// // TextureCache.h // 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 // #ifndef hifi_TextureCache_h #define hifi_TextureCache_h #include #include #include #include "InterfaceConfig.h" class QOpenGLFramebufferObject; class NetworkTexture; typedef QSharedPointer NetworkTexturePointer; enum TextureType { DEFAULT_TEXTURE, NORMAL_TEXTURE, SPECULAR_TEXTURE, SPLAT_TEXTURE }; /// Stores cached textures, including render-to-texture targets. class TextureCache : public ResourceCache { Q_OBJECT public: TextureCache(); virtual ~TextureCache(); /// Sets the desired texture resolution for the framebuffer objects. void setFrameBufferSize(QSize frameBufferSize); const QSize& getFrameBufferSize() const { return _frameBufferSize; } /// Returns the ID of the permutation/normal texture used for Perlin noise shader programs. This texture /// has two lines: the first, a set of random numbers in [0, 255] to be used as permutation offsets, and /// the second, a set of random unit vectors to be used as noise gradients. GLuint getPermutationNormalTextureID(); /// Returns the ID of an opaque white texture (useful for a default). GLuint getWhiteTextureID(); /// Returns the ID of a pale blue texture (useful for a normal map). GLuint getBlueTextureID(); /// Loads a texture from the specified URL. NetworkTexturePointer getTexture(const QUrl& url, TextureType type = DEFAULT_TEXTURE, bool dilatable = false, const QByteArray& content = QByteArray()); /// Returns a pointer to the primary framebuffer object. This render target includes a depth component, and is /// used for scene rendering. QOpenGLFramebufferObject* getPrimaryFramebufferObject(); /// Returns the ID of the primary framebuffer object's depth texture. This contains the Z buffer used in rendering. GLuint getPrimaryDepthTextureID(); /// Returns the ID of the primary framebuffer object's normal texture. GLuint getPrimaryNormalTextureID(); /// Returns the ID of the primary framebuffer object's specular texture. GLuint getPrimarySpecularTextureID(); /// Enables or disables draw buffers on the primary framebuffer. Note: the primary framebuffer must be bound. void setPrimaryDrawBuffers(bool color, bool normal = false, bool specular = false); /// Returns a pointer to the secondary framebuffer object, used as an additional render target when performing full /// screen effects. QOpenGLFramebufferObject* getSecondaryFramebufferObject(); /// Returns a pointer to the tertiary framebuffer object, used as an additional render target when performing full /// screen effects. QOpenGLFramebufferObject* getTertiaryFramebufferObject(); /// Returns a pointer to the framebuffer object used to render shadow maps. QOpenGLFramebufferObject* getShadowFramebufferObject(); /// Returns the ID of the shadow framebuffer object's depth texture. GLuint getShadowDepthTextureID(); virtual bool eventFilter(QObject* watched, QEvent* event); protected: virtual QSharedPointer createResource(const QUrl& url, const QSharedPointer& fallback, bool delayLoad, const void* extra); private: friend class DilatableNetworkTexture; QOpenGLFramebufferObject* createFramebufferObject(); GLuint _permutationNormalTextureID; GLuint _whiteTextureID; GLuint _blueTextureID; QHash > _dilatableNetworkTextures; GLuint _primaryDepthTextureID; GLuint _primaryNormalTextureID; GLuint _primarySpecularTextureID; QOpenGLFramebufferObject* _primaryFramebufferObject; QOpenGLFramebufferObject* _secondaryFramebufferObject; QOpenGLFramebufferObject* _tertiaryFramebufferObject; QOpenGLFramebufferObject* _shadowFramebufferObject; GLuint _shadowDepthTextureID; QSize _frameBufferSize; }; /// A simple object wrapper for an OpenGL texture. class Texture { public: Texture(); ~Texture(); GLuint getID() const { return _id; } private: GLuint _id; }; /// A texture loaded from the network. class NetworkTexture : public Resource, public Texture { Q_OBJECT public: NetworkTexture(const QUrl& url, TextureType type, const QByteArray& content); /// Checks whether it "looks like" this texture is translucent /// (majority of pixels neither fully opaque or fully transparent). bool isTranslucent() const { return _translucent; } /// Returns the lazily-computed average texture color. const QColor& getAverageColor() const { return _averageColor; } protected: virtual void downloadFinished(QNetworkReply* reply); Q_INVOKABLE void loadContent(const QByteArray& content); Q_INVOKABLE void setImage(const QImage& image, bool translucent, const QColor& averageColor); virtual void imageLoaded(const QImage& image); private: TextureType _type; bool _translucent; QColor _averageColor; }; /// Caches derived, dilated textures. class DilatableNetworkTexture : public NetworkTexture { Q_OBJECT public: DilatableNetworkTexture(const QUrl& url, const QByteArray& content); /// Returns a pointer to a texture with the requested amount of dilation. QSharedPointer getDilatedTexture(float dilation); protected: virtual void imageLoaded(const QImage& image); virtual void reinsert(); private: QImage _image; int _innerRadius; int _outerRadius; QMap > _dilatedTextures; }; #endif // hifi_TextureCache_h