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Diffstat (limited to 'src/slic3r/GUI/GLTexture.cpp')
-rw-r--r--src/slic3r/GUI/GLTexture.cpp146
1 files changed, 52 insertions, 94 deletions
diff --git a/src/slic3r/GUI/GLTexture.cpp b/src/slic3r/GUI/GLTexture.cpp
index f178ddc73..b97d8ae48 100644
--- a/src/slic3r/GUI/GLTexture.cpp
+++ b/src/slic3r/GUI/GLTexture.cpp
@@ -2,6 +2,7 @@
#include "GLTexture.hpp"
#include "3DScene.hpp"
+#include "OpenGLManager.hpp"
#include <GL/glew.h>
@@ -74,11 +75,9 @@ void GLTexture::Compressor::send_compressed_data_to_gpu()
glsafe(::glBindTexture(GL_TEXTURE_2D, m_texture.m_id));
// 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.
int num_compressed = (int)m_num_levels_compressed;
- for (int i = 0; i < num_compressed; ++ i)
- {
+ for (int i = 0; i < num_compressed; ++ i) {
Level& level = m_levels[i];
- if (! level.sent_to_gpu && ! level.compressed_data.empty())
- {
+ if (! level.sent_to_gpu && ! level.compressed_data.empty()) {
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()));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, i));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (i > 0) ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR));
@@ -101,14 +100,13 @@ void GLTexture::Compressor::compress()
assert(m_num_levels_compressed == 0);
assert(m_abort_compressing == false);
- for (Level& level : m_levels)
- {
+ for (Level& level : m_levels) {
if (m_abort_compressing)
break;
// stb_dxt library, despite claiming that the needed size of the destination buffer is equal to (source buffer size)/4,
- // 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
- level.compressed_data = std::vector<unsigned char>(std::max((unsigned int)16, level.w * level.h * 2), 0);
+ // crashes if doing so, requiring a minimum of 64 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
+ level.compressed_data = std::vector<unsigned char>(std::max((unsigned int)64, (unsigned int)level.src_data.size() / 2), 0);
int compressed_size = 0;
rygCompress(level.compressed_data.data(), level.src_data.data(), level.w, level.h, 1, compressed_size);
level.compressed_data.resize(compressed_size);
@@ -165,7 +163,7 @@ bool GLTexture::load_from_svg_files_as_sprites_array(const std::vector<std::stri
{
reset();
- if (filenames.empty() || states.empty() || (sprite_size_px == 0))
+ if (filenames.empty() || states.empty() || sprite_size_px == 0)
return false;
// every tile needs to have a 1px border around it to avoid artifacts when linear sampling on its edges
@@ -179,8 +177,7 @@ bool GLTexture::load_from_svg_files_as_sprites_array(const std::vector<std::stri
int sprite_stride = sprite_size_px_ex * 4;
int sprite_bytes = sprite_n_pixels * 4;
- if (n_pixels <= 0)
- {
+ if (n_pixels <= 0) {
reset();
return false;
}
@@ -192,15 +189,13 @@ bool GLTexture::load_from_svg_files_as_sprites_array(const std::vector<std::stri
std::vector<unsigned char> output_data(sprite_bytes, 0);
NSVGrasterizer* rast = nsvgCreateRasterizer();
- if (rast == nullptr)
- {
+ if (rast == nullptr) {
reset();
return false;
}
int sprite_id = -1;
- for (const std::string& filename : filenames)
- {
+ for (const std::string& filename : filenames) {
++sprite_id;
if (!boost::filesystem::exists(filename))
@@ -220,8 +215,7 @@ bool GLTexture::load_from_svg_files_as_sprites_array(const std::vector<std::stri
// makes white only copy of the sprite
::memcpy((void*)sprite_white_only_data.data(), (const void*)sprite_data.data(), sprite_bytes);
- for (int i = 0; i < sprite_n_pixels; ++i)
- {
+ for (int i = 0; i < sprite_n_pixels; ++i) {
int offset = i * 4;
if (sprite_white_only_data.data()[offset] != 0)
::memset((void*)&sprite_white_only_data.data()[offset], 255, 3);
@@ -229,8 +223,7 @@ bool GLTexture::load_from_svg_files_as_sprites_array(const std::vector<std::stri
// makes gray only copy of the sprite
::memcpy((void*)sprite_gray_only_data.data(), (const void*)sprite_data.data(), sprite_bytes);
- for (int i = 0; i < sprite_n_pixels; ++i)
- {
+ for (int i = 0; i < sprite_n_pixels; ++i) {
int offset = i * 4;
if (sprite_gray_only_data.data()[offset] != 0)
::memset((void*)&sprite_gray_only_data.data()[offset], 128, 3);
@@ -238,30 +231,26 @@ bool GLTexture::load_from_svg_files_as_sprites_array(const std::vector<std::stri
int sprite_offset_px = sprite_id * (int)sprite_size_px_ex * m_width;
int state_id = -1;
- for (const std::pair<int, bool>& state : states)
- {
+ for (const std::pair<int, bool>& state : states) {
++state_id;
// select the sprite variant
std::vector<unsigned char>* src = nullptr;
switch (state.first)
{
- case 1: { src = &sprite_white_only_data; break; }
- case 2: { src = &sprite_gray_only_data; break; }
+ case 1: { src = &sprite_white_only_data; break; }
+ case 2: { src = &sprite_gray_only_data; break; }
default: { src = &sprite_data; break; }
}
::memcpy((void*)output_data.data(), (const void*)src->data(), sprite_bytes);
// applies background, if needed
- if (state.second)
- {
+ if (state.second) {
float inv_255 = 1.0f / 255.0f;
// offset by 1 to leave the first pixel empty (both in x and y)
- for (unsigned int r = 1; r <= sprite_size_px; ++r)
- {
+ for (unsigned int r = 1; r <= sprite_size_px; ++r) {
unsigned int offset_r = r * sprite_size_px_ex;
- for (unsigned int c = 1; c <= sprite_size_px; ++c)
- {
+ for (unsigned int c = 1; c <= sprite_size_px; ++c) {
unsigned int offset = (offset_r + c) * 4;
float alpha = (float)output_data.data()[offset + 3] * inv_255;
output_data.data()[offset + 0] = (unsigned char)(output_data.data()[offset + 0] * alpha);
@@ -273,8 +262,7 @@ bool GLTexture::load_from_svg_files_as_sprites_array(const std::vector<std::stri
}
int state_offset_px = sprite_offset_px + state_id * sprite_size_px_ex;
- for (int j = 0; j < (int)sprite_size_px_ex; ++j)
- {
+ for (int j = 0; j < (int)sprite_size_px_ex; ++j) {
::memcpy((void*)&data.data()[(state_offset_px + j * m_width) * 4], (const void*)&output_data.data()[j * sprite_stride], sprite_stride);
}
}
@@ -308,11 +296,9 @@ bool GLTexture::load_from_svg_files_as_sprites_array(const std::vector<std::stri
wxImage output(m_width, m_height);
output.InitAlpha();
- for (int h = 0; h < m_height; ++h)
- {
+ for (int h = 0; h < m_height; ++h) {
int px_h = h * m_width;
- for (int w = 0; w < m_width; ++w)
- {
+ for (int w = 0; w < m_width; ++w) {
int offset = (px_h + w) * 4;
output.SetRGB(w, h, data.data()[offset + 0], data.data()[offset + 1], data.data()[offset + 2]);
output.SetAlpha(w, h, data.data()[offset + 3]);
@@ -372,8 +358,7 @@ bool GLTexture::load_from_png(const std::string& filename, bool use_mipmaps, ECo
// Load a PNG with an alpha channel.
wxImage image;
- if (!image.LoadFile(wxString::FromUTF8(filename.c_str()), wxBITMAP_TYPE_PNG))
- {
+ if (!image.LoadFile(wxString::FromUTF8(filename.c_str()), wxBITMAP_TYPE_PNG)) {
reset();
return false;
}
@@ -383,20 +368,17 @@ bool GLTexture::load_from_png(const std::string& filename, bool use_mipmaps, ECo
bool requires_rescale = false;
- if (compression_enabled && (compression_type == MultiThreaded))
- {
+ if (compression_enabled && compression_type == MultiThreaded) {
// 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)
- {
+ if (width_rem != 0) {
m_width += (4 - width_rem);
requires_rescale = true;
}
- if (height_rem != 0)
- {
+ if (height_rem != 0) {
m_height += (4 - height_rem);
requires_rescale = true;
}
@@ -406,16 +388,14 @@ bool GLTexture::load_from_png(const std::string& filename, bool use_mipmaps, ECo
image = image.ResampleBicubic(m_width, m_height);
int n_pixels = m_width * m_height;
- if (n_pixels <= 0)
- {
+ if (n_pixels <= 0) {
reset();
return false;
}
// Get RGB & alpha raw data from wxImage, pack them into an array.
unsigned char* img_rgb = image.GetData();
- if (img_rgb == nullptr)
- {
+ if (img_rgb == nullptr) {
reset();
return false;
}
@@ -423,8 +403,7 @@ bool GLTexture::load_from_png(const std::string& filename, bool use_mipmaps, ECo
unsigned char* img_alpha = image.GetAlpha();
std::vector<unsigned char> data(n_pixels * 4, 0);
- for (int i = 0; i < n_pixels; ++i)
- {
+ 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];
@@ -438,19 +417,16 @@ bool GLTexture::load_from_png(const std::string& filename, bool use_mipmaps, ECo
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 (apply_anisotropy) {
+ GLfloat max_anisotropy = OpenGLManager::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)
- {
+ if (compression_enabled) {
if (compression_type == SingleThreaded)
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()));
- else
- {
+ else {
// 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
@@ -460,14 +436,12 @@ bool GLTexture::load_from_png(const std::string& filename, bool use_mipmaps, ECo
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)
- {
+ 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))
- {
+ while (lod_w > 1 || lod_h > 1) {
++level;
lod_w = std::max(lod_w / 2, 1);
@@ -481,8 +455,7 @@ bool GLTexture::load_from_png(const std::string& filename, bool use_mipmaps, ECo
img_rgb = image.GetData();
img_alpha = image.GetAlpha();
- for (int i = 0; i < n_pixels; ++i)
- {
+ 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];
@@ -491,12 +464,10 @@ bool GLTexture::load_from_png(const std::string& filename, bool use_mipmaps, ECo
data[data_id + 3] = (img_alpha != nullptr) ? img_alpha[i] : 255;
}
- if (compression_enabled)
- {
+ 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
- {
+ 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
@@ -507,14 +478,12 @@ bool GLTexture::load_from_png(const std::string& filename, bool use_mipmaps, ECo
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)
- {
+ 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
- {
+ else {
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0));
}
@@ -525,7 +494,7 @@ bool GLTexture::load_from_png(const std::string& filename, bool use_mipmaps, ECo
m_source = filename;
- if (compression_enabled && (compression_type == MultiThreaded))
+ if (compression_enabled && compression_type == MultiThreaded)
// start asynchronous compression
m_compressor.start_compressing();
@@ -537,8 +506,7 @@ bool GLTexture::load_from_svg(const std::string& filename, bool use_mipmaps, boo
bool compression_enabled = compress && GLEW_EXT_texture_compression_s3tc;
NSVGimage* image = nsvgParseFromFile(filename.c_str(), "px", 96.0f);
- if (image == nullptr)
- {
+ if (image == nullptr) {
reset();
return false;
}
@@ -548,8 +516,7 @@ bool GLTexture::load_from_svg(const std::string& filename, bool use_mipmaps, boo
m_width = (int)(scale * image->width);
m_height = (int)(scale * image->height);
- if (compression_enabled)
- {
+ 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;
@@ -563,16 +530,14 @@ bool GLTexture::load_from_svg(const std::string& filename, bool use_mipmaps, boo
int n_pixels = m_width * m_height;
- if (n_pixels <= 0)
- {
+ if (n_pixels <= 0) {
reset();
nsvgDelete(image);
return false;
}
NSVGrasterizer* rast = nsvgCreateRasterizer();
- if (rast == nullptr)
- {
+ if (rast == nullptr) {
nsvgDelete(image);
reset();
return false;
@@ -587,15 +552,13 @@ bool GLTexture::load_from_svg(const std::string& filename, bool use_mipmaps, boo
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 (apply_anisotropy) {
+ GLfloat max_anisotropy = OpenGLManager::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)
- {
+ 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
@@ -604,14 +567,12 @@ bool GLTexture::load_from_svg(const std::string& filename, bool use_mipmaps, boo
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)
- {
+ 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))
- {
+ while (lod_w > 1 || lod_h > 1) {
++level;
lod_w = std::max(lod_w / 2, 1);
@@ -621,8 +582,7 @@ bool GLTexture::load_from_svg(const std::string& filename, bool use_mipmaps, boo
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)
- {
+ 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
@@ -632,14 +592,12 @@ bool GLTexture::load_from_svg(const std::string& filename, bool use_mipmaps, boo
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)
- {
+ 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
- {
+ else {
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0));
}