/** * @file llrendertarget.cpp * @brief LLRenderTarget implementation * * $LicenseInfo:firstyear=2001&license=viewergpl$ * * Copyright (c) 2001-2007, 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 "llrendertarget.h" #include "llglimmediate.h" BOOL LLRenderTarget::sUseFBO = FALSE; LLRenderTarget::LLRenderTarget() { mResX = mResY = mTex = mFBO = mDepth = 0; mUseDepth = FALSE; mUsage = GL_TEXTURE_2D; } LLRenderTarget::~LLRenderTarget() { release(); } void LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, BOOL depth, U32 usage, BOOL use_fbo) { stop_glerror(); mResX = resx; mResY = resy; mUsage = usage; mUseDepth = depth; release(); glGenTextures(1, (GLuint *) &mTex); glBindTexture(mUsage, mTex); glTexImage2D(mUsage, 0, color_fmt, mResX, mResY, 0, color_fmt, GL_UNSIGNED_BYTE, NULL); glTexParameteri(mUsage, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(mUsage, GL_TEXTURE_MIN_FILTER, GL_LINEAR); if (mUsage != GL_TEXTURE_RECTANGLE_ARB) { glTexParameteri(mUsage, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT); glTexParameteri(mUsage, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT); } else { // ATI doesn't support mirrored repeat for rectangular textures. glTexParameteri(mUsage, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(mUsage, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } stop_glerror(); if (depth) { stop_glerror(); allocateDepth(); stop_glerror(); } if ((sUseFBO && use_fbo) && gGLManager.mHasFramebufferObject) { glGenFramebuffersEXT(1, (GLuint *) &mFBO); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFBO); if (mDepth) { glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, mUsage, mDepth, 0); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, mUsage, mDepth, 0); stop_glerror(); } glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, mUsage, mTex, 0); stop_glerror(); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); stop_glerror(); } } void LLRenderTarget::allocateDepth() { glGenTextures(1, (GLuint *) &mDepth); glBindTexture(mUsage, mDepth); glTexParameteri(mUsage, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(mUsage, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(mUsage, 0, GL_DEPTH24_STENCIL8_EXT, mResX, mResY, 0, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, NULL); } void LLRenderTarget::release() { if (mFBO) { glDeleteFramebuffersEXT(1, (GLuint *) &mFBO); mFBO = 0; } if (mTex) { glDeleteTextures(1, (GLuint *) &mTex); mTex = 0; } if (mDepth) { glDeleteTextures(1, (GLuint *) &mDepth); mDepth = 0; } } void LLRenderTarget::bindTarget() { if (mFBO) { glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFBO); } glViewport(0, 0, mResX, mResY); } void LLRenderTarget::clear() { U32 mask = GL_COLOR_BUFFER_BIT; if (mUseDepth) { mask |= GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT; } if (mFBO) { glClear(mask); } else { LLGLEnable scissor(GL_SCISSOR_TEST); glScissor(0, 0, mResX, mResY); glClear(mask); } } void LLRenderTarget::bindTexture() { glBindTexture(mUsage, mTex); } void LLRenderTarget::bindDepth() { glBindTexture(mUsage, mDepth); } void LLRenderTarget::flush(BOOL fetch_depth) { gGL.flush(); if (!mFBO) { bindTexture(); glCopyTexSubImage2D(mUsage, 0, 0, 0, 0, 0, mResX, mResY); if (fetch_depth) { if (!mDepth) { allocateDepth(); } bindDepth(); glCopyTexImage2D(mUsage, 0, GL_DEPTH24_STENCIL8_EXT, 0, 0, mResX, mResY, 0); } } else { glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); } } BOOL LLRenderTarget::isComplete() const { return (mTex || mDepth) ? TRUE : FALSE; } void LLRenderTarget::getViewport(S32* viewport) { viewport[0] = 0; viewport[1] = 0; viewport[2] = mResX; viewport[3] = mResY; }