Refactoring in GLTexture
This commit is contained in:
parent
84d61e28fd
commit
749bb2bfed
6 changed files with 39 additions and 162 deletions
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@ -418,7 +418,7 @@ void Bed3D::render_prusa(GLCanvas3D* canvas, const std::string &key, bool bottom
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// generate a temporary lower resolution texture to show while no main texture levels have been compressed
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if ((m_temp_texture.get_id() == 0) || (m_temp_texture.get_source() != filename))
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{
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if (!m_temp_texture.load_from_file(filename, false, false, false, max_tex_size))
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if (!m_temp_texture.load_from_file(filename, false, GLTexture::None, false))
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{
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render_custom();
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return;
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@ -426,7 +426,7 @@ void Bed3D::render_prusa(GLCanvas3D* canvas, const std::string &key, bool bottom
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}
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// starts generating the main texture, compression will run asynchronously
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if (!m_texture.load_from_file(filename, true, true, true, max_tex_size))
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if (!m_texture.load_from_file(filename, true, GLTexture::MultiThreaded, true))
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{
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render_custom();
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return;
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@ -302,7 +302,7 @@ void GLCanvas3D::LayersEditing::_render_tooltip_texture(const GLCanvas3D& canvas
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if (m_tooltip_texture.get_id() == 0)
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{
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std::string filename = resources_dir() + "/icons/variable_layer_height_tooltip.png";
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if (!m_tooltip_texture.load_from_file(filename, false, true))
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if (!m_tooltip_texture.load_from_file(filename, false, GLTexture::SingleThreaded, false))
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return;
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}
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@ -334,7 +334,7 @@ void GLCanvas3D::LayersEditing::_render_reset_texture(const Rect& reset_rect) co
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if (m_reset_texture.get_id() == 0)
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{
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std::string filename = resources_dir() + "/icons/variable_layer_height_reset.png";
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if (!m_reset_texture.load_from_file(filename, false, true))
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if (!m_reset_texture.load_from_file(filename, false, GLTexture::SingleThreaded, false))
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return;
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}
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@ -134,7 +134,7 @@ GLTexture::~GLTexture()
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reset();
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}
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bool GLTexture::load_from_file(const std::string& filename, bool use_mipmaps, bool compress)
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bool GLTexture::load_from_file(const std::string& filename, bool use_mipmaps, ECompressionType compression_type, bool apply_anisotropy)
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{
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reset();
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@ -142,20 +142,7 @@ bool GLTexture::load_from_file(const std::string& filename, bool use_mipmaps, bo
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return false;
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if (boost::algorithm::iends_with(filename, ".png"))
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return load_from_png(filename, use_mipmaps, compress);
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else
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return false;
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}
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bool GLTexture::load_from_file(const std::string& filename, bool use_mipmaps, bool compress, bool apply_anisotropy, unsigned int max_size_px)
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{
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reset();
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if (!boost::filesystem::exists(filename))
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return false;
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if (boost::algorithm::iends_with(filename, ".png"))
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return load_from_png(filename, use_mipmaps, compress, apply_anisotropy, max_size_px);
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return load_from_png(filename, use_mipmaps, compression_type, apply_anisotropy);
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else
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return false;
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}
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@ -367,120 +354,9 @@ void GLTexture::render_sub_texture(unsigned int tex_id, float left, float right,
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glsafe(::glDisable(GL_BLEND));
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}
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unsigned int GLTexture::generate_mipmaps(wxImage& image, bool compress)
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bool GLTexture::load_from_png(const std::string& filename, bool use_mipmaps, ECompressionType compression_type, bool apply_anisotropy)
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{
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int w = image.GetWidth();
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int h = image.GetHeight();
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GLint level = 0;
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std::vector<unsigned char> data(w * h * 4, 0);
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while ((w > 1) || (h > 1))
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{
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++level;
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w = std::max(w / 2, 1);
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h = std::max(h / 2, 1);
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int n_pixels = w * h;
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image = image.ResampleBicubic(w, h);
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unsigned char* img_rgb = image.GetData();
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unsigned char* img_alpha = image.GetAlpha();
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data.resize(n_pixels * 4);
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for (int i = 0; i < n_pixels; ++i)
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{
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int data_id = i * 4;
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int img_id = i * 3;
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data[data_id + 0] = img_rgb[img_id + 0];
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data[data_id + 1] = img_rgb[img_id + 1];
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data[data_id + 2] = img_rgb[img_id + 2];
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data[data_id + 3] = (img_alpha != nullptr) ? img_alpha[i] : 255;
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}
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if (compress && GLEW_EXT_texture_compression_s3tc)
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glsafe(::glTexImage2D(GL_TEXTURE_2D, level, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, (GLsizei)w, (GLsizei)h, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
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else
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glsafe(::glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, (GLsizei)w, (GLsizei)h, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
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}
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return (unsigned int)level;
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}
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bool GLTexture::load_from_png(const std::string& filename, bool use_mipmaps, bool compress)
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{
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// Load a PNG with an alpha channel.
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wxImage image;
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if (!image.LoadFile(wxString::FromUTF8(filename.c_str()), wxBITMAP_TYPE_PNG))
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{
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reset();
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return false;
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}
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m_width = image.GetWidth();
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m_height = image.GetHeight();
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int n_pixels = m_width * m_height;
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if (n_pixels <= 0)
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{
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reset();
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return false;
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}
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// Get RGB & alpha raw data from wxImage, pack them into an array.
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unsigned char* img_rgb = image.GetData();
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if (img_rgb == nullptr)
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{
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reset();
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return false;
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}
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unsigned char* img_alpha = image.GetAlpha();
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std::vector<unsigned char> data(n_pixels * 4, 0);
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for (int i = 0; i < n_pixels; ++i)
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{
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int data_id = i * 4;
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int img_id = i * 3;
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data[data_id + 0] = img_rgb[img_id + 0];
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data[data_id + 1] = img_rgb[img_id + 1];
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data[data_id + 2] = img_rgb[img_id + 2];
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data[data_id + 3] = (img_alpha != nullptr) ? img_alpha[i] : 255;
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}
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// sends data to gpu
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glsafe(::glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
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glsafe(::glGenTextures(1, &m_id));
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glsafe(::glBindTexture(GL_TEXTURE_2D, m_id));
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if (compress && GLEW_EXT_texture_compression_s3tc)
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glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
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else
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glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
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if (use_mipmaps)
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{
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// we manually generate mipmaps because glGenerateMipmap() function is not reliable on all graphics cards
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unsigned int levels_count = generate_mipmaps(image, compress);
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, levels_count));
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR));
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}
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else
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{
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0));
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}
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
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glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
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m_source = filename;
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return true;
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}
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bool GLTexture::load_from_png(const std::string& filename, bool use_mipmaps, bool compress, bool apply_anisotropy, unsigned int max_size_px)
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{
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bool compression_enabled = compress && GLEW_EXT_texture_compression_s3tc;
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bool compression_enabled = (compression_type != None) && GLEW_EXT_texture_compression_s3tc;
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// Load a PNG with an alpha channel.
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wxImage image;
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@ -493,18 +369,9 @@ bool GLTexture::load_from_png(const std::string& filename, bool use_mipmaps, boo
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m_width = image.GetWidth();
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m_height = image.GetHeight();
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unsigned int max_size = (unsigned int)std::max(m_width, m_height);
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bool requires_rescale = false;
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if (max_size_px < max_size)
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{
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float scale = (float)max_size_px / (float)max_size;
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m_width = (int)(scale * (float)m_width);
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m_height = (int)(scale * (float)m_height);
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requires_rescale = true;
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}
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if (compression_enabled)
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if (compression_enabled && (compression_type == MultiThreaded))
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{
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// the stb_dxt compression library seems to like only texture sizes which are a multiple of 4
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int width_rem = m_width % 4;
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@ -568,10 +435,15 @@ bool GLTexture::load_from_png(const std::string& filename, bool use_mipmaps, boo
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if (compression_enabled)
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{
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// initializes the texture on GPU
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glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0));
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// and send the uncompressed data to the compressor
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m_compressor.add_level((unsigned int)m_width, (unsigned int)m_height, data);
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if (compression_type == SingleThreaded)
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glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
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else
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{
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// initializes the texture on GPU
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glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0));
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// and send the uncompressed data to the compressor
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m_compressor.add_level((unsigned int)m_width, (unsigned int)m_height, data);
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}
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}
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else
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glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
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@ -610,10 +482,15 @@ bool GLTexture::load_from_png(const std::string& filename, bool use_mipmaps, boo
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if (compression_enabled)
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{
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// initializes the texture on GPU
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glsafe(::glTexImage2D(GL_TEXTURE_2D, level, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, (GLsizei)lod_w, (GLsizei)lod_h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0));
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// and send the uncompressed data to the compressor
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m_compressor.add_level((unsigned int)lod_w, (unsigned int)lod_h, data);
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if (compression_type == SingleThreaded)
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glsafe(::glTexImage2D(GL_TEXTURE_2D, level, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
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else
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{
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// initializes the texture on GPU
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glsafe(::glTexImage2D(GL_TEXTURE_2D, level, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, (GLsizei)lod_w, (GLsizei)lod_h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0));
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// and send the uncompressed data to the compressor
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m_compressor.add_level((unsigned int)lod_w, (unsigned int)lod_h, data);
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}
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}
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else
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glsafe(::glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, (GLsizei)lod_w, (GLsizei)lod_h, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
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@ -637,7 +514,7 @@ bool GLTexture::load_from_png(const std::string& filename, bool use_mipmaps, boo
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m_source = filename;
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if (compression_enabled)
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if (compression_enabled && (compression_type == MultiThreaded))
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// start asynchronous compression
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m_compressor.start_compressing();
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@ -651,7 +528,6 @@ bool GLTexture::load_from_svg(const std::string& filename, bool use_mipmaps, boo
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NSVGimage* image = nsvgParseFromFile(filename.c_str(), "px", 96.0f);
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if (image == nullptr)
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{
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// printf("Could not open SVG image.\n");
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reset();
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return false;
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}
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@ -686,7 +562,6 @@ bool GLTexture::load_from_svg(const std::string& filename, bool use_mipmaps, boo
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NSVGrasterizer* rast = nsvgCreateRasterizer();
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if (rast == nullptr)
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{
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// printf("Could not init rasterizer.\n");
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nsvgDelete(image);
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reset();
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return false;
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@ -48,6 +48,13 @@ namespace GUI {
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};
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public:
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enum ECompressionType : unsigned char
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{
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None,
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SingleThreaded,
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MultiThreaded
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};
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struct UV
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{
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float u;
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@ -75,8 +82,7 @@ namespace GUI {
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GLTexture();
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virtual ~GLTexture();
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bool load_from_file(const std::string& filename, bool use_mipmaps, bool compress);
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bool load_from_file(const std::string& filename, bool use_mipmaps, bool compress, bool apply_anisotropy, unsigned int max_size_px);
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bool load_from_file(const std::string& filename, bool use_mipmaps, ECompressionType compression_type, bool apply_anisotropy);
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bool load_from_svg_file(const std::string& filename, bool use_mipmaps, bool compress, bool apply_anisotropy, unsigned int max_size_px);
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// meanings of states: (std::pair<int, bool>)
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// first field (int):
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@ -102,12 +108,8 @@ namespace GUI {
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static void render_texture(unsigned int tex_id, float left, float right, float bottom, float top);
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static void render_sub_texture(unsigned int tex_id, float left, float right, float bottom, float top, const Quad_UVs& uvs);
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protected:
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unsigned int generate_mipmaps(wxImage& image, bool compress);
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private:
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bool load_from_png(const std::string& filename, bool use_mipmaps, bool compress);
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bool load_from_png(const std::string& filename, bool use_mipmaps, bool compress, bool apply_anisotropy, unsigned int max_size_px);
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bool load_from_png(const std::string& filename, bool use_mipmaps, ECompressionType compression_type, bool apply_anisotropy);
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bool load_from_svg(const std::string& filename, bool use_mipmaps, bool compress, bool apply_anisotropy, unsigned int max_size_px);
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friend class Compressor;
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@ -172,7 +172,7 @@ bool GLToolbar::init(const BackgroundTexture::Metadata& background_texture)
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bool res = false;
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if (!background_texture.filename.empty())
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res = m_background_texture.texture.load_from_file(path + background_texture.filename, false, true);
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res = m_background_texture.texture.load_from_file(path + background_texture.filename, false, GLTexture::SingleThreaded, false);
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if (res)
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m_background_texture.metadata = background_texture;
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@ -43,7 +43,7 @@ bool GLGizmosManager::init()
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if (!m_background_texture.metadata.filename.empty())
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{
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if (!m_background_texture.texture.load_from_file(resources_dir() + "/icons/" + m_background_texture.metadata.filename, false, true))
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if (!m_background_texture.texture.load_from_file(resources_dir() + "/icons/" + m_background_texture.metadata.filename, false, GLTexture::SingleThreaded, false))
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{
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reset();
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return false;
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