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https://github.com/SoftFever/OrcaSlicer.git
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ENABLE_THUMBNAIL_GENERATOR -> Use multisampling when generating thumbnail using off-screen framebuffer
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3ff3eed2b1
commit
a7b4b232e9
1 changed files with 114 additions and 38 deletions
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@ -3567,6 +3567,29 @@ void GLCanvas3D::_render_undo_redo_stack(const bool is_undo, float pos_x)
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}
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#if ENABLE_THUMBNAIL_GENERATOR
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#define ENABLE_THUMBNAIL_GENERATOR_DEBUG_OUTPUT 0
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#if ENABLE_THUMBNAIL_GENERATOR_DEBUG_OUTPUT
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static void debug_output_thumbnail(const ThumbnailData& thumbnail_data)
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{
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// debug export of generated image
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wxImage image(thumbnail_data.width, thumbnail_data.height);
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image.InitAlpha();
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for (unsigned int r = 0; r < thumbnail_data.height; ++r)
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{
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unsigned int rr = (thumbnail_data.height - 1 - r) * thumbnail_data.width;
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for (unsigned int c = 0; c < thumbnail_data.width; ++c)
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{
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unsigned char* px = (unsigned char*)thumbnail_data.pixels.data() + 4 * (rr + c);
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image.SetRGB((int)c, (int)r, px[0], px[1], px[2]);
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image.SetAlpha((int)c, (int)r, px[3]);
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}
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}
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image.SaveFile("C:/prusa/test/test.png", wxBITMAP_TYPE_PNG);
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}
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#endif // ENABLE_THUMBNAIL_GENERATOR_DEBUG_OUTPUT
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static void render_volumes_in_thumbnail(const GLVolumePtrs& volumes, ThumbnailData& thumbnail_data, bool printable_only, bool parts_only)
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{
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auto is_visible = [](const GLVolume& v) -> bool
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@ -3617,26 +3640,6 @@ static void render_volumes_in_thumbnail(const GLVolumePtrs& volumes, ThumbnailDa
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glsafe(::glDisable(GL_DEPTH_TEST));
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glsafe(::glDisable(GL_LIGHTING));
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glsafe(::glReadPixels(0, 0, thumbnail_data.width, thumbnail_data.height, GL_RGBA, GL_UNSIGNED_BYTE, (void*)thumbnail_data.pixels.data()));
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#if 0
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// debug export of generated image
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wxImage image(thumbnail_data.width, thumbnail_data.height);
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image.InitAlpha();
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for (unsigned int r = 0; r < thumbnail_data.height; ++r)
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{
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unsigned int rr = (thumbnail_data.height - 1 - r) * thumbnail_data.width;
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for (unsigned int c = 0; c < thumbnail_data.width; ++c)
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{
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unsigned char* px = thumbnail_data.pixels.data() + 4 * (rr + c);
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image.SetRGB((int)c, (int)r, px[0], px[1], px[2]);
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image.SetAlpha((int)c, (int)r, px[3]);
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}
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}
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image.SaveFile("C:/prusa/test/test.png", wxBITMAP_TYPE_PNG);
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#endif
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}
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void GLCanvas3D::_render_thumbnail_framebuffer(ThumbnailData& thumbnail_data, unsigned int w, unsigned int h, bool printable_only, bool parts_only)
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@ -3645,34 +3648,102 @@ void GLCanvas3D::_render_thumbnail_framebuffer(ThumbnailData& thumbnail_data, un
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if (!thumbnail_data.is_valid())
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return;
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GLuint fbo;
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glsafe(::glGenFramebuffers(1, &fbo));
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glsafe(::glBindFramebuffer(GL_FRAMEBUFFER, fbo));
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bool multisample = m_multisample_allowed;
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if (multisample)
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glsafe(::glEnable(GL_MULTISAMPLE));
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GLuint tex;
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glsafe(::glGenTextures(1, &tex));
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glsafe(::glBindTexture(GL_TEXTURE_2D, tex));
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GLint max_samples;
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glsafe(::glGetIntegerv(GL_MAX_SAMPLES, &max_samples));
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GLsizei num_samples = max_samples / 2;
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GLuint render_fbo;
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glsafe(::glGenFramebuffers(1, &render_fbo));
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glsafe(::glBindFramebuffer(GL_FRAMEBUFFER, render_fbo));
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GLuint render_tex = 0;
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GLuint render_tex_buffer = 0;
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if (multisample)
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{
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// use renderbuffer instead of texture to avoid the need to use glTexImage2DMultisample which is available only since OpenGL 3.2
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glsafe(::glGenRenderbuffers(1, &render_tex_buffer));
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glsafe(::glBindRenderbuffer(GL_RENDERBUFFER, render_tex_buffer));
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glsafe(::glRenderbufferStorageMultisample(GL_RENDERBUFFER, num_samples, GL_RGBA8, w, h));
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glsafe(::glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, render_tex_buffer));
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}
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else
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{
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glsafe(::glGenTextures(1, &render_tex));
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glsafe(::glBindTexture(GL_TEXTURE_2D, render_tex));
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glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr));
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
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glsafe(::glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0));
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glsafe(::glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, render_tex, 0));
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}
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GLuint depth;
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glsafe(::glGenRenderbuffers(1, &depth));
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glsafe(::glBindRenderbuffer(GL_RENDERBUFFER, depth));
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GLuint render_depth;
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glsafe(::glGenRenderbuffers(1, &render_depth));
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glsafe(::glBindRenderbuffer(GL_RENDERBUFFER, render_depth));
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if (multisample)
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glsafe(::glRenderbufferStorageMultisample(GL_RENDERBUFFER, num_samples, GL_DEPTH_COMPONENT24, w, h));
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else
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glsafe(::glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, w, h));
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glsafe(::glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth));
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glsafe(::glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, render_depth));
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GLenum drawBufs[] = { GL_COLOR_ATTACHMENT0 };
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glsafe(::glDrawBuffers(1, drawBufs));
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if (::glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE)
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{
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render_volumes_in_thumbnail(m_volumes.volumes, thumbnail_data, printable_only, parts_only);
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if (multisample)
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{
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GLuint resolve_fbo;
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glsafe(::glGenFramebuffers(1, &resolve_fbo));
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glsafe(::glBindFramebuffer(GL_FRAMEBUFFER, resolve_fbo));
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GLuint resolve_tex;
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glsafe(::glGenTextures(1, &resolve_tex));
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glsafe(::glBindTexture(GL_TEXTURE_2D, resolve_tex));
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glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr));
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
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glsafe(::glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, resolve_tex, 0));
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glsafe(::glDrawBuffers(1, drawBufs));
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if (::glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE)
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{
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glsafe(::glBindFramebuffer(GL_READ_FRAMEBUFFER, render_fbo));
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glsafe(::glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolve_fbo));
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glsafe(::glBlitFramebuffer(0, 0, w, h, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_LINEAR));
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glsafe(::glBindFramebuffer(GL_READ_FRAMEBUFFER, resolve_fbo));
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glsafe(::glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, (void*)thumbnail_data.pixels.data()));
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}
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glsafe(::glDeleteTextures(1, &resolve_tex));
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glsafe(::glDeleteFramebuffers(1, &resolve_fbo));
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}
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else
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glsafe(::glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, (void*)thumbnail_data.pixels.data()));
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#if ENABLE_THUMBNAIL_GENERATOR_DEBUG_OUTPUT
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debug_output_thumbnail(thumbnail_data);
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#endif // ENABLE_THUMBNAIL_GENERATOR_DEBUG_OUTPUT
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}
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glsafe(::glBindFramebuffer(GL_FRAMEBUFFER, 0));
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glsafe(::glDeleteRenderbuffers(1, &depth));
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glsafe(::glDeleteTextures(1, &tex));
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glsafe(::glDeleteFramebuffers(1, &fbo));
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glsafe(::glDeleteRenderbuffers(1, &render_depth));
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if (render_tex_buffer != 0)
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glsafe(::glDeleteRenderbuffers(1, &render_tex_buffer));
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if (render_tex != 0)
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glsafe(::glDeleteTextures(1, &render_tex));
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glsafe(::glDeleteFramebuffers(1, &render_fbo));
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if (multisample)
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glsafe(::glDisable(GL_MULTISAMPLE));
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}
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void GLCanvas3D::_render_thumbnail_legacy(ThumbnailData& thumbnail_data, unsigned int w, unsigned int h, bool printable_only, bool parts_only)
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@ -3694,6 +3765,11 @@ void GLCanvas3D::_render_thumbnail_legacy(ThumbnailData& thumbnail_data, unsigne
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render_volumes_in_thumbnail(m_volumes.volumes, thumbnail_data, printable_only, parts_only);
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glsafe(::glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, (void*)thumbnail_data.pixels.data()));
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#if ENABLE_THUMBNAIL_GENERATOR_DEBUG_OUTPUT
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debug_output_thumbnail(thumbnail_data);
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#endif // ENABLE_THUMBNAIL_GENERATOR_DEBUG_OUTPUT
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// restore the default framebuffer size to avoid flickering on the 3D scene
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m_camera.apply_viewport(0, 0, cnv_size.get_width(), cnv_size.get_height());
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}
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