tahoma2d/toonz/sources/tnzext/meshtexturizer.cpp
Jeremy Bullock e23841235b
Merge pull request #1740 from shun-iwasawa/fix_plastic_black_contour
Fix Plastic Tool not to Create the Black Contour
2018-01-22 11:38:05 -07:00

361 lines
13 KiB
C++

#include <memory>
#include "ext/meshtexturizer.h"
// TnzCore includes
#include "tgl.h" // OpenGL includes
// Qt includes
#include <QReadWriteLock>
#include <QReadLocker>
#include <QWriteLocker>
// tcg includes
#include "tcg/tcg_macros.h"
#include "tcg/tcg_list.h"
#include "tcg/tcg_misc.h"
#include "trop.h"
#define COPIED_BORDER 1 // Amount of tile border from the original image
#define TRANSP_BORDER 1 // Amount of transparent tile border
#define NONPREM_BORDER \
1 // Amount of nonpremultiplied copied transparent border
#define TOTAL_BORDER \
(COPIED_BORDER + TRANSP_BORDER) // Overall border to texture tiles above
#define TOTAL_BORDER_2 (2 * TOTAL_BORDER) // Twice the above
TCG_STATIC_ASSERT(COPIED_BORDER >
0); // Due to GL_LINEAR alpha blending on tile seams
TCG_STATIC_ASSERT(TRANSP_BORDER > 0); // Due to GL_CLAMP beyond tile limits
TCG_STATIC_ASSERT(NONPREM_BORDER <=
TRANSP_BORDER); // The nonpremultiplied border is transparent
namespace {
int getMaxTextureTileSize() {
static int maxTexSize = -1;
if (maxTexSize == -1) {
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize);
maxTexSize = std::min(maxTexSize, 1 << 11);
}
return maxTexSize;
}
};
//******************************************************************************************
// MeshTexturizer::Imp definition
//******************************************************************************************
class MeshTexturizer::Imp {
typedef MeshTexturizer::TextureData TextureData;
public:
QReadWriteLock m_lock; //!< Lock for synchronized access
tcg::list<std::shared_ptr<TextureData>>
m_textureDatas; //!< Pool of texture datas
public:
Imp() : m_lock(QReadWriteLock::Recursive) {}
bool testTextureAlloc(int lx, int ly);
GLuint textureAlloc(const TRaster32P &ras, const TRaster32P &aux, int x,
int y, int textureLx, int textureLy, bool premultiplied);
void allocateTextures(int groupIdx, const TRaster32P &ras,
const TRaster32P &aux, int x, int y, int textureLx,
int textureLy, bool premultiplied);
TextureData *getTextureData(int groupIdx);
};
//---------------------------------------------------------------------------------
bool MeshTexturizer::Imp::testTextureAlloc(int lx, int ly) {
GLuint texName;
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &texName);
glBindTexture(GL_TEXTURE_2D, texName);
lx += TOTAL_BORDER_2, ly += TOTAL_BORDER_2; // Add border
int max_texture_size;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size);
glTexImage2D(GL_PROXY_TEXTURE_2D,
0, // one level only
GL_RGBA, // number of pixel channels
lx, // width
ly, // height
0, // border size
TGL_FMT, // pixel format
GL_UNSIGNED_BYTE, // pixel data type
0);
int outLx;
glGetTexLevelParameteriv(GL_PROXY_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &outLx);
glDeleteTextures(1, &texName);
assert(glGetError() == GL_NO_ERROR);
return (lx == outLx);
}
//---------------------------------------------------------------------------------
GLuint MeshTexturizer::Imp::textureAlloc(const TRaster32P &ras,
const TRaster32P &aux, int x, int y,
int textureLx, int textureLy,
bool premultiplied) {
struct locals {
static void clearMatte(const TRaster32P &ras, int xBegin, int yBegin,
int xEnd, int yEnd) {
for (int y = yBegin; y != yEnd; ++y) {
TPixel32 *line = ras->pixels(y), *pixEnd = line + xEnd;
for (TPixel32 *pix = line + xBegin; pix != pixEnd; ++pix) pix->m = 0;
}
}
static void clearMatte_border(const TRaster32P &ras, int border0,
int border1) {
assert(border0 < border1);
// Horizontal
clearMatte(ras, border0, border0, ras->getLx() - border0, border1);
clearMatte(ras, border0, ras->getLy() - border1, ras->getLx() - border0,
ras->getLy() - border0);
// Vertical
clearMatte(ras, border0, border1, border1, ras->getLy() - border1);
clearMatte(ras, ras->getLx() - border1, border1, ras->getLx() - border0,
ras->getLy() - border1);
}
}; // locals
// Prepare the texture tile
assert(aux->getLx() >= textureLx + TOTAL_BORDER_2 &&
aux->getLy() >= textureLy + TOTAL_BORDER_2);
TRect rasRect(x, y, x + textureLx - 1, y + textureLy - 1);
rasRect = rasRect.enlarge(premultiplied ? COPIED_BORDER
: COPIED_BORDER + NONPREM_BORDER);
rasRect = rasRect * ras->getBounds();
TRect auxRect(rasRect - TPoint(x - TOTAL_BORDER, y - TOTAL_BORDER));
// An auxiliary raster must be used to supply the transparent border
TRaster32P tex(aux->extract(0, 0, textureLx + TOTAL_BORDER_2 - 1,
textureLy + TOTAL_BORDER_2 - 1));
tex->clear();
aux->extract(auxRect)->copy(ras->extract(rasRect));
if (!premultiplied && NONPREM_BORDER > 0) {
locals::clearMatte_border(tex, TRANSP_BORDER - NONPREM_BORDER,
TRANSP_BORDER);
TRop::expandColor(tex, true); // precise is always true for now
}
// Pass the raster into VRAM
GLuint texId;
glGenTextures(1, &texId);
glBindTexture(GL_TEXTURE_2D, texId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
GL_CLAMP); // These must be used on a bound texture,
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
GL_CLAMP); // and are remembered in the OpenGL context.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
GL_LINEAR); // They can be set here, no need for
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR); // the user to do it.
glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->getWrap());
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D,
0, // one level only
GL_RGBA, // pixel channels count
tex->getLx(), // width
tex->getLy(), // height
0, // border size
TGL_FMT, // pixel format
GL_UNSIGNED_BYTE, // pixel data type
(GLvoid *)tex->getRawData());
assert(glGetError() == GL_NO_ERROR);
return texId;
}
//---------------------------------------------------------------------------------
void MeshTexturizer::Imp::allocateTextures(int groupIdx, const TRaster32P &ras,
const TRaster32P &aux, int x, int y,
int textureLx, int textureLy,
bool premultiplied) {
TextureData *data = m_textureDatas[groupIdx].get();
// Test the specified texture allocation
if (testTextureAlloc(textureLx, textureLy)) {
TPointD scale(data->m_geom.getLx() / (double)ras->getLx(),
data->m_geom.getLy() / (double)ras->getLy());
TRectD tileGeom(TRectD(scale.x * (x - TOTAL_BORDER),
scale.y * (y - TOTAL_BORDER),
scale.x * (x + textureLx + TOTAL_BORDER),
scale.y * (y + textureLy + TOTAL_BORDER)) +
data->m_geom.getP00());
GLuint texId =
textureAlloc(ras, aux, x, y, textureLx, textureLy, premultiplied);
TextureData::TileData td = {texId, tileGeom};
data->m_tileDatas.push_back(td);
assert(glGetError() == GL_NO_ERROR);
return;
}
if (textureLx <= 1 && textureLy <= 1) return; // No texture can be allocated
// The texture could not be allocated. Then, bisecate and branch.
if (textureLx > textureLy) {
int textureLx_2 = textureLx >> 1;
allocateTextures(groupIdx, ras, aux, x, y, textureLx_2, textureLy,
premultiplied);
allocateTextures(groupIdx, ras, aux, x + textureLx_2, y, textureLx_2,
textureLy, premultiplied);
} else {
int textureLy_2 = textureLy >> 1;
allocateTextures(groupIdx, ras, aux, x, y, textureLx, textureLy_2,
premultiplied);
allocateTextures(groupIdx, ras, aux, x, y + textureLy_2, textureLx,
textureLy_2, premultiplied);
}
}
//---------------------------------------------------------------------------------
MeshTexturizer::TextureData *MeshTexturizer::Imp::getTextureData(int groupIdx) {
typedef MeshTexturizer::TextureData TextureData;
// Copy tile datas container
return m_textureDatas[groupIdx].get();
}
//******************************************************************************************
// MeshTexturizer implementation
//******************************************************************************************
MeshTexturizer::MeshTexturizer() : m_imp(new Imp) {}
//---------------------------------------------------------------------------------
MeshTexturizer::~MeshTexturizer() {}
//---------------------------------------------------------------------------------
int MeshTexturizer::bindTexture(const TRaster32P &ras, const TRectD &geom,
PremultMode premultiplyMode) {
QWriteLocker locker(&m_imp->m_lock);
// Backup the state of some specific OpenGL variables that will be changed
// throughout the code
int row_length, alignment;
glGetIntegerv(GL_UNPACK_ROW_LENGTH, &row_length);
glGetIntegerv(GL_UNPACK_ALIGNMENT, &alignment);
// Initialize a new texture data
int dataIdx =
m_imp->m_textureDatas.push_back(std::make_shared<TextureData>(geom));
// Textures must have 2-power sizes. So, let's start with the smallest 2 power
// >= ras's sizes.
int textureLx =
tcg::numeric_ops::GE_2Power((unsigned int)ras->getLx() + TOTAL_BORDER_2);
int textureLy =
tcg::numeric_ops::GE_2Power((unsigned int)ras->getLy() + TOTAL_BORDER_2);
// We'll assume a strict granularity max of 2048 x 2048 textures, if it is
// possible.
textureLx = std::min(textureLx, getMaxTextureTileSize());
textureLy = std::min(textureLy, getMaxTextureTileSize());
// Allocate a suitable texture raster. The texture will include a transparent
// 1-pix border
// that is needed to perform texture mapping with GL_CLAMP transparent
// wrapping
TRaster32P tex(textureLx, textureLy);
// Now, let's tile the specified raster. We'll start from the lower-left
// corner in case
// the raster can be completely included in just one tile
int lx = ras->getLx(), ly = ras->getLy();
int tileLx = textureLx - TOTAL_BORDER_2,
tileLy = textureLy - TOTAL_BORDER_2; // Texture size without border
int xEntireCells = (lx - 1) / tileLx,
yEntireCells =
(ly - 1) /
tileLy; // +1 so in case l == tileL, we get the remainder case
int lastTexLx = tcg::numeric_ops::GE_2Power(
(unsigned int)(lx - xEntireCells * tileLx + TOTAL_BORDER_2));
int lastTexLy = tcg::numeric_ops::GE_2Power(
(unsigned int)(ly - yEntireCells * tileLy + TOTAL_BORDER_2));
int lastTileLx = lastTexLx - TOTAL_BORDER_2,
lastTileLy = lastTexLy - TOTAL_BORDER_2;
bool premultiplied = (premultiplyMode == PREMULTIPLIED);
int i, j;
for (i = 0; i < yEntireCells; ++i) {
for (j = 0; j < xEntireCells; ++j)
// Perform a (possibly subdividing) allocation of the specified tile
m_imp->allocateTextures(dataIdx, ras, tex, j * tileLx, i * tileLy, tileLx,
tileLy, premultiplied);
m_imp->allocateTextures(dataIdx, ras, tex, j * tileLx, i * tileLy,
lastTileLx, tileLy, premultiplied);
}
for (j = 0; j < xEntireCells; ++j)
m_imp->allocateTextures(dataIdx, ras, tex, j * tileLx, i * tileLy, tileLx,
lastTileLy, premultiplied);
m_imp->allocateTextures(dataIdx, ras, tex, j * tileLx, i * tileLy, lastTileLx,
lastTileLy, premultiplied);
// Restore OpenGL variables
glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
glPixelStorei(GL_UNPACK_ALIGNMENT, alignment);
return dataIdx;
}
//---------------------------------------------------------------------------------
void MeshTexturizer::rebindTexture(int texId, const TRaster32P &ras,
const TRectD &geom,
PremultMode premultiplyMode) {
QWriteLocker locker(&m_imp->m_lock);
unbindTexture(texId);
int newTexId = bindTexture(ras, geom, premultiplyMode);
assert(texId == newTexId);
}
//---------------------------------------------------------------------------------
void MeshTexturizer::unbindTexture(int texId) {
QWriteLocker locker(&m_imp->m_lock);
m_imp->m_textureDatas.erase(texId);
}
//---------------------------------------------------------------------------------
MeshTexturizer::TextureData *MeshTexturizer::getTextureData(int textureId) {
QReadLocker locker(&m_imp->m_lock);
return m_imp->getTextureData(textureId);
}