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

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#ifndef slic3r_GLTexture_hpp_
#define slic3r_GLTexture_hpp_
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#include <atomic>
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#include <string>
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#include <vector>
#include <thread>
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class wxImage;
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namespace Slic3r {
namespace GUI {
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class GLTexture
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{
class Compressor
{
struct Level
{
unsigned int w;
unsigned int h;
std::vector<unsigned char> src_data;
std::vector<unsigned char> compressed_data;
bool sent_to_gpu;
Level(unsigned int w, unsigned int h, const std::vector<unsigned char>& data) : w(w), h(h), src_data(data), sent_to_gpu(false) {}
};
GLTexture& m_texture;
std::vector<Level> m_levels;
std::thread m_thread;
// Does the caller want the background thread to stop?
// This atomic also works as a memory barrier for synchronizing the cancel event with the worker thread.
std::atomic<bool> m_abort_compressing;
// How many levels were compressed since the start of the background processing thread?
// This atomic also works as a memory barrier for synchronizing results of the worker thread with the calling thread.
std::atomic<unsigned int> m_num_levels_compressed;
public:
explicit Compressor(GLTexture& texture) : m_texture(texture), m_abort_compressing(false), m_num_levels_compressed(0) {}
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~Compressor() { reset(); }
void reset();
void add_level(unsigned int w, unsigned int h, const std::vector<unsigned char>& data) { m_levels.emplace_back(w, h, data); }
void start_compressing();
bool unsent_compressed_data_available() const;
void send_compressed_data_to_gpu();
bool all_compressed_data_sent_to_gpu() const { return m_levels.empty(); }
private:
void compress();
};
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public:
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enum ECompressionType : unsigned char
{
None,
SingleThreaded,
MultiThreaded
};
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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;
Compressor m_compressor;
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public:
GLTexture();
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virtual ~GLTexture();
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bool load_from_file(const std::string& filename, bool use_mipmaps, ECompressionType compression_type, bool apply_anisotropy);
bool load_from_svg_file(const std::string& filename, bool use_mipmaps, bool compress, bool apply_anisotropy, unsigned int max_size_px);
// meanings of states: (std::pair<int, bool>)
// first field (int):
// 0 -> no changes
// 1 -> use white only color variant
// 2 -> use gray only color variant
// second field (bool):
// false -> no changes
// true -> add background color
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bool load_from_svg_files_as_sprites_array(const std::vector<std::string>& filenames, const std::vector<std::pair<int, bool>>& states, unsigned int sprite_size_px, bool compress);
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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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bool unsent_compressed_data_available() const { return m_compressor.unsent_compressed_data_available(); }
void send_compressed_data_to_gpu() { m_compressor.send_compressed_data_to_gpu(); }
bool all_compressed_data_sent_to_gpu() const { return m_compressor.all_compressed_data_sent_to_gpu(); }
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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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private:
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bool load_from_png(const std::string& filename, bool use_mipmaps, ECompressionType compression_type, bool apply_anisotropy);
bool load_from_svg(const std::string& filename, bool use_mipmaps, bool compress, bool apply_anisotropy, unsigned int max_size_px);
friend class Compressor;
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};
} // namespace GUI
} // namespace Slic3r
#endif // slic3r_GLTexture_hpp_