overte/interface/src/renderer/TextureCache.cpp

514 lines
19 KiB
C++

//
// 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 <QGLWidget>
#include <QNetworkReply>
#include <QOpenGLFramebufferObject>
#include <QRunnable>
#include <QThreadPool>
#include <glm/glm.hpp>
#include <glm/gtc/random.hpp>
#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 0
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 defined(USE_CHRIS_NOISE)
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 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:
bool normalMap;
const QByteArray& content;
};
QSharedPointer<NetworkTexture> TextureCache::getTexture(const QUrl& url, bool normalMap,
bool dilatable, const QByteArray& content) {
if (!dilatable) {
TextureExtra extra = { normalMap, content };
return ResourceCache::getResource(url, QUrl(), false, &extra).staticCast<NetworkTexture>();
}
QSharedPointer<NetworkTexture> texture = _dilatableNetworkTextures.value(url);
if (texture.isNull()) {
texture = QSharedPointer<NetworkTexture>(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<QResizeEvent*>(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<Resource> TextureCache::createResource(const QUrl& url,
const QSharedPointer<Resource>& fallback, bool delayLoad, const void* extra) {
const TextureExtra* textureExtra = static_cast<const TextureExtra*>(extra);
return QSharedPointer<Resource>(new NetworkTexture(url, textureExtra->normalMap, 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, bool normalMap, const QByteArray& content) :
Resource(url, !content.isEmpty()),
_translucent(false) {
if (!url.isValid()) {
_loaded = true;
}
// default to white/blue
glBindTexture(GL_TEXTURE_2D, getID());
loadSingleColorTexture(normalMap ? OPAQUE_BLUE : OPAQUE_WHITE);
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<Resource>& texture, QNetworkReply* reply, const QUrl& url = QUrl(),
const QByteArray& content = QByteArray());
virtual void run();
private:
QWeakPointer<Resource> _texture;
QNetworkReply* _reply;
QUrl _url;
QByteArray _content;
};
ImageReader::ImageReader(const QWeakPointer<Resource>& texture, QNetworkReply* reply,
const QUrl& url, const QByteArray& content) :
_texture(texture),
_reply(reply),
_url(url),
_content(content) {
}
void ImageReader::run() {
QSharedPointer<Resource> 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);
}
if (!image.hasAlphaChannel()) {
if (image.format() != QImage::Format_RGB888) {
image = image.convertToFormat(QImage::Format_RGB888);
}
QMetaObject::invokeMethod(texture.data(), "setImage", Q_ARG(const QImage&, image), Q_ARG(bool, false));
return;
}
if (image.format() != QImage::Format_ARGB32) {
image = image.convertToFormat(QImage::Format_ARGB32);
}
// check for translucency/false transparency
int opaquePixels = 0;
int translucentPixels = 0;
const int EIGHT_BIT_MAXIMUM = 255;
const int RGB_BITS = 24;
for (int y = 0; y < image.height(); y++) {
for (int x = 0; x < image.width(); x++) {
int alpha = image.pixel(x, y) >> RGB_BITS;
if (alpha == EIGHT_BIT_MAXIMUM) {
opaquePixels++;
} else if (alpha != 0) {
translucentPixels++;
}
}
}
int imageArea = image.width() * image.height();
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));
}
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) {
_translucent = translucent;
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());
}
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, false, content),
_innerRadius(0),
_outerRadius(0)
{
}
QSharedPointer<Texture> DilatableNetworkTexture::getDilatedTexture(float dilation) {
QSharedPointer<Texture> texture = _dilatedTextures.value(dilation);
if (texture.isNull()) {
texture = QSharedPointer<Texture>(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<TextureCache*>(_cache.data())->_dilatableNetworkTextures.insert(_url,
qWeakPointerCast<NetworkTexture, Resource>(_self));
}