overte/libraries/render-utils/src/TextureCache.cpp
2015-06-08 05:59:10 -07:00

810 lines
31 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 <gpu/Batch.h>
#include <gpu/GLBackend.h>
#include <gpu/GPUConfig.h>
#include <QNetworkReply>
#include <QPainter>
#include <QRunnable>
#include <QThreadPool>
#include <qimagereader.h>
#include <glm/glm.hpp>
#include <glm/gtc/random.hpp>
#include "RenderUtilsLogging.h"
#include "TextureCache.h"
#include <mutex>
TextureCache::TextureCache() :
_permutationNormalTexture(0),
_whiteTexture(0),
_blueTexture(0),
_frameBufferSize(100, 100)
{
const qint64 TEXTURE_DEFAULT_UNUSED_MAX_SIZE = DEFAULT_UNUSED_MAX_SIZE;
setUnusedResourceCacheSize(TEXTURE_DEFAULT_UNUSED_MAX_SIZE);
}
TextureCache::~TextureCache() {
}
void TextureCache::setFrameBufferSize(QSize frameBufferSize) {
//If the size changed, we need to delete our FBOs
if (_frameBufferSize != frameBufferSize) {
_frameBufferSize = frameBufferSize;
_primaryFramebuffer.reset();
_primaryDepthTexture.reset();
_primaryColorTexture.reset();
_primaryNormalTexture.reset();
_primarySpecularTexture.reset();
_secondaryFramebuffer.reset();
_tertiaryFramebuffer.reset();
}
}
// 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
const gpu::TexturePointer& TextureCache::getPermutationNormalTexture() {
if (!_permutationNormalTexture) {
// 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;
}
_permutationNormalTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::VEC3, gpu::UINT8, gpu::RGB), 256, 2));
_permutationNormalTexture->assignStoredMip(0, _blueTexture->getTexelFormat(), sizeof(data), data);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
return _permutationNormalTexture;
}
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);
}
*/
const gpu::TexturePointer& TextureCache::getWhiteTexture() {
if (!_whiteTexture) {
_whiteTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA), 1, 1));
_whiteTexture->assignStoredMip(0, _whiteTexture->getTexelFormat(), sizeof(OPAQUE_WHITE), OPAQUE_WHITE);
}
return _whiteTexture;
}
const gpu::TexturePointer& TextureCache::getBlueTexture() {
if (!_blueTexture) {
_blueTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA), 1, 1));
_blueTexture->assignStoredMip(0, _blueTexture->getTexelFormat(), sizeof(OPAQUE_BLUE), OPAQUE_BLUE);
}
return _blueTexture;
}
/// 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<NetworkTexture>();
}
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 {
removeUnusedResource(texture);
}
return texture;
}
void TextureCache::createPrimaryFramebuffer() {
_primaryFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
auto colorFormat = gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA);
auto width = _frameBufferSize.width();
auto height = _frameBufferSize.height();
auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT);
_primaryColorTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
_primaryNormalTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
_primarySpecularTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
_primaryFramebuffer->setRenderBuffer(0, _primaryColorTexture);
_primaryFramebuffer->setRenderBuffer(1, _primaryNormalTexture);
_primaryFramebuffer->setRenderBuffer(2, _primarySpecularTexture);
auto depthFormat = gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::DEPTH);
_primaryDepthTexture = gpu::TexturePointer(gpu::Texture::create2D(depthFormat, width, height, defaultSampler));
_primaryFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
}
gpu::FramebufferPointer TextureCache::getPrimaryFramebuffer() {
if (!_primaryFramebuffer) {
createPrimaryFramebuffer();
}
return _primaryFramebuffer;
}
gpu::TexturePointer TextureCache::getPrimaryDepthTexture() {
if (!_primaryDepthTexture) {
createPrimaryFramebuffer();
}
return _primaryDepthTexture;
}
gpu::TexturePointer TextureCache::getPrimaryColorTexture() {
if (!_primaryColorTexture) {
createPrimaryFramebuffer();
}
return _primaryColorTexture;
}
gpu::TexturePointer TextureCache::getPrimaryNormalTexture() {
if (!_primaryNormalTexture) {
createPrimaryFramebuffer();
}
return _primaryNormalTexture;
}
gpu::TexturePointer TextureCache::getPrimarySpecularTexture() {
if (!_primarySpecularTexture) {
createPrimaryFramebuffer();
}
return _primarySpecularTexture;
}
GLuint TextureCache::getPrimaryDepthTextureID() {
return gpu::GLBackend::getTextureID(getPrimaryDepthTexture());
}
GLuint TextureCache::getPrimaryColorTextureID() {
return gpu::GLBackend::getTextureID(getPrimaryColorTexture());
}
GLuint TextureCache::getPrimaryNormalTextureID() {
return gpu::GLBackend::getTextureID(getPrimaryNormalTexture());
}
GLuint TextureCache::getPrimarySpecularTextureID() {
return gpu::GLBackend::getTextureID(getPrimarySpecularTexture());
}
void TextureCache::setPrimaryDrawBuffers(bool color, bool normal, bool specular) {
gpu::Batch batch;
setPrimaryDrawBuffers(batch, color, normal, specular);
gpu::GLBackend::renderBatch(batch);
}
void TextureCache::setPrimaryDrawBuffers(gpu::Batch& batch, bool color, bool normal, bool specular) {
GLenum buffers[3];
int bufferCount = 0;
if (color) {
buffers[bufferCount++] = GL_COLOR_ATTACHMENT0;
}
if (normal) {
buffers[bufferCount++] = GL_COLOR_ATTACHMENT1;
}
if (specular) {
buffers[bufferCount++] = GL_COLOR_ATTACHMENT2;
}
batch._glDrawBuffers(bufferCount, buffers);
}
gpu::FramebufferPointer TextureCache::getSecondaryFramebuffer() {
if (!_secondaryFramebuffer) {
_secondaryFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create(gpu::Element::COLOR_RGBA_32, _frameBufferSize.width(), _frameBufferSize.height()));
}
return _secondaryFramebuffer;
}
gpu::FramebufferPointer TextureCache::getTertiaryFramebuffer() {
if (!_tertiaryFramebuffer) {
_tertiaryFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create(gpu::Element::COLOR_RGBA_32, _frameBufferSize.width(), _frameBufferSize.height()));
}
return _tertiaryFramebuffer;
}
gpu::FramebufferPointer TextureCache::getShadowFramebuffer() {
if (!_shadowFramebuffer) {
const int SHADOW_MAP_SIZE = 2048;
_shadowFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::createShadowmap(SHADOW_MAP_SIZE));
_shadowTexture = _shadowFramebuffer->getDepthStencilBuffer();
}
return _shadowFramebuffer;
}
GLuint TextureCache::getShadowDepthTextureID() {
// ensure that the shadow framebuffer object is initialized before returning the depth texture id
getShadowFramebuffer();
return gpu::GLBackend::getTextureID(_shadowTexture);
}
/// Returns a texture version of an image file
gpu::TexturePointer TextureCache::getImageTexture(const QString& path) {
QImage image = QImage(path).mirrored(false, true);
gpu::Element formatGPU = gpu::Element(gpu::VEC3, gpu::UINT8, gpu::RGB);
gpu::Element formatMip = gpu::Element(gpu::VEC3, gpu::UINT8, gpu::RGB);
if (image.hasAlphaChannel()) {
formatGPU = gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA);
formatMip = gpu::Element(gpu::VEC4, gpu::UINT8, gpu::BGRA);
}
gpu::TexturePointer texture = gpu::TexturePointer(
gpu::Texture::create2D(formatGPU, image.width(), image.height(),
gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR)));
texture->assignStoredMip(0, formatMip, image.byteCount(), image.constBits());
texture->autoGenerateMips(-1);
return texture;
}
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->type, textureExtra->content),
&Resource::allReferencesCleared);
}
Texture::Texture() {
}
Texture::~Texture() {
}
GLuint Texture::getID() const {
return gpu::GLBackend::getTextureID(_gpuTexture);
}
NetworkTexture::NetworkTexture(const QUrl& url, TextureType type, const QByteArray& content) :
Resource(url, !content.isEmpty()),
_type(type),
_translucent(false),
_width(0),
_height(0) {
if (!url.isValid()) {
_loaded = true;
}
std::string theName = url.toString().toStdString();
// 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, TextureType type, QNetworkReply* reply, const QUrl& url = QUrl(),
const QByteArray& content = QByteArray());
virtual void run();
private:
QWeakPointer<Resource> _texture;
TextureType _type;
QNetworkReply* _reply;
QUrl _url;
QByteArray _content;
};
void NetworkTexture::downloadFinished(QNetworkReply* reply) {
// send the reader off to the thread pool
QThreadPool::globalInstance()->start(new ImageReader(_self, _type, reply));
}
void NetworkTexture::loadContent(const QByteArray& content) {
QThreadPool::globalInstance()->start(new ImageReader(_self, _type, NULL, _url, content));
}
ImageReader::ImageReader(const QWeakPointer<Resource>& texture, TextureType type, QNetworkReply* reply,
const QUrl& url, const QByteArray& content) :
_texture(texture),
_type(type),
_reply(reply),
_url(url),
_content(content) {
}
std::once_flag onceListSupportedFormatsflag;
void listSupportedImageFormats() {
std::call_once(onceListSupportedFormatsflag, [](){
auto supportedFormats = QImageReader::supportedImageFormats();
QString formats;
foreach(const QByteArray& f, supportedFormats) {
formats += QString(f) + ",";
}
qCDebug(renderutils) << "List of supported Image formats:" << formats;
});
}
class CubeLayout {
public:
int _widthRatio = 1;
int _heightRatio = 1;
class Face {
public:
int _x = 0;
int _y = 0;
bool _horizontalMirror = false;
bool _verticalMirror = false;
Face() {}
Face(int x, int y, bool horizontalMirror, bool verticalMirror) : _x(x), _y(y), _horizontalMirror(horizontalMirror), _verticalMirror(verticalMirror) {}
};
Face _faceXPos;
Face _faceXNeg;
Face _faceYPos;
Face _faceYNeg;
Face _faceZPos;
Face _faceZNeg;
CubeLayout(int wr, int hr, Face fXP, Face fXN, Face fYP, Face fYN, Face fZP, Face fZN) :
_widthRatio(wr),
_heightRatio(hr),
_faceXPos(fXP),
_faceXNeg(fXN),
_faceYPos(fYP),
_faceYNeg(fYN),
_faceZPos(fZP),
_faceZNeg(fZN) {}
};
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();
}
listSupportedImageFormats();
// try to help the QImage loader by extracting the image file format from the url filename ext
// Some tga are not created properly for example without it
auto filename = _url.fileName().toStdString();
auto filenameExtension = filename.substr(filename.find_last_of('.') + 1);
QImage image = QImage::fromData(_content, filenameExtension.c_str());
// Note that QImage.format is the pixel format which is different from the "format" of the image file...
auto imageFormat = image.format();
int originalWidth = image.width();
int originalHeight = image.height();
if (originalWidth == 0 || originalHeight == 0 || imageFormat == QImage::Format_Invalid) {
if (filenameExtension.empty()) {
qCDebug(renderutils) << "QImage failed to create from content, no file extension:" << _url;
} else {
qCDebug(renderutils) << "QImage failed to create from content" << _url;
}
return;
}
int imageArea = image.width() * image.height();
auto ntex = dynamic_cast<NetworkTexture*>(&*texture);
if (ntex && (ntex->getType() == CUBE_TEXTURE)) {
qCDebug(renderutils) << "Cube map size:" << _url << image.width() << image.height();
} else {
// enforce a fixed maximum area (1024 * 2048)
const int MAXIMUM_AREA_SIZE = 2097152;
if (imageArea > MAXIMUM_AREA_SIZE) {
float scaleRatio = sqrtf((float)MAXIMUM_AREA_SIZE) / sqrtf((float)imageArea);
int resizeWidth = static_cast<int>(std::floor(scaleRatio * static_cast<float>(image.width())));
int resizeHeight = static_cast<int>(std::floor(scaleRatio * static_cast<float>(image.height())));
qCDebug(renderutils) << "Image greater than maximum size:" << _url << image.width() << image.height() <<
" scaled to:" << resizeWidth << resizeHeight;
image = image.scaled(resizeWidth, resizeHeight, Qt::IgnoreAspectRatio);
imageArea = image.width() * image.height();
}
}
int opaquePixels = 0;
int translucentPixels = 0;
bool isTransparent = false;
int redTotal = 0, greenTotal = 0, blueTotal = 0, alphaTotal = 0;
const int EIGHT_BIT_MAXIMUM = 255;
QColor averageColor(EIGHT_BIT_MAXIMUM, EIGHT_BIT_MAXIMUM, EIGHT_BIT_MAXIMUM);
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);
}
}
if (imageArea > 0) {
averageColor.setRgb(redTotal / imageArea, greenTotal / imageArea, blueTotal / imageArea);
}
} else {
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) {
qCDebug(renderutils) << "Image with alpha channel is completely opaque:" << _url;
image = image.convertToFormat(QImage::Format_RGB888);
}
averageColor = QColor(redTotal / imageArea,
greenTotal / imageArea, blueTotal / imageArea, alphaTotal / imageArea);
isTransparent = (translucentPixels >= imageArea / 2);
}
gpu::Texture* theTexture = nullptr;
if ((image.width() > 0) && (image.height() > 0)) {
// bool isLinearRGB = true; //(_type == NORMAL_TEXTURE) || (_type == EMISSIVE_TEXTURE);
bool isLinearRGB = !(_type == CUBE_TEXTURE); //(_type == NORMAL_TEXTURE) || (_type == EMISSIVE_TEXTURE);
gpu::Element formatGPU = gpu::Element(gpu::VEC3, gpu::UINT8, (isLinearRGB ? gpu::RGB : gpu::SRGB));
gpu::Element formatMip = gpu::Element(gpu::VEC3, gpu::UINT8, (isLinearRGB ? gpu::RGB : gpu::SRGB));
if (image.hasAlphaChannel()) {
formatGPU = gpu::Element(gpu::VEC4, gpu::UINT8, (isLinearRGB ? gpu::RGBA : gpu::SRGBA));
formatMip = gpu::Element(gpu::VEC4, gpu::UINT8, (isLinearRGB ? gpu::BGRA : gpu::SBGRA));
}
if (_type == CUBE_TEXTURE) {
const CubeLayout CUBEMAP_LAYOUTS[] = {
// Here is the expected layout for the faces in an image with the 1/6 aspect ratio:
//
// WIDTH
// <------>
// ^ +------+
// | | |
// | | +X |
// | | |
// H +------+
// E | |
// I | -X |
// G | |
// H +------+
// T | |
// | | +Y |
// | | |
// | +------+
// | | |
// | | -Y |
// | | |
// H +------+
// E | |
// I | +Z |
// G | |
// H +------+
// T | |
// | | -Z |
// | | |
// V +------+
//
// FaceWidth = width = height / 6
{ 1, 6,
{0, 0, true, false},
{0, 1, true, false},
{0, 2, false, true},
{0, 3, false, true},
{0, 4, true, false},
{0, 5, true, false}
},
// Here is the expected layout for the faces in an image with the 3/4 aspect ratio:
//
// <-----------WIDTH----------->
// ^ +------+------+------+------+
// | | | | | |
// | | | +Y | | |
// | | | | | |
// H +------+------+------+------+
// E | | | | |
// I | -X | -Z | +X | +Z |
// G | | | | |
// H +------+------+------+------+
// T | | | | |
// | | | -Y | | |
// | | | | | |
// V +------+------+------+------+
//
// FaceWidth = width / 4 = height / 3
{ 4, 3,
{2, 1, true, false},
{0, 1, true, false},
{1, 0, false, true},
{1, 2, false, true},
{3, 1, true, false},
{1, 1, true, false}
},
// Here is the expected layout for the faces in an image with the 4/3 aspect ratio:
//
// <-------WIDTH-------->
// ^ +------+------+------+
// | | | | |
// | | | +Y | |
// | | | | |
// H +------+------+------+
// E | | | |
// I | -X | -Z | +X |
// G | | | |
// H +------+------+------+
// T | | | |
// | | | -Y | |
// | | | | |
// | +------+------+------+
// | | | | |
// | | | +Z! | | <+Z is upside down!
// | | | | |
// V +------+------+------+
//
// FaceWidth = width / 3 = height / 4
{ 3, 4,
{2, 1, true, false},
{0, 1, true, false},
{1, 0, false, true},
{1, 2, false, true},
{1, 3, false, true},
{1, 1, true, false}
}
};
const int NUM_CUBEMAP_LAYOUTS = sizeof(CUBEMAP_LAYOUTS) / sizeof(CubeLayout);
// Find the layout of the cubemap in the 2D image
int foundLayout = -1;
for (int i = 0; i < NUM_CUBEMAP_LAYOUTS; i++) {
if ((image.height() * CUBEMAP_LAYOUTS[i]._widthRatio) == (image.width() * CUBEMAP_LAYOUTS[i]._heightRatio)) {
foundLayout = i;
break;
}
}
std::vector<QImage> faces;
// If found, go extract the faces as separate images
if (foundLayout >= 0) {
auto& layout = CUBEMAP_LAYOUTS[foundLayout];
int faceWidth = image.width() / layout._widthRatio;
faces.push_back(image.copy(QRect(layout._faceXPos._x * faceWidth, layout._faceXPos._y * faceWidth, faceWidth, faceWidth)).mirrored(layout._faceXPos._horizontalMirror, layout._faceXPos._verticalMirror));
faces.push_back(image.copy(QRect(layout._faceXNeg._x * faceWidth, layout._faceXNeg._y * faceWidth, faceWidth, faceWidth)).mirrored(layout._faceXNeg._horizontalMirror, layout._faceXNeg._verticalMirror));
faces.push_back(image.copy(QRect(layout._faceYPos._x * faceWidth, layout._faceYPos._y * faceWidth, faceWidth, faceWidth)).mirrored(layout._faceYPos._horizontalMirror, layout._faceYPos._verticalMirror));
faces.push_back(image.copy(QRect(layout._faceYNeg._x * faceWidth, layout._faceYNeg._y * faceWidth, faceWidth, faceWidth)).mirrored(layout._faceYNeg._horizontalMirror, layout._faceYNeg._verticalMirror));
faces.push_back(image.copy(QRect(layout._faceZPos._x * faceWidth, layout._faceZPos._y * faceWidth, faceWidth, faceWidth)).mirrored(layout._faceZPos._horizontalMirror, layout._faceZPos._verticalMirror));
faces.push_back(image.copy(QRect(layout._faceZNeg._x * faceWidth, layout._faceZNeg._y * faceWidth, faceWidth, faceWidth)).mirrored(layout._faceZNeg._horizontalMirror, layout._faceZNeg._verticalMirror));
} else {
qCDebug(renderutils) << "Failed to find a known cube map layout from this image:" << _url;
return;
}
// If the 6 faces have been created go on and define the true Texture
if (faces.size() == gpu::Texture::NUM_FACES_PER_TYPE[gpu::Texture::TEX_CUBE]) {
theTexture = gpu::Texture::createCube(formatGPU, faces[0].width(), gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR, gpu::Sampler::WRAP_CLAMP));
theTexture->autoGenerateMips(-1);
int f = 0;
for (auto& face : faces) {
theTexture->assignStoredMipFace(0, formatMip, face.byteCount(), face.constBits(), f);
f++;
}
// GEnerate irradiance while we are at it
theTexture->generateIrradiance();
}
} else {
theTexture = (gpu::Texture::create2D(formatGPU, image.width(), image.height(), gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR)));
theTexture->assignStoredMip(0, formatMip, image.byteCount(), image.constBits());
theTexture->autoGenerateMips(-1);
}
}
QMetaObject::invokeMethod(texture.data(), "setImage",
Q_ARG(const QImage&, image),
Q_ARG(void*, theTexture),
Q_ARG(bool, isTransparent),
Q_ARG(const QColor&, averageColor),
Q_ARG(int, originalWidth), Q_ARG(int, originalHeight));
}
void NetworkTexture::setImage(const QImage& image, void* voidTexture, bool translucent, const QColor& averageColor, int originalWidth,
int originalHeight) {
_translucent = translucent;
_averageColor = averageColor;
_originalWidth = originalWidth;
_originalHeight = originalHeight;
gpu::Texture* texture = static_cast<gpu::Texture*>(voidTexture);
// Passing ownership
_gpuTexture.reset(texture);
if (_gpuTexture) {
_width = _gpuTexture->getWidth();
_height = _gpuTexture->getHeight();
} else {
_width = _height = 0;
}
finishedLoading(true);
imageLoaded(image);
}
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<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();
bool isLinearRGB = true;// (_type == NORMAL_TEXTURE) || (_type == EMISSIVE_TEXTURE);
gpu::Element formatGPU = gpu::Element(gpu::VEC3, gpu::UINT8, (isLinearRGB ? gpu::RGB : gpu::SRGB));
gpu::Element formatMip = gpu::Element(gpu::VEC3, gpu::UINT8, (isLinearRGB ? gpu::RGB : gpu::SRGB));
if (dilatedImage.hasAlphaChannel()) {
formatGPU = gpu::Element(gpu::VEC4, gpu::UINT8, (isLinearRGB ? gpu::RGBA : gpu::SRGBA));
formatMip = gpu::Element(gpu::VEC4, gpu::UINT8, (isLinearRGB ? gpu::BGRA : gpu::BGRA));
}
texture->_gpuTexture = gpu::TexturePointer(gpu::Texture::create2D(formatGPU, dilatedImage.width(), dilatedImage.height(), gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR)));
texture->_gpuTexture->assignStoredMip(0, formatMip, dilatedImage.byteCount(), dilatedImage.constBits());
texture->_gpuTexture->autoGenerateMips(-1);
}
_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));
}