Use texture compression on GPU

This commit is contained in:
Enrico Turri 2019-05-21 14:19:03 +02:00
parent 5afd0b4ee2
commit efd247fc58
6 changed files with 102 additions and 21 deletions

View file

@ -864,7 +864,14 @@ bool GLCanvas3D::WarningTexture::_generate(const std::string& msg_utf8, const GL
glsafe(::glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
glsafe(::glGenTextures(1, &m_id));
glsafe(::glBindTexture(GL_TEXTURE_2D, (GLuint)m_id));
#if ENABLE_COMPRESSED_TEXTURES
if (GLEW_EXT_texture_compression_s3tc)
glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
else
glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
#else
glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
#endif // ENABLE_COMPRESSED_TEXTURES
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0));
@ -1147,7 +1154,14 @@ bool GLCanvas3D::LegendTexture::generate(const GCodePreviewData& preview_data, c
glsafe(::glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
glsafe(::glGenTextures(1, &m_id));
glsafe(::glBindTexture(GL_TEXTURE_2D, (GLuint)m_id));
#if ENABLE_COMPRESSED_TEXTURES
if (GLEW_EXT_texture_compression_s3tc)
glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
else
glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
#else
glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
#endif // ENABLE_COMPRESSED_TEXTURES
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0));
@ -1691,11 +1705,17 @@ void GLCanvas3D::render()
ImGuiWrapper& imgui = *wxGetApp().imgui();
imgui.set_next_window_bg_alpha(0.5f);
imgui.begin(std::string("Render statistics"), ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse);
imgui.text(_(L("Last frame")) +": ");
imgui.text("Last frame: ");
ImGui::SameLine();
imgui.text(std::to_string(m_render_stats.last_frame));
ImGui::SameLine();
imgui.text(" "+_(L("ms")));
imgui.text(" ms");
#if ENABLE_COMPRESSED_TEXTURES
ImGui::Separator();
imgui.text("Textures: ");
ImGui::SameLine();
imgui.text(GLCanvas3DManager::are_compressed_textures_supported() ? "Compressed" : "Uncompressed");
#endif // ENABLE_COMPRESSED_TEXTURES
imgui.end();
#endif // ENABLE_RENDER_STATISTICS