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Merge pull request #8383 from AndrewMeadows/faster-is-better
faster image processing on load
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commit
ea1e090053
1 changed files with 22 additions and 26 deletions
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@ -59,31 +59,28 @@ const QImage TextureUsage::process2DImageColor(const QImage& srcImage, bool& val
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const uint8 OPAQUE_ALPHA = 255;
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const uint8 TRANSPARENT_ALPHA = 0;
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if (image.hasAlphaChannel()) {
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std::map<uint8, uint32> alphaHistogram;
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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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// Actual alpha channel? create the histogram
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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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alphaHistogram[alpha] ++;
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validAlpha = validAlpha || (alpha != OPAQUE_ALPHA);
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// Figure out if we can use a mask for alpha or not
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int numOpaques = 0;
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int numTranslucents = 0;
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const int NUM_PIXELS = image.width() * image.height();
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const int MAX_TRANSLUCENT_PIXELS_FOR_ALPHAMASK = (int)(0.05f * (float)(NUM_PIXELS));
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const QRgb* data = reinterpret_cast<const QRgb*>(image.constBits());
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for (int i = 0; i < NUM_PIXELS; ++i) {
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auto alpha = qAlpha(data[i]);
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if (alpha == OPAQUE_ALPHA) {
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numOpaques++;
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} else if (alpha != TRANSPARENT_ALPHA) {
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if (++numTranslucents > MAX_TRANSLUCENT_PIXELS_FOR_ALPHAMASK) {
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alphaAsMask = false;
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break;
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}
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}
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}
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// If alpha was meaningfull refine
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if (validAlpha && (alphaHistogram.size() > 1)) {
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auto totalNumPixels = image.height() * image.width();
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auto numOpaques = alphaHistogram[OPAQUE_ALPHA];
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auto numTransparents = alphaHistogram[TRANSPARENT_ALPHA];
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auto numTranslucents = totalNumPixels - numOpaques - numTransparents;
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alphaAsMask = ((numTranslucents / (double)totalNumPixels) < 0.05);
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}
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validAlpha = (numOpaques != NUM_PIXELS);
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}
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if (!validAlpha && image.format() != QImage::Format_RGB888) {
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@ -660,13 +657,12 @@ const CubeLayout CubeLayout::CUBEMAP_LAYOUTS[] = {
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const int CubeLayout::NUM_CUBEMAP_LAYOUTS = sizeof(CubeLayout::CUBEMAP_LAYOUTS) / sizeof(CubeLayout);
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gpu::Texture* TextureUsage::processCubeTextureColorFromImage(const QImage& srcImage, const std::string& srcImageName, bool isLinear, bool doCompress, bool generateMips, bool generateIrradiance) {
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bool validAlpha = false;
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bool alphaAsMask = true;
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QImage image = process2DImageColor(srcImage, validAlpha, alphaAsMask);
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gpu::Texture* theTexture = nullptr;
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if ((image.width() > 0) && (image.height() > 0)) {
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if ((srcImage.width() > 0) && (srcImage.height() > 0)) {
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QImage image = srcImage;
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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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gpu::Element formatGPU;
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gpu::Element formatMip;
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@ -674,7 +670,7 @@ gpu::Texture* TextureUsage::processCubeTextureColorFromImage(const QImage& srcIm
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// Find the layout of the cubemap in the 2D image
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int foundLayout = CubeLayout::findLayout(image.width(), image.height());
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std::vector<QImage> faces;
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// If found, go extract the faces as separate images
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if (foundLayout >= 0) {
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