Temporary low-res texture shown while generating compressed data on the CPU
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@ -522,6 +522,14 @@ void Bed3D::render_prusa(const std::string &key, bool bottom) const
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if ((m_texture.get_id() == 0) || (m_texture.get_source() != filename))
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{
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#if ENABLE_COMPRESSED_TEXTURES
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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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// starts generating the main texture, compression will run asynchronously
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if (!m_texture.load_from_svg_file(filename, true, true, true, max_tex_size))
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#else
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if (!m_texture.load_from_svg_file(filename, true, max_tex_size))
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@ -542,7 +550,14 @@ void Bed3D::render_prusa(const std::string &key, bool bottom) const
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}
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#if ENABLE_COMPRESSED_TEXTURES
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else if (m_texture.unsent_compressed_data_available())
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{
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// sends to gpu the already available compressed levels of the main texture
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m_texture.send_compressed_data_to_gpu();
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// the temporary texture is not needed anymore, reset it
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if (m_temp_texture.get_id() != 0)
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m_temp_texture.reset();
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}
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#endif // ENABLE_COMPRESSED_TEXTURES
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if (!bottom)
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@ -616,7 +631,16 @@ void Bed3D::render_prusa_shader(bool transparent) const
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GLint position_id = m_shader.get_attrib_location("v_position");
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GLint tex_coords_id = m_shader.get_attrib_location("v_tex_coords");
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#if ENABLE_COMPRESSED_TEXTURES
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// show the temporary texture while no compressed data is available
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GLuint tex_id = (GLuint)m_temp_texture.get_id();
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if (tex_id == 0)
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tex_id = (GLuint)m_texture.get_id();
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glsafe(::glBindTexture(GL_TEXTURE_2D, tex_id));
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#else
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glsafe(::glBindTexture(GL_TEXTURE_2D, (GLuint)m_texture.get_id()));
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#endif // ENABLE_COMPRESSED_TEXTURES
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id));
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if (position_id != -1)
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@ -91,6 +91,10 @@ private:
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GeometryBuffer m_gridlines;
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#if ENABLE_TEXTURES_FROM_SVG
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mutable GLTexture m_texture;
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#if ENABLE_COMPRESSED_TEXTURES
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// temporary texture shown until the main texture has still no levels compressed
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mutable GLTexture m_temp_texture;
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#endif // ENABLE_COMPRESSED_TEXTURES
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mutable Shader m_shader;
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mutable unsigned int m_vbo_id;
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#else
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@ -343,18 +343,6 @@ void GLTexture::reset()
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#endif // ENABLE_COMPRESSED_TEXTURES
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}
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#if ENABLE_COMPRESSED_TEXTURES
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bool GLTexture::unsent_compressed_data_available() const
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{
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return m_compressor.unsent_compressed_data_available();
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}
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void GLTexture::send_compressed_data_to_gpu()
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{
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m_compressor.send_compressed_data_to_gpu();
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}
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#endif // ENABLE_COMPRESSED_TEXTURES
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void GLTexture::render_texture(unsigned int tex_id, float left, float right, float bottom, float top)
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{
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render_sub_texture(tex_id, left, right, bottom, top, FullTextureUVs);
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@ -603,7 +591,7 @@ bool GLTexture::load_from_svg(const std::string& filename, bool use_mipmaps, uns
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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 > 64) || (lod_h > 64))
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while ((lod_w > 16) || (lod_h > 16))
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{
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++level;
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@ -106,8 +106,8 @@ namespace GUI {
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const std::string& get_source() const { return m_source; }
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#if ENABLE_COMPRESSED_TEXTURES
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bool unsent_compressed_data_available() const;
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void send_compressed_data_to_gpu();
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bool unsent_compressed_data_available() const { return m_compressor.unsent_compressed_data_available(); }
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void send_compressed_data_to_gpu() { m_compressor.send_compressed_data_to_gpu(); }
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#endif // ENABLE_COMPRESSED_TEXTURES
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static void render_texture(unsigned int tex_id, float left, float right, float bottom, float top);
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