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	Temporary low-res texture shown while generating compressed data on the CPU
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					 4 changed files with 31 additions and 15 deletions
				
			
		|  | @ -522,6 +522,14 @@ 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)) | ||||
|         { | ||||
|             render_custom(); | ||||
|             return; | ||||
|         } | ||||
| 
 | ||||
|         // 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)) | ||||
|  | @ -542,7 +550,14 @@ void Bed3D::render_prusa(const std::string &key, bool bottom) const | |||
|     } | ||||
| #if ENABLE_COMPRESSED_TEXTURES | ||||
|     else if (m_texture.unsent_compressed_data_available()) | ||||
|     { | ||||
|         // sends to gpu the already available compressed levels of the main texture
 | ||||
|         m_texture.send_compressed_data_to_gpu(); | ||||
| 
 | ||||
|         // the temporary texture is not needed anymore, reset it
 | ||||
|         if (m_temp_texture.get_id() != 0) | ||||
|             m_temp_texture.reset(); | ||||
|     } | ||||
| #endif // ENABLE_COMPRESSED_TEXTURES
 | ||||
| 
 | ||||
|     if (!bottom) | ||||
|  | @ -616,7 +631,16 @@ 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) | ||||
|  |  | |||
|  | @ -91,6 +91,10 @@ private: | |||
|     GeometryBuffer m_gridlines; | ||||
| #if ENABLE_TEXTURES_FROM_SVG | ||||
|     mutable GLTexture m_texture; | ||||
| #if ENABLE_COMPRESSED_TEXTURES | ||||
|     // temporary texture shown until the main texture has still no levels compressed
 | ||||
|     mutable GLTexture m_temp_texture; | ||||
| #endif // ENABLE_COMPRESSED_TEXTURES
 | ||||
|     mutable Shader m_shader; | ||||
|     mutable unsigned int m_vbo_id; | ||||
| #else | ||||
|  |  | |||
|  | @ -343,18 +343,6 @@ void GLTexture::reset() | |||
| #endif // ENABLE_COMPRESSED_TEXTURES
 | ||||
| } | ||||
| 
 | ||||
| #if ENABLE_COMPRESSED_TEXTURES | ||||
| bool GLTexture::unsent_compressed_data_available() const | ||||
| { | ||||
|     return m_compressor.unsent_compressed_data_available(); | ||||
| } | ||||
| 
 | ||||
| void GLTexture::send_compressed_data_to_gpu() | ||||
| { | ||||
|     m_compressor.send_compressed_data_to_gpu(); | ||||
| } | ||||
| #endif // ENABLE_COMPRESSED_TEXTURES
 | ||||
| 
 | ||||
| void GLTexture::render_texture(unsigned int tex_id, float left, float right, float bottom, float top) | ||||
| { | ||||
|     render_sub_texture(tex_id, left, right, bottom, top, FullTextureUVs); | ||||
|  | @ -603,7 +591,7 @@ bool GLTexture::load_from_svg(const std::string& filename, bool use_mipmaps, uns | |||
|         int lod_h = m_height; | ||||
|         GLint level = 0; | ||||
|         // we do not need to generate all levels down to 1x1
 | ||||
|         while ((lod_w > 64) || (lod_h > 64)) | ||||
|         while ((lod_w > 16) || (lod_h > 16)) | ||||
|         { | ||||
|             ++level; | ||||
| 
 | ||||
|  |  | |||
|  | @ -106,8 +106,8 @@ namespace GUI { | |||
|         const std::string& get_source() const { return m_source; } | ||||
| 
 | ||||
| #if ENABLE_COMPRESSED_TEXTURES | ||||
|         bool unsent_compressed_data_available() const; | ||||
|         void send_compressed_data_to_gpu(); | ||||
|         bool unsent_compressed_data_available() const { return m_compressor.unsent_compressed_data_available(); } | ||||
|         void send_compressed_data_to_gpu() { m_compressor.send_compressed_data_to_gpu(); } | ||||
| #endif // ENABLE_COMPRESSED_TEXTURES
 | ||||
| 
 | ||||
|         static void render_texture(unsigned int tex_id, float left, float right, float bottom, float top); | ||||
|  |  | |||
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	 Enrico Turri
						Enrico Turri