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-rw-r--r--src/datavisualization/utils/texturehelper.cpp244
1 files changed, 167 insertions, 77 deletions
diff --git a/src/datavisualization/utils/texturehelper.cpp b/src/datavisualization/utils/texturehelper.cpp
index 2a2a89dd..3944fb0c 100644
--- a/src/datavisualization/utils/texturehelper.cpp
+++ b/src/datavisualization/utils/texturehelper.cpp
@@ -21,12 +21,29 @@
#include <QtGui/QImage>
#include <QtGui/QPainter>
+#include <QtCore/QTime>
QT_BEGIN_NAMESPACE_DATAVISUALIZATION
+// Defined in shaderhelper.cpp
+extern void discardDebugMsgs(QtMsgType type, const QMessageLogContext &context, const QString &msg);
+
TextureHelper::TextureHelper()
{
initializeOpenGLFunctions();
+#if !defined(QT_OPENGL_ES_2)
+ if (!Utils::isOpenGLES()) {
+ // Discard warnings about deprecated functions
+ QtMessageHandler handler = qInstallMessageHandler(discardDebugMsgs);
+
+ m_openGlFunctions_2_1 =
+ QOpenGLContext::currentContext()->versionFunctions<QOpenGLFunctions_2_1>();
+ m_openGlFunctions_2_1->initializeOpenGLFunctions();
+
+ // Restore original message handler
+ qInstallMessageHandler(handler);
+ }
+#endif
}
TextureHelper::~TextureHelper()
@@ -41,17 +58,16 @@ GLuint TextureHelper::create2DTexture(const QImage &image, bool useTrilinearFilt
QImage texImage = image;
-#if defined(QT_OPENGL_ES_2)
- GLuint temp;
- GLuint imageWidth = Utils::getNearestPowerOfTwo(image.width(), temp);
- GLuint imageHeight = Utils::getNearestPowerOfTwo(image.height(), temp);
- if (smoothScale) {
- texImage = image.scaled(imageWidth, imageHeight, Qt::IgnoreAspectRatio,
- Qt::SmoothTransformation);
- } else {
- texImage = image.scaled(imageWidth, imageHeight, Qt::IgnoreAspectRatio);
+ if (!Utils::isOpenGLES()) {
+ GLuint imageWidth = Utils::getNearestPowerOfTwo(image.width());
+ GLuint imageHeight = Utils::getNearestPowerOfTwo(image.height());
+ if (smoothScale) {
+ texImage = image.scaled(imageWidth, imageHeight, Qt::IgnoreAspectRatio,
+ Qt::SmoothTransformation);
+ } else {
+ texImage = image.scaled(imageWidth, imageHeight, Qt::IgnoreAspectRatio);
+ }
}
-#endif
GLuint textureId;
glGenTextures(1, &textureId);
@@ -73,6 +89,53 @@ GLuint TextureHelper::create2DTexture(const QImage &image, bool useTrilinearFilt
if (clampY)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, 0);
+
+ return textureId;
+}
+
+GLuint TextureHelper::create3DTexture(const QVector<uchar> *data, int width, int height, int depth,
+ QImage::Format dataFormat)
+{
+ if (Utils::isOpenGLES() || !width || !height || !depth)
+ return 0;
+
+ GLuint textureId = 0;
+#if defined(QT_OPENGL_ES_2)
+ Q_UNUSED(dataFormat)
+ Q_UNUSED(data)
+#else
+ glEnable(GL_TEXTURE_3D);
+
+ glGenTextures(1, &textureId);
+ glBindTexture(GL_TEXTURE_3D, textureId);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+
+ GLenum status = glGetError();
+ // glGetError docs advise to call glGetError in loop to clear all error flags
+ while (status)
+ status = glGetError();
+
+ GLint internalFormat = 4;
+ GLint format = GL_BGRA;
+ if (dataFormat == QImage::Format_Indexed8) {
+ internalFormat = 1;
+ format = GL_RED;
+ // Align width to 32bits
+ width = width + width % 4;
+ }
+ m_openGlFunctions_2_1->glTexImage3D(GL_TEXTURE_3D, 0, internalFormat, width, height, depth, 0,
+ format, GL_UNSIGNED_BYTE, data->constData());
+ status = glGetError();
+ if (status)
+ qWarning() << __FUNCTION__ << "3D texture creation failed:" << status;
+
+ glBindTexture(GL_TEXTURE_3D, 0);
+ glDisable(GL_TEXTURE_3D);
+#endif
return textureId;
}
@@ -113,14 +176,27 @@ GLuint TextureHelper::createSelectionTexture(const QSize &size, GLuint &frameBuf
glBindTexture(GL_TEXTURE_2D, 0);
// Create render buffer
- if (!depthBuffer)
- glGenRenderbuffers(1, &depthBuffer);
+ if (depthBuffer)
+ glDeleteRenderbuffers(1, &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
+ GLenum status = glGetError();
+ // glGetError docs advise to call glGetError in loop to clear all error flags
+ while (status)
+ status = glGetError();
+ if (Utils::isOpenGLES())
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size.width(), size.height());
+ else
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, size.width(), size.height());
+
+ status = glGetError();
+ if (status) {
+ qCritical() << "Selection texture render buffer creation failed:" << status;
+ glDeleteTextures(1, &textureid);
+ glBindRenderbuffer(GL_RENDERBUFFER, 0);
+ return 0;
+ }
glBindRenderbuffer(GL_RENDERBUFFER, 0);
// Create frame buffer
@@ -134,10 +210,11 @@ GLuint TextureHelper::createSelectionTexture(const QSize &size, GLuint &frameBuf
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer);
// Verify that the frame buffer is complete
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
- qCritical() << "Frame buffer creation failed" << status;
- return 0;
+ qCritical() << "Selection texture frame buffer creation failed:" << status;
+ glDeleteTextures(1, &textureid);
+ textureid = 0;
}
// Restore the default framebuffer
@@ -146,6 +223,31 @@ GLuint TextureHelper::createSelectionTexture(const QSize &size, GLuint &frameBuf
return textureid;
}
+GLuint TextureHelper::createCursorPositionTexture(const QSize &size, GLuint &frameBuffer)
+{
+ GLuint textureid;
+ glGenTextures(1, &textureid);
+ glBindTexture(GL_TEXTURE_2D, textureid);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size.width(), size.height(), 0, GL_RGBA,
+ GL_UNSIGNED_BYTE, NULL);
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ glGenFramebuffers(1, &frameBuffer);
+ glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
+ textureid, 0);
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ qCritical() << "Cursor position mapper frame buffer creation failed:" << status;
+ glDeleteTextures(1, &textureid);
+ textureid = 0;
+ }
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ return textureid;
+}
+
GLuint TextureHelper::createUniformTexture(const QColor &color)
{
QImage image(QSize(int(uniformTextureWidth), int(uniformTextureHeight)),
@@ -170,76 +272,64 @@ GLuint TextureHelper::createGradientTexture(const QLinearGradient &gradient)
return create2DTexture(image, false, true, false, true);
}
-#if !defined(QT_OPENGL_ES_2)
GLuint TextureHelper::createDepthTexture(const QSize &size, 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_COMPONENT, size.width() * textureSize,
- size.height() * textureSize, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
- glBindTexture(GL_TEXTURE_2D, 0);
-
+ GLuint depthtextureid = 0;
+#if defined(QT_OPENGL_ES_2)
+ Q_UNUSED(size)
+ Q_UNUSED(textureSize)
+#else
+ if (!Utils::isOpenGLES()) {
+ // 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_COMPONENT, size.width() * textureSize,
+ size.height() * textureSize, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ }
+#endif
return depthtextureid;
}
-#endif
-#if !defined(QT_OPENGL_ES_2)
GLuint TextureHelper::createDepthTextureFrameBuffer(const QSize &size, GLuint &frameBuffer,
GLuint textureSize)
{
GLuint depthtextureid = createDepthTexture(size, textureSize);
+#if defined(QT_OPENGL_ES_2)
+ Q_UNUSED(frameBuffer)
+#else
+ if (!Utils::isOpenGLES()) {
+ // 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);
+
+ m_openGlFunctions_2_1->glDrawBuffer(GL_NONE);
+ m_openGlFunctions_2_1->glReadBuffer(GL_NONE);
+
+ // Verify that the frame buffer is complete
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ qCritical() << "Depth texture frame buffer creation failed" << status;
+ glDeleteTextures(1, &depthtextureid);
+ depthtextureid = 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);
}
-
- // Restore the default framebuffer
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
- return depthtextureid;
-}
#endif
-
-#if !defined(QT_OPENGL_ES_2)
-void TextureHelper::fillDepthTexture(GLuint texture,const QSize &size, GLuint textureSize,
- GLfloat value)
-{
- int nItems = size.width() * textureSize * size.height() * textureSize;
- GLfloat *bits = new GLfloat[nItems];
- for (int i = 0; i < nItems; i++)
- bits[i] = value;
-
- glBindTexture(GL_TEXTURE_2D, texture);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, size.width() * textureSize,
- size.height() * textureSize, 0, GL_DEPTH_COMPONENT, GL_FLOAT, bits);
- glBindTexture(GL_TEXTURE_2D, 0);
-
- delete[] bits;
+ return depthtextureid;
}
-#endif
void TextureHelper::deleteTexture(GLuint *texture)
{