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/**
* @file llrendertarget.cpp
* @brief LLRenderTarget implementation
*
* $LicenseInfo:firstyear=2001&license=viewergpl$
*
* 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 "linden_common.h"
#include "llrendertarget.h"
#include "llrender.h"
#include "llgl.h"
BOOL LLRenderTarget::sUseFBO = FALSE;
LLRenderTarget::LLRenderTarget() :
mResX(0),
mResY(0),
mTex(0),
mFBO(0),
mDepth(0),
mStencil(0),
mUseDepth(FALSE),
mRenderDepth(FALSE),
mUsage(GL_TEXTURE_2D)
{
}
LLRenderTarget::~LLRenderTarget()
{
release();
}
void LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, BOOL depth, U32 usage, BOOL use_fbo)
{
stop_glerror();
mResX = resx;
mResY = resy;
mUsage = usage;
mUseDepth = depth;
release();
glGenTextures(1, (GLuint *) &mTex);
glBindTexture(mUsage, mTex);
glTexImage2D(mUsage, 0, color_fmt, mResX, mResY, 0, color_fmt, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(mUsage, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(mUsage, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
if (mUsage != GL_TEXTURE_RECTANGLE_ARB)
{
glTexParameteri(mUsage, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(mUsage, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
}
else
{
// ATI doesn't support mirrored repeat for rectangular textures.
glTexParameteri(mUsage, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(mUsage, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
stop_glerror();
if ((sUseFBO || use_fbo) && gGLManager.mHasFramebufferObject)
{
if (depth)
{
stop_glerror();
allocateDepth();
stop_glerror();
}
glGenFramebuffersEXT(1, (GLuint *) &mFBO);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFBO);
if (mDepth)
{
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, mUsage, mDepth, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, mUsage, mDepth, 0);
stop_glerror();
}
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
mUsage, mTex, 0);
stop_glerror();
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
stop_glerror();
}
}
void LLRenderTarget::allocateDepth()
{
glGenTextures(1, (GLuint *) &mDepth);
glBindTexture(mUsage, mDepth);
glTexParameteri(mUsage, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(mUsage, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(mUsage, 0, GL_DEPTH24_STENCIL8_EXT, mResX, mResY, 0, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, NULL);
}
void LLRenderTarget::release()
{
if (mFBO)
{
glDeleteFramebuffersEXT(1, (GLuint *) &mFBO);
mFBO = 0;
}
if (mTex)
{
glDeleteTextures(1, (GLuint *) &mTex);
mTex = 0;
}
if (mDepth)
{
glDeleteTextures(1, (GLuint *) &mDepth);
mDepth = 0;
}
}
void LLRenderTarget::bindTarget()
{
if (mFBO)
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFBO);
}
glViewport(0, 0, mResX, mResY);
}
// static
void LLRenderTarget::unbindTarget()
{
if (gGLManager.mHasFramebufferObject)
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
}
void LLRenderTarget::clear()
{
U32 mask = GL_COLOR_BUFFER_BIT;
if (mUseDepth)
{
mask |= GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
}
if (mFBO)
{
glClear(mask);
}
else
{
LLGLEnable scissor(GL_SCISSOR_TEST);
glScissor(0, 0, mResX, mResY);
stop_glerror();
glClear(mask);
}
}
void LLRenderTarget::bindTexture()
{
glBindTexture(mUsage, mTex);
}
void LLRenderTarget::bindDepth()
{
glBindTexture(mUsage, mDepth);
}
void LLRenderTarget::flush(BOOL fetch_depth)
{
gGL.flush();
if (!mFBO)
{
bindTexture();
glCopyTexSubImage2D(mUsage, 0, 0, 0, 0, 0, mResX, mResY);
if (fetch_depth)
{
if (!mDepth)
{
allocateDepth();
}
bindDepth();
glCopyTexImage2D(mUsage, 0, GL_DEPTH24_STENCIL8_EXT, 0, 0, mResX, mResY, 0);
}
}
else
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
}
BOOL LLRenderTarget::isComplete() const
{
return (mTex || mDepth) ? TRUE : FALSE;
}
void LLRenderTarget::getViewport(S32* viewport)
{
viewport[0] = 0;
viewport[1] = 0;
viewport[2] = mResX;
viewport[3] = mResY;
}
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