Temporary low-res texture shown while generating compressed data on the CPU

This commit is contained in:
Enrico Turri 2019-06-02 11:01:51 +02:00
parent 545c013acd
commit e6af0d3dc4
4 changed files with 31 additions and 15 deletions

View File

@ -522,6 +522,14 @@ void Bed3D::render_prusa(const std::string &key, bool bottom) const
if ((m_texture.get_id() == 0) || (m_texture.get_source() != filename))
{
#if ENABLE_COMPRESSED_TEXTURES
// generate a temporary lower resolution texture to show while no main texture levels have been compressed
if (!m_temp_texture.load_from_svg_file(filename, false, false, false, max_tex_size / 8))
{
render_custom();
return;
}
// starts generating the main texture, compression will run asynchronously
if (!m_texture.load_from_svg_file(filename, true, true, true, max_tex_size))
#else
if (!m_texture.load_from_svg_file(filename, true, max_tex_size))
@ -542,7 +550,14 @@ void Bed3D::render_prusa(const std::string &key, bool bottom) const
}
#if ENABLE_COMPRESSED_TEXTURES
else if (m_texture.unsent_compressed_data_available())
{
// sends to gpu the already available compressed levels of the main texture
m_texture.send_compressed_data_to_gpu();
// the temporary texture is not needed anymore, reset it
if (m_temp_texture.get_id() != 0)
m_temp_texture.reset();
}
#endif // ENABLE_COMPRESSED_TEXTURES
if (!bottom)
@ -616,7 +631,16 @@ void Bed3D::render_prusa_shader(bool transparent) const
GLint position_id = m_shader.get_attrib_location("v_position");
GLint tex_coords_id = m_shader.get_attrib_location("v_tex_coords");
#if ENABLE_COMPRESSED_TEXTURES
// show the temporary texture while no compressed data is available
GLuint tex_id = (GLuint)m_temp_texture.get_id();
if (tex_id == 0)
tex_id = (GLuint)m_texture.get_id();
glsafe(::glBindTexture(GL_TEXTURE_2D, tex_id));
#else
glsafe(::glBindTexture(GL_TEXTURE_2D, (GLuint)m_texture.get_id()));
#endif // ENABLE_COMPRESSED_TEXTURES
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id));
if (position_id != -1)

View File

@ -91,6 +91,10 @@ private:
GeometryBuffer m_gridlines;
#if ENABLE_TEXTURES_FROM_SVG
mutable GLTexture m_texture;
#if ENABLE_COMPRESSED_TEXTURES
// temporary texture shown until the main texture has still no levels compressed
mutable GLTexture m_temp_texture;
#endif // ENABLE_COMPRESSED_TEXTURES
mutable Shader m_shader;
mutable unsigned int m_vbo_id;
#else

View File

@ -343,18 +343,6 @@ void GLTexture::reset()
#endif // ENABLE_COMPRESSED_TEXTURES
}
#if ENABLE_COMPRESSED_TEXTURES
bool GLTexture::unsent_compressed_data_available() const
{
return m_compressor.unsent_compressed_data_available();
}
void GLTexture::send_compressed_data_to_gpu()
{
m_compressor.send_compressed_data_to_gpu();
}
#endif // ENABLE_COMPRESSED_TEXTURES
void GLTexture::render_texture(unsigned int tex_id, float left, float right, float bottom, float top)
{
render_sub_texture(tex_id, left, right, bottom, top, FullTextureUVs);
@ -603,7 +591,7 @@ bool GLTexture::load_from_svg(const std::string& filename, bool use_mipmaps, uns
int lod_h = m_height;
GLint level = 0;
// we do not need to generate all levels down to 1x1
while ((lod_w > 64) || (lod_h > 64))
while ((lod_w > 16) || (lod_h > 16))
{
++level;

View File

@ -106,8 +106,8 @@ namespace GUI {
const std::string& get_source() const { return m_source; }
#if ENABLE_COMPRESSED_TEXTURES
bool unsent_compressed_data_available() const;
void send_compressed_data_to_gpu();
bool unsent_compressed_data_available() const { return m_compressor.unsent_compressed_data_available(); }
void send_compressed_data_to_gpu() { m_compressor.send_compressed_data_to_gpu(); }
#endif // ENABLE_COMPRESSED_TEXTURES
static void render_texture(unsigned int tex_id, float left, float right, float bottom, float top);