Need to test: localassetbrowser preview related floaters hgfloatertexteditor maps media textures! Currently very hacky web browser alpha masks on avatars bumpmaps Are all sky components appearing? LLViewerDynamicTexture (texture baking, browser, animated textures, anim previews, etc) Snapshot related features Customize avatar vfs floater UI textures in general Texture priority issues
276 lines
8.4 KiB
C++
276 lines
8.4 KiB
C++
/**
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* @file lldynamictexture.cpp
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* @brief Implementation of LLDynamicTexture class
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*
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* $LicenseInfo:firstyear=2001&license=viewergpl$
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*
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* Copyright (c) 2001-2009, Linden Research, Inc.
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*
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* Second Life Viewer Source Code
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* The source code in this file ("Source Code") is provided by Linden Lab
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* to you under the terms of the GNU General Public License, version 2.0
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* ("GPL"), unless you have obtained a separate licensing agreement
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* ("Other License"), formally executed by you and Linden Lab. Terms of
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* the GPL can be found in doc/GPL-license.txt in this distribution, or
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* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
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*
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* There are special exceptions to the terms and conditions of the GPL as
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* it is applied to this Source Code. View the full text of the exception
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* in the file doc/FLOSS-exception.txt in this software distribution, or
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* online at
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* http://secondlifegrid.net/programs/open_source/licensing/flossexception
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*
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* By copying, modifying or distributing this software, you acknowledge
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* that you have read and understood your obligations described above,
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* and agree to abide by those obligations.
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*
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* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
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* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
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* COMPLETENESS OR PERFORMANCE.
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* $/LicenseInfo$
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*/
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#include "llviewerprecompiledheaders.h"
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#include "lldynamictexture.h"
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#include "llglheaders.h"
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#include "llviewerwindow.h"
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#include "llviewercamera.h"
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#include "llviewercontrol.h"
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#include "llviewertexture.h"
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#include "llvertexbuffer.h"
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#include "llviewerdisplay.h"
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#include "llrender.h"
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// static
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LLViewerDynamicTexture::instance_list_t LLViewerDynamicTexture::sInstances[ LLViewerDynamicTexture::ORDER_COUNT ];
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S32 LLViewerDynamicTexture::sNumRenders = 0;
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//-----------------------------------------------------------------------------
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// LLViewerDynamicTexture()
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//-----------------------------------------------------------------------------
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LLViewerDynamicTexture::LLViewerDynamicTexture(S32 width, S32 height, S32 components, EOrder order, BOOL clamp) :
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LLViewerTexture(width, height, components, FALSE),
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mClamp(clamp)
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{
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llassert((1 <= components) && (components <= 4));
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generateGLTexture();
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llassert( 0 <= order && order < ORDER_COUNT );
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LLViewerDynamicTexture::sInstances[ order ].insert(this);
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}
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//-----------------------------------------------------------------------------
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// LLViewerDynamicTexture()
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//-----------------------------------------------------------------------------
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LLViewerDynamicTexture::~LLViewerDynamicTexture()
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{
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for( S32 order = 0; order < ORDER_COUNT; order++ )
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{
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LLViewerDynamicTexture::sInstances[order].erase(this); // will fail in all but one case.
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}
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}
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//virtual
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S8 LLViewerDynamicTexture::getType() const
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{
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return LLViewerTexture::DYNAMIC_TEXTURE ;
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}
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//-----------------------------------------------------------------------------
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// generateGLTexture()
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//-----------------------------------------------------------------------------
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void LLViewerDynamicTexture::generateGLTexture()
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{
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LLViewerTexture::generateGLTexture() ;
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generateGLTexture(-1, 0, 0, FALSE);
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}
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void LLViewerDynamicTexture::generateGLTexture(LLGLint internal_format, LLGLenum primary_format, LLGLenum type_format, BOOL swap_bytes, const LLColor4U *fill_color/*=NULL*/)
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{
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if (mComponents < 1 || mComponents > 4)
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{
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llerrs << "Bad number of components in dynamic texture: " << mComponents << llendl;
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}
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LLPointer<LLImageRaw> raw_image = new LLImageRaw(mFullWidth, mFullHeight, mComponents);
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if (internal_format >= 0)
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{
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setExplicitFormat(internal_format, primary_format, type_format, swap_bytes);
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}
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if(fill_color)
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raw_image->fill(*fill_color);
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createGLTexture(0, raw_image, 0, TRUE, LLViewerTexture::DYNAMIC_TEX);
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setAddressMode((mClamp) ? LLTexUnit::TAM_CLAMP : LLTexUnit::TAM_WRAP);
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mGLTexturep->setGLTextureCreated(false);
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}
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//-----------------------------------------------------------------------------
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// render()
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//-----------------------------------------------------------------------------
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BOOL LLViewerDynamicTexture::render()
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{
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return FALSE;
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}
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//-----------------------------------------------------------------------------
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// preRender()
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//-----------------------------------------------------------------------------
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void LLViewerDynamicTexture::preRender(BOOL clear_depth)
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{
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{
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// force rendering to on-screen portion of frame buffer
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LLCoordScreen window_pos;
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gViewerWindow->getWindow()->getPosition( &window_pos );
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mOrigin.set(0, gViewerWindow->getWindowDisplayHeight() - mFullHeight); // top left corner
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if (window_pos.mX < 0)
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{
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mOrigin.mX = -window_pos.mX;
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}
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if (window_pos.mY < 0)
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{
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mOrigin.mY += window_pos.mY;
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mOrigin.mY = llmax(mOrigin.mY, 0) ;
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}
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gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
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}
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// Set up camera
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LLViewerCamera* camera = LLViewerCamera::getInstance();
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mCamera.setOrigin(*camera);
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mCamera.setAxes(*camera);
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mCamera.setAspect(camera->getAspect());
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mCamera.setView(camera->getView());
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mCamera.setNear(camera->getNear());
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glViewport(mOrigin.mX, mOrigin.mY, mFullWidth, mFullHeight);
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if (clear_depth)
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{
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glClear(GL_DEPTH_BUFFER_BIT);
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}
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}
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//-----------------------------------------------------------------------------
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// postRender()
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//-----------------------------------------------------------------------------
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void LLViewerDynamicTexture::postRender(BOOL success)
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{
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{
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if (success)
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{
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if(mGLTexturep.isNull())
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{
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generateGLTexture() ;
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}
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else if(!mGLTexturep->getHasGLTexture())
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{
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generateGLTexture() ;
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}
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else if(mGLTexturep->getDiscardLevel() != 0)//do not know how it happens, but regenerate one if it does.
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{
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generateGLTexture() ;
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}
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success = mGLTexturep->setSubImageFromFrameBuffer(0, 0, mOrigin.mX, mOrigin.mY, mFullWidth, mFullHeight);
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}
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}
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// restore viewport
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gViewerWindow->setupViewport();
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// restore camera
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LLViewerCamera* camera = LLViewerCamera::getInstance();
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camera->setOrigin(mCamera);
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camera->setAxes(mCamera);
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camera->setAspect(mCamera.getAspect());
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camera->setView(mCamera.getView());
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camera->setNear(mCamera.getNear());
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}
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//-----------------------------------------------------------------------------
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// static
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// updateDynamicTextures()
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// Calls update on each dynamic texture. Calls each group in order: "first," then "middle," then "last."
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//-----------------------------------------------------------------------------
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BOOL LLViewerDynamicTexture::updateAllInstances()
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{
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sNumRenders = 0;
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if (gGLManager.mIsDisabled)
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{
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return TRUE;
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}
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BOOL result = FALSE;
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BOOL ret = FALSE ;
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for( S32 order = 0; order < ORDER_COUNT; order++ )
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{
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for (instance_list_t::iterator iter = LLViewerDynamicTexture::sInstances[order].begin();
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iter != LLViewerDynamicTexture::sInstances[order].end(); ++iter)
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{
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LLViewerDynamicTexture *dynamicTexture = *iter;
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if (dynamicTexture->needsRender())
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{
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glClear(GL_DEPTH_BUFFER_BIT);
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gDepthDirty = TRUE;
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gGL.color4f(1,1,1,1);
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dynamicTexture->preRender(); // Must be called outside of startRender()
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result = FALSE;
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if (dynamicTexture->render())
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{
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ret = TRUE ;
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result = TRUE;
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sNumRenders++;
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}
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gGL.flush();
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LLVertexBuffer::unbind();
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dynamicTexture->postRender(result);
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}
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}
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}
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return ret;
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}
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//-----------------------------------------------------------------------------
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// static
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// destroyGL()
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//-----------------------------------------------------------------------------
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void LLViewerDynamicTexture::destroyGL()
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{
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for( S32 order = 0; order < ORDER_COUNT; order++ )
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{
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for (instance_list_t::iterator iter = LLViewerDynamicTexture::sInstances[order].begin();
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iter != LLViewerDynamicTexture::sInstances[order].end(); ++iter)
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{
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LLViewerDynamicTexture *dynamicTexture = *iter;
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dynamicTexture->destroyGLTexture() ;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// static
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// restoreGL()
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//-----------------------------------------------------------------------------
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void LLViewerDynamicTexture::restoreGL()
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{
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if (gGLManager.mIsDisabled)
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{
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return ;
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}
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for( S32 order = 0; order < ORDER_COUNT; order++ )
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{
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for (instance_list_t::iterator iter = LLViewerDynamicTexture::sInstances[order].begin();
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iter != LLViewerDynamicTexture::sInstances[order].end(); ++iter)
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{
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LLViewerDynamicTexture *dynamicTexture = *iter;
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dynamicTexture->restoreGLTexture() ;
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}
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}
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}
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