PrusaSlicer-NonPlainar/src/slic3r/GUI/GLTexture.hpp

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#ifndef slic3r_GLTexture_hpp_
#define slic3r_GLTexture_hpp_
#include <string>
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class wxImage;
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namespace Slic3r {
namespace GUI {
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class GLTexture
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{
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public:
struct UV
{
float u;
float v;
};
struct Quad_UVs
{
UV left_bottom;
UV right_bottom;
UV right_top;
UV left_top;
};
static Quad_UVs FullTextureUVs;
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protected:
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unsigned int m_id;
int m_width;
int m_height;
std::string m_source;
public:
GLTexture();
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virtual ~GLTexture();
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bool load_from_file(const std::string& filename, bool use_mipmaps);
#if ENABLE_TEXTURES_FROM_SVG
bool load_from_svg_file(const std::string& filename, bool use_mipmaps, unsigned int max_size_px);
#endif // ENABLE_TEXTURES_FROM_SVG
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void reset();
unsigned int get_id() const { return m_id; }
int get_width() const { return m_width; }
int get_height() const { return m_height; }
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const std::string& get_source() const { return m_source; }
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static void render_texture(unsigned int tex_id, float left, float right, float bottom, float top);
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static void render_sub_texture(unsigned int tex_id, float left, float right, float bottom, float top, const Quad_UVs& uvs);
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protected:
unsigned int generate_mipmaps(wxImage& image);
#if ENABLE_TEXTURES_FROM_SVG
private:
bool load_from_png(const std::string& filename, bool use_mipmaps);
bool load_from_svg(const std::string& filename, bool use_mipmaps, unsigned int max_size_px);
#endif // ENABLE_TEXTURES_FROM_SVG
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};
} // namespace GUI
} // namespace Slic3r
#endif // slic3r_GLTexture_hpp_