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/**
* @file llcubemaparray.cpp
* @brief LLCubeMap class implementation
*
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2022, 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 "linden_common.h"
#include "llworkerthread.h"
#include "llcubemaparray.h"
#include "v4coloru.h"
#include "v3math.h"
#include "v3dmath.h"
#include "m3math.h"
#include "m4math.h"
#include "llrender.h"
#include "llglslshader.h"
#include "llglheaders.h"
//#pragma optimize("", off)
// MUST match order of OpenGL face-layers
GLenum LLCubeMapArray::sTargets[6] =
{
GL_TEXTURE_CUBE_MAP_POSITIVE_X,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
};
LLVector3 LLCubeMapArray::sLookVecs[6] =
{
LLVector3(1, 0, 0),
LLVector3(-1, 0, 0),
LLVector3(0, 1, 0),
LLVector3(0, -1, 0),
LLVector3(0, 0, 1),
LLVector3(0, 0, -1)
};
LLVector3 LLCubeMapArray::sUpVecs[6] =
{
LLVector3(0, -1, 0),
LLVector3(0, -1, 0),
LLVector3(0, 0, 1),
LLVector3(0, 0, -1),
LLVector3(0, -1, 0),
LLVector3(0, -1, 0)
};
LLVector3 LLCubeMapArray::sClipToCubeLookVecs[6] =
{
LLVector3(0, 0, -1), //GOOD
LLVector3(0, 0, 1), //GOOD
LLVector3(1, 0, 0), // GOOD
LLVector3(1, 0, 0), // GOOD
LLVector3(1, 0, 0),
LLVector3(-1, 0, 0),
};
LLVector3 LLCubeMapArray::sClipToCubeUpVecs[6] =
{
LLVector3(-1, 0, 0), //GOOD
LLVector3(1, 0, 0), //GOOD
LLVector3(0, 1, 0), // GOOD
LLVector3(0, -1, 0), // GOOD
LLVector3(0, 0, -1),
LLVector3(0, 0, 1)
};
LLCubeMapArray::LLCubeMapArray()
: mTextureStage(0)
{
}
LLCubeMapArray::~LLCubeMapArray()
{
}
void LLCubeMapArray::allocate(U32 resolution, U32 components, U32 count, BOOL use_mips)
{
U32 texname = 0;
mWidth = resolution;
mCount = count;
LLImageGL::generateTextures(1, &texname);
mImage = new LLImageGL(resolution, resolution, components, use_mips);
mImage->setTexName(texname);
mImage->setTarget(sTargets[0], LLTexUnit::TT_CUBE_MAP_ARRAY);
mImage->setUseMipMaps(use_mips);
mImage->setHasMipMaps(use_mips);
bind(0);
U32 format = components == 4 ? GL_RGBA16F : GL_RGB16F;
U32 mip = 0;
while (resolution >= 1)
{
#if GL_VERSION_4_0
glTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, mip, format, resolution, resolution, count * 6, 0,
GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
#endif
if (!use_mips)
{
break;
}
resolution /= 2;
++mip;
}
mImage->setAddressMode(LLTexUnit::TAM_CLAMP);
if (use_mips)
{
mImage->setFilteringOption(LLTexUnit::TFO_ANISOTROPIC);
//glGenerateMipmap(GL_TEXTURE_CUBE_MAP_ARRAY); // <=== latest AMD drivers do not appreciate this method of allocating mipmaps
}
else
{
mImage->setFilteringOption(LLTexUnit::TFO_BILINEAR);
}
unbind();
}
void LLCubeMapArray::bind(S32 stage)
{
mTextureStage = stage;
gGL.getTexUnit(stage)->bindManual(LLTexUnit::TT_CUBE_MAP_ARRAY, getGLName(), mImage->getUseMipMaps());
}
void LLCubeMapArray::unbind()
{
gGL.getTexUnit(mTextureStage)->unbind(LLTexUnit::TT_CUBE_MAP_ARRAY);
mTextureStage = -1;
}
GLuint LLCubeMapArray::getGLName()
{
return mImage->getTexName();
}
void LLCubeMapArray::destroyGL()
{
mImage = NULL;
}
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