500 lines
12 KiB
C++
500 lines
12 KiB
C++
/**
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* @file llcubemap.cpp
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* @brief LLCubeMap class implementation
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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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#include "linden_common.h"
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#include "llworkerthread.h"
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#include "llcubemap.h"
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#include "v4coloru.h"
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#include "v3math.h"
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#include "v3dmath.h"
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#include "m3math.h"
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#include "m4math.h"
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#include "llmatrix4a.h"
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#include "llrender.h"
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#include "llglslshader.h"
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#include "llglheaders.h"
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const F32 epsilon = 1e-7f;
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const U16 RESOLUTION = 64;
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#if LL_DARWIN
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// mipmap generation on cubemap textures seems to be broken on the Mac for at least some cards.
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// Since the cubemap is small (64x64 per face) and doesn't have any fine detail, turning off mipmaps is a usable workaround.
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const BOOL use_cube_mipmaps = FALSE;
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#else
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const BOOL use_cube_mipmaps = FALSE; //current build works best without cube mipmaps
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#endif
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bool LLCubeMap::sUseCubeMaps = true;
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LLCubeMap::LLCubeMap()
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: mTextureStage(0),
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mTextureCoordStage(0),
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mMatrixStage(0)
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{
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mTargets[0] = GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB;
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mTargets[1] = GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB;
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mTargets[2] = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB;
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mTargets[3] = GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB;
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mTargets[4] = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB;
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mTargets[5] = GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB;
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}
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LLCubeMap::~LLCubeMap()
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{
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}
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void LLCubeMap::initGL()
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{
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llassert(gGLManager.mInited);
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if (gGLManager.mHasCubeMap && LLCubeMap::sUseCubeMaps)
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{
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// Not initialized, do stuff.
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if (mImages[0].isNull())
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{
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U32 texname = 0;
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LLImageGL::generateTextures(1, &texname);
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for (int i = 0; i < 6; i++)
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{
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mImages[i] = new LLImageGL(64, 64, 4, (use_cube_mipmaps? TRUE : FALSE));
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mImages[i]->setTarget(mTargets[i], LLTexUnit::TT_CUBE_MAP);
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mRawImages[i] = new LLImageRaw(64, 64, 4);
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mImages[i]->createGLTexture(0, mRawImages[i], texname);
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gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_CUBE_MAP, texname);
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mImages[i]->setAddressMode(LLTexUnit::TAM_CLAMP);
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stop_glerror();
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}
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gGL.getTexUnit(0)->disable();
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}
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disable();
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}
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else
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{
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llwarns << "Using cube map without extension!" << llendl;
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}
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}
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void LLCubeMap::initRawData(const std::vector<LLPointer<LLImageRaw> >& rawimages)
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{
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bool flip_x[6] = { false, true, false, false, true, false };
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bool flip_y[6] = { true, true, true, false, true, true };
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bool transpose[6] = { false, false, false, false, true, true };
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// Yes, I know that this is inefficient! - djs 08/08/02
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for (int i = 0; i < 6; i++)
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{
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const U8 *sd = rawimages[i]->getData();
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U8 *td = mRawImages[i]->getData();
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S32 offset = 0;
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S32 sx, sy, so;
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for (int y = 0; y < 64; y++)
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{
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for (int x = 0; x < 64; x++)
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{
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sx = x;
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sy = y;
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if (flip_y[i])
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{
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sy = 63 - y;
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}
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if (flip_x[i])
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{
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sx = 63 - x;
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}
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if (transpose[i])
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{
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S32 temp = sx;
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sx = sy;
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sy = temp;
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}
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so = 64*sy + sx;
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so *= 4;
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*(td + offset++) = *(sd + so++);
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*(td + offset++) = *(sd + so++);
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*(td + offset++) = *(sd + so++);
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*(td + offset++) = *(sd + so++);
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}
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}
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}
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}
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void LLCubeMap::initGLData()
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{
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for (int i = 0; i < 6; i++)
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{
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mImages[i]->setSubImage(mRawImages[i], 0, 0, 64, 64);
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}
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}
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void LLCubeMap::init(const std::vector<LLPointer<LLImageRaw> >& rawimages)
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{
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if (!gGLManager.mIsDisabled)
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{
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initGL();
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initRawData(rawimages);
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initGLData();
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}
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}
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GLuint LLCubeMap::getGLName()
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{
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return mImages[0]->getTexName();
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}
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void LLCubeMap::bind()
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{
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gGL.getTexUnit(mTextureStage)->bind(this);
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}
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void LLCubeMap::enable(S32 stage)
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{
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enableTexture(stage);
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enableTextureCoords(stage);
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}
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void LLCubeMap::enableTexture(S32 stage)
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{
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mTextureStage = stage;
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if (gGLManager.mHasCubeMap && stage >= 0 && LLCubeMap::sUseCubeMaps)
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{
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gGL.getTexUnit(stage)->enable(LLTexUnit::TT_CUBE_MAP);
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}
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}
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void LLCubeMap::enableTextureCoords(S32 stage)
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{
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mTextureCoordStage = stage;
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if (!LLGLSLShader::sNoFixedFunction && gGLManager.mHasCubeMap && stage >= 0 && LLCubeMap::sUseCubeMaps)
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{
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if (stage > 0)
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{
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gGL.getTexUnit(stage)->activate();
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}
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glEnable(GL_TEXTURE_GEN_R);
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glEnable(GL_TEXTURE_GEN_S);
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glEnable(GL_TEXTURE_GEN_T);
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glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
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glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
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glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
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if (stage > 0)
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{
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gGL.getTexUnit(0)->activate();
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}
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}
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}
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void LLCubeMap::disable(void)
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{
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disableTexture();
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disableTextureCoords();
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}
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void LLCubeMap::disableTexture(void)
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{
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if (gGLManager.mHasCubeMap && mTextureStage >= 0 && LLCubeMap::sUseCubeMaps)
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{
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gGL.getTexUnit(mTextureStage)->disable();
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if (mTextureStage == 0)
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{
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gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
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}
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}
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}
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void LLCubeMap::disableTextureCoords(void)
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{
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if (!LLGLSLShader::sNoFixedFunction && gGLManager.mHasCubeMap && mTextureCoordStage >= 0 && LLCubeMap::sUseCubeMaps)
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{
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if (mTextureCoordStage > 0)
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{
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gGL.getTexUnit(mTextureCoordStage)->activate();
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}
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glDisable(GL_TEXTURE_GEN_S);
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glDisable(GL_TEXTURE_GEN_T);
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glDisable(GL_TEXTURE_GEN_R);
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if (mTextureCoordStage > 0)
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{
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gGL.getTexUnit(0)->activate();
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}
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}
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}
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void LLCubeMap::setMatrix(S32 stage)
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{
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mMatrixStage = stage;
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if (mMatrixStage < 0) return;
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//if (stage > 0)
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{
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gGL.getTexUnit(stage)->activate();
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}
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LLVector3 x(gGLModelView.mMatrix[0].getF32ptr());
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LLVector3 y(gGLModelView.mMatrix[1].getF32ptr());
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LLVector3 z(gGLModelView.mMatrix[2].getF32ptr());
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LLMatrix3 mat3;
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mat3.setRows(x,y,z);
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LLMatrix4a trans;
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trans.loadu(mat3);
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trans.transpose();
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gGL.matrixMode(LLRender::MM_TEXTURE);
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gGL.pushMatrix();
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gGL.loadMatrix(trans.getF32ptr());
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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/*if (stage > 0)
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{
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gGL.getTexUnit(0)->activate();
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}*/
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}
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void LLCubeMap::restoreMatrix()
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{
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if (mMatrixStage < 0) return;
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//if (mMatrixStage > 0)
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{
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gGL.getTexUnit(mMatrixStage)->activate();
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}
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gGL.matrixMode(LLRender::MM_TEXTURE);
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gGL.popMatrix();
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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/*if (mMatrixStage > 0)
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{
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gGL.getTexUnit(0)->activate();
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}*/
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}
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void LLCubeMap::setReflection (void)
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{
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gGL.getTexUnit(mTextureStage)->bindManual(LLTexUnit::TT_CUBE_MAP, getGLName());
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mImages[0]->setFilteringOption(LLTexUnit::TFO_ANISOTROPIC);
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mImages[0]->setAddressMode(LLTexUnit::TAM_CLAMP);
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}
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LLVector3 LLCubeMap::map(U8 side, U16 v_val, U16 h_val) const
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{
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LLVector3 dir;
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const U8 curr_coef = side >> 1; // 0/1 = X axis, 2/3 = Y, 4/5 = Z
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const S8 side_dir = (((side & 1) << 1) - 1); // even = -1, odd = 1
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const U8 i_coef = (curr_coef + 1) % 3;
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const U8 j_coef = (i_coef + 1) % 3;
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dir.mV[curr_coef] = side_dir;
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switch (side)
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{
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case 0: // negative X
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dir.mV[i_coef] = -F32((v_val<<1) + 1) / RESOLUTION + 1;
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dir.mV[j_coef] = F32((h_val<<1) + 1) / RESOLUTION - 1;
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break;
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case 1: // positive X
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dir.mV[i_coef] = -F32((v_val<<1) + 1) / RESOLUTION + 1;
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dir.mV[j_coef] = -F32((h_val<<1) + 1) / RESOLUTION + 1;
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break;
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case 2: // negative Y
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dir.mV[i_coef] = -F32((v_val<<1) + 1) / RESOLUTION + 1;
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dir.mV[j_coef] = F32((h_val<<1) + 1) / RESOLUTION - 1;
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break;
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case 3: // positive Y
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dir.mV[i_coef] = F32((v_val<<1) + 1) / RESOLUTION - 1;
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dir.mV[j_coef] = F32((h_val<<1) + 1) / RESOLUTION - 1;
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break;
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case 4: // negative Z
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dir.mV[i_coef] = -F32((h_val<<1) + 1) / RESOLUTION + 1;
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dir.mV[j_coef] = -F32((v_val<<1) + 1) / RESOLUTION + 1;
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break;
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case 5: // positive Z
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dir.mV[i_coef] = -F32((h_val<<1) + 1) / RESOLUTION + 1;
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dir.mV[j_coef] = F32((v_val<<1) + 1) / RESOLUTION - 1;
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break;
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default:
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dir.mV[i_coef] = F32((v_val<<1) + 1) / RESOLUTION - 1;
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dir.mV[j_coef] = F32((h_val<<1) + 1) / RESOLUTION - 1;
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}
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dir.normVec();
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return dir;
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}
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BOOL LLCubeMap::project(F32& v_val, F32& h_val, BOOL& outside,
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U8 side, const LLVector3& dir) const
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{
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const U8 curr_coef = side >> 1; // 0/1 = X axis, 2/3 = Y, 4/5 = Z
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const S8 side_dir = (((side & 1) << 1) - 1); // even = -1, odd = 1
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const U8 i_coef = (curr_coef + 1) % 3;
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const U8 j_coef = (i_coef + 1) % 3;
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outside = TRUE;
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if (side_dir * dir.mV[curr_coef] < 0)
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return FALSE;
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LLVector3 ray;
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F32 norm_val = fabs(dir.mV[curr_coef]);
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if (norm_val < epsilon)
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norm_val = 1e-5f;
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ray.mV[curr_coef] = side_dir;
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ray.mV[i_coef] = dir.mV[i_coef] / norm_val;
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ray.mV[j_coef] = dir.mV[j_coef] / norm_val;
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const F32 i_val = (ray.mV[i_coef] + 1) * 0.5f * RESOLUTION;
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const F32 j_val = (ray.mV[j_coef] + 1) * 0.5f * RESOLUTION;
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switch (side)
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{
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case 0: // negative X
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v_val = RESOLUTION - i_val;
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h_val = j_val;
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break;
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case 1: // positive X
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v_val = RESOLUTION - i_val;
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h_val = RESOLUTION - j_val;
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break;
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case 2: // negative Y
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v_val = RESOLUTION - i_val;
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h_val = j_val;
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break;
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case 3: // positive Y
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v_val = i_val;
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h_val = j_val;
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break;
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case 4: // negative Z
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v_val = RESOLUTION - j_val;
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h_val = RESOLUTION - i_val;
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break;
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case 5: // positive Z
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v_val = RESOLUTION - j_val;
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h_val = i_val;
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break;
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default:
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v_val = i_val;
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h_val = j_val;
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}
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outside = ((v_val < 0) || (v_val > RESOLUTION) ||
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(h_val < 0) || (h_val > RESOLUTION));
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return TRUE;
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}
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BOOL LLCubeMap::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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{
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v_min = h_min = RESOLUTION;
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v_max = h_max = 0;
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BOOL fully_outside = TRUE;
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for (U8 vtx = 0; vtx < 4; ++vtx)
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{
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F32 v_val, h_val;
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BOOL outside;
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BOOL consider = project(v_val, h_val, outside, side, dir[vtx]);
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if (!outside)
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fully_outside = FALSE;
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if (consider)
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{
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if (v_val < v_min) v_min = v_val;
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if (v_val > v_max) v_max = v_val;
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if (h_val < h_min) h_min = h_val;
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if (h_val > h_max) h_max = h_val;
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}
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}
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v_min = llmax(0.0f, v_min);
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v_max = llmin(RESOLUTION - epsilon, v_max);
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h_min = llmax(0.0f, h_min);
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h_max = llmin(RESOLUTION - epsilon, h_max);
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return !fully_outside;
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}
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void LLCubeMap::paintIn(LLVector3 dir[4], const LLColor4U& col)
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{
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F32 v_min, v_max, h_min, h_max;
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LLVector3 center = dir[0] + dir[1] + dir[2] + dir[3];
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center.normVec();
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for (U8 side = 0; side < 6; ++side)
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{
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if (!project(v_min, v_max, h_min, h_max, side, dir))
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continue;
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U8 *td = mRawImages[side]->getData();
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U16 v_minu = (U16) v_min;
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U16 v_maxu = (U16) (ceil(v_max) + 0.5);
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U16 h_minu = (U16) h_min;
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U16 h_maxu = (U16) (ceil(h_max) + 0.5);
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for (U16 v = v_minu; v < v_maxu; ++v)
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for (U16 h = h_minu; h < h_maxu; ++h)
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//for (U16 v = 0; v < RESOLUTION; ++v)
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// for (U16 h = 0; h < RESOLUTION; ++h)
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{
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const LLVector3 ray = map(side, v, h);
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if (ray * center > 0.999)
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{
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const U32 offset = (RESOLUTION * v + h) * 4;
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for (U8 cc = 0; cc < 3; ++cc)
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td[offset + cc] = U8((td[offset + cc] + col.mV[cc]) * 0.5);
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}
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}
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mImages[side]->setSubImage(mRawImages[side], 0, 0, 64, 64);
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}
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}
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void LLCubeMap::destroyGL()
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{
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for (S32 i = 0; i < 6; i++)
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{
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mImages[i] = NULL;
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}
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}
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