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/**
* @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> 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<LLImageRaw> 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<LLImageRaw> 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()
{
}
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