188 lines
4.4 KiB
C++
188 lines
4.4 KiB
C++
/**
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* @file llcubemaparray.cpp
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* @brief LLCubeMap class implementation
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*
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* $LicenseInfo:firstyear=2022&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2022, 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 "llcubemaparray.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 "llrender.h"
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#include "llglslshader.h"
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#include "llglheaders.h"
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//#pragma optimize("", off)
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using namespace LLImageGLMemory;
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// MUST match order of OpenGL face-layers
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GLenum LLCubeMapArray::sTargets[6] =
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{
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GL_TEXTURE_CUBE_MAP_POSITIVE_X,
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GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
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GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
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GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
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};
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LLVector3 LLCubeMapArray::sLookVecs[6] =
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{
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LLVector3(1, 0, 0),
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LLVector3(-1, 0, 0),
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LLVector3(0, 1, 0),
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LLVector3(0, -1, 0),
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LLVector3(0, 0, 1),
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LLVector3(0, 0, -1)
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};
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LLVector3 LLCubeMapArray::sUpVecs[6] =
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{
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LLVector3(0, -1, 0),
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LLVector3(0, -1, 0),
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LLVector3(0, 0, 1),
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LLVector3(0, 0, -1),
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LLVector3(0, -1, 0),
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LLVector3(0, -1, 0)
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};
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LLVector3 LLCubeMapArray::sClipToCubeLookVecs[6] =
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{
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LLVector3(0, 0, -1), //GOOD
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LLVector3(0, 0, 1), //GOOD
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LLVector3(1, 0, 0), // GOOD
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LLVector3(1, 0, 0), // GOOD
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LLVector3(1, 0, 0),
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LLVector3(-1, 0, 0),
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};
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LLVector3 LLCubeMapArray::sClipToCubeUpVecs[6] =
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{
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LLVector3(-1, 0, 0), //GOOD
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LLVector3(1, 0, 0), //GOOD
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LLVector3(0, 1, 0), // GOOD
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LLVector3(0, -1, 0), // GOOD
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LLVector3(0, 0, -1),
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LLVector3(0, 0, 1)
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};
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LLCubeMapArray::LLCubeMapArray()
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: mTextureStage(0)
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{
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}
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LLCubeMapArray::~LLCubeMapArray()
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{
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}
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void LLCubeMapArray::allocate(U32 resolution, U32 components, U32 count, bool use_mips, bool hdr)
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{
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U32 texname = 0;
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mWidth = resolution;
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mCount = count;
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LLImageGL::generateTextures(1, &texname);
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mImage = new LLImageGL(resolution, resolution, components, use_mips);
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mImage->setTexName(texname);
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mImage->setTarget(sTargets[0], LLTexUnit::TT_CUBE_MAP_ARRAY);
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mImage->setUseMipMaps(use_mips);
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mImage->setHasMipMaps(use_mips);
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bind(0);
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free_cur_tex_image();
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U32 format = components == 4 ? GL_RGBA16F : GL_R11F_G11F_B10F;
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if (!hdr)
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{
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format = components == 4 ? GL_RGBA8 : GL_RGB8;
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}
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U32 mip = 0;
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U32 mip_resolution = resolution;
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while (mip_resolution >= 1)
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{
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glTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, mip, format, mip_resolution, mip_resolution, count * 6, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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if (!use_mips)
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{
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break;
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}
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mip_resolution /= 2;
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++mip;
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}
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alloc_tex_image(resolution, resolution, format, count * 6);
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mImage->setAddressMode(LLTexUnit::TAM_CLAMP);
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if (use_mips)
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{
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mImage->setFilteringOption(LLTexUnit::TFO_ANISOTROPIC);
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//glGenerateMipmap(GL_TEXTURE_CUBE_MAP_ARRAY); // <=== latest AMD drivers do not appreciate this method of allocating mipmaps
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}
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else
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{
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mImage->setFilteringOption(LLTexUnit::TFO_BILINEAR);
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}
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unbind();
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}
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void LLCubeMapArray::bind(S32 stage)
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{
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mTextureStage = stage;
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gGL.getTexUnit(stage)->bindManual(LLTexUnit::TT_CUBE_MAP_ARRAY, getGLName(), mImage->getUseMipMaps());
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}
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void LLCubeMapArray::unbind()
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{
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gGL.getTexUnit(mTextureStage)->unbind(LLTexUnit::TT_CUBE_MAP_ARRAY);
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mTextureStage = -1;
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}
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GLuint LLCubeMapArray::getGLName()
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{
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return mImage->getTexName();
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}
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void LLCubeMapArray::destroyGL()
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{
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mImage = NULL;
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}
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