/** * @file lldynamictexture.cpp * @brief Implementation of LLViewerDynamicTexture class * * $LicenseInfo:firstyear=2001&license=viewerlgpl$ * 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 "llviewerprecompiledheaders.h" #include "lldynamictexture.h" // Linden library includes #include "llglheaders.h" #include "llwindow.h" // getPosition() // Viewer includes #include "llviewerwindow.h" #include "llviewercamera.h" #include "llviewercontrol.h" #include "llviewertexture.h" #include "llvertexbuffer.h" #include "llviewerdisplay.h" #include "llrender.h" #include "pipeline.h" #include "llglslshader.h" // static LLViewerDynamicTexture::instance_list_t LLViewerDynamicTexture::sInstances[ LLViewerDynamicTexture::ORDER_COUNT ]; S32 LLViewerDynamicTexture::sNumRenders = 0; //----------------------------------------------------------------------------- // LLViewerDynamicTexture() //----------------------------------------------------------------------------- LLViewerDynamicTexture::LLViewerDynamicTexture(S32 width, S32 height, S32 components, EOrder order, bool clamp) : LLViewerTexture(width, height, components, false), mClamp(clamp) { llassert((1 <= components) && (components <= 4)); generateGLTexture(); llassert( 0 <= order && order < ORDER_COUNT ); LLViewerDynamicTexture::sInstances[ order ].insert(this); } //----------------------------------------------------------------------------- // LLViewerDynamicTexture() //----------------------------------------------------------------------------- LLViewerDynamicTexture::~LLViewerDynamicTexture() { for( S32 order = 0; order < ORDER_COUNT; order++ ) { LLViewerDynamicTexture::sInstances[order].erase(this); // will fail in all but one case. } } //virtual S8 LLViewerDynamicTexture::getType() const { return LLViewerTexture::DYNAMIC_TEXTURE ; } //----------------------------------------------------------------------------- // generateGLTexture() //----------------------------------------------------------------------------- void LLViewerDynamicTexture::generateGLTexture() { LLViewerTexture::generateGLTexture() ; generateGLTexture(-1, 0, 0, false); } void LLViewerDynamicTexture::generateGLTexture(LLGLint internal_format, LLGLenum primary_format, LLGLenum type_format, bool swap_bytes) { if (mComponents < 1 || mComponents > 4) { LL_ERRS() << "Bad number of components in dynamic texture: " << mComponents << LL_ENDL; } LLPointer raw_image = new LLImageRaw(mFullWidth, mFullHeight, mComponents); if (internal_format >= 0) { setExplicitFormat(internal_format, primary_format, type_format, swap_bytes); } createGLTexture(0, raw_image, 0, true, LLGLTexture::DYNAMIC_TEX); setAddressMode((mClamp) ? LLTexUnit::TAM_CLAMP : LLTexUnit::TAM_WRAP); mGLTexturep->setGLTextureCreated(false); } //----------------------------------------------------------------------------- // render() //----------------------------------------------------------------------------- bool LLViewerDynamicTexture::render() { return false; } //----------------------------------------------------------------------------- // preRender() //----------------------------------------------------------------------------- void LLViewerDynamicTexture::preRender(bool clear_depth) { LL_PROFILE_ZONE_SCOPED_CATEGORY_UI; //use the bottom left corner mOrigin.set(0, 0); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); // Set up camera LLViewerCamera* camera = LLViewerCamera::getInstance(); mCamera.setOrigin(*camera); mCamera.setAxes(*camera); mCamera.setAspect(camera->getAspect()); mCamera.setView(camera->getView()); mCamera.setNear(camera->getNear()); glViewport(mOrigin.mX, mOrigin.mY, mFullWidth, mFullHeight); if (clear_depth) { glClear(GL_DEPTH_BUFFER_BIT); } } //----------------------------------------------------------------------------- // postRender() //----------------------------------------------------------------------------- void LLViewerDynamicTexture::postRender(bool success) { { if (success) { if(mGLTexturep.isNull()) { generateGLTexture() ; } else if(!mGLTexturep->getHasGLTexture()) { generateGLTexture() ; } else if(mGLTexturep->getDiscardLevel() != 0)//do not know how it happens, but regenerate one if it does. { generateGLTexture() ; } success = mGLTexturep->setSubImageFromFrameBuffer(0, 0, mOrigin.mX, mOrigin.mY, mFullWidth, mFullHeight); } } // restore viewport gViewerWindow->setup2DViewport(); // restore camera LLViewerCamera* camera = LLViewerCamera::getInstance(); camera->setOrigin(mCamera); camera->setAxes(mCamera); camera->setAspect(mCamera.getAspect()); camera->setViewNoBroadcast(mCamera.getView()); camera->setNear(mCamera.getNear()); } //----------------------------------------------------------------------------- // static // updateDynamicTextures() // Calls update on each dynamic texture. Calls each group in order: "first," then "middle," then "last." //----------------------------------------------------------------------------- bool LLViewerDynamicTexture::updateAllInstances() { LL_PROFILE_ZONE_SCOPED_CATEGORY_UI; sNumRenders = 0; if (gGLManager.mIsDisabled) { return true; } LLRenderTarget& bake_target = gPipeline.mAuxillaryRT.deferredScreen; if (!bake_target.isComplete()) { llassert(false); return FALSE; } llassert(bake_target.getWidth() >= LLPipeline::MAX_BAKE_WIDTH); llassert(bake_target.getHeight() >= LLPipeline::MAX_BAKE_WIDTH); bake_target.bindTarget(); bake_target.clear(); LLGLSLShader::unbind(); LLVertexBuffer::unbind(); bool result = false; bool ret = false ; for( S32 order = 0; order < ORDER_COUNT; order++ ) { for (instance_list_t::iterator iter = LLViewerDynamicTexture::sInstances[order].begin(); iter != LLViewerDynamicTexture::sInstances[order].end(); ++iter) { LLViewerDynamicTexture *dynamicTexture = *iter; if (dynamicTexture->needsRender()) { llassert(dynamicTexture->getFullWidth() <= LLPipeline::MAX_BAKE_WIDTH); llassert(dynamicTexture->getFullHeight() <= LLPipeline::MAX_BAKE_WIDTH); glClear(GL_DEPTH_BUFFER_BIT); gGL.color4f(1,1,1,1); dynamicTexture->setBoundTarget(&bake_target); dynamicTexture->preRender(); // Must be called outside of startRender() result = false; if (dynamicTexture->render()) { ret = true ; result = true; sNumRenders++; } gGL.flush(); LLVertexBuffer::unbind(); dynamicTexture->setBoundTarget(nullptr); dynamicTexture->postRender(result); } } } bake_target.flush(); gGL.flush(); return ret; } //----------------------------------------------------------------------------- // static // destroyGL() //----------------------------------------------------------------------------- void LLViewerDynamicTexture::destroyGL() { for( S32 order = 0; order < ORDER_COUNT; order++ ) { for (instance_list_t::iterator iter = LLViewerDynamicTexture::sInstances[order].begin(); iter != LLViewerDynamicTexture::sInstances[order].end(); ++iter) { LLViewerDynamicTexture *dynamicTexture = *iter; dynamicTexture->destroyGLTexture() ; } } } //----------------------------------------------------------------------------- // static // restoreGL() //----------------------------------------------------------------------------- void LLViewerDynamicTexture::restoreGL() { if (gGLManager.mIsDisabled) { return ; } for( S32 order = 0; order < ORDER_COUNT; order++ ) { for (instance_list_t::iterator iter = LLViewerDynamicTexture::sInstances[order].begin(); iter != LLViewerDynamicTexture::sInstances[order].end(); ++iter) { LLViewerDynamicTexture *dynamicTexture = *iter; dynamicTexture->restoreGLTexture() ; } } }