Created
January 28, 2014 15:14
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Delayed Texture load - over several frame - OpenGL
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#include "testApp.h" | |
void testApp::setup(){ | |
ofSetFrameRate(60); | |
ofSetVerticalSync(true); | |
ofBackground(22); | |
ofEnableAlphaBlending(); | |
ofDisableArbTex(); | |
img.loadImage("world4096.jpg"); | |
img2.loadImage("crap4096.jpg"); //this will be loaded into gpu over frames | |
startLoading = false; | |
} | |
void testApp::update(){} | |
int loadedScanLinesSoFar = 0; | |
void testApp::draw(){ | |
int texW = img.getWidth(); | |
int texH = img.getHeight(); // == # scanLines | |
int numLinesPerFrame = 1; //we can increase that to reduce overhead | |
float maxTimeTakenPerFrame = 0.0003; //max seconds to spend loading tex data on a single frame | |
ofTextureData texData = img.getTextureReference().texData; | |
if(loadedScanLinesSoFar < texH && startLoading){ | |
//////////////////////////////////////////////////// | |
float startTime = ofGetElapsedTimef(); | |
glEnable(GL_TEXTURE_2D); | |
glBindTexture( GL_TEXTURE_2D, texData.textureID ); | |
glEnable(GL_TEXTURE_2D); | |
glBindTexture(GL_TEXTURE_2D, texData.textureID); | |
float currentTime = 0; | |
while (currentTime < maxTimeTakenPerFrame && loadedScanLinesSoFar < texH ) { | |
unsigned char * data = img2.getPixels() + 3 * texW * loadedScanLinesSoFar; //assuming RGB here TODO! | |
glTexSubImage2D(GL_TEXTURE_2D, | |
0, //level | |
0, //x offset | |
loadedScanLinesSoFar, //y offset | |
texW, //width | |
numLinesPerFrame, //height >> numLinesPerFrame line per iteration | |
GL_RGB, //format | |
GL_UNSIGNED_BYTE, | |
data | |
); | |
loadedScanLinesSoFar += numLinesPerFrame; | |
currentTime = ofGetElapsedTimef() - startTime; | |
} | |
glDisable(GL_TEXTURE_2D); | |
//////////////////////////////////////////////////// | |
} | |
glEnable(GL_TEXTURE_2D); | |
glBindTexture( GL_TEXTURE_2D, texData.textureID ); | |
//tex quad | |
glBegin(GL_QUADS); | |
glTexCoord2i(0,0); | |
glVertex2i(0,0); | |
glTexCoord2i(1,0); | |
glVertex2i(ofGetWidth(),0); | |
glTexCoord2i(1,1); | |
glVertex2i(ofGetWidth(),ofGetHeight()); | |
glTexCoord2i(0,1); | |
glVertex2i(0,ofGetHeight()); | |
glEnd(); | |
glDisable(GL_TEXTURE_2D); | |
//clock | |
ofPushMatrix(); | |
ofTranslate(50, 50); | |
ofSetColor(0); | |
ofCircle(0, 0, 50); | |
ofRotate(ofGetFrameNum(), 0, 0, 1); | |
ofSetColor(255); | |
ofRect(0, 0, 50, 4); | |
ofPopMatrix(); | |
if(startLoading){ | |
ofDrawBitmapStringHighlight("loaded " + ofToString(loadedScanLinesSoFar) + " lines so far (" + ofToString(texW) + ")", ofGetWidth() / 2, 20); | |
}else{ | |
ofDrawBitmapStringHighlight("click anywhere to start delayed Texture Load", ofGetWidth() / 2, 20); | |
} | |
ofDrawBitmapStringHighlight( "fps: " + ofToString(ofGetFrameRate()), ofGetWidth() / 2, 40); | |
} | |
void testApp::keyPressed(int key){ | |
} | |
void testApp::keyReleased(int key){ | |
} | |
void testApp::mouseMoved(int x, int y){ | |
} | |
void testApp::mouseDragged(int x, int y, int button){ | |
} | |
void testApp::mousePressed(int x, int y, int button){ | |
startLoading = true; | |
} | |
void testApp::mouseReleased(int x, int y, int button){ | |
} | |
void testApp::windowResized(int w, int h){ | |
} | |
void testApp::gotMessage(ofMessage msg){ | |
} | |
void testApp::dragEvent(ofDragInfo dragInfo){ | |
} |
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#pragma once | |
#include "ofMain.h" | |
class testApp : public ofBaseApp{ | |
public: | |
void setup(); | |
void update(); | |
void draw(); | |
void keyPressed(int key); | |
void keyReleased(int key); | |
void mouseMoved(int x, int y); | |
void mouseDragged(int x, int y, int button); | |
void mousePressed(int x, int y, int button); | |
void mouseReleased(int x, int y, int button); | |
void windowResized(int w, int h); | |
void dragEvent(ofDragInfo dragInfo); | |
void gotMessage(ofMessage msg); | |
ofImage img; | |
ofImage img2; | |
bool startLoading; | |
}; |
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