// // TextureCache.cpp // interface/src/renderer // // Created by Andrzej Kapolka on 8/6/13. // Copyright 2013 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // // include this before QGLWidget, which includes an earlier version of OpenGL #include "InterfaceConfig.h" #include #include #include #include #include #include #include #include "Application.h" #include "TextureCache.h" TextureCache::TextureCache() : _permutationNormalTextureID(0), _whiteTextureID(0), _blueTextureID(0), _primaryDepthTextureID(0), _primaryFramebufferObject(NULL), _secondaryFramebufferObject(NULL), _tertiaryFramebufferObject(NULL), _shadowFramebufferObject(NULL), _frameBufferSize(100, 100) { } TextureCache::~TextureCache() { if (_permutationNormalTextureID != 0) { glDeleteTextures(1, &_permutationNormalTextureID); } if (_whiteTextureID != 0) { glDeleteTextures(1, &_whiteTextureID); } if (_primaryFramebufferObject) { glDeleteTextures(1, &_primaryDepthTextureID); } if (_primaryFramebufferObject) { delete _primaryFramebufferObject; } if (_secondaryFramebufferObject) { delete _secondaryFramebufferObject; } if (_tertiaryFramebufferObject) { delete _tertiaryFramebufferObject; } } void TextureCache::setFrameBufferSize(QSize frameBufferSize) { //If the size changed, we need to delete our FBOs if (_frameBufferSize != frameBufferSize) { _frameBufferSize = frameBufferSize; if (_primaryFramebufferObject) { delete _primaryFramebufferObject; _primaryFramebufferObject = NULL; glDeleteTextures(1, &_primaryDepthTextureID); _primaryDepthTextureID = 0; } if (_secondaryFramebufferObject) { delete _secondaryFramebufferObject; _secondaryFramebufferObject = NULL; } if (_tertiaryFramebufferObject) { delete _tertiaryFramebufferObject; _tertiaryFramebufferObject = NULL; } } } // use fixed table of permutations. Could also make ordered list programmatically // and then shuffle algorithm. For testing, this ensures consistent behavior in each run. // this list taken from Ken Perlin's Improved Noise reference implementation (orig. in Java) at // http://mrl.nyu.edu/~perlin/noise/ const int permutation[256] = { 151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, 190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33, 88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166, 77, 146, 158, 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244, 102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169, 200, 196, 135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123, 5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58, 17, 182, 189, 28, 42, 223, 183, 170, 213, 119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9, 129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104, 218, 246, 97, 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, 145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180 }; #define USE_CHRIS_NOISE 1 GLuint TextureCache::getPermutationNormalTextureID() { if (_permutationNormalTextureID == 0) { glGenTextures(1, &_permutationNormalTextureID); glBindTexture(GL_TEXTURE_2D, _permutationNormalTextureID); // the first line consists of random permutation offsets unsigned char data[256 * 2 * 3]; #if (USE_CHRIS_NOISE==1) for (int i = 0; i < 256; i++) { data[3*i+0] = permutation[i]; data[3*i+1] = permutation[i]; data[3*i+2] = permutation[i]; #else for (int i = 0; i < 256 * 3; i++) { data[i] = rand() % 256; #endif } for (int i = 256 * 3; i < 256 * 3 * 2; i += 3) { glm::vec3 randvec = glm::sphericalRand(1.0f); data[i] = ((randvec.x + 1.0f) / 2.0f) * 255.0f; data[i + 1] = ((randvec.y + 1.0f) / 2.0f) * 255.0f; data[i + 2] = ((randvec.z + 1.0f) / 2.0f) * 255.0f; } glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 2, 0, GL_RGB, GL_UNSIGNED_BYTE, data); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glBindTexture(GL_TEXTURE_2D, 0); } return _permutationNormalTextureID; } const unsigned char OPAQUE_WHITE[] = { 0xFF, 0xFF, 0xFF, 0xFF }; const unsigned char TRANSPARENT_WHITE[] = { 0xFF, 0xFF, 0xFF, 0x0 }; const unsigned char OPAQUE_BLACK[] = { 0x0, 0x0, 0x0, 0xFF }; const unsigned char OPAQUE_BLUE[] = { 0x80, 0x80, 0xFF, 0xFF }; static void loadSingleColorTexture(const unsigned char* color) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, color); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } GLuint TextureCache::getWhiteTextureID() { if (_whiteTextureID == 0) { glGenTextures(1, &_whiteTextureID); glBindTexture(GL_TEXTURE_2D, _whiteTextureID); loadSingleColorTexture(OPAQUE_WHITE); glBindTexture(GL_TEXTURE_2D, 0); } return _whiteTextureID; } GLuint TextureCache::getBlueTextureID() { if (_blueTextureID == 0) { glGenTextures(1, &_blueTextureID); glBindTexture(GL_TEXTURE_2D, _blueTextureID); loadSingleColorTexture(OPAQUE_BLUE); glBindTexture(GL_TEXTURE_2D, 0); } return _blueTextureID; } /// Extra data for creating textures. class TextureExtra { public: TextureType type; const QByteArray& content; }; NetworkTexturePointer TextureCache::getTexture(const QUrl& url, TextureType type, bool dilatable, const QByteArray& content) { if (!dilatable) { TextureExtra extra = { type, content }; return ResourceCache::getResource(url, QUrl(), false, &extra).staticCast(); } NetworkTexturePointer texture = _dilatableNetworkTextures.value(url); if (texture.isNull()) { texture = NetworkTexturePointer(new DilatableNetworkTexture(url, content), &Resource::allReferencesCleared); texture->setSelf(texture); texture->setCache(this); _dilatableNetworkTextures.insert(url, texture); } else { _unusedResources.remove(texture->getLRUKey()); } return texture; } QOpenGLFramebufferObject* TextureCache::getPrimaryFramebufferObject() { if (!_primaryFramebufferObject) { _primaryFramebufferObject = createFramebufferObject(); glGenTextures(1, &_primaryDepthTextureID); glBindTexture(GL_TEXTURE_2D, _primaryDepthTextureID); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, _frameBufferSize.width(), _frameBufferSize.height(), 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glBindTexture(GL_TEXTURE_2D, 0); _primaryFramebufferObject->bind(); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, _primaryDepthTextureID, 0); _primaryFramebufferObject->release(); } return _primaryFramebufferObject; } GLuint TextureCache::getPrimaryDepthTextureID() { // ensure that the primary framebuffer object is initialized before returning the depth texture id getPrimaryFramebufferObject(); return _primaryDepthTextureID; } QOpenGLFramebufferObject* TextureCache::getSecondaryFramebufferObject() { if (!_secondaryFramebufferObject) { _secondaryFramebufferObject = createFramebufferObject(); } return _secondaryFramebufferObject; } QOpenGLFramebufferObject* TextureCache::getTertiaryFramebufferObject() { if (!_tertiaryFramebufferObject) { _tertiaryFramebufferObject = createFramebufferObject(); } return _tertiaryFramebufferObject; } QOpenGLFramebufferObject* TextureCache::getShadowFramebufferObject() { if (!_shadowFramebufferObject) { const int SHADOW_MAP_SIZE = 2048; _shadowFramebufferObject = new QOpenGLFramebufferObject(SHADOW_MAP_SIZE, SHADOW_MAP_SIZE, QOpenGLFramebufferObject::NoAttachment, GL_TEXTURE_2D, GL_RGB); glGenTextures(1, &_shadowDepthTextureID); glBindTexture(GL_TEXTURE_2D, _shadowDepthTextureID); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, SHADOW_MAP_SIZE, SHADOW_MAP_SIZE, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); const float DISTANT_BORDER[] = { 1.0f, 1.0f, 1.0f, 1.0f }; glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, DISTANT_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE); glBindTexture(GL_TEXTURE_2D, 0); _shadowFramebufferObject->bind(); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, _shadowDepthTextureID, 0); _shadowFramebufferObject->release(); } return _shadowFramebufferObject; } GLuint TextureCache::getShadowDepthTextureID() { // ensure that the shadow framebuffer object is initialized before returning the depth texture id getShadowFramebufferObject(); return _shadowDepthTextureID; } bool TextureCache::eventFilter(QObject* watched, QEvent* event) { if (event->type() == QEvent::Resize) { QSize size = static_cast(event)->size(); if (_primaryFramebufferObject && _primaryFramebufferObject->size() != size) { delete _primaryFramebufferObject; _primaryFramebufferObject = NULL; glDeleteTextures(1, &_primaryDepthTextureID); } if (_secondaryFramebufferObject && _secondaryFramebufferObject->size() != size) { delete _secondaryFramebufferObject; _secondaryFramebufferObject = NULL; } if (_tertiaryFramebufferObject && _tertiaryFramebufferObject->size() != size) { delete _tertiaryFramebufferObject; _tertiaryFramebufferObject = NULL; } } return false; } QSharedPointer TextureCache::createResource(const QUrl& url, const QSharedPointer& fallback, bool delayLoad, const void* extra) { const TextureExtra* textureExtra = static_cast(extra); return QSharedPointer(new NetworkTexture(url, textureExtra->type, textureExtra->content), &Resource::allReferencesCleared); } QOpenGLFramebufferObject* TextureCache::createFramebufferObject() { QOpenGLFramebufferObject* fbo = new QOpenGLFramebufferObject(_frameBufferSize); Application::getInstance()->getGLWidget()->installEventFilter(this); glBindTexture(GL_TEXTURE_2D, fbo->texture()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glBindTexture(GL_TEXTURE_2D, 0); return fbo; } Texture::Texture() { glGenTextures(1, &_id); } Texture::~Texture() { glDeleteTextures(1, &_id); } NetworkTexture::NetworkTexture(const QUrl& url, TextureType type, const QByteArray& content) : Resource(url, !content.isEmpty()), _type(type), _translucent(false) { if (!url.isValid()) { _loaded = true; } // default to white/blue/black glBindTexture(GL_TEXTURE_2D, getID()); switch (type) { case NORMAL_TEXTURE: loadSingleColorTexture(OPAQUE_BLUE); break; case SPECULAR_TEXTURE: loadSingleColorTexture(OPAQUE_BLACK); break; case SPLAT_TEXTURE: loadSingleColorTexture(TRANSPARENT_WHITE); break; default: loadSingleColorTexture(OPAQUE_WHITE); break; } glBindTexture(GL_TEXTURE_2D, 0); // if we have content, load it after we have our self pointer if (!content.isEmpty()) { _startedLoading = true; QMetaObject::invokeMethod(this, "loadContent", Qt::QueuedConnection, Q_ARG(const QByteArray&, content)); } } class ImageReader : public QRunnable { public: ImageReader(const QWeakPointer& texture, QNetworkReply* reply, const QUrl& url = QUrl(), const QByteArray& content = QByteArray()); virtual void run(); private: QWeakPointer _texture; QNetworkReply* _reply; QUrl _url; QByteArray _content; }; ImageReader::ImageReader(const QWeakPointer& texture, QNetworkReply* reply, const QUrl& url, const QByteArray& content) : _texture(texture), _reply(reply), _url(url), _content(content) { } void ImageReader::run() { QSharedPointer texture = _texture.toStrongRef(); if (texture.isNull()) { if (_reply) { _reply->deleteLater(); } return; } if (_reply) { _url = _reply->url(); _content = _reply->readAll(); _reply->deleteLater(); } QImage image = QImage::fromData(_content); // enforce a fixed maximum const int MAXIMUM_SIZE = 1024; if (image.width() > MAXIMUM_SIZE || image.height() > MAXIMUM_SIZE) { qDebug() << "Image greater than maximum size:" << _url << image.width() << image.height(); image = image.scaled(MAXIMUM_SIZE, MAXIMUM_SIZE, Qt::KeepAspectRatio); } int imageArea = image.width() * image.height(); const int EIGHT_BIT_MAXIMUM = 255; if (!image.hasAlphaChannel()) { if (image.format() != QImage::Format_RGB888) { image = image.convertToFormat(QImage::Format_RGB888); } int redTotal = 0, greenTotal = 0, blueTotal = 0; for (int y = 0; y < image.height(); y++) { for (int x = 0; x < image.width(); x++) { QRgb rgb = image.pixel(x, y); redTotal += qRed(rgb); greenTotal += qGreen(rgb); blueTotal += qBlue(rgb); } } QColor averageColor(EIGHT_BIT_MAXIMUM, EIGHT_BIT_MAXIMUM, EIGHT_BIT_MAXIMUM); if (imageArea > 0) { averageColor.setRgb(redTotal / imageArea, greenTotal / imageArea, blueTotal / imageArea); } QMetaObject::invokeMethod(texture.data(), "setImage", Q_ARG(const QImage&, image), Q_ARG(bool, false), Q_ARG(const QColor&, averageColor)); return; } if (image.format() != QImage::Format_ARGB32) { image = image.convertToFormat(QImage::Format_ARGB32); } // check for translucency/false transparency int opaquePixels = 0; int translucentPixels = 0; int redTotal = 0, greenTotal = 0, blueTotal = 0, alphaTotal = 0; for (int y = 0; y < image.height(); y++) { for (int x = 0; x < image.width(); x++) { QRgb rgb = image.pixel(x, y); redTotal += qRed(rgb); greenTotal += qGreen(rgb); blueTotal += qBlue(rgb); int alpha = qAlpha(rgb); alphaTotal += alpha; if (alpha == EIGHT_BIT_MAXIMUM) { opaquePixels++; } else if (alpha != 0) { translucentPixels++; } } } if (opaquePixels == imageArea) { qDebug() << "Image with alpha channel is completely opaque:" << _url; image = image.convertToFormat(QImage::Format_RGB888); } QMetaObject::invokeMethod(texture.data(), "setImage", Q_ARG(const QImage&, image), Q_ARG(bool, translucentPixels >= imageArea / 2), Q_ARG(const QColor&, QColor(redTotal / imageArea, greenTotal / imageArea, blueTotal / imageArea, alphaTotal / imageArea))); } void NetworkTexture::downloadFinished(QNetworkReply* reply) { // send the reader off to the thread pool QThreadPool::globalInstance()->start(new ImageReader(_self, reply)); } void NetworkTexture::loadContent(const QByteArray& content) { QThreadPool::globalInstance()->start(new ImageReader(_self, NULL, _url, content)); } void NetworkTexture::setImage(const QImage& image, bool translucent, const QColor& averageColor) { _translucent = translucent; _averageColor = averageColor; finishedLoading(true); imageLoaded(image); glBindTexture(GL_TEXTURE_2D, getID()); if (image.hasAlphaChannel()) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.width(), image.height(), 0, GL_BGRA, GL_UNSIGNED_BYTE, image.constBits()); } else { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, image.width(), image.height(), 0, GL_RGB, GL_UNSIGNED_BYTE, image.constBits()); } if (_type == SPLAT_TEXTURE) { // generate mipmaps for splat textures glGenerateMipmap(GL_TEXTURE_2D); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); } else { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } glBindTexture(GL_TEXTURE_2D, 0); } void NetworkTexture::imageLoaded(const QImage& image) { // nothing by default } DilatableNetworkTexture::DilatableNetworkTexture(const QUrl& url, const QByteArray& content) : NetworkTexture(url, DEFAULT_TEXTURE, content), _innerRadius(0), _outerRadius(0) { } QSharedPointer DilatableNetworkTexture::getDilatedTexture(float dilation) { QSharedPointer texture = _dilatedTextures.value(dilation); if (texture.isNull()) { texture = QSharedPointer(new Texture()); if (!_image.isNull()) { QImage dilatedImage = _image; QPainter painter; painter.begin(&dilatedImage); QPainterPath path; qreal radius = glm::mix((float) _innerRadius, (float) _outerRadius, dilation); path.addEllipse(QPointF(_image.width() / 2.0, _image.height() / 2.0), radius, radius); painter.fillPath(path, Qt::black); painter.end(); glBindTexture(GL_TEXTURE_2D, texture->getID()); if (dilatedImage.hasAlphaChannel()) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, dilatedImage.width(), dilatedImage.height(), 0, GL_BGRA, GL_UNSIGNED_BYTE, dilatedImage.constBits()); } else { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, dilatedImage.width(), dilatedImage.height(), 0, GL_RGB, GL_UNSIGNED_BYTE, dilatedImage.constBits()); } glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glBindTexture(GL_TEXTURE_2D, 0); } _dilatedTextures.insert(dilation, texture); } return texture; } void DilatableNetworkTexture::imageLoaded(const QImage& image) { _image = image; // scan out from the center to find inner and outer radii int halfWidth = image.width() / 2; int halfHeight = image.height() / 2; const int BLACK_THRESHOLD = 32; while (_innerRadius < halfWidth && qGray(image.pixel(halfWidth + _innerRadius, halfHeight)) < BLACK_THRESHOLD) { _innerRadius++; } _outerRadius = _innerRadius; const int TRANSPARENT_THRESHOLD = 32; while (_outerRadius < halfWidth && qAlpha(image.pixel(halfWidth + _outerRadius, halfHeight)) > TRANSPARENT_THRESHOLD) { _outerRadius++; } // clear out any textures we generated before loading _dilatedTextures.clear(); } void DilatableNetworkTexture::reinsert() { static_cast(_cache.data())->_dilatableNetworkTextures.insert(_url, qWeakPointerCast(_self)); }