Sync light state, bound shader, and various gl context states similarly to render matrices. Texture handles now refcounted, as multiple viewer textures could ref the same handle (cubemaps do this) Clean up gl extension loading a bit. Not necessary, but only look for ARB variants if not included in current core version. Removed unused extensions. Use core shader api if supported, else use ARB. (FN signatures are identical. Just doing some pointer substitution to ARB if not core.) Attempt at improving VBO update batching. Subdata updates better batched to gether per-frame. There's probably other stuff I forgot that is in this changeset, too. Todo: Fix lightstate assertion when toggling fullscreen with shaders off.
87 lines
2.3 KiB
C++
87 lines
2.3 KiB
C++
/**
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* @file llcubemap.h
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* @brief LLCubeMap class definition
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*
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* $LicenseInfo:firstyear=2002&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2010, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#ifndef LL_LLCUBEMAP_H
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#define LL_LLCUBEMAP_H
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#include "llgl.h"
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#include <vector>
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class LLVector3;
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// Environment map hack!
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class LLCubeMap : public LLRefCount
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{
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public:
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LLCubeMap();
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void init(const std::vector<LLPointer<LLImageRaw> >& rawimages);
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void initGL();
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void initRawData(const std::vector<LLPointer<LLImageRaw> >& rawimages);
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void initGLData();
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void bind();
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void enable(S32 stage);
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void enableTexture(S32 stage);
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void enableTextureCoords(S32 stage);
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S32 getStage(void) { return mTextureStage; }
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void disable(void);
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void disableTexture(void);
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void disableTextureCoords(void);
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void setMatrix(S32 stage);
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void restoreMatrix();
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void setReflection (void);
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void finishPaint();
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GLuint getTexName();
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LLVector3 map(U8 side, U16 v_val, U16 h_val) const;
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BOOL project(F32& v_val, F32& h_val, BOOL& outside,
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U8 side, const LLVector3& dir) const;
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BOOL project(F32& v_min, F32& v_max, F32& h_min, F32& h_max,
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U8 side, LLVector3 dir[4]) const;
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void paintIn(LLVector3 dir[4], const LLColor4U& col);
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void destroyGL();
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public:
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static bool sUseCubeMaps;
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protected:
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friend class LLTexUnit;
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~LLCubeMap();
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LLGLenum mTargets[6];
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LLPointer<LLImageGL> mImages[6];
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LLPointer<LLImageRaw> mRawImages[6];
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S32 mTextureStage;
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S32 mTextureCoordStage;
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S32 mMatrixStage;
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};
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#endif
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