overte/interface/src/ui/ResourceImageItem.cpp

166 lines
4.9 KiB
C++

//
// ResourceImageItem.cpp
//
// Created by David Kelly and Howard Stearns on 2017/06/08
// Copyright 2017 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 "ResourceImageItem.h"
#include <gl/Config.h>
#include <gl/GLHelpers.h>
#include <QOpenGLFramebufferObjectFormat>
#include <QOpenGLShaderProgram>
#include <plugins/DisplayPlugin.h>
static const char* VERTEX_SHADER = R"SHADER(
#version 450 core
out vec2 vTexCoord;
void main(void) {
const float depth = 0.0;
const vec4 UNIT_QUAD[4] = vec4[4](
vec4(-1.0, -1.0, depth, 1.0),
vec4(1.0, -1.0, depth, 1.0),
vec4(-1.0, 1.0, depth, 1.0),
vec4(1.0, 1.0, depth, 1.0)
);
vec4 pos = UNIT_QUAD[gl_VertexID];
gl_Position = pos;
vTexCoord = (pos.xy + 1.0) * 0.5;
}
)SHADER";
static const char* FRAGMENT_SHADER = R"SHADER(
#version 450 core
uniform sampler2D sampler;
in vec2 vTexCoord;
out vec4 FragColor;
vec3 color_LinearTosRGB(vec3 lrgb) {
return mix(vec3(1.055) * pow(vec3(lrgb), vec3(0.41666)) - vec3(0.055), vec3(lrgb) * vec3(12.92), vec3(lessThan(lrgb, vec3(0.0031308))));
}
void main() {
FragColor = vec4(color_LinearTosRGB(texture(sampler, vTexCoord).rgb), 1.0);
}
)SHADER";
ResourceImageItem::ResourceImageItem() : QQuickFramebufferObject() {
auto textureCache = DependencyManager::get<TextureCache>();
connect(textureCache.data(), SIGNAL(spectatorCameraFramebufferReset()), this, SLOT(update()));
}
void ResourceImageItem::setUrl(const QString& url) {
if (url != m_url) {
m_url = url;
update();
}
}
void ResourceImageItem::setReady(bool ready) {
if (ready != m_ready) {
m_ready = ready;
update();
}
}
void ResourceImageItemRenderer::onUpdateTimer() {
if (_ready) {
if (_networkTexture && _networkTexture->isLoaded()) {
if(_fboMutex.tryLock()) {
invalidateFramebufferObject();
qApp->getActiveDisplayPlugin()->copyTextureToQuickFramebuffer(_networkTexture, _copyFbo, &_fenceSync);
_fboMutex.unlock();
} else {
qDebug() << "couldn't get a lock, using last frame";
}
} else {
_networkTexture = DependencyManager::get<TextureCache>()->getTexture(_url);
}
}
update();
}
ResourceImageItemRenderer::ResourceImageItemRenderer() : QQuickFramebufferObject::Renderer() {
connect(&_updateTimer, SIGNAL(timeout()), this, SLOT(onUpdateTimer()));
auto textureCache = DependencyManager::get<TextureCache>();
}
void ResourceImageItemRenderer::synchronize(QQuickFramebufferObject* item) {
ResourceImageItem* resourceImageItem = static_cast<ResourceImageItem*>(item);
resourceImageItem->setFlag(QQuickItem::ItemHasContents);
_url = resourceImageItem->getUrl();
_ready = resourceImageItem->getReady();
_visible = resourceImageItem->isVisible();
_window = resourceImageItem->window();
_networkTexture = DependencyManager::get<TextureCache>()->getTexture(_url);
static const int UPDATE_TIMER_DELAY_IN_MS = 100; // 100 ms = 10 hz for now
if (_ready && _visible && !_updateTimer.isActive()) {
_updateTimer.start(UPDATE_TIMER_DELAY_IN_MS);
} else if (!(_ready && _visible) && _updateTimer.isActive()) {
_updateTimer.stop();
}
}
QOpenGLFramebufferObject* ResourceImageItemRenderer::createFramebufferObject(const QSize& size) {
if (_copyFbo) {
delete _copyFbo;
}
QOpenGLFramebufferObjectFormat format;
format.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
_copyFbo = new QOpenGLFramebufferObject(size, format);
_copyFbo->bind();
return new QOpenGLFramebufferObject(size, format);
}
void ResourceImageItemRenderer::render() {
if (_fenceSync) {
glWaitSync(_fenceSync, 0, GL_TIMEOUT_IGNORED);
glDeleteSync(_fenceSync);
_fenceSync = 0;
}
if (_ready) {
_fboMutex.lock();
if (!_shader) {
_shader = new QOpenGLShaderProgram();
_shader->addCacheableShaderFromSourceCode(QOpenGLShader::Vertex, VERTEX_SHADER);
_shader->addCacheableShaderFromSourceCode(QOpenGLShader::Fragment, FRAGMENT_SHADER);
_shader->link();
glGenVertexArrays(1, &_vao);
}
framebufferObject()->bind();
_shader->bind();
auto sourceTextureId = _copyFbo->takeTexture();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, sourceTextureId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindVertexArray(_vao);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDeleteTextures(1, &sourceTextureId);
_copyFbo->bind();
_copyFbo->release();
_fboMutex.unlock();
}
glFlush();
_window->resetOpenGLState();
}