rendering highlight arrow from svg

This commit is contained in:
David Kocik 2021-08-25 16:31:23 +02:00
parent 0f05b3c0cc
commit 02dd1b5f7d
5 changed files with 36 additions and 95 deletions

View file

@ -193,10 +193,9 @@ bool GLToolbar::init_arrow(const BackgroundTexture::Metadata& arrow_texture)
std::string path = resources_dir() + "/icons/";
bool res = false;
if (!arrow_texture.filename.empty())
res = m_arrow_texture.texture.load_from_file(path + arrow_texture.filename, false, GLTexture::SingleThreaded, false);
// res = m_arrow_texture.texture.load_from_svg_file(path + arrow_texture.filename, false, true, false, 100);
if (!arrow_texture.filename.empty()) {
res = m_arrow_texture.texture.load_from_svg_file(path + arrow_texture.filename, false, false, false, 1000);
}
if (res)
m_arrow_texture.metadata = arrow_texture;
@ -1176,19 +1175,22 @@ void GLToolbar::render_arrow(const GLCanvas3D& parent, GLToolbarItem* highlighte
float right = left + scaled_icons_size;
unsigned int tex_id = m_arrow_texture.texture.get_id();
// width and height of icon arrow is pointing to
float tex_width = (float)m_icons_texture.get_width();
float tex_height = (float)m_icons_texture.get_height();
// arrow width and height
float arr_tex_width = (float)m_arrow_texture.texture.get_width();
float arr_tex_height = (float)m_arrow_texture.texture.get_height();
if ((tex_id != 0) && (arr_tex_width > 0) && (arr_tex_height > 0)) {
float inv_tex_width = (arr_tex_width != 0.0f) ? 1.0f / arr_tex_width : 0.0f;
float inv_tex_height = (arr_tex_height != 0.0f) ? 1.0f / arr_tex_height : 0.0f;
if ((tex_id != 0) && (tex_width > 0) && (tex_height > 0)) {
float inv_tex_width = (tex_width != 0.0f) ? 1.0f / tex_width : 0.0f;
float inv_tex_height = (tex_height != 0.0f) ? 1.0f / tex_height : 0.0f;
float internal_left = left + border - scaled_icons_size / 2; // add half scaled_icons_size for huge arrow
float internal_right = right - border + scaled_icons_size / 2;
float internal_left = left + border - scaled_icons_size * 1.5f; // add scaled_icons_size for huge arrow
float internal_right = right - border + scaled_icons_size * 1.5f;
float internal_top = top - border;
// bottom is not moving and should be calculated from arrow texture sides ratio
float arrow_sides_ratio = (float)m_arrow_texture.texture.get_height() / (float)m_arrow_texture.texture.get_width();
float internal_bottom = internal_top - (internal_right - internal_left) * arrow_sides_ratio;
float internal_bottom = internal_top - (internal_right - internal_left) * arrow_sides_ratio ;
float internal_left_uv = (float)m_arrow_texture.metadata.left * inv_tex_width;
float internal_right_uv = 1.0f - (float)m_arrow_texture.metadata.right * inv_tex_width;