/** * @file lldynamictexture.cpp * @brief Implementation of LLDynamicTexture class * * Copyright (c) 2001-$CurrentYear$, Linden Research, Inc. * $License$ */ #include "llviewerprecompiledheaders.h" #include "lldynamictexture.h" #include "linked_lists.h" #include "llimagegl.h" #include "llglheaders.h" #include "llviewerwindow.h" #include "llviewercamera.h" #include "llviewercontrol.h" #include "llviewerimage.h" // static LLLinkedList LLDynamicTexture::sInstances[ LLDynamicTexture::ORDER_COUNT ]; S32 LLDynamicTexture::sNumRenders = 0; //----------------------------------------------------------------------------- // LLDynamicTexture() //----------------------------------------------------------------------------- LLDynamicTexture::LLDynamicTexture(S32 width, S32 height, S32 components, EOrder order, BOOL clamp) : mWidth(width), mHeight(height), mComponents(components), mTexture(NULL), mLastBindTime(0), mClamp(clamp) { llassert((1 <= components) && (components <= 4)); generateGLTexture(); llassert( 0 <= order && order < ORDER_COUNT ); LLDynamicTexture::sInstances[ order ].addData(this); } //----------------------------------------------------------------------------- // LLDynamicTexture() //----------------------------------------------------------------------------- LLDynamicTexture::~LLDynamicTexture() { for( S32 order = 0; order < ORDER_COUNT; order++ ) { LLDynamicTexture::sInstances[order].removeData(this); // will fail in all but one case. } } //----------------------------------------------------------------------------- // generateGLTexture() //----------------------------------------------------------------------------- void LLDynamicTexture::generateGLTexture() { if (mComponents < 1 || mComponents > 4) { llerrs << "Bad number of components in dynamic texture: " << mComponents << llendl; } LLPointer raw_image = new LLImageRaw(mWidth, mHeight, mComponents); mTexture = new LLImageGL(mWidth, mHeight, mComponents, FALSE); mTexture->createGLTexture(0, raw_image); mTexture->setClamp(mClamp, mClamp); } void LLDynamicTexture::generateGLTexture(LLGLint internal_format, LLGLenum primary_format, LLGLenum type_format, BOOL swap_bytes) { if (mComponents < 1 || mComponents > 4) { llerrs << "Bad number of components in dynamic texture: " << mComponents << llendl; } LLPointer raw_image = new LLImageRaw(mWidth, mHeight, mComponents); mTexture = new LLImageGL(mWidth, mHeight, mComponents, FALSE); mTexture->setExplicitFormat(internal_format, primary_format, type_format, swap_bytes); mTexture->createGLTexture(0, raw_image); mTexture->setClamp(mClamp, mClamp); } //----------------------------------------------------------------------------- // render() //----------------------------------------------------------------------------- BOOL LLDynamicTexture::render() { return FALSE; } //----------------------------------------------------------------------------- // preRender() //----------------------------------------------------------------------------- void LLDynamicTexture::preRender(BOOL clear_depth) { { // force rendering to on-screen portion of frame buffer LLCoordScreen window_pos; gViewerWindow->getWindow()->getPosition( &window_pos ); mOrigin.set(0, gViewerWindow->getWindowDisplayHeight() - mHeight); // top left corner if (window_pos.mX < 0) { mOrigin.mX = -window_pos.mX; } if (window_pos.mY < 0) { mOrigin.mY += window_pos.mY; } LLImageGL::unbindTexture(0, GL_TEXTURE_2D); } // Set up camera mCamera.setOrigin(*gCamera); mCamera.setAxes(*gCamera); mCamera.setAspect(gCamera->getAspect()); mCamera.setView(gCamera->getView()); mCamera.setNear(gCamera->getNear()); glViewport(mOrigin.mX, mOrigin.mY, mWidth, mHeight); if (clear_depth) { glClear(GL_DEPTH_BUFFER_BIT); } } //----------------------------------------------------------------------------- // postRender() //----------------------------------------------------------------------------- void LLDynamicTexture::postRender(BOOL success) { { if (success) { success = mTexture->setSubImageFromFrameBuffer(0, 0, mOrigin.mX, mOrigin.mY, mWidth, mHeight); } } // restore viewport gViewerWindow->setupViewport(); // restore camera gCamera->setOrigin(mCamera); gCamera->setAxes(mCamera); gCamera->setAspect(mCamera.getAspect()); gCamera->setView(mCamera.getView()); gCamera->setNear(mCamera.getNear()); } //----------------------------------------------------------------------------- // bindTexture() //----------------------------------------------------------------------------- void LLDynamicTexture::bindTexture() { LLViewerImage::bindTexture(mTexture,0); } void LLDynamicTexture::unbindTexture() { LLImageGL::unbindTexture(0, GL_TEXTURE_2D); } //----------------------------------------------------------------------------- // static // updateDynamicTextures() // Calls update on each dynamic texture. Calls each group in order: "first," then "middle," then "last." //----------------------------------------------------------------------------- BOOL LLDynamicTexture::updateAllInstances() { sNumRenders = 0; if (gGLManager.mIsDisabled) { return TRUE; } BOOL result = FALSE; for( S32 order = 0; order < ORDER_COUNT; order++ ) { for (LLDynamicTexture *dynamicTexture = LLDynamicTexture::sInstances[order].getFirstData(); dynamicTexture; dynamicTexture = LLDynamicTexture::sInstances[order].getNextData()) { if (dynamicTexture->needsRender()) { dynamicTexture->preRender(); if (dynamicTexture->render()) { result = TRUE; gViewerWindow->finishFastFrame(); sNumRenders++; } dynamicTexture->postRender(result); } } } return result; } //----------------------------------------------------------------------------- // static // destroyGL() //----------------------------------------------------------------------------- void LLDynamicTexture::destroyGL() { } //----------------------------------------------------------------------------- // static // restoreGL() //----------------------------------------------------------------------------- void LLDynamicTexture::restoreGL() { }