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// guaranteed to be set or loaded after a true return from
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// makeMaterialsReady.
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LLPointer<LLFetchedGLTFMaterial> mDetailMaterials[ASSET_COUNT];
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LLPointer<LLGLTFMaterial> mDetailMaterialOverrides[ASSET_COUNT];
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LLPointer<LLFetchedGLTFMaterial> mDetailRenderMaterials[ASSET_COUNT];
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U32 mPaintType = TERRAIN_PAINT_TYPE_HEIGHTMAP_WITH_NOISE;
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LLPointer<LLViewerTexture> mPaintMap;
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};
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// Local materials to override all regions
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extern LLTerrainMaterials gLocalTerrainMaterials;
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class LLVLComposition : public LLTerrainMaterials, public LLViewerLayer
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{
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public:
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// Heights map into textures (or materials) 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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static const S32 ASSET_COUNT = 4;
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static const LLUUID (&getDefaultTextures())[ASSET_COUNT];
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LLVLComposition(LLSurface *surfacep, const U32 width, const F32 scale);
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/*virtual*/ ~LLVLComposition();
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void setSurface(LLSurface *surfacep);
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// Viewer side hack to generate composition values
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bool generateHeights(const F32 x, const F32 y, const F32 width, const F32 height);
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bool generateComposition();
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// Use these as indeces ito the get/setters below that use 'corner'
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enum ECorner
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{
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SOUTHWEST = 0,
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SOUTHEAST = 1,
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NORTHWEST = 2,
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NORTHEAST = 3,
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CORNER_COUNT = 4
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};
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void setDetailAssetID(S32 asset, const LLUUID& id) override;
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F32 getStartHeight(S32 corner);
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F32 getHeightRange(S32 corner);
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void setStartHeight(S32 corner, F32 start_height);
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void setHeightRange(S32 corner, F32 range);
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friend class LLVOSurfacePatch;
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friend class LLDrawPoolTerrain;
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void setParamsReady() { mParamsReady = true; }
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bool getParamsReady() const { return mParamsReady; }
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protected:
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bool mParamsReady = false;
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LLSurface *mSurfacep;
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// Final minimap raw images
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LLPointer<LLImageRaw> mRawImages[LLTerrainMaterials::ASSET_COUNT];
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// Only non-null during minimap tile generation
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LLPointer<LLImageRaw> mRawImagesBaseColor[LLTerrainMaterials::ASSET_COUNT];
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LLPointer<LLImageRaw> mRawImagesEmissive[LLTerrainMaterials::ASSET_COUNT];
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F32 mStartHeight[CORNER_COUNT];
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F32 mHeightRange[CORNER_COUNT];
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F32 mTexScaleX = 16.f;
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F32 mTexScaleY = 16.f;
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};
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#endif //LL_LLVLCOMPOSITION_H
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