/** * @file llcubemaparray.cpp * @brief LLCubeMap class implementation * * $LicenseInfo:firstyear=2022&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2022, 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 "llcubemaparray.h" #include "v4coloru.h" #include "v3math.h" #include "v3dmath.h" #include "m3math.h" #include "m4math.h" #include "llrender.h" #include "llglslshader.h" #include "llglheaders.h" //#pragma optimize("", off) using namespace LLImageGLMemory; // MUST match order of OpenGL face-layers GLenum LLCubeMapArray::sTargets[6] = { GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z }; LLVector3 LLCubeMapArray::sLookVecs[6] = { LLVector3(1, 0, 0), LLVector3(-1, 0, 0), LLVector3(0, 1, 0), LLVector3(0, -1, 0), LLVector3(0, 0, 1), LLVector3(0, 0, -1) }; LLVector3 LLCubeMapArray::sUpVecs[6] = { LLVector3(0, -1, 0), LLVector3(0, -1, 0), LLVector3(0, 0, 1), LLVector3(0, 0, -1), LLVector3(0, -1, 0), LLVector3(0, -1, 0) }; LLVector3 LLCubeMapArray::sClipToCubeLookVecs[6] = { LLVector3(0, 0, -1), //GOOD LLVector3(0, 0, 1), //GOOD LLVector3(1, 0, 0), // GOOD LLVector3(1, 0, 0), // GOOD LLVector3(1, 0, 0), LLVector3(-1, 0, 0), }; LLVector3 LLCubeMapArray::sClipToCubeUpVecs[6] = { LLVector3(-1, 0, 0), //GOOD LLVector3(1, 0, 0), //GOOD LLVector3(0, 1, 0), // GOOD LLVector3(0, -1, 0), // GOOD LLVector3(0, 0, -1), LLVector3(0, 0, 1) }; LLCubeMapArray::LLCubeMapArray() : mTextureStage(0) { } LLCubeMapArray::~LLCubeMapArray() { } void LLCubeMapArray::allocate(U32 resolution, U32 components, U32 count, bool use_mips) { U32 texname = 0; mWidth = resolution; mCount = count; LLImageGL::generateTextures(1, &texname); mImage = new LLImageGL(resolution, resolution, components, use_mips); mImage->setTexName(texname); mImage->setTarget(sTargets[0], LLTexUnit::TT_CUBE_MAP_ARRAY); mImage->setUseMipMaps(use_mips); mImage->setHasMipMaps(use_mips); bind(0); free_cur_tex_image(); U32 format = components == 4 ? GL_RGBA16F : GL_RGB16F; U32 mip = 0; U32 mip_resolution = resolution; while (mip_resolution >= 1) { #if GL_VERSION_4_0 glTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, mip, format, mip_resolution, mip_resolution, count * 6, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); #endif if (!use_mips) { break; } mip_resolution /= 2; ++mip; } alloc_tex_image(resolution, resolution, format, count * 6); mImage->setAddressMode(LLTexUnit::TAM_CLAMP); if (use_mips) { mImage->setFilteringOption(LLTexUnit::TFO_ANISOTROPIC); //glGenerateMipmap(GL_TEXTURE_CUBE_MAP_ARRAY); // <=== latest AMD drivers do not appreciate this method of allocating mipmaps } else { mImage->setFilteringOption(LLTexUnit::TFO_BILINEAR); } unbind(); } void LLCubeMapArray::bind(S32 stage) { mTextureStage = stage; gGL.getTexUnit(stage)->bindManual(LLTexUnit::TT_CUBE_MAP_ARRAY, getGLName(), mImage->getUseMipMaps()); } void LLCubeMapArray::unbind() { gGL.getTexUnit(mTextureStage)->unbind(LLTexUnit::TT_CUBE_MAP_ARRAY); mTextureStage = -1; } GLuint LLCubeMapArray::getGLName() { return mImage->getTexName(); } void LLCubeMapArray::destroyGL() { mImage = NULL; }