Files
SingularityViewer/indra/newview/lldynamictexture.cpp
Shyotl 564f7067f7 Browser window less likely to display garbage when resized. (Initialized gl texture to black)
Could improve even further by padding area around copied plugin texture with black. Doesn't seem too necessary tho.
2011-03-10 23:19:14 -06:00

286 lines
8.6 KiB
C++

/**
* @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"
#include "llglheaders.h"
#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, const LLColor4U *fill_color/* = NULL*/)
{
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);
if(fill_color)
raw_image->fill(*fill_color);
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, 0, TRUE, LLViewerImageBoostLevel::DYNAMIC_TEX);
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() ;
}
}
}