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Diffstat (limited to 'src/datavisualization/utils/texturehelper.cpp')
-rw-r--r-- | src/datavisualization/utils/texturehelper.cpp | 394 |
1 files changed, 394 insertions, 0 deletions
diff --git a/src/datavisualization/utils/texturehelper.cpp b/src/datavisualization/utils/texturehelper.cpp new file mode 100644 index 00000000..4c7d71a5 --- /dev/null +++ b/src/datavisualization/utils/texturehelper.cpp @@ -0,0 +1,394 @@ +/**************************************************************************** +** +** Copyright (C) 2013 Digia Plc +** All rights reserved. +** For any questions to Digia, please use contact form at http://qt.digia.com +** +** This file is part of the QtDataVisualization module. +** +** Licensees holding valid Qt Enterprise licenses may use this file in +** accordance with the Qt Enterprise License Agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and Digia. +** +** If you have questions regarding the use of this file, please use +** contact form at http://qt.digia.com +** +****************************************************************************/ + +#include "texturehelper_p.h" +#include "utils_p.h" + +#include <QImage> + +#include <QDebug> + +QT_DATAVISUALIZATION_BEGIN_NAMESPACE + +TextureHelper::TextureHelper() +{ + initializeOpenGLFunctions(); +} + +TextureHelper::~TextureHelper() +{ +} + +GLuint TextureHelper::create2DTexture(const QImage &image, bool useTrilinearFiltering, bool convert) +{ + if (image.isNull()) + return 0; + + QImage texImage; + +#if defined(Q_OS_ANDROID) + GLuint temp; + //qDebug() << "old size" << image.size(); + GLuint imageWidth = Utils::getNearestPowerOfTwo(image.width(), temp); + //qDebug() << "new width" << imageWidth << "padding" << temp; + GLuint imageHeight = Utils::getNearestPowerOfTwo(image.height(), temp); + //qDebug() << "new height" << imageHeight << "padding" << temp; + texImage = image.scaled(imageWidth, imageHeight, Qt::IgnoreAspectRatio, + Qt::SmoothTransformation); + //qDebug() << "new size" << texImage.size(); +#else + texImage = image; +#endif + + GLuint textureId; + glGenTextures(1, &textureId); + glBindTexture(GL_TEXTURE_2D, textureId); + if (convert) { + QImage glTexture = convertToGLFormat(texImage); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, glTexture.width(), glTexture.height(), + 0, GL_RGBA, GL_UNSIGNED_BYTE, glTexture.bits()); + } else { + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texImage.width(), texImage.height(), + 0, GL_RGBA, GL_UNSIGNED_BYTE, texImage.bits()); + } + if (useTrilinearFiltering) { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + glGenerateMipmap(GL_TEXTURE_2D); + } else { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + } + glBindTexture(GL_TEXTURE_2D, 0); + return textureId; +} + +GLuint TextureHelper::create2DTexture(const uchar *image, int width, int height) +{ + GLuint textureId; + glGenTextures(1, &textureId); + glBindTexture(GL_TEXTURE_2D, textureId); + + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, + 0, GL_RGBA, GL_UNSIGNED_BYTE, image); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + + glBindTexture(GL_TEXTURE_2D, 0); + return textureId; +} + +GLuint TextureHelper::createCubeMapTexture(const QImage &image, bool useTrilinearFiltering) +{ + if (image.isNull()) + return 0; + + GLuint textureId; + glGenTextures(1, &textureId); + glBindTexture(GL_TEXTURE_CUBE_MAP, textureId); + QImage glTexture = convertToGLFormat(image); + glTexImage2D(GL_TEXTURE_CUBE_MAP, 0, GL_RGBA, glTexture.width(), glTexture.height(), + 0, GL_RGBA, GL_UNSIGNED_BYTE, glTexture.bits()); + if (useTrilinearFiltering) { + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + glGenerateMipmap(GL_TEXTURE_CUBE_MAP); + } else { + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + } + glBindTexture(GL_TEXTURE_2D, 0); + return textureId; +} + +GLuint TextureHelper::createSelectionBuffer(const QSize &size, GLuint &texture, + GLuint &depthTexture) +{ + GLuint framebuffer; + + // Create frame buffer + glGenFramebuffers(1, &framebuffer); + glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); + + // Create texture for the selection buffer + glGenTextures(1, &texture); + glBindTexture(GL_TEXTURE_2D, texture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); +//#if !defined(QT_OPENGL_ES_2) +// glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size.width(), size.height(), 0, GL_RGB, +// GL_UNSIGNED_BYTE, NULL); +//#else + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, size.width(), size.height(), 0, GL_RGB, + GL_UNSIGNED_BYTE, NULL); +//#endif + + // Create texture object for the depth buffer + glGenTextures(1, &depthTexture); + glBindTexture(GL_TEXTURE_2D, depthTexture); + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, size.width(), size.height(), + 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL); + glBindTexture(GL_TEXTURE_2D, 0); + + // Attach texture to color attachment + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); + // Attach texture to depth attachment + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0); + + // Verify that the frame buffer is complete + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + if (status != GL_FRAMEBUFFER_COMPLETE) { + qCritical() << "Frame buffer creation failed" << status; + return 0; + } + + // Restore the default framebuffer + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + return framebuffer; +} + +GLuint TextureHelper::createSelectionTexture(const QSize &size, GLuint &frameBuffer, + GLuint &depthBuffer) +{ + GLuint textureid; + + // Create texture for the selection buffer + glGenTextures(1, &textureid); + glBindTexture(GL_TEXTURE_2D, textureid); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); +#if !defined(QT_OPENGL_ES_2) + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size.width(), size.height(), 0, GL_RGBA, + GL_UNSIGNED_BYTE, NULL); +#else + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, size.width(), size.height(), 0, GL_RGB, + GL_UNSIGNED_BYTE, NULL); +#endif + glBindTexture(GL_TEXTURE_2D, 0); + + // Create render buffer + if (!depthBuffer) + glGenRenderbuffers(1, &depthBuffer); + glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer); +#if !defined(QT_OPENGL_ES_2) + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, size.width(), size.height()); +#else + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size.width(), size.height()); +#endif + glBindRenderbuffer(GL_RENDERBUFFER, 0); + + // Create frame buffer + if (!frameBuffer) + glGenFramebuffers(1, &frameBuffer); + glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer); + + // Attach texture to color attachment + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureid, 0); + // Attach renderbuffer to depth attachment + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer); + + // Verify that the frame buffer is complete + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + if (status != GL_FRAMEBUFFER_COMPLETE) { + qCritical() << "Frame buffer creation failed" << status; + return 0; + } + + // Restore the default framebuffer + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + return textureid; +} + +#if !defined(QT_OPENGL_ES_2) +GLuint TextureHelper::createDepthTexture(const QSize &size, GLuint &frameBuffer, GLuint textureSize) +{ + GLuint depthtextureid; + + // Create depth texture for the shadow mapping + glGenTextures(1, &depthtextureid); + glBindTexture(GL_TEXTURE_2D, depthtextureid); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB); + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, size.width() * textureSize, + size.height() * textureSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL); + glBindTexture(GL_TEXTURE_2D, 0); + + // Create frame buffer + if (!frameBuffer) + glGenFramebuffers(1, &frameBuffer); + glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer); + + // Attach texture to depth attachment + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthtextureid, 0); + + glDrawBuffer(GL_NONE); + glReadBuffer(GL_NONE); + + // Verify that the frame buffer is complete + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + if (status != GL_FRAMEBUFFER_COMPLETE) { + qCritical() << "Frame buffer creation failed" << status; + return 0; + } + + // Restore the default framebuffer + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + return depthtextureid; +} +#endif + +void TextureHelper::deleteTexture(const GLuint *texture) +{ + glDeleteTextures(1, texture); +} + +QImage TextureHelper::convertToGLFormat(const QImage &srcImage) +{ + QImage res(srcImage.size(), QImage::Format_ARGB32); + convertToGLFormatHelper(res, srcImage.convertToFormat(QImage::Format_ARGB32), GL_RGBA); + return res; +} + +void TextureHelper::convertToGLFormatHelper(QImage &dstImage, const QImage &srcImage, + GLenum texture_format) +{ + Q_ASSERT(dstImage.depth() == 32); + Q_ASSERT(srcImage.depth() == 32); + + if (dstImage.size() != srcImage.size()) { + int target_width = dstImage.width(); + int target_height = dstImage.height(); + qreal sx = target_width / qreal(srcImage.width()); + qreal sy = target_height / qreal(srcImage.height()); + + quint32 *dest = (quint32 *) dstImage.scanLine(0); // NB! avoid detach here + uchar *srcPixels = (uchar *) srcImage.scanLine(srcImage.height() - 1); + int sbpl = srcImage.bytesPerLine(); + int dbpl = dstImage.bytesPerLine(); + + int ix = int(0x00010000 / sx); + int iy = int(0x00010000 / sy); + + quint32 basex = int(0.5 * ix); + quint32 srcy = int(0.5 * iy); + + // scale, swizzle and mirror in one loop + while (target_height--) { + const uint *src = (const quint32 *) (srcPixels - (srcy >> 16) * sbpl); + int srcx = basex; + for (int x=0; x<target_width; ++x) { + dest[x] = qt_gl_convertToGLFormatHelper(src[srcx >> 16], texture_format); + srcx += ix; + } + dest = (quint32 *)(((uchar *) dest) + dbpl); + srcy += iy; + } + } else { + const int width = srcImage.width(); + const int height = srcImage.height(); + const uint *p = (const uint*) srcImage.scanLine(srcImage.height() - 1); + uint *q = (uint*) dstImage.scanLine(0); + +#if !defined(QT_OPENGL_ES_2) + if (texture_format == GL_BGRA) { +#else + if (texture_format == GL_BGRA8_EXT) { +#endif + if (QSysInfo::ByteOrder == QSysInfo::BigEndian) { + // mirror + swizzle + for (int i=0; i < height; ++i) { + const uint *end = p + width; + while (p < end) { + *q = ((*p << 24) & 0xff000000) + | ((*p >> 24) & 0x000000ff) + | ((*p << 8) & 0x00ff0000) + | ((*p >> 8) & 0x0000ff00); + p++; + q++; + } + p -= 2 * width; + } + } else { + const uint bytesPerLine = srcImage.bytesPerLine(); + for (int i=0; i < height; ++i) { + memcpy(q, p, bytesPerLine); + q += width; + p -= width; + } + } + } else { + if (QSysInfo::ByteOrder == QSysInfo::BigEndian) { + for (int i=0; i < height; ++i) { + const uint *end = p + width; + while (p < end) { + *q = (*p << 8) | ((*p >> 24) & 0xff); + p++; + q++; + } + p -= 2 * width; + } + } else { + for (int i=0; i < height; ++i) { + const uint *end = p + width; + while (p < end) { + *q = ((*p << 16) & 0xff0000) | ((*p >> 16) & 0xff) | (*p & 0xff00ff00); + p++; + q++; + } + p -= 2 * width; + } + } + } + } +} + +QRgb TextureHelper::qt_gl_convertToGLFormatHelper(QRgb src_pixel, GLenum texture_format) +{ +#if !defined(QT_OPENGL_ES_2) + if (texture_format == GL_BGRA) { +#else + if (texture_format == GL_BGRA8_EXT) { +#endif + if (QSysInfo::ByteOrder == QSysInfo::BigEndian) { + return ((src_pixel << 24) & 0xff000000) + | ((src_pixel >> 24) & 0x000000ff) + | ((src_pixel << 8) & 0x00ff0000) + | ((src_pixel >> 8) & 0x0000ff00); + } else { + return src_pixel; + } + } else { // GL_RGBA + if (QSysInfo::ByteOrder == QSysInfo::BigEndian) { + return (src_pixel << 8) | ((src_pixel >> 24) & 0xff); + } else { + return ((src_pixel << 16) & 0xff0000) + | ((src_pixel >> 16) & 0xff) + | (src_pixel & 0xff00ff00); + } + } +} + +QT_DATAVISUALIZATION_END_NAMESPACE |