#include "ext/meshtexturizer.h"
// TnzCore includes
#include "tgl.h" // OpenGL includes
// Qt includes
#include <QReadWriteLock>
#include <QReadLocker>
#include <QWriteLocker>
// tcg includes
#include "tcg/tcg_macros.h"
#include "tcg/tcg_list.h"
#include "tcg/tcg_misc.h"
// Boost includes
#include <boost/shared_ptr.hpp>
#include <boost/make_shared.hpp>
#define COPIED_BORDER 1 // Amount of tile border from the original image
#define TRANSP_BORDER 1 // Amount of transparent tile border
#define NONPREM_BORDER 1 // Amount of nonpremultiplied copied transparent border
#define TOTAL_BORDER (COPIED_BORDER + TRANSP_BORDER) // Overall border to texture tiles above
#define TOTAL_BORDER_2 (2 * TOTAL_BORDER) // Twice the above
TCG_STATIC_ASSERT(COPIED_BORDER > 0); // Due to GL_LINEAR alpha blending on tile seams
TCG_STATIC_ASSERT(TRANSP_BORDER > 0); // Due to GL_CLAMP beyond tile limits
TCG_STATIC_ASSERT(NONPREM_BORDER <= TRANSP_BORDER); // The nonpremultiplied border is transparent
//******************************************************************************************
// MeshTexturizer::Imp definition
//******************************************************************************************
class MeshTexturizer::Imp
{
typedef MeshTexturizer::TextureData TextureData;
public:
QReadWriteLock m_lock; //!< Lock for synchronized access
tcg::list<boost::shared_ptr<TextureData>> m_textureDatas; //!< Pool of texture datas
public:
Imp() : m_lock(QReadWriteLock::Recursive) {}
bool testTextureAlloc(int lx, int ly);
GLuint textureAlloc(const TRaster32P &ras, const TRaster32P &aux,
int x, int y, int textureLx, int textureLy,
bool premultiplied);
void allocateTextures(int groupIdx, const TRaster32P &ras, const TRaster32P &aux,
int x, int y, int textureLx, int textureLy,
bool premultiplied);
TextureData *getTextureData(int groupIdx);
};
//---------------------------------------------------------------------------------
bool MeshTexturizer::Imp::testTextureAlloc(int lx, int ly)
{
lx += TOTAL_BORDER_2, ly += TOTAL_BORDER_2; // Add border
glTexImage2D(GL_PROXY_TEXTURE_2D,
0, // one level only
GL_RGBA, // number of pixel channels
lx, // width
ly, // height
0, // border size
TGL_FMT, // pixel format
GL_UNSIGNED_BYTE, // pixel data type
0);
int outLx;
glGetTexLevelParameteriv(GL_PROXY_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &outLx);
return (lx == outLx);
}
//---------------------------------------------------------------------------------
GLuint MeshTexturizer::Imp::textureAlloc(const TRaster32P &ras, const TRaster32P &aux,
int x, int y, int textureLx, int textureLy,
bool premultiplied)
{
struct locals {
static void clearMatte(const TRaster32P &ras, int xBegin, int yBegin, int xEnd, int yEnd)
{
for (int y = yBegin; y != yEnd; ++y) {
TPixel32 *line = ras->pixels(y), *pixEnd = line + xEnd;
for (TPixel32 *pix = line + xBegin; pix != pixEnd; ++pix)
pix->m = 0;
}
}
static void clearMatte_border(const TRaster32P &ras, int border0, int border1)
{
assert(border0 < border1);
// Horizontal
clearMatte(ras, border0, border0, ras->getLx() - border0, border1);
clearMatte(ras, border0, ras->getLy() - border1, ras->getLx() - border0, ras->getLy() - border0);
// Vertical
clearMatte(ras, border0, border1, border1, ras->getLy() - border1);
clearMatte(ras, ras->getLx() - border1, border1, ras->getLx() - border0, ras->getLy() - border1);
}
}; // locals
// Prepare the texture tile
assert(aux->getLx() >= textureLx + TOTAL_BORDER_2 && aux->getLy() >= textureLy + TOTAL_BORDER_2);
TRect rasRect(x, y, x + textureLx - 1, y + textureLy - 1);
rasRect = rasRect.enlarge(premultiplied ? COPIED_BORDER : COPIED_BORDER + NONPREM_BORDER);
rasRect = rasRect * ras->getBounds();
TRect auxRect(rasRect - TPoint(x - TOTAL_BORDER, y - TOTAL_BORDER));
// An auxiliary raster must be used to supply the transparent border
TRaster32P tex(aux->extract(0, 0, textureLx + TOTAL_BORDER_2 - 1, textureLy + TOTAL_BORDER_2 - 1));
tex->clear();
aux->extract(auxRect)->copy(ras->extract(rasRect));
if (!premultiplied && NONPREM_BORDER > 0)
locals::clearMatte_border(aux, TRANSP_BORDER - NONPREM_BORDER, TRANSP_BORDER);
// Pass the raster into VRAM
GLuint texId;
glGenTextures(1, &texId);
glBindTexture(GL_TEXTURE_2D, texId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); // These must be used on a bound texture,
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); // and are remembered in the OpenGL context.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // They can be set here, no need for
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // the user to do it.
glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->getWrap());
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D,
0, // one level only
GL_RGBA, // pixel channels count
tex->getLx(), // width
tex->getLy(), // height
0, // border size
TGL_FMT, // pixel format
GL_UNSIGNED_BYTE, // pixel data type
(GLvoid *)tex->getRawData());
return texId;
}
//---------------------------------------------------------------------------------
void MeshTexturizer::Imp::allocateTextures(int groupIdx, const TRaster32P &ras, const TRaster32P &aux,
int x, int y, int textureLx, int textureLy,
bool premultiplied)
{
TextureData *data = m_textureDatas[groupIdx].get();
// Test the specified texture allocation
if (testTextureAlloc(textureLx, textureLy)) {
TPointD scale(data->m_geom.getLx() / (double)ras->getLx(),
data->m_geom.getLy() / (double)ras->getLy());
TRectD tileGeom(
TRectD(
scale.x * (x - TOTAL_BORDER), scale.y * (y - TOTAL_BORDER),
scale.x * (x + textureLx + TOTAL_BORDER), scale.y * (y + textureLy + TOTAL_BORDER)) +
data->m_geom.getP00());
GLuint texId = textureAlloc(ras, aux, x, y, textureLx, textureLy, premultiplied);
TextureData::TileData td = {texId, tileGeom};
data->m_tileDatas.push_back(td);
return;
}
if (textureLx <= 1 && textureLy <= 1)
return; // No texture can be allocated
// The texture could not be allocated. Then, bisecate and branch.
if (textureLx > textureLy) {
int textureLx_2 = textureLx >> 1;
allocateTextures(groupIdx, ras, aux, x, y, textureLx_2, textureLy, premultiplied);
allocateTextures(groupIdx, ras, aux, x + textureLx_2, y, textureLx_2, textureLy, premultiplied);
} else {
int textureLy_2 = textureLy >> 1;
allocateTextures(groupIdx, ras, aux, x, y, textureLx, textureLy_2, premultiplied);
allocateTextures(groupIdx, ras, aux, x, y + textureLy_2, textureLx, textureLy_2, premultiplied);
}
}
//---------------------------------------------------------------------------------
MeshTexturizer::TextureData *MeshTexturizer::Imp::getTextureData(int groupIdx)
{
typedef MeshTexturizer::TextureData TextureData;
// Copy tile datas container
return m_textureDatas[groupIdx].get();
}
//******************************************************************************************
// MeshTexturizer implementation
//******************************************************************************************
MeshTexturizer::MeshTexturizer()
: m_imp(new Imp)
{
}
//---------------------------------------------------------------------------------
MeshTexturizer::~MeshTexturizer()
{
delete m_imp;
}
//---------------------------------------------------------------------------------
int MeshTexturizer::bindTexture(const TRaster32P &ras, const TRectD &geom,
PremultMode premultiplyMode)
{
QWriteLocker locker(&m_imp->m_lock);
// Backup the state of some specific OpenGL variables that will be changed throughout the code
int row_length, alignment;
glGetIntegerv(GL_UNPACK_ROW_LENGTH, &row_length);
glGetIntegerv(GL_UNPACK_ALIGNMENT, &alignment);
// Initialize a new texture data
int dataIdx = m_imp->m_textureDatas.push_back(boost::make_shared<TextureData>(geom));
// Textures must have 2-power sizes. So, let's start with the smallest 2 power
// >= ras's sizes.
int textureLx = tcg::numeric_ops::GE_2Power((unsigned int)ras->getLx() + TOTAL_BORDER_2);
int textureLy = tcg::numeric_ops::GE_2Power((unsigned int)ras->getLy() + TOTAL_BORDER_2);
// We'll assume a strict granularity max of 512 x 512 textures
textureLx = tmin(textureLx, 1 << 9);
textureLy = tmin(textureLy, 1 << 9);
// Allocate a suitable texture raster. The texture will include a transparent 1-pix border
// that is needed to perform texture mapping with GL_CLAMP transparent wrapping
TRaster32P tex(textureLx, textureLy);
// Now, let's tile the specified raster. We'll start from the lower-left corner in case
// the raster can be completely included in just one tile
int lx = ras->getLx(), ly = ras->getLy();
int tileLx = textureLx - TOTAL_BORDER_2, tileLy = textureLy - TOTAL_BORDER_2; // Texture size without border
int xEntireCells = (lx - 1) / tileLx, yEntireCells = (ly - 1) / tileLy; // +1 so in case l == tileL, we get the remainder case
int lastTexLx = tcg::numeric_ops::GE_2Power((unsigned int)(lx - xEntireCells * tileLx + TOTAL_BORDER_2));
int lastTexLy = tcg::numeric_ops::GE_2Power((unsigned int)(ly - yEntireCells * tileLy + TOTAL_BORDER_2));
int lastTileLx = lastTexLx - TOTAL_BORDER_2, lastTileLy = lastTexLy - TOTAL_BORDER_2;
bool premultiplied = (premultiplyMode == PREMULTIPLIED);
int i, j;
for (i = 0; i < yEntireCells; ++i) {
for (j = 0; j < xEntireCells; ++j)
// Perform a (possibly subdividing) allocation of the specified tile
m_imp->allocateTextures(dataIdx, ras, tex, j * tileLx, i * tileLy, tileLx, tileLy, premultiplied);
m_imp->allocateTextures(dataIdx, ras, tex, j * tileLx, i * tileLy, lastTileLx, tileLy, premultiplied);
}
for (j = 0; j < xEntireCells; ++j)
m_imp->allocateTextures(dataIdx, ras, tex, j * tileLx, i * tileLy, tileLx, lastTileLy, premultiplied);
m_imp->allocateTextures(dataIdx, ras, tex, j * tileLx, i * tileLy, lastTileLx, lastTileLy, premultiplied);
// Restore OpenGL variables
glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
glPixelStorei(GL_UNPACK_ALIGNMENT, alignment);
return dataIdx;
}
//---------------------------------------------------------------------------------
void MeshTexturizer::rebindTexture(int texId, const TRaster32P &ras, const TRectD &geom,
PremultMode premultiplyMode)
{
QWriteLocker locker(&m_imp->m_lock);
unbindTexture(texId);
int newTexId = bindTexture(ras, geom, premultiplyMode);
assert(texId == newTexId);
}
//---------------------------------------------------------------------------------
void MeshTexturizer::unbindTexture(int texId)
{
QWriteLocker locker(&m_imp->m_lock);
m_imp->m_textureDatas.erase(texId);
}
//---------------------------------------------------------------------------------
MeshTexturizer::TextureData *MeshTexturizer::getTextureData(int textureId)
{
QReadLocker locker(&m_imp->m_lock);
return m_imp->getTextureData(textureId);
}