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+/**
+ * @file llcubemap.cpp
+ * @brief LLCubeMap class implementation
+ *
+ * $LicenseInfo:firstyear=2002&license=viewergpl$
+ *
+ * Copyright (c) 2002-2007, Linden Research, Inc.
+ *
+ * Second Life Viewer Source Code
+ * The source code in this file ("Source Code") is provided by Linden Lab
+ * to you under the terms of the GNU General Public License, version 2.0
+ * ("GPL"), unless you have obtained a separate licensing agreement
+ * ("Other License"), formally executed by you and Linden Lab. Terms of
+ * the GPL can be found in doc/GPL-license.txt in this distribution, or
+ * online at http://secondlife.com/developers/opensource/gplv2
+ *
+ * There are special exceptions to the terms and conditions of the GPL as
+ * it is applied to this Source Code. View the full text of the exception
+ * in the file doc/FLOSS-exception.txt in this software distribution, or
+ * online at http://secondlife.com/developers/opensource/flossexception
+ *
+ * By copying, modifying or distributing this software, you acknowledge
+ * that you have read and understood your obligations described above,
+ * and agree to abide by those obligations.
+ *
+ * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
+ * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
+ * COMPLETENESS OR PERFORMANCE.
+ * $/LicenseInfo$
+ */
+#include "linden_common.h"
+
+#include "llworkerthread.h"
+
+#include "llcubemap.h"
+
+#include "v4coloru.h"
+#include "v3math.h"
+#include "v3dmath.h"
+#include "m3math.h"
+#include "m4math.h"
+#include "llcamera.h"
+
+#include "llrender.h"
+
+#include "llglheaders.h"
+
+const F32 epsilon = 1e-7f;
+const U16 RESOLUTION = 64;
+
+#if LL_DARWIN
+// mipmap generation on cubemap textures seems to be broken on the Mac for at least some cards.
+// Since the cubemap is small (64x64 per face) and doesn't have any fine detail, turning off mipmaps is a usable workaround.
+const BOOL use_cube_mipmaps = FALSE;
+#else
+const BOOL use_cube_mipmaps = FALSE; //current build works best without cube mipmaps
+#endif
+
+bool LLCubeMap::sUseCubeMaps = true;
+
+LLCubeMap::LLCubeMap()
+ : mTextureStage(0),
+ mTextureCoordStage(0),
+ mMatrixStage(0)
+{
+}
+
+LLCubeMap::~LLCubeMap()
+{
+}
+
+void LLCubeMap::initGL()
+{
+ llassert(gGLManager.mInited);
+
+ if (gGLManager.mHasCubeMap && LLCubeMap::sUseCubeMaps)
+ {
+ mTargets[0] = GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB;
+ mTargets[1] = GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB;
+ mTargets[2] = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB;
+ mTargets[3] = GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB;
+ mTargets[4] = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB;
+ mTargets[5] = GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB;
+
+ // Not initialized, do stuff.
+ if (mImages[0].isNull())
+ {
+ GLuint texname = 0;
+
+ glGenTextures(1, &texname);
+
+ for (int i = 0; i < 6; i++)
+ {
+ mImages[i] = new LLImageGL(64, 64, 4, (use_cube_mipmaps? TRUE : FALSE));
+ mImages[i]->setTarget(mTargets[i], GL_TEXTURE_CUBE_MAP_ARB);
+ mRawImages[i] = new LLImageRaw(64, 64, 4);
+ mImages[i]->createGLTexture(0, mRawImages[i], texname);
+
+ glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, texname);
+ mImages[i]->setClampCubemap (TRUE, TRUE, TRUE);
+ stop_glerror();
+ }
+ }
+ disable();
+ }
+ else
+ {
+ llwarns << "Using cube map without extension!" << llendl
+ }
+}
+
+void LLCubeMap::initRawData(const std::vector<LLPointer<LLImageRaw> >& rawimages)
+{
+ bool flip_x[6] = { false, true, false, false, true, false };
+ bool flip_y[6] = { true, true, true, false, true, true };
+ bool transpose[6] = { false, false, false, false, true, true };
+
+ // Yes, I know that this is inefficient! - djs 08/08/02
+ for (int i = 0; i < 6; i++)
+ {
+ const U8 *sd = rawimages[i]->getData();
+ U8 *td = mRawImages[i]->getData();
+
+ S32 offset = 0;
+ S32 sx, sy, so;
+ for (int y = 0; y < 64; y++)
+ {
+ for (int x = 0; x < 64; x++)
+ {
+ sx = x;
+ sy = y;
+ if (flip_y[i])
+ {
+ sy = 63 - y;
+ }
+ if (flip_x[i])
+ {
+ sx = 63 - x;
+ }
+ if (transpose[i])
+ {
+ S32 temp = sx;
+ sx = sy;
+ sy = temp;
+ }
+
+ so = 64*sy + sx;
+ so *= 4;
+ *(td + offset++) = *(sd + so++);
+ *(td + offset++) = *(sd + so++);
+ *(td + offset++) = *(sd + so++);
+ *(td + offset++) = *(sd + so++);
+ }
+ }
+ }
+}
+
+void LLCubeMap::initGLData()
+{
+ for (int i = 0; i < 6; i++)
+ {
+ mImages[i]->setSubImage(mRawImages[i], 0, 0, 64, 64);
+ }
+}
+
+void LLCubeMap::init(const std::vector<LLPointer<LLImageRaw> >& rawimages)
+{
+ if (!gGLManager.mIsDisabled)
+ {
+ initGL();
+ initRawData(rawimages);
+ initGLData();
+ }
+}
+
+GLuint LLCubeMap::getGLName()
+{
+ return mImages[0]->getTexName();
+}
+
+void LLCubeMap::bind()
+{
+ if (gGLManager.mHasCubeMap && LLCubeMap::sUseCubeMaps)
+ {
+ // We assume that if they have cube mapping, they have multitexturing.
+ if (mTextureStage > 0)
+ {
+ gGL.getTexUnit(mTextureStage)->activate();
+ }
+ glEnable(GL_TEXTURE_CUBE_MAP_ARB);
+ glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, mImages[0]->getTexName());
+
+ mImages[0]->setMipFilterNearest (FALSE, FALSE);
+ if (mTextureStage > 0)
+ {
+ gGL.getTexUnit(0)->activate();
+ }
+ }
+ else
+ {
+ llwarns << "Using cube map without extension!" << llendl
+ }
+}
+
+void LLCubeMap::enable(S32 stage)
+{
+ enableTexture(stage);
+ enableTextureCoords(stage);
+}
+
+void LLCubeMap::enableTexture(S32 stage)
+{
+ mTextureStage = stage;
+ if (gGLManager.mHasCubeMap && stage >= 0 && LLCubeMap::sUseCubeMaps)
+ {
+ if (stage > 0)
+ {
+ gGL.getTexUnit(stage)->activate();
+ }
+
+ glEnable(GL_TEXTURE_CUBE_MAP_ARB);
+
+ if (stage > 0)
+ {
+ gGL.getTexUnit(0)->activate();
+ }
+ }
+}
+
+void LLCubeMap::enableTextureCoords(S32 stage)
+{
+ mTextureCoordStage = stage;
+ if (gGLManager.mHasCubeMap && stage >= 0 && LLCubeMap::sUseCubeMaps)
+ {
+ if (stage > 0)
+ {
+ gGL.getTexUnit(stage)->activate();
+ }
+
+ glEnable(GL_TEXTURE_GEN_R);
+ glEnable(GL_TEXTURE_GEN_S);
+ glEnable(GL_TEXTURE_GEN_T);
+
+ glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
+ glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
+ glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
+
+ if (stage > 0)
+ {
+ gGL.getTexUnit(0)->activate();
+ }
+ }
+}
+
+void LLCubeMap::disable(void)
+{
+ disableTexture();
+ disableTextureCoords();
+}
+
+void LLCubeMap::disableTexture(void)
+{
+ if (gGLManager.mHasCubeMap && mTextureStage >= 0 && LLCubeMap::sUseCubeMaps)
+ {
+ if (mTextureStage > 0)
+ {
+ gGL.getTexUnit(mTextureStage)->activate();
+ }
+ glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);
+ glDisable(GL_TEXTURE_CUBE_MAP_ARB);
+ if (mTextureStage > 0)
+ {
+ gGL.getTexUnit(0)->activate();
+ }
+ }
+}
+
+void LLCubeMap::disableTextureCoords(void)
+{
+ if (gGLManager.mHasCubeMap && mTextureCoordStage >= 0 && LLCubeMap::sUseCubeMaps)
+ {
+ if (mTextureCoordStage > 0)
+ {
+ gGL.getTexUnit(mTextureCoordStage)->activate();
+ }
+ glDisable(GL_TEXTURE_GEN_S);
+ glDisable(GL_TEXTURE_GEN_T);
+ glDisable(GL_TEXTURE_GEN_R);
+ if (mTextureCoordStage > 0)
+ {
+ gGL.getTexUnit(0)->activate();
+ }
+ }
+}
+
+void LLCubeMap::setMatrix(S32 stage)
+{
+ mMatrixStage = stage;
+
+ if (stage > 0)
+ {
+ gGL.getTexUnit(stage)->activate();
+ }
+
+ LLVector3 x(LLVector3d(gGLModelView+0));
+ LLVector3 y(LLVector3d(gGLModelView+4));
+ LLVector3 z(LLVector3d(gGLModelView+8));
+
+ LLMatrix3 mat3;
+ mat3.setRows(x,y,z);
+ LLMatrix4 trans(mat3);
+ trans.transpose();
+
+ glMatrixMode(GL_TEXTURE);
+ glPushMatrix();
+ glLoadMatrixf((F32 *)trans.mMatrix);
+ glMatrixMode(GL_MODELVIEW);
+
+ if (stage > 0)
+ {
+ gGL.getTexUnit(0)->activate();
+ }
+}
+
+void LLCubeMap::restoreMatrix()
+{
+ if (mMatrixStage > 0)
+ {
+ gGL.getTexUnit(mMatrixStage)->activate();
+ }
+ glMatrixMode(GL_TEXTURE);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+
+ if (mMatrixStage > 0)
+ {
+ gGL.getTexUnit(0)->activate();
+ }
+}
+
+void LLCubeMap::setReflection (void)
+{
+ glBindTexture (GL_TEXTURE_CUBE_MAP_ARB, getGLName());
+ mImages[0]->setMipFilterNearest (FALSE, FALSE);
+ mImages[0]->setClampCubemap (TRUE, TRUE);
+}
+
+LLVector3 LLCubeMap::map(U8 side, U16 v_val, U16 h_val) const
+{
+ LLVector3 dir;
+
+ const U8 curr_coef = side >> 1; // 0/1 = X axis, 2/3 = Y, 4/5 = Z
+ const S8 side_dir = (((side & 1) << 1) - 1); // even = -1, odd = 1
+ const U8 i_coef = (curr_coef + 1) % 3;
+ const U8 j_coef = (i_coef + 1) % 3;
+
+ dir.mV[curr_coef] = side_dir;
+
+ switch (side)
+ {
+ case 0: // negative X
+ dir.mV[i_coef] = -F32((v_val<<1) + 1) / RESOLUTION + 1;
+ dir.mV[j_coef] = F32((h_val<<1) + 1) / RESOLUTION - 1;
+ break;
+ case 1: // positive X
+ dir.mV[i_coef] = -F32((v_val<<1) + 1) / RESOLUTION + 1;
+ dir.mV[j_coef] = -F32((h_val<<1) + 1) / RESOLUTION + 1;
+ break;
+ case 2: // negative Y
+ dir.mV[i_coef] = -F32((v_val<<1) + 1) / RESOLUTION + 1;
+ dir.mV[j_coef] = F32((h_val<<1) + 1) / RESOLUTION - 1;
+ break;
+ case 3: // positive Y
+ dir.mV[i_coef] = F32((v_val<<1) + 1) / RESOLUTION - 1;
+ dir.mV[j_coef] = F32((h_val<<1) + 1) / RESOLUTION - 1;
+ break;
+ case 4: // negative Z
+ dir.mV[i_coef] = -F32((h_val<<1) + 1) / RESOLUTION + 1;
+ dir.mV[j_coef] = -F32((v_val<<1) + 1) / RESOLUTION + 1;
+ break;
+ case 5: // positive Z
+ dir.mV[i_coef] = -F32((h_val<<1) + 1) / RESOLUTION + 1;
+ dir.mV[j_coef] = F32((v_val<<1) + 1) / RESOLUTION - 1;
+ break;
+ default:
+ dir.mV[i_coef] = F32((v_val<<1) + 1) / RESOLUTION - 1;
+ dir.mV[j_coef] = F32((h_val<<1) + 1) / RESOLUTION - 1;
+ }
+
+ dir.normVec();
+ return dir;
+}
+
+
+BOOL LLCubeMap::project(F32& v_val, F32& h_val, BOOL& outside,
+ U8 side, const LLVector3& dir) const
+{
+ const U8 curr_coef = side >> 1; // 0/1 = X axis, 2/3 = Y, 4/5 = Z
+ const S8 side_dir = (((side & 1) << 1) - 1); // even = -1, odd = 1
+ const U8 i_coef = (curr_coef + 1) % 3;
+ const U8 j_coef = (i_coef + 1) % 3;
+
+ outside = TRUE;
+ if (side_dir * dir.mV[curr_coef] < 0)
+ return FALSE;
+
+ LLVector3 ray;
+
+ F32 norm_val = fabs(dir.mV[curr_coef]);
+
+ if (norm_val < epsilon)
+ norm_val = 1e-5f;
+
+ ray.mV[curr_coef] = side_dir;
+ ray.mV[i_coef] = dir.mV[i_coef] / norm_val;
+ ray.mV[j_coef] = dir.mV[j_coef] / norm_val;
+
+
+ const F32 i_val = (ray.mV[i_coef] + 1) * 0.5f * RESOLUTION;
+ const F32 j_val = (ray.mV[j_coef] + 1) * 0.5f * RESOLUTION;
+
+ switch (side)
+ {
+ case 0: // negative X
+ v_val = RESOLUTION - i_val;
+ h_val = j_val;
+ break;
+ case 1: // positive X
+ v_val = RESOLUTION - i_val;
+ h_val = RESOLUTION - j_val;
+ break;
+ case 2: // negative Y
+ v_val = RESOLUTION - i_val;
+ h_val = j_val;
+ break;
+ case 3: // positive Y
+ v_val = i_val;
+ h_val = j_val;
+ break;
+ case 4: // negative Z
+ v_val = RESOLUTION - j_val;
+ h_val = RESOLUTION - i_val;
+ break;
+ case 5: // positive Z
+ v_val = RESOLUTION - j_val;
+ h_val = i_val;
+ break;
+ default:
+ v_val = i_val;
+ h_val = j_val;
+ }
+
+ outside = ((v_val < 0) || (v_val > RESOLUTION) ||
+ (h_val < 0) || (h_val > RESOLUTION));
+
+ return TRUE;
+}
+
+BOOL LLCubeMap::project(F32& v_min, F32& v_max, F32& h_min, F32& h_max,
+ U8 side, LLVector3 dir[4]) const
+{
+ v_min = h_min = RESOLUTION;
+ v_max = h_max = 0;
+
+ BOOL fully_outside = TRUE;
+ for (U8 vtx = 0; vtx < 4; ++vtx)
+ {
+ F32 v_val, h_val;
+ BOOL outside;
+ BOOL consider = project(v_val, h_val, outside, side, dir[vtx]);
+ if (!outside)
+ fully_outside = FALSE;
+ if (consider)
+ {
+ if (v_val < v_min) v_min = v_val;
+ if (v_val > v_max) v_max = v_val;
+ if (h_val < h_min) h_min = h_val;
+ if (h_val > h_max) h_max = h_val;
+ }
+ }
+
+ v_min = llmax(0.0f, v_min);
+ v_max = llmin(RESOLUTION - epsilon, v_max);
+ h_min = llmax(0.0f, h_min);
+ h_max = llmin(RESOLUTION - epsilon, h_max);
+
+ return !fully_outside;
+}
+
+
+void LLCubeMap::paintIn(LLVector3 dir[4], const LLColor4U& col)
+{
+ F32 v_min, v_max, h_min, h_max;
+ LLVector3 center = dir[0] + dir[1] + dir[2] + dir[3];
+ center.normVec();
+
+ for (U8 side = 0; side < 6; ++side)
+ {
+ if (!project(v_min, v_max, h_min, h_max, side, dir))
+ continue;
+
+ U8 *td = mRawImages[side]->getData();
+
+ U16 v_minu = (U16) v_min;
+ U16 v_maxu = (U16) (ceil(v_max) + 0.5);
+ U16 h_minu = (U16) h_min;
+ U16 h_maxu = (U16) (ceil(h_max) + 0.5);
+
+ for (U16 v = v_minu; v < v_maxu; ++v)
+ for (U16 h = h_minu; h < h_maxu; ++h)
+ //for (U16 v = 0; v < RESOLUTION; ++v)
+ // for (U16 h = 0; h < RESOLUTION; ++h)
+ {
+ const LLVector3 ray = map(side, v, h);
+ if (ray * center > 0.999)
+ {
+ const U32 offset = (RESOLUTION * v + h) * 4;
+ for (U8 cc = 0; cc < 3; ++cc)
+ td[offset + cc] = U8((td[offset + cc] + col.mV[cc]) * 0.5);
+ }
+ }
+ mImages[side]->setSubImage(mRawImages[side], 0, 0, 64, 64);
+ }
+}
+
+void LLCubeMap::destroyGL()
+{
+ for (S32 i = 0; i < 6; i++)
+ {
+ mImages[i] = NULL;
+ }
+}