#include "libslic3r/libslic3r.h" #include "GLTexture.hpp" #include "3DScene.hpp" #include #include #include #include #include #include #include #define STB_DXT_IMPLEMENTATION #include "stb_dxt/stb_dxt.h" #include "nanosvg/nanosvg.h" #include "nanosvg/nanosvgrast.h" #include "libslic3r/Utils.hpp" namespace Slic3r { namespace GUI { void GLTexture::Compressor::reset() { if (m_thread.joinable()) { m_abort_compressing = true; m_thread.join(); m_levels.clear(); m_num_levels_compressed = 0; m_abort_compressing = false; } assert(m_levels.empty()); assert(m_abort_compressing == false); assert(m_num_levels_compressed == 0); } void GLTexture::Compressor::start_compressing() { // The worker thread should be stopped already. assert(! m_thread.joinable()); assert(! m_levels.empty()); assert(m_abort_compressing == false); assert(m_num_levels_compressed == 0); if (! m_levels.empty()) { std::thread thrd(&GLTexture::Compressor::compress, this); m_thread = std::move(thrd); } } bool GLTexture::Compressor::unsent_compressed_data_available() const { if (m_levels.empty()) return false; // 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. unsigned int num_compressed = m_num_levels_compressed; for (unsigned int i = 0; i < num_compressed; ++ i) if (! m_levels[i].sent_to_gpu && ! m_levels[i].compressed_data.empty()) return true; return false; } void GLTexture::Compressor::send_compressed_data_to_gpu() { // this method should be called inside the main thread of Slicer or a new OpenGL context (sharing resources) would be needed if (m_levels.empty()) return; glsafe(::glPixelStorei(GL_UNPACK_ALIGNMENT, 1)); 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) { Level& level = m_levels[i]; 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)); level.sent_to_gpu = true; // we are done with the compressed data, we can discard it level.compressed_data.clear(); } } glsafe(::glBindTexture(GL_TEXTURE_2D, 0)); if (num_compressed == (int)m_levels.size()) // Finalize the worker thread, close it. this->reset(); } void GLTexture::Compressor::compress() { // reference: https://github.com/Cyan4973/RygsDXTc assert(m_num_levels_compressed == 0); assert(m_abort_compressing == false); 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(std::max((unsigned int)16, level.w * level.h * 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); // we are done with the source data, we can discard it level.src_data.clear(); ++ m_num_levels_compressed; } } GLTexture::Quad_UVs GLTexture::FullTextureUVs = { { 0.0f, 1.0f }, { 1.0f, 1.0f }, { 1.0f, 0.0f }, { 0.0f, 0.0f } }; GLTexture::GLTexture() : m_id(0) , m_width(0) , m_height(0) , m_source("") , m_compressor(*this) { } GLTexture::~GLTexture() { reset(); } bool GLTexture::load_from_file(const std::string& filename, bool use_mipmaps, ECompressionType compression_type, bool apply_anisotropy) { reset(); if (!boost::filesystem::exists(filename)) return false; if (boost::algorithm::iends_with(filename, ".png")) return load_from_png(filename, use_mipmaps, compression_type, apply_anisotropy); else return false; } bool GLTexture::load_from_svg_file(const std::string& filename, bool use_mipmaps, bool compress, bool apply_anisotropy, unsigned int max_size_px) { reset(); if (!boost::filesystem::exists(filename)) return false; if (boost::algorithm::iends_with(filename, ".svg")) return load_from_svg(filename, use_mipmaps, compress, apply_anisotropy, max_size_px); else return false; } bool GLTexture::load_from_svg_files_as_sprites_array(const std::vector& filenames, const std::vector>& states, unsigned int sprite_size_px, bool compress) { reset(); 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 unsigned int sprite_size_px_ex = sprite_size_px + 1; m_width = 1 + (int)(sprite_size_px_ex * states.size()); m_height = 1 + (int)(sprite_size_px_ex * filenames.size()); int n_pixels = m_width * m_height; int sprite_n_pixels = sprite_size_px_ex * sprite_size_px_ex; int sprite_stride = sprite_size_px_ex * 4; int sprite_bytes = sprite_n_pixels * 4; if (n_pixels <= 0) { reset(); return false; } std::vector data(n_pixels * 4, 0); std::vector sprite_data(sprite_bytes, 0); std::vector sprite_white_only_data(sprite_bytes, 0); std::vector sprite_gray_only_data(sprite_bytes, 0); std::vector output_data(sprite_bytes, 0); NSVGrasterizer* rast = nsvgCreateRasterizer(); if (rast == nullptr) { reset(); return false; } int sprite_id = -1; for (const std::string& filename : filenames) { ++sprite_id; if (!boost::filesystem::exists(filename)) continue; if (!boost::algorithm::iends_with(filename, ".svg")) continue; NSVGimage* image = nsvgParseFromFile(filename.c_str(), "px", 96.0f); if (image == nullptr) continue; float scale = (float)sprite_size_px / std::max(image->width, image->height); // offset by 1 to leave the first pixel empty (both in x and y) nsvgRasterize(rast, image, 1, 1, scale, sprite_data.data(), sprite_size_px, sprite_size_px, sprite_stride); // 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) { int offset = i * 4; if (sprite_white_only_data.data()[offset] != 0) ::memset((void*)&sprite_white_only_data.data()[offset], 255, 3); } // 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) { int offset = i * 4; if (sprite_gray_only_data.data()[offset] != 0) ::memset((void*)&sprite_gray_only_data.data()[offset], 128, 3); } int sprite_offset_px = sprite_id * (int)sprite_size_px_ex * m_width; int state_id = -1; for (const std::pair& state : states) { ++state_id; // select the sprite variant std::vector* src = nullptr; switch (state.first) { 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) { 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) { unsigned int offset_r = r * sprite_size_px_ex; 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); output_data.data()[offset + 1] = (unsigned char)(output_data.data()[offset + 1] * alpha); output_data.data()[offset + 2] = (unsigned char)(output_data.data()[offset + 2] * alpha); output_data.data()[offset + 3] = (unsigned char)(128 * (1.0f - alpha) + output_data.data()[offset + 3] * alpha); } } } int state_offset_px = sprite_offset_px + state_id * sprite_size_px_ex; 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); } } nsvgDelete(image); } nsvgDeleteRasterizer(rast); // sends data to gpu glsafe(::glPixelStorei(GL_UNPACK_ALIGNMENT, 1)); glsafe(::glGenTextures(1, &m_id)); glsafe(::glBindTexture(GL_TEXTURE_2D, m_id)); if (compress && GLEW_EXT_texture_compression_s3tc) 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 glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data())); 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 = filenames.front(); #if 0 // debug output static int pass = 0; ++pass; wxImage output(m_width, m_height); output.InitAlpha(); for (int h = 0; h < m_height; ++h) { int px_h = h * m_width; 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]); } } std::string out_filename = resources_dir() + "/icons/test_" + std::to_string(pass) + ".png"; output.SaveFile(out_filename, wxBITMAP_TYPE_PNG); #endif // 0 return true; } void GLTexture::reset() { if (m_id != 0) glsafe(::glDeleteTextures(1, &m_id)); m_id = 0; m_width = 0; m_height = 0; m_source = ""; m_compressor.reset(); } 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); } void GLTexture::render_sub_texture(unsigned int tex_id, float left, float right, float bottom, float top, const GLTexture::Quad_UVs& uvs) { glsafe(::glEnable(GL_BLEND)); glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); glsafe(::glEnable(GL_TEXTURE_2D)); glsafe(::glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE)); glsafe(::glBindTexture(GL_TEXTURE_2D, (GLuint)tex_id)); ::glBegin(GL_QUADS); ::glTexCoord2f(uvs.left_bottom.u, uvs.left_bottom.v); ::glVertex2f(left, bottom); ::glTexCoord2f(uvs.right_bottom.u, uvs.right_bottom.v); ::glVertex2f(right, bottom); ::glTexCoord2f(uvs.right_top.u, uvs.right_top.v); ::glVertex2f(right, top); ::glTexCoord2f(uvs.left_top.u, uvs.left_top.v); ::glVertex2f(left, top); glsafe(::glEnd()); glsafe(::glBindTexture(GL_TEXTURE_2D, 0)); glsafe(::glDisable(GL_TEXTURE_2D)); glsafe(::glDisable(GL_BLEND)); } bool GLTexture::load_from_png(const std::string& filename, bool use_mipmaps, ECompressionType compression_type, bool apply_anisotropy) { bool compression_enabled = (compression_type != None) && GLEW_EXT_texture_compression_s3tc; // Load a PNG with an alpha channel. wxImage image; if (!image.LoadFile(wxString::FromUTF8(filename.c_str()), wxBITMAP_TYPE_PNG)) { reset(); return false; } m_width = image.GetWidth(); m_height = image.GetHeight(); bool requires_rescale = false; 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) { m_width += (4 - width_rem); requires_rescale = true; } if (height_rem != 0) { m_height += (4 - height_rem); requires_rescale = true; } } if (requires_rescale) image = image.ResampleBicubic(m_width, m_height); int n_pixels = m_width * m_height; 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) { reset(); return false; } unsigned char* img_alpha = image.GetAlpha(); std::vector data(n_pixels * 4, 0); 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; } // 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) { 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 { // 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 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