668 lines
23 KiB
C++
668 lines
23 KiB
C++
#include "libslic3r/libslic3r.h"
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#include "GLTexture.hpp"
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#include "3DScene.hpp"
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#if ENABLE_NON_STATIC_CANVAS_MANAGER
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#include "GLCanvas3DManager.hpp"
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#endif // ENABLE_NON_STATIC_CANVAS_MANAGER
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#include <GL/glew.h>
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#include <wx/image.h>
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#include <boost/filesystem.hpp>
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#include <boost/algorithm/string/predicate.hpp>
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#include <vector>
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#include <algorithm>
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#include <thread>
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#define STB_DXT_IMPLEMENTATION
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#include "stb_dxt/stb_dxt.h"
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#include "nanosvg/nanosvg.h"
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#include "nanosvg/nanosvgrast.h"
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#include "libslic3r/Utils.hpp"
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namespace Slic3r {
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namespace GUI {
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void GLTexture::Compressor::reset()
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{
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if (m_thread.joinable()) {
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m_abort_compressing = true;
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m_thread.join();
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m_levels.clear();
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m_num_levels_compressed = 0;
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m_abort_compressing = false;
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}
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assert(m_levels.empty());
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assert(m_abort_compressing == false);
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assert(m_num_levels_compressed == 0);
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}
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void GLTexture::Compressor::start_compressing()
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{
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// The worker thread should be stopped already.
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assert(! m_thread.joinable());
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assert(! m_levels.empty());
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assert(m_abort_compressing == false);
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assert(m_num_levels_compressed == 0);
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if (! m_levels.empty()) {
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std::thread thrd(&GLTexture::Compressor::compress, this);
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m_thread = std::move(thrd);
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}
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}
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bool GLTexture::Compressor::unsent_compressed_data_available() const
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{
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if (m_levels.empty())
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return false;
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// Querying the atomic m_num_levels_compressed value synchronizes processor caches, so that the data of m_levels modified by the worker thread are accessible to the calling thread.
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unsigned int num_compressed = m_num_levels_compressed;
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for (unsigned int i = 0; i < num_compressed; ++ i)
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if (! m_levels[i].sent_to_gpu && ! m_levels[i].compressed_data.empty())
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return true;
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return false;
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}
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void GLTexture::Compressor::send_compressed_data_to_gpu()
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{
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// this method should be called inside the main thread of Slicer or a new OpenGL context (sharing resources) would be needed
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if (m_levels.empty())
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return;
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glsafe(::glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
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glsafe(::glBindTexture(GL_TEXTURE_2D, m_texture.m_id));
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// Querying the atomic m_num_levels_compressed value synchronizes processor caches, so that the dat of m_levels modified by the worker thread are accessible to the calling thread.
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int num_compressed = (int)m_num_levels_compressed;
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for (int i = 0; i < num_compressed; ++ i)
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{
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Level& level = m_levels[i];
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if (! level.sent_to_gpu && ! level.compressed_data.empty())
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{
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glsafe(::glCompressedTexSubImage2D(GL_TEXTURE_2D, (GLint)i, 0, 0, (GLsizei)level.w, (GLsizei)level.h, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, (GLsizei)level.compressed_data.size(), (const GLvoid*)level.compressed_data.data()));
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, i));
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (i > 0) ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR));
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level.sent_to_gpu = true;
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// we are done with the compressed data, we can discard it
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level.compressed_data.clear();
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}
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}
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glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
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if (num_compressed == (int)m_levels.size())
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// Finalize the worker thread, close it.
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this->reset();
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}
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void GLTexture::Compressor::compress()
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{
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// reference: https://github.com/Cyan4973/RygsDXTc
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assert(m_num_levels_compressed == 0);
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assert(m_abort_compressing == false);
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for (Level& level : m_levels)
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{
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if (m_abort_compressing)
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break;
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// stb_dxt library, despite claiming that the needed size of the destination buffer is equal to (source buffer size)/4,
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// crashes if doing so, requiring a minimum of 16 bytes and up to a third of the source buffer size, so we set the destination buffer initial size to be half the source buffer size
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level.compressed_data = std::vector<unsigned char>(std::max((unsigned int)16, level.w * level.h * 2), 0);
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int compressed_size = 0;
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rygCompress(level.compressed_data.data(), level.src_data.data(), level.w, level.h, 1, compressed_size);
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level.compressed_data.resize(compressed_size);
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// we are done with the source data, we can discard it
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level.src_data.clear();
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++ m_num_levels_compressed;
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}
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}
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GLTexture::Quad_UVs GLTexture::FullTextureUVs = { { 0.0f, 1.0f }, { 1.0f, 1.0f }, { 1.0f, 0.0f }, { 0.0f, 0.0f } };
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GLTexture::GLTexture()
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: m_id(0)
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, m_width(0)
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, m_height(0)
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, m_source("")
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, m_compressor(*this)
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{
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}
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GLTexture::~GLTexture()
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{
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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, ECompressionType compression_type, bool apply_anisotropy)
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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, compression_type, apply_anisotropy);
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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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if (!boost::filesystem::exists(filename))
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return false;
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if (boost::algorithm::iends_with(filename, ".svg"))
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return load_from_svg(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_files_as_sprites_array(const std::vector<std::string>& filenames, const std::vector<std::pair<int, bool>>& states, unsigned int sprite_size_px, bool compress)
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{
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reset();
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if (filenames.empty() || states.empty() || (sprite_size_px == 0))
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return false;
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// every tile needs to have a 1px border around it to avoid artifacts when linear sampling on its edges
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unsigned int sprite_size_px_ex = sprite_size_px + 1;
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m_width = 1 + (int)(sprite_size_px_ex * states.size());
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m_height = 1 + (int)(sprite_size_px_ex * filenames.size());
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int n_pixels = m_width * m_height;
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int sprite_n_pixels = sprite_size_px_ex * sprite_size_px_ex;
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int sprite_stride = sprite_size_px_ex * 4;
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int sprite_bytes = sprite_n_pixels * 4;
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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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std::vector<unsigned char> data(n_pixels * 4, 0);
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std::vector<unsigned char> sprite_data(sprite_bytes, 0);
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std::vector<unsigned char> sprite_white_only_data(sprite_bytes, 0);
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std::vector<unsigned char> sprite_gray_only_data(sprite_bytes, 0);
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std::vector<unsigned char> output_data(sprite_bytes, 0);
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NSVGrasterizer* rast = nsvgCreateRasterizer();
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if (rast == nullptr)
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{
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reset();
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return false;
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}
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int sprite_id = -1;
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for (const std::string& filename : filenames)
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{
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++sprite_id;
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if (!boost::filesystem::exists(filename))
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continue;
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if (!boost::algorithm::iends_with(filename, ".svg"))
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continue;
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NSVGimage* image = nsvgParseFromFile(filename.c_str(), "px", 96.0f);
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if (image == nullptr)
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continue;
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float scale = (float)sprite_size_px / std::max(image->width, image->height);
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// offset by 1 to leave the first pixel empty (both in x and y)
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nsvgRasterize(rast, image, 1, 1, scale, sprite_data.data(), sprite_size_px, sprite_size_px, sprite_stride);
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// makes white only copy of the sprite
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::memcpy((void*)sprite_white_only_data.data(), (const void*)sprite_data.data(), sprite_bytes);
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for (int i = 0; i < sprite_n_pixels; ++i)
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{
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int offset = i * 4;
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if (sprite_white_only_data.data()[offset] != 0)
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::memset((void*)&sprite_white_only_data.data()[offset], 255, 3);
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}
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// makes gray only copy of the sprite
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::memcpy((void*)sprite_gray_only_data.data(), (const void*)sprite_data.data(), sprite_bytes);
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for (int i = 0; i < sprite_n_pixels; ++i)
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{
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int offset = i * 4;
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if (sprite_gray_only_data.data()[offset] != 0)
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::memset((void*)&sprite_gray_only_data.data()[offset], 128, 3);
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}
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int sprite_offset_px = sprite_id * (int)sprite_size_px_ex * m_width;
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int state_id = -1;
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for (const std::pair<int, bool>& state : states)
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{
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++state_id;
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// select the sprite variant
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std::vector<unsigned char>* src = nullptr;
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switch (state.first)
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{
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case 1: { src = &sprite_white_only_data; break; }
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case 2: { src = &sprite_gray_only_data; break; }
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default: { src = &sprite_data; break; }
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}
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::memcpy((void*)output_data.data(), (const void*)src->data(), sprite_bytes);
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// applies background, if needed
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if (state.second)
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{
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float inv_255 = 1.0f / 255.0f;
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// offset by 1 to leave the first pixel empty (both in x and y)
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for (unsigned int r = 1; r <= sprite_size_px; ++r)
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{
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unsigned int offset_r = r * sprite_size_px_ex;
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for (unsigned int c = 1; c <= sprite_size_px; ++c)
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{
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unsigned int offset = (offset_r + c) * 4;
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float alpha = (float)output_data.data()[offset + 3] * inv_255;
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output_data.data()[offset + 0] = (unsigned char)(output_data.data()[offset + 0] * alpha);
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output_data.data()[offset + 1] = (unsigned char)(output_data.data()[offset + 1] * alpha);
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output_data.data()[offset + 2] = (unsigned char)(output_data.data()[offset + 2] * alpha);
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output_data.data()[offset + 3] = (unsigned char)(128 * (1.0f - alpha) + output_data.data()[offset + 3] * alpha);
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}
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}
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}
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int state_offset_px = sprite_offset_px + state_id * sprite_size_px_ex;
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for (int j = 0; j < (int)sprite_size_px_ex; ++j)
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{
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::memcpy((void*)&data.data()[(state_offset_px + j * m_width) * 4], (const void*)&output_data.data()[j * sprite_stride], sprite_stride);
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}
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}
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nsvgDelete(image);
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}
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nsvgDeleteRasterizer(rast);
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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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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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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 = filenames.front();
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#if 0
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// debug output
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static int pass = 0;
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++pass;
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wxImage output(m_width, m_height);
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output.InitAlpha();
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for (int h = 0; h < m_height; ++h)
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{
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int px_h = h * m_width;
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for (int w = 0; w < m_width; ++w)
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{
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int offset = (px_h + w) * 4;
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output.SetRGB(w, h, data.data()[offset + 0], data.data()[offset + 1], data.data()[offset + 2]);
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output.SetAlpha(w, h, data.data()[offset + 3]);
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}
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}
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std::string out_filename = resources_dir() + "/icons/test_" + std::to_string(pass) + ".png";
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output.SaveFile(out_filename, wxBITMAP_TYPE_PNG);
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#endif // 0
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return true;
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}
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void GLTexture::reset()
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{
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if (m_id != 0)
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glsafe(::glDeleteTextures(1, &m_id));
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m_id = 0;
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m_width = 0;
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m_height = 0;
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m_source = "";
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m_compressor.reset();
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}
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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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}
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void GLTexture::render_sub_texture(unsigned int tex_id, float left, float right, float bottom, float top, const GLTexture::Quad_UVs& uvs)
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{
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glsafe(::glEnable(GL_BLEND));
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glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
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glsafe(::glEnable(GL_TEXTURE_2D));
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glsafe(::glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE));
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glsafe(::glBindTexture(GL_TEXTURE_2D, (GLuint)tex_id));
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::glBegin(GL_QUADS);
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::glTexCoord2f(uvs.left_bottom.u, uvs.left_bottom.v); ::glVertex2f(left, bottom);
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::glTexCoord2f(uvs.right_bottom.u, uvs.right_bottom.v); ::glVertex2f(right, bottom);
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::glTexCoord2f(uvs.right_top.u, uvs.right_top.v); ::glVertex2f(right, top);
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::glTexCoord2f(uvs.left_top.u, uvs.left_top.v); ::glVertex2f(left, top);
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glsafe(::glEnd());
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glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
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glsafe(::glDisable(GL_TEXTURE_2D));
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glsafe(::glDisable(GL_BLEND));
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}
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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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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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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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bool requires_rescale = false;
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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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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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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
|
|
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));
|
|
// and send the uncompressed data to the compressor
|
|
m_compressor.add_level((unsigned int)m_width, (unsigned int)m_height, data);
|
|
}
|
|
}
|
|
else
|
|
glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
|
|
|
|
if (use_mipmaps)
|
|
{
|
|
// we manually generate mipmaps because glGenerateMipmap() function is not reliable on all graphics cards
|
|
int lod_w = m_width;
|
|
int lod_h = m_height;
|
|
GLint level = 0;
|
|
while ((lod_w > 1) || (lod_h > 1))
|
|
{
|
|
++level;
|
|
|
|
lod_w = std::max(lod_w / 2, 1);
|
|
lod_h = std::max(lod_h / 2, 1);
|
|
n_pixels = lod_w * lod_h;
|
|
|
|
image = image.ResampleBicubic(lod_w, lod_h);
|
|
|
|
data.resize(n_pixels * 4);
|
|
|
|
img_rgb = image.GetData();
|
|
img_alpha = image.GetAlpha();
|
|
|
|
for (int i = 0; i < n_pixels; ++i)
|
|
{
|
|
int data_id = i * 4;
|
|
int img_id = i * 3;
|
|
data[data_id + 0] = img_rgb[img_id + 0];
|
|
data[data_id + 1] = img_rgb[img_id + 1];
|
|
data[data_id + 2] = img_rgb[img_id + 2];
|
|
data[data_id + 3] = (img_alpha != nullptr) ? img_alpha[i] : 255;
|
|
}
|
|
|
|
if (compression_enabled)
|
|
{
|
|
if (compression_type == SingleThreaded)
|
|
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()));
|
|
else
|
|
{
|
|
// initializes the texture on GPU
|
|
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));
|
|
// and send the uncompressed data to the compressor
|
|
m_compressor.add_level((unsigned int)lod_w, (unsigned int)lod_h, data);
|
|
}
|
|
}
|
|
else
|
|
glsafe(::glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, (GLsizei)lod_w, (GLsizei)lod_h, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
|
|
}
|
|
|
|
if (!compression_enabled)
|
|
{
|
|
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level));
|
|
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
|
|
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0));
|
|
}
|
|
|
|
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
|
|
|
|
glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
|
|
|
|
m_source = filename;
|
|
|
|
if (compression_enabled && (compression_type == MultiThreaded))
|
|
// start asynchronous compression
|
|
m_compressor.start_compressing();
|
|
|
|
return true;
|
|
}
|
|
|
|
bool GLTexture::load_from_svg(const std::string& filename, bool use_mipmaps, bool compress, bool apply_anisotropy, unsigned int max_size_px)
|
|
{
|
|
bool compression_enabled = compress && GLEW_EXT_texture_compression_s3tc;
|
|
|
|
NSVGimage* image = nsvgParseFromFile(filename.c_str(), "px", 96.0f);
|
|
if (image == nullptr)
|
|
{
|
|
reset();
|
|
return false;
|
|
}
|
|
|
|
float scale = (float)max_size_px / std::max(image->width, image->height);
|
|
|
|
m_width = (int)(scale * image->width);
|
|
m_height = (int)(scale * image->height);
|
|
|
|
if (compression_enabled)
|
|
{
|
|
// the stb_dxt compression library seems to like only texture sizes which are a multiple of 4
|
|
int width_rem = m_width % 4;
|
|
int height_rem = m_height % 4;
|
|
|
|
if (width_rem != 0)
|
|
m_width += (4 - width_rem);
|
|
|
|
if (height_rem != 0)
|
|
m_height += (4 - height_rem);
|
|
}
|
|
|
|
int n_pixels = m_width * m_height;
|
|
|
|
if (n_pixels <= 0)
|
|
{
|
|
reset();
|
|
nsvgDelete(image);
|
|
return false;
|
|
}
|
|
|
|
NSVGrasterizer* rast = nsvgCreateRasterizer();
|
|
if (rast == nullptr)
|
|
{
|
|
nsvgDelete(image);
|
|
reset();
|
|
return false;
|
|
}
|
|
|
|
// creates the temporary buffer only once, with max size, and reuse it for all the levels, if generating mipmaps
|
|
std::vector<unsigned char> data(n_pixels * 4, 0);
|
|
nsvgRasterize(rast, image, 0, 0, scale, data.data(), m_width, m_height, m_width * 4);
|
|
|
|
// sends data to gpu
|
|
glsafe(::glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
|
|
glsafe(::glGenTextures(1, &m_id));
|
|
glsafe(::glBindTexture(GL_TEXTURE_2D, m_id));
|
|
|
|
if (apply_anisotropy)
|
|
{
|
|
GLfloat max_anisotropy = GLCanvas3DManager::get_gl_info().get_max_anisotropy();
|
|
if (max_anisotropy > 1.0f)
|
|
glsafe(::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, max_anisotropy));
|
|
}
|
|
|
|
if (compression_enabled)
|
|
{
|
|
// initializes the texture on GPU
|
|
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));
|
|
// and send the uncompressed data to the compressor
|
|
m_compressor.add_level((unsigned int)m_width, (unsigned int)m_height, data);
|
|
}
|
|
else
|
|
glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
|
|
|
|
if (use_mipmaps)
|
|
{
|
|
// we manually generate mipmaps because glGenerateMipmap() function is not reliable on all graphics cards
|
|
int lod_w = m_width;
|
|
int lod_h = m_height;
|
|
GLint level = 0;
|
|
while ((lod_w > 1) || (lod_h > 1))
|
|
{
|
|
++level;
|
|
|
|
lod_w = std::max(lod_w / 2, 1);
|
|
lod_h = std::max(lod_h / 2, 1);
|
|
scale /= 2.0f;
|
|
|
|
data.resize(lod_w * lod_h * 4);
|
|
|
|
nsvgRasterize(rast, image, 0, 0, scale, data.data(), lod_w, lod_h, lod_w * 4);
|
|
if (compression_enabled)
|
|
{
|
|
// initializes the texture on GPU
|
|
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));
|
|
// and send the uncompressed data to the compressor
|
|
m_compressor.add_level((unsigned int)lod_w, (unsigned int)lod_h, data);
|
|
}
|
|
else
|
|
glsafe(::glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, (GLsizei)lod_w, (GLsizei)lod_h, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
|
|
}
|
|
|
|
if (!compression_enabled)
|
|
{
|
|
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level));
|
|
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
|
|
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0));
|
|
}
|
|
|
|
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
|
|
|
|
glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
|
|
|
|
m_source = filename;
|
|
|
|
if (compression_enabled)
|
|
// start asynchronous compression
|
|
m_compressor.start_compressing();
|
|
|
|
nsvgDeleteRasterizer(rast);
|
|
nsvgDelete(image);
|
|
|
|
return true;
|
|
}
|
|
|
|
} // namespace GUI
|
|
} // namespace Slic3r
|