139 lines
3.0 KiB
C++
139 lines
3.0 KiB
C++
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#include "GLTexture.hpp"
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#include <GL/glew.h>
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#include <wx/image.h>
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#include <vector>
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namespace Slic3r {
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namespace GUI {
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GLTexture::GLTexture()
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: m_id(0)
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, m_width(0)
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, m_height(0)
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, m_source("")
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{
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}
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GLTexture::~GLTexture()
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{
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reset();
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}
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bool GLTexture::load_from_file(const std::string& filename)
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{
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reset();
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// Load a PNG with an alpha channel.
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wxImage image;
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if (!image.LoadFile(filename, wxBITMAP_TYPE_PNG))
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{
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reset();
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return false;
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}
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m_width = image.GetWidth();
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m_height = image.GetHeight();
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int n_pixels = m_width * m_height;
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if (n_pixels <= 0)
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{
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reset();
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return false;
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}
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// Get RGB & alpha raw data from wxImage, pack them into an array.
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unsigned char* img_rgb = image.GetData();
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if (img_rgb == nullptr)
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{
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reset();
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return false;
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}
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unsigned char* img_alpha = image.GetAlpha();
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std::vector<unsigned char> data(n_pixels * 4, 0);
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for (int i = 0; i < n_pixels; ++i)
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{
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int data_id = i * 4;
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int img_id = i * 3;
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data[data_id + 0] = img_rgb[img_id + 0];
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data[data_id + 1] = img_rgb[img_id + 1];
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data[data_id + 2] = img_rgb[img_id + 2];
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data[data_id + 3] = (img_alpha != nullptr) ? img_alpha[i] : 255;
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}
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// sends data to gpu
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::glGenTextures(1, &m_id);
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::glBindTexture(GL_TEXTURE_2D, m_id);
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::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
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::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data());
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::glBindTexture(GL_TEXTURE_2D, 0);
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m_source = filename;
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return true;
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}
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void GLTexture::reset()
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{
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if (m_id != 0)
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::glDeleteTextures(1, &m_id);
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m_id = 0;
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m_width = 0;
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m_height = 0;
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m_source = "";
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}
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unsigned int GLTexture::get_id() const
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{
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return m_id;
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}
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int GLTexture::get_width() const
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{
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return m_width;
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}
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int GLTexture::get_height() const
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{
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return m_height;
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}
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const std::string& GLTexture::get_source() const
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{
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return m_source;
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}
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void GLTexture::render_texture(unsigned int tex_id, float left, float right, float bottom, float top)
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{
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::glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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::glDisable(GL_LIGHTING);
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::glEnable(GL_BLEND);
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::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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::glEnable(GL_TEXTURE_2D);
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::glBindTexture(GL_TEXTURE_2D, (GLuint)tex_id);
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::glBegin(GL_QUADS);
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::glTexCoord2d(0.0f, 1.0f); ::glVertex3f(left, bottom, 0.0f);
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::glTexCoord2d(1.0f, 1.0f); ::glVertex3f(right, bottom, 0.0f);
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::glTexCoord2d(1.0f, 0.0f); ::glVertex3f(right, top, 0.0f);
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::glTexCoord2d(0.0f, 0.0f); ::glVertex3f(left, top, 0.0f);
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::glEnd();
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::glBindTexture(GL_TEXTURE_2D, 0);
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::glDisable(GL_TEXTURE_2D);
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::glDisable(GL_BLEND);
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::glEnable(GL_LIGHTING);
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}
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} // namespace GUI
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} // namespace Slic3r
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