mirror of
https://thingvellir.net/git/overte
synced 2025-03-27 23:52:03 +01:00
commit
a8ec4bb844
6 changed files with 67 additions and 64 deletions
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@ -12,13 +12,13 @@
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#include "Application.h"
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#include <gl/Config.h>
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#include <glm/glm.hpp>
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#include <glm/gtx/component_wise.hpp>
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#include <glm/gtx/quaternion.hpp>
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#include <glm/gtx/vector_angle.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <Qt>
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#include <QtCore/QDebug>
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#include <QtCore/QJsonDocument>
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#include <QtCore/QJsonObject>
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@ -27,6 +27,7 @@
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#include <QtCore/QTimer>
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#include <QtCore/QAbstractNativeEventFilter>
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#include <QtCore/QMimeData>
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#include <QtCore/QThreadPool>
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#include <QtGui/QScreen>
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#include <QtGui/QImage>
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@ -419,6 +420,14 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer) :
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_maxOctreePPS(maxOctreePacketsPerSecond.get()),
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_lastFaceTrackerUpdate(0)
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{
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// FIXME this may be excessivly conservative. On the other hand
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// maybe I'm used to having an 8-core machine
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// Perhaps find the ideal thread count and subtract 2 or 3
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// (main thread, present thread, random OS load)
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// More threads == faster concurrent loads, but also more concurrent
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// load on the GPU until we can serialize GPU transfers (off the main thread)
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QThreadPool::globalInstance()->setMaxThreadCount(2);
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thread()->setPriority(QThread::HighPriority);
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thread()->setObjectName("Main Thread");
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setInstance(this);
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@ -1287,6 +1296,9 @@ void Application::initializeUi() {
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}
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void Application::paintGL() {
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// paintGL uses a queued connection, so we can get messages from the queue even after we've quit
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// and the plugins have shutdown
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if (_aboutToQuit) {
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@ -4762,8 +4774,11 @@ void Application::updateDisplayMode() {
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foreach(auto displayPlugin, standard) {
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addDisplayPluginToMenu(displayPlugin, first);
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// This must be a queued connection to avoid a deadlock
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QObject::connect(displayPlugin.get(), &DisplayPlugin::requestRender,
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this, &Application::paintGL, Qt::QueuedConnection);
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QObject::connect(displayPlugin.get(), &DisplayPlugin::requestRender, [=] {
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postEvent(this, new LambdaEvent([=] {
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paintGL();
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}), Qt::HighEventPriority);
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});
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QObject::connect(displayPlugin.get(), &DisplayPlugin::recommendedFramebufferSizeChanged, [this](const QSize & size) {
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resizeGL();
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@ -47,6 +47,11 @@ AnimationReader::AnimationReader(const QUrl& url, const QByteArray& data) :
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}
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void AnimationReader::run() {
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auto originalPriority = QThread::currentThread()->priority();
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if (originalPriority == QThread::InheritPriority) {
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originalPriority = QThread::NormalPriority;
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}
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QThread::currentThread()->setPriority(QThread::LowPriority);
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try {
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if (_data.isEmpty()) {
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throw QString("Reply is NULL ?!");
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@ -73,6 +78,7 @@ void AnimationReader::run() {
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} catch (const QString& error) {
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emit onError(299, error);
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}
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QThread::currentThread()->setPriority(originalPriority);
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}
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bool Animation::isLoaded() const {
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@ -28,6 +28,11 @@
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#include <GLMHelpers.h>
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#if THREADED_PRESENT
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// FIXME, for display plugins that don't block on something like vsync, just
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// cap the present rate at 200
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// const static unsigned int MAX_PRESENT_RATE = 200;
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class PresentThread : public QThread, public Dependency {
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using Mutex = std::mutex;
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using Condition = std::condition_variable;
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@ -66,8 +71,10 @@ public:
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_context->moveToThread(this);
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}
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virtual void run() override {
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OpenGLDisplayPlugin* currentPlugin{ nullptr };
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thread()->setPriority(QThread::HighestPriority);
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Q_ASSERT(_context);
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while (!_shutdown) {
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if (_pendingMainThreadOperation) {
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@ -450,4 +457,4 @@ void OpenGLDisplayPlugin::enableDeactivate() {
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_uncustomized = true;
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_deactivateWait.notify_one();
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}
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#endif
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#endif
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@ -50,6 +50,11 @@ GeometryReader::GeometryReader(const QUrl& url, const QByteArray& data, const QV
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}
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void GeometryReader::run() {
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auto originalPriority = QThread::currentThread()->priority();
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if (originalPriority == QThread::InheritPriority) {
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originalPriority = QThread::NormalPriority;
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}
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QThread::currentThread()->setPriority(QThread::LowPriority);
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try {
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if (_data.isEmpty()) {
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throw QString("Reply is NULL ?!");
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@ -82,6 +87,8 @@ void GeometryReader::run() {
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qCDebug(modelnetworking) << "Error reading " << _url << ": " << error;
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emit onError(NetworkGeometry::ModelParseError, error);
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}
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QThread::currentThread()->setPriority(originalPriority);
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}
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NetworkGeometry::NetworkGeometry(const QUrl& url, bool delayLoad, const QVariantHash& mapping, const QUrl& textureBaseUrl) :
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@ -268,6 +268,12 @@ void ImageReader::listSupportedImageFormats() {
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}
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void ImageReader::run() {
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auto originalPriority = QThread::currentThread()->priority();
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if (originalPriority == QThread::InheritPriority) {
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originalPriority = QThread::NormalPriority;
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}
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QThread::currentThread()->setPriority(QThread::LowPriority);
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auto texture = _texture.toStrongRef();
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if (!texture) {
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qCWarning(modelnetworking) << "Could not get strong ref";
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@ -306,6 +312,7 @@ void ImageReader::run() {
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Q_ARG(const QImage&, image),
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Q_ARG(void*, theTexture),
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Q_ARG(int, originalWidth), Q_ARG(int, originalHeight));
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QThread::currentThread()->setPriority(originalPriority);
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}
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void NetworkTexture::setImage(const QImage& image, void* voidTexture, int originalWidth,
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@ -50,88 +50,49 @@ void TextureMap::setLightmapOffsetScale(float offset, float scale) {
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}
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// FIXME why is this in the model library? Move to GPU or GPU_GL
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gpu::Texture* TextureUsage::create2DTextureFromImage(const QImage& srcImage, const std::string& srcImageName) {
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QImage image = srcImage;
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int imageArea = image.width() * image.height();
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int opaquePixels = 0;
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int translucentPixels = 0;
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//bool isTransparent = false;
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int redTotal = 0, greenTotal = 0, blueTotal = 0, alphaTotal = 0;
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const int EIGHT_BIT_MAXIMUM = 255;
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QColor averageColor(EIGHT_BIT_MAXIMUM, EIGHT_BIT_MAXIMUM, EIGHT_BIT_MAXIMUM);
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if (!image.hasAlphaChannel()) {
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if (image.format() != QImage::Format_RGB888) {
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image = image.convertToFormat(QImage::Format_RGB888);
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}
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// int redTotal = 0, greenTotal = 0, blueTotal = 0;
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for (int y = 0; y < image.height(); y++) {
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for (int x = 0; x < image.width(); x++) {
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QRgb rgb = image.pixel(x, y);
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redTotal += qRed(rgb);
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greenTotal += qGreen(rgb);
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blueTotal += qBlue(rgb);
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}
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}
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if (imageArea > 0) {
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averageColor.setRgb(redTotal / imageArea, greenTotal / imageArea, blueTotal / imageArea);
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}
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} else {
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bool validAlpha = false;
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if (image.hasAlphaChannel()) {
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if (image.format() != QImage::Format_ARGB32) {
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image = image.convertToFormat(QImage::Format_ARGB32);
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}
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// check for translucency/false transparency
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// int opaquePixels = 0;
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// int translucentPixels = 0;
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// int redTotal = 0, greenTotal = 0, blueTotal = 0, alphaTotal = 0;
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for (int y = 0; y < image.height(); y++) {
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for (int x = 0; x < image.width(); x++) {
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QRgb rgb = image.pixel(x, y);
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redTotal += qRed(rgb);
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greenTotal += qGreen(rgb);
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blueTotal += qBlue(rgb);
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int alpha = qAlpha(rgb);
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alphaTotal += alpha;
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if (alpha == EIGHT_BIT_MAXIMUM) {
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opaquePixels++;
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} else if (alpha != 0) {
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translucentPixels++;
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// Actual alpha channel?
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for (int y = 0; y < image.height(); ++y) {
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const QRgb* data = reinterpret_cast<const QRgb*>(image.constScanLine(y));
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for (int x = 0; x < image.width(); ++x) {
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auto alpha = qAlpha(data[x]);
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if (alpha != 255) {
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validAlpha = true;
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break;
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}
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}
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}
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if (opaquePixels == imageArea) {
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qCDebug(modelLog) << "Image with alpha channel is completely opaque:" << QString(srcImageName.c_str());
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image = image.convertToFormat(QImage::Format_RGB888);
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}
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averageColor = QColor(redTotal / imageArea,
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greenTotal / imageArea, blueTotal / imageArea, alphaTotal / imageArea);
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//isTransparent = (translucentPixels >= imageArea / 2);
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}
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if (!validAlpha && image.format() != QImage::Format_RGB888) {
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image = image.convertToFormat(QImage::Format_RGB888);
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}
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gpu::Texture* theTexture = nullptr;
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if ((image.width() > 0) && (image.height() > 0)) {
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// bool isLinearRGB = true; //(_type == NORMAL_TEXTURE) || (_type == EMISSIVE_TEXTURE);
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bool isLinearRGB = false; //(_type == NORMAL_TEXTURE) || (_type == EMISSIVE_TEXTURE);
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gpu::Element formatGPU = gpu::Element(gpu::VEC3, gpu::NUINT8, (isLinearRGB ? gpu::RGB : gpu::SRGB));
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gpu::Element formatMip = gpu::Element(gpu::VEC3, gpu::NUINT8, (isLinearRGB ? gpu::RGB : gpu::SRGB));
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if (image.hasAlphaChannel()) {
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formatGPU = gpu::Element(gpu::VEC4, gpu::NUINT8, (isLinearRGB ? gpu::RGBA : gpu::SRGBA));
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formatMip = gpu::Element(gpu::VEC4, gpu::NUINT8, (isLinearRGB ? gpu::BGRA : gpu::SBGRA));
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}
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theTexture = (gpu::Texture::create2D(formatGPU, image.width(), image.height(), gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR)));
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theTexture->assignStoredMip(0, formatMip, image.byteCount(), image.constBits());
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theTexture->autoGenerateMips(-1);
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theTexture = (gpu::Texture::create2D(formatGPU, image.width(), image.height(), gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR)));
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theTexture->assignStoredMip(0, formatMip, image.byteCount(), image.constBits());
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theTexture->autoGenerateMips(-1);
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// FIXME queue for transfer to GPU and block on completion
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}
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return theTexture;
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