ENABLE_COMPRESSED_TEXTURES set as default

This commit is contained in:
Enrico Turri 2019-06-24 09:54:58 +02:00
parent 301eda7369
commit 00b9a3ad32
13 changed files with 2 additions and 291 deletions

View file

@ -9,9 +9,7 @@
#include "GUI_App.hpp"
#include "PresetBundle.hpp"
#include "Gizmos/GLGizmoBase.hpp"
#if ENABLE_COMPRESSED_TEXTURES
#include "GLCanvas3D.hpp"
#endif // ENABLE_COMPRESSED_TEXTURES
#include <GL/glew.h>
@ -276,9 +274,7 @@ void Bed3D::Axes::render_axis(double length) const
Bed3D::Bed3D()
: m_type(Custom)
#if ENABLE_COMPRESSED_TEXTURES
, m_requires_canvas_update(false)
#endif // ENABLE_COMPRESSED_TEXTURES
#if ENABLE_TEXTURES_FROM_SVG
, m_vbo_id(0)
#endif // ENABLE_TEXTURES_FROM_SVG
@ -334,18 +330,13 @@ Point Bed3D::point_projection(const Point& point) const
}
#if ENABLE_TEXTURES_FROM_SVG
#if ENABLE_COMPRESSED_TEXTURES
void Bed3D::render(GLCanvas3D* canvas, float theta, bool useVBOs, float scale_factor) const
#else
void Bed3D::render(float theta, bool useVBOs, float scale_factor) const
#endif // ENABLE_COMPRESSED_TEXTURES
{
m_scale_factor = scale_factor;
EType type = useVBOs ? m_type : Custom;
switch (type)
{
#if ENABLE_COMPRESSED_TEXTURES
case MK2:
{
render_prusa(canvas, "mk2", theta > 90.0f);
@ -361,23 +352,6 @@ void Bed3D::render(float theta, bool useVBOs, float scale_factor) const
render_prusa(canvas, "sl1", theta > 90.0f);
break;
}
#else
case MK2:
{
render_prusa("mk2", theta > 90.0f);
break;
}
case MK3:
{
render_prusa("mk3", theta > 90.0f);
break;
}
case SL1:
{
render_prusa("sl1", theta > 90.0f);
break;
}
#endif // ENABLE_COMPRESSED_TEXTURES
default:
case Custom:
{
@ -387,11 +361,7 @@ void Bed3D::render(float theta, bool useVBOs, float scale_factor) const
}
}
#else
#if ENABLE_COMPRESSED_TEXTURES
void Bed3D::render(GLCanvas3D* canvas, float theta, bool useVBOs, float scale_factor) const
#else
void Bed3D::render(float theta, bool useVBOs, float scale_factor) const
#endif // ENABLE_COMPRESSED_TEXTURES
{
m_scale_factor = scale_factor;
@ -400,7 +370,6 @@ void Bed3D::render(float theta, bool useVBOs, float scale_factor) const
switch (m_type)
{
#if ENABLE_COMPRESSED_TEXTURES
case MK2:
{
render_prusa(canvas, "mk2", theta, useVBOs);
@ -416,23 +385,6 @@ void Bed3D::render(float theta, bool useVBOs, float scale_factor) const
render_prusa(canvas, "sl1", theta, useVBOs);
break;
}
#else
case MK2:
{
render_prusa("mk2", theta, useVBOs);
break;
}
case MK3:
{
render_prusa("mk3", theta, useVBOs);
break;
}
case SL1:
{
render_prusa("sl1", theta, useVBOs);
break;
}
#endif // ENABLE_COMPRESSED_TEXTURES
default:
case Custom:
{
@ -536,21 +488,12 @@ Bed3D::EType Bed3D::detect_type(const Pointfs& shape) const
}
#if ENABLE_TEXTURES_FROM_SVG
#if ENABLE_COMPRESSED_TEXTURES
void Bed3D::render_prusa(GLCanvas3D* canvas, const std::string &key, bool bottom) const
#else
void Bed3D::render_prusa(const std::string &key, bool bottom) const
#endif // ENABLE_COMPRESSED_TEXTURES
{
std::string tex_path = resources_dir() + "/icons/bed/" + key;
std::string model_path = resources_dir() + "/models/" + key;
#if !ENABLE_COMPRESSED_TEXTURES
// use anisotropic filter if graphic card allows
GLfloat max_anisotropy = GLCanvas3DManager::get_gl_info().get_max_anisotropy();
#endif // !ENABLE_COMPRESSED_TEXTURES
// use higher resolution images if graphic card and opengl version allow
GLint max_tex_size = GLCanvas3DManager::get_gl_info().get_max_tex_size();
@ -558,7 +501,6 @@ void Bed3D::render_prusa(const std::string &key, bool bottom) const
if ((m_texture.get_id() == 0) || (m_texture.get_source() != filename))
{
#if ENABLE_COMPRESSED_TEXTURES
// generate a temporary lower resolution texture to show while no main texture levels have been compressed
if (!m_temp_texture.load_from_svg_file(filename, false, false, false, max_tex_size / 8))
{
@ -568,24 +510,11 @@ void Bed3D::render_prusa(const std::string &key, bool bottom) const
// starts generating the main texture, compression will run asynchronously
if (!m_texture.load_from_svg_file(filename, true, true, true, max_tex_size))
#else
if (!m_texture.load_from_svg_file(filename, true, max_tex_size))
#endif // ENABLE_COMPRESSED_TEXTURES
{
render_custom();
return;
}
#if !ENABLE_COMPRESSED_TEXTURES
if (max_anisotropy > 0.0f)
{
glsafe(::glBindTexture(GL_TEXTURE_2D, m_texture.get_id()));
glsafe(::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, max_anisotropy));
glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
}
#endif // !ENABLE_COMPRESSED_TEXTURES
}
#if ENABLE_COMPRESSED_TEXTURES
else if (m_texture.unsent_compressed_data_available())
{
// sends to gpu the already available compressed levels of the main texture
@ -604,7 +533,6 @@ void Bed3D::render_prusa(const std::string &key, bool bottom) const
m_requires_canvas_update = false;
}
#endif // ENABLE_COMPRESSED_TEXTURES
if (!bottom)
{
@ -677,16 +605,12 @@ void Bed3D::render_prusa_shader(bool transparent) const
GLint position_id = m_shader.get_attrib_location("v_position");
GLint tex_coords_id = m_shader.get_attrib_location("v_tex_coords");
#if ENABLE_COMPRESSED_TEXTURES
// show the temporary texture while no compressed data is available
GLuint tex_id = (GLuint)m_temp_texture.get_id();
if (tex_id == 0)
tex_id = (GLuint)m_texture.get_id();
glsafe(::glBindTexture(GL_TEXTURE_2D, tex_id));
#else
glsafe(::glBindTexture(GL_TEXTURE_2D, (GLuint)m_texture.get_id()));
#endif // ENABLE_COMPRESSED_TEXTURES
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id));
if (position_id != -1)