/** * @file llcubemap.cpp * @brief LLCubeMap class implementation * * $LicenseInfo:firstyear=2002&license=viewerlgpl$ * 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 "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 "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) { 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; } LLCubeMap::~LLCubeMap() { } void LLCubeMap::initGL() { llassert(gGLManager.mInited); if (gGLManager.mHasCubeMap && LLCubeMap::sUseCubeMaps) { // Not initialized, do stuff. if (mImages[0].isNull()) { U32 texname = 0; LLImageGL::generateTextures(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], LLTexUnit::TT_CUBE_MAP); mRawImages[i] = new LLImageRaw(64, 64, 4); mImages[i]->createGLTexture(0, mRawImages[i], texname); gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_CUBE_MAP, texname); mImages[i]->setAddressMode(LLTexUnit::TAM_CLAMP); stop_glerror(); } gGL.getTexUnit(0)->disable(); } 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() { gGL.getTexUnit(mTextureStage)->bind(this); } void LLCubeMap::enable(S32 stage) { enableTexture(stage); enableTextureCoords(stage); } void LLCubeMap::enableTexture(S32 stage) { mTextureStage = stage; if (gGLManager.mHasCubeMap && stage >= 0 && LLCubeMap::sUseCubeMaps) { gGL.getTexUnit(stage)->enable(LLTexUnit::TT_CUBE_MAP); } } 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) { gGL.getTexUnit(mTextureStage)->disable(); if (mTextureStage == 0) { gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE); } } } 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 (mMatrixStage < 0) return; 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) return; 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) { gGL.getTexUnit(mTextureStage)->bindManual(LLTexUnit::TT_CUBE_MAP, getGLName()); mImages[0]->setFilteringOption(LLTexUnit::TFO_ANISOTROPIC); mImages[0]->setAddressMode(LLTexUnit::TAM_CLAMP); } 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; } }