Render custom bed textures in png format on prusa beds
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1c5ff3c72d
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@ -5,16 +5,30 @@ const vec3 back_color_light = vec3(0.365, 0.365, 0.365);
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uniform sampler2D texture;
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uniform bool transparent_background;
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uniform bool svg_source;
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varying vec2 tex_coords;
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void main()
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vec4 svg_color()
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{
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// takes foreground from texture
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vec4 fore_color = texture2D(texture, tex_coords);
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// calculates radial gradient
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vec3 back_color = vec3(mix(back_color_light, back_color_dark, smoothstep(0.0, 0.5, length(abs(tex_coords.xy) - vec2(0.5)))));
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vec4 fore_color = texture2D(texture, tex_coords);
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// blends foreground with background
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gl_FragColor = vec4(mix(back_color, fore_color.rgb, fore_color.a), transparent_background ? fore_color.a : 1.0);
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return vec4(mix(back_color, fore_color.rgb, fore_color.a), transparent_background ? fore_color.a : 1.0);
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}
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vec4 non_svg_color()
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{
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// takes foreground from texture
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vec4 color = texture2D(texture, tex_coords);
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return vec4(color.rgb, transparent_background ? color.a * 0.25 : color.a);
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}
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void main()
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{
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gl_FragColor = svg_source ? svg_color() : non_svg_color();
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}
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@ -519,13 +519,18 @@ void Bed3D::render_prusa(GLCanvas3D* canvas, const std::string &key, bool bottom
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if ((m_texture.get_id() == 0) || (m_texture.get_source() != filename))
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{
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m_texture.reset();
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if (boost::algorithm::iends_with(filename, ".svg"))
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{
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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.load_from_svg_file(filename, false, false, false, max_tex_size / 8))
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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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render_custom();
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return;
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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.load_from_svg_file(filename, false, false, false, max_tex_size / 8))
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{
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render_custom();
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return;
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}
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}
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// starts generating the main texture, compression will run asynchronously
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@ -537,9 +542,22 @@ void Bed3D::render_prusa(GLCanvas3D* canvas, const std::string &key, bool bottom
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}
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else if (boost::algorithm::iends_with(filename, ".png"))
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{
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std::cout << "texture: " << filename << std::endl;
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render_custom();
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return;
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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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{
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render_custom();
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return;
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}
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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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{
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render_custom();
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return;
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}
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}
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else
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{
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@ -634,6 +652,7 @@ void Bed3D::render_prusa_shader(bool transparent) const
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{
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m_shader.start_using();
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m_shader.set_uniform("transparent_background", transparent);
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m_shader.set_uniform("svg_source", boost::algorithm::iends_with(m_texture.get_source(), ".svg"));
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unsigned int stride = m_triangles.get_vertex_data_size();
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@ -147,6 +147,19 @@ bool GLTexture::load_from_file(const std::string& filename, bool use_mipmaps, bo
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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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else
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return false;
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}
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bool GLTexture::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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{
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reset();
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@ -465,6 +478,172 @@ bool GLTexture::load_from_png(const std::string& filename, bool use_mipmaps, boo
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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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// 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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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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{
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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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int height_rem = m_height % 4;
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if (width_rem != 0)
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{
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m_width += (4 - width_rem);
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requires_rescale = true;
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}
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if (height_rem != 0)
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{
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m_height += (4 - height_rem);
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requires_rescale = true;
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}
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}
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if (requires_rescale)
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image = image.ResampleBicubic(m_width, m_height);
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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 (apply_anisotropy)
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{
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GLfloat max_anisotropy = GLCanvas3DManager::get_gl_info().get_max_anisotropy();
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if (max_anisotropy > 1.0f)
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glsafe(::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, max_anisotropy));
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}
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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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}
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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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int lod_w = m_width;
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int lod_h = m_height;
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GLint level = 0;
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// we do not need to generate all levels down to 1x1
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while ((lod_w > 16) || (lod_h > 16))
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{
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++level;
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lod_w = std::max(lod_w / 2, 1);
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lod_h = std::max(lod_h / 2, 1);
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n_pixels = lod_w * lod_h;
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image = image.ResampleBicubic(lod_w, lod_h);
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data.resize(n_pixels * 4);
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img_rgb = image.GetData();
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img_alpha = image.GetAlpha();
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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 (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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}
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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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}
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if (!compression_enabled)
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{
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level));
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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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}
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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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if (compression_enabled)
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// start asynchronous compression
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m_compressor.start_compressing();
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return true;
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}
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bool GLTexture::load_from_svg(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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@ -579,6 +758,7 @@ bool GLTexture::load_from_svg(const std::string& filename, bool use_mipmaps, boo
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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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@ -76,6 +76,7 @@ namespace GUI {
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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_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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@ -106,6 +107,7 @@ namespace GUI {
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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_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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