/** * @file lldynamictexture.cpp * @brief Implementation of LLDynamicTexture class * * $LicenseInfo:firstyear=2001&license=viewergpl$ * * 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 "llviewerprecompiledheaders.h" #include "lldynamictexture.h" #include "llimagegl.h" #include "llglheaders.h" #include "llviewerwindow.h" #include "llviewercamera.h" #include "llviewercontrol.h" #include "llviewerimage.h" #include "llvertexbuffer.h" #include "llviewerdisplay.h" #include "llglimmediate.h" void render_ui_and_swap_if_needed(); // static LLDynamicTexture::instance_list_t 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 ].insert(this); } //----------------------------------------------------------------------------- // LLDynamicTexture() //----------------------------------------------------------------------------- LLDynamicTexture::~LLDynamicTexture() { releaseGLTexture(); for( S32 order = 0; order < ORDER_COUNT; order++ ) { LLDynamicTexture::sInstances[order].erase(this); // will fail in all but one case. } } //----------------------------------------------------------------------------- // releaseGLTexture() //----------------------------------------------------------------------------- void LLDynamicTexture::releaseGLTexture() { if (mTexture.notNull()) { // llinfos << "RELEASING " << (mWidth*mHeight*mComponents)/1024 << "K" << llendl; mTexture = NULL; } } //----------------------------------------------------------------------------- // generateGLTexture() //----------------------------------------------------------------------------- void LLDynamicTexture::generateGLTexture() { generateGLTexture(-1, 0, 0, FALSE); } 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; } releaseGLTexture(); LLPointer raw_image = new LLImageRaw(mWidth, mHeight, mComponents); mTexture = new LLImageGL(mWidth, mHeight, mComponents, FALSE); if (internal_format >= 0) { mTexture->setExplicitFormat(internal_format, primary_format, type_format, swap_bytes); } // llinfos << "ALLOCATING " << (mWidth*mHeight*mComponents)/1024 << "K" << llendl; 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(*LLViewerCamera::getInstance()); mCamera.setAxes(*LLViewerCamera::getInstance()); mCamera.setAspect(LLViewerCamera::getInstance()->getAspect()); mCamera.setView(LLViewerCamera::getInstance()->getView()); mCamera.setNear(LLViewerCamera::getInstance()->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 LLViewerCamera::getInstance()->setOrigin(mCamera); LLViewerCamera::getInstance()->setAxes(mCamera); LLViewerCamera::getInstance()->setAspect(mCamera.getAspect()); LLViewerCamera::getInstance()->setView(mCamera.getView()); LLViewerCamera::getInstance()->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 (instance_list_t::iterator iter = LLDynamicTexture::sInstances[order].begin(); iter != LLDynamicTexture::sInstances[order].end(); ++iter) { LLDynamicTexture *dynamicTexture = *iter; if (dynamicTexture->needsRender()) { render_ui_and_swap_if_needed(); glClear(GL_DEPTH_BUFFER_BIT); gDisplaySwapBuffers = FALSE; LLVertexBuffer::startRender(); gGL.start(); dynamicTexture->preRender(); // Must be called outside of startRender() if (dynamicTexture->render()) { result = TRUE; sNumRenders++; } gGL.stop(); LLVertexBuffer::stopRender(); dynamicTexture->postRender(result); } } } return result; } //----------------------------------------------------------------------------- // static // destroyGL() //----------------------------------------------------------------------------- void LLDynamicTexture::destroyGL() { } //----------------------------------------------------------------------------- // static // restoreGL() //----------------------------------------------------------------------------- void LLDynamicTexture::restoreGL() { }