/** * @file lldynamictexture.h * @brief Implementation of LLDynamicTexture class * * $LicenseInfo:firstyear=2002&license=viewergpl$ * * Copyright (c) 2002-2007, 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. * $/LicenseInfo$ */ #ifndef LL_LLDYNAMICTEXTURE_H #define LL_LLDYNAMICTEXTURE_H #include "llgl.h" #include "llcamera.h" #include "llcoord.h" #include "llimagegl.h" class LLDynamicTexture { public: enum EOrder { ORDER_FIRST = 0, ORDER_MIDDLE = 1, ORDER_LAST = 2, ORDER_RESET = 3, ORDER_COUNT = 4 }; LLDynamicTexture(S32 width, S32 height, S32 components, // = 4, EOrder order, // = ORDER_MIDDLE, BOOL clamp); virtual ~LLDynamicTexture(); S32 getOriginX() { return mOrigin.mX; } S32 getOriginY() { return mOrigin.mY; } S32 getWidth() { return mWidth; } S32 getHeight() { return mHeight; } S32 getComponents() { return mComponents; } S32 getSize() { return mWidth * mHeight * mComponents; } virtual BOOL needsRender() { return TRUE; } virtual void preRender(BOOL clear_depth = TRUE); virtual BOOL render(); virtual void postRender(BOOL success); virtual void bindTexture(); virtual void unbindTexture(); static BOOL updateAllInstances(); static void destroyGL(); static void restoreGL(); protected: void releaseGLTexture(); void generateGLTexture(); void generateGLTexture(LLGLint internal_format, LLGLenum primary_format, LLGLenum type_format, BOOL swap_bytes = FALSE); protected: S32 mWidth; S32 mHeight; S32 mComponents; LLPointer mTexture; F32 mLastBindTime; BOOL mClamp; LLCoordGL mOrigin; LLCamera mCamera; typedef std::set instance_list_t; static instance_list_t sInstances[ LLDynamicTexture::ORDER_COUNT ]; static S32 sNumRenders; }; #endif