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/**
* @file lldynamictexture.cpp
* @brief Implementation of LLDynamicTexture class
*
* $LicenseInfo:firstyear=2001&license=viewergpl$
*
* Copyright (c) 2001-2009, 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://secondlifegrid.net/programs/open_source/licensing/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://secondlifegrid.net/programs/open_source/licensing/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"
// Linden library includes
#include "llglheaders.h"
#include "llwindow.h" // getPosition()
// Viewer includes
#include "llviewerwindow.h"
#include "llviewercamera.h"
#include "llviewercontrol.h"
#include "llviewerimage.h"
#include "llvertexbuffer.h"
#include "llviewerdisplay.h"
#include "llrender.h"
// 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<LLImageRaw> raw_image = new LLImageRaw(mWidth, mHeight, mComponents);
mTexture = new LLViewerImage(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->setAddressMode((mClamp) ? LLTexUnit::TAM_CLAMP : LLTexUnit::TAM_WRAP);
mTexture->setGLTextureCreated(false);
}
//-----------------------------------------------------------------------------
// 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;
mOrigin.mY = llmax(mOrigin.mY, 0) ;
}
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
}
// 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());
}
//-----------------------------------------------------------------------------
// 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;
BOOL ret = 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())
{
glClear(GL_DEPTH_BUFFER_BIT);
gDepthDirty = TRUE;
gGL.color4f(1,1,1,1);
dynamicTexture->preRender(); // Must be called outside of startRender()
result = FALSE;
if (dynamicTexture->render())
{
ret = TRUE ;
result = TRUE;
sNumRenders++;
}
gGL.flush();
LLVertexBuffer::unbind();
dynamicTexture->postRender(result);
}
}
}
return ret;
}
//virtual
void LLDynamicTexture::restoreGLTexture()
{
generateGLTexture() ;
}
//virtual
void LLDynamicTexture::destroyGLTexture()
{
releaseGLTexture() ;
}
//-----------------------------------------------------------------------------
// static
// destroyGL()
//-----------------------------------------------------------------------------
void LLDynamicTexture::destroyGL()
{
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;
dynamicTexture->destroyGLTexture() ;
}
}
}
//-----------------------------------------------------------------------------
// static
// restoreGL()
//-----------------------------------------------------------------------------
void LLDynamicTexture::restoreGL()
{
if (gGLManager.mIsDisabled)
{
return ;
}
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;
dynamicTexture->restoreGLTexture() ;
}
}
}
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