Code cleanup
This commit is contained in:
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be7b786fee
commit
7f267987cb
@ -540,10 +540,7 @@ double GLVolume::layer_height_texture_z_to_row_id() const
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void GLVolume::generate_layer_height_texture(PrintObject *print_object, bool force)
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{
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//########################################################################################################################################3
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LayersTexture *tex = this->layer_height_texture.get();
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// GLTexture *tex = this->layer_height_texture.get();
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//########################################################################################################################################3
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if (tex == nullptr)
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// No layer_height_texture is assigned to this GLVolume, therefore the layer height texture cannot be filled.
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return;
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@ -591,10 +588,7 @@ std::vector<int> GLVolumeCollection::load_object(
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};
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// Object will have a single common layer height texture for all volumes.
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//########################################################################################################################################3
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std::shared_ptr<LayersTexture> layer_height_texture = std::make_shared<LayersTexture>();
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// std::shared_ptr<GLTexture> layer_height_texture = std::make_shared<GLTexture>();
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//########################################################################################################################################3
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std::vector<int> volumes_idx;
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for (int volume_idx = 0; volume_idx < int(model_object->volumes.size()); ++ volume_idx) {
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@ -1599,41 +1593,9 @@ _3DScene::LegendTexture _3DScene::s_legend_texture;
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_3DScene::WarningTexture _3DScene::s_warning_texture;
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GUI::GLCanvas3DManager _3DScene::s_canvas_mgr;
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//########################################################################################################################################3
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//unsigned int _3DScene::TextureBase::finalize()
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//{
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// if ((m_tex_id == 0) && !m_data.empty()) {
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// // sends buffer to gpu
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// ::glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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// ::glGenTextures(1, &m_tex_id);
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// ::glBindTexture(GL_TEXTURE_2D, (GLuint)m_tex_id);
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// ::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)m_tex_width, (GLsizei)m_tex_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)m_data.data());
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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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// ::glBindTexture(GL_TEXTURE_2D, 0);
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// m_data.clear();
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// }
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// return (m_tex_width > 0 && m_tex_height > 0) ? m_tex_id : 0;
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//}
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//
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//void _3DScene::TextureBase::_destroy_texture()
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//{
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// if (m_tex_id > 0)
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// {
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// ::glDeleteTextures(1, &m_tex_id);
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// m_tex_id = 0;
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// m_tex_height = 0;
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// m_tex_width = 0;
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// }
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// m_data.clear();
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//}
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//########################################################################################################################################3
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const unsigned char _3DScene::WarningTexture::Background_Color[3] = { 9, 91, 134 };
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const unsigned char _3DScene::WarningTexture::Opacity = 255;
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//########################################################################################################################################3
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bool _3DScene::WarningTexture::generate(const std::string& msg)
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{
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reset();
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@ -1701,73 +1663,10 @@ bool _3DScene::WarningTexture::generate(const std::string& msg)
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return true;
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}
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//// Generate a texture data, but don't load it into the GPU yet, as the GPU context may not yet be valid.
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//bool _3DScene::WarningTexture::generate(const std::string& msg)
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//{
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// // Mark the texture as released, but don't release the texture from the GPU yet.
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// m_tex_width = m_tex_height = 0;
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// m_data.clear();
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//
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// if (msg.empty())
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// return false;
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//
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// wxMemoryDC memDC;
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// // select default font
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// memDC.SetFont(wxSystemSettings::GetFont(wxSYS_DEFAULT_GUI_FONT));
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//
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// // calculates texture size
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// wxCoord w, h;
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// memDC.GetTextExtent(msg, &w, &h);
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// m_tex_width = (unsigned int)w;
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// m_tex_height = (unsigned int)h;
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//
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// // generates bitmap
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// wxBitmap bitmap(m_tex_width, m_tex_height);
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//
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//#if defined(__APPLE__) || defined(_MSC_VER)
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// bitmap.UseAlpha();
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//#endif
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//
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// memDC.SelectObject(bitmap);
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// memDC.SetBackground(wxBrush(wxColour(Background_Color[0], Background_Color[1], Background_Color[2])));
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// memDC.Clear();
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//
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// memDC.SetTextForeground(*wxWHITE);
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//
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// // draw message
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// memDC.DrawText(msg, 0, 0);
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//
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// memDC.SelectObject(wxNullBitmap);
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//
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// // Convert the bitmap into a linear data ready to be loaded into the GPU.
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// {
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// wxImage image = bitmap.ConvertToImage();
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// image.SetMaskColour(Background_Color[0], Background_Color[1], Background_Color[2]);
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//
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// // prepare buffer
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// m_data.assign(4 * m_tex_width * m_tex_height, 0);
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// for (unsigned int h = 0; h < m_tex_height; ++h)
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// {
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// unsigned int hh = h * m_tex_width;
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// unsigned char* px_ptr = m_data.data() + 4 * hh;
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// for (unsigned int w = 0; w < m_tex_width; ++w)
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// {
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// *px_ptr++ = image.GetRed(w, h);
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// *px_ptr++ = image.GetGreen(w, h);
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// *px_ptr++ = image.GetBlue(w, h);
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// *px_ptr++ = image.IsTransparent(w, h) ? 0 : Opacity;
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// }
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// }
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// }
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// return true;
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//}
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//########################################################################################################################################3
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const unsigned char _3DScene::LegendTexture::Squares_Border_Color[3] = { 64, 64, 64 };
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const unsigned char _3DScene::LegendTexture::Background_Color[3] = { 9, 91, 134 };
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const unsigned char _3DScene::LegendTexture::Opacity = 255;
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//########################################################################################################################################3
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bool _3DScene::LegendTexture::generate(const GCodePreviewData& preview_data, const std::vector<float>& tool_colors)
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{
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reset();
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@ -1912,146 +1811,6 @@ bool _3DScene::LegendTexture::generate(const GCodePreviewData& preview_data, con
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return true;
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}
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//// Generate a texture data, but don't load it into the GPU yet, as the GPU context may not yet be valid.
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//bool _3DScene::LegendTexture::generate(const GCodePreviewData& preview_data, const std::vector<float>& tool_colors)
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//{
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// // Mark the texture as released, but don't release the texture from the GPU yet.
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// m_tex_width = m_tex_height = 0;
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// m_data.clear();
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//
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// // collects items to render
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// auto title = _(preview_data.get_legend_title());
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// const GCodePreviewData::LegendItemsList& items = preview_data.get_legend_items(tool_colors);
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//
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// unsigned int items_count = (unsigned int)items.size();
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// if (items_count == 0)
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// // nothing to render, return
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// return false;
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//
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// wxMemoryDC memDC;
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// // select default font
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// memDC.SetFont(wxSystemSettings::GetFont(wxSYS_DEFAULT_GUI_FONT));
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//
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// // calculates texture size
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// wxCoord w, h;
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// memDC.GetTextExtent(title, &w, &h);
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// unsigned int title_width = (unsigned int)w;
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// unsigned int title_height = (unsigned int)h;
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//
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// unsigned int max_text_width = 0;
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// unsigned int max_text_height = 0;
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// for (const GCodePreviewData::LegendItem& item : items)
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// {
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// memDC.GetTextExtent(GUI::from_u8(item.text), &w, &h);
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// max_text_width = std::max(max_text_width, (unsigned int)w);
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// max_text_height = std::max(max_text_height, (unsigned int)h);
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// }
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//
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// m_tex_width = std::max(2 * Px_Border + title_width, 2 * (Px_Border + Px_Square_Contour) + Px_Square + Px_Text_Offset + max_text_width);
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// m_tex_height = 2 * (Px_Border + Px_Square_Contour) + title_height + Px_Title_Offset + items_count * Px_Square;
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// if (items_count > 1)
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// m_tex_height += (items_count - 1) * Px_Square_Contour;
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//
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// // generates bitmap
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// wxBitmap bitmap(m_tex_width, m_tex_height);
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//
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//#if defined(__APPLE__) || defined(_MSC_VER)
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// bitmap.UseAlpha();
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//#endif
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//
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// memDC.SelectObject(bitmap);
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// memDC.SetBackground(wxBrush(wxColour(Background_Color[0], Background_Color[1], Background_Color[2])));
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// memDC.Clear();
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//
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// memDC.SetTextForeground(*wxWHITE);
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//
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// // draw title
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// unsigned int title_x = Px_Border;
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// unsigned int title_y = Px_Border;
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// memDC.DrawText(title, title_x, title_y);
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//
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// // draw icons contours as background
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// unsigned int squares_contour_x = Px_Border;
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// unsigned int squares_contour_y = Px_Border + title_height + Px_Title_Offset;
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// unsigned int squares_contour_width = Px_Square + 2 * Px_Square_Contour;
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// unsigned int squares_contour_height = items_count * Px_Square + 2 * Px_Square_Contour;
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// if (items_count > 1)
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// squares_contour_height += (items_count - 1) * Px_Square_Contour;
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//
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// wxColour color(Squares_Border_Color[0], Squares_Border_Color[1], Squares_Border_Color[2]);
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// wxPen pen(color);
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// wxBrush brush(color);
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// memDC.SetPen(pen);
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// memDC.SetBrush(brush);
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// memDC.DrawRectangle(wxRect(squares_contour_x, squares_contour_y, squares_contour_width, squares_contour_height));
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//
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// // draw items (colored icon + text)
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// unsigned int icon_x = squares_contour_x + Px_Square_Contour;
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// unsigned int icon_x_inner = icon_x + 1;
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// unsigned int icon_y = squares_contour_y + Px_Square_Contour;
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// unsigned int icon_y_step = Px_Square + Px_Square_Contour;
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//
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// unsigned int text_x = icon_x + Px_Square + Px_Text_Offset;
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// unsigned int text_y_offset = (Px_Square - max_text_height) / 2;
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//
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// unsigned int px_inner_square = Px_Square - 2;
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//
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// for (const GCodePreviewData::LegendItem& item : items)
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// {
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// // draw darker icon perimeter
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// const std::vector<unsigned char>& item_color_bytes = item.color.as_bytes();
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// wxImage::HSVValue dark_hsv = wxImage::RGBtoHSV(wxImage::RGBValue(item_color_bytes[0], item_color_bytes[1], item_color_bytes[2]));
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// dark_hsv.value *= 0.75;
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// wxImage::RGBValue dark_rgb = wxImage::HSVtoRGB(dark_hsv);
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// color.Set(dark_rgb.red, dark_rgb.green, dark_rgb.blue, item_color_bytes[3]);
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// pen.SetColour(color);
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// brush.SetColour(color);
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// memDC.SetPen(pen);
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// memDC.SetBrush(brush);
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// memDC.DrawRectangle(wxRect(icon_x, icon_y, Px_Square, Px_Square));
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//
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// // draw icon interior
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// color.Set(item_color_bytes[0], item_color_bytes[1], item_color_bytes[2], item_color_bytes[3]);
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// pen.SetColour(color);
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// brush.SetColour(color);
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// memDC.SetPen(pen);
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// memDC.SetBrush(brush);
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// memDC.DrawRectangle(wxRect(icon_x_inner, icon_y + 1, px_inner_square, px_inner_square));
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//
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// // draw text
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// memDC.DrawText(GUI::from_u8(item.text), text_x, icon_y + text_y_offset);
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//
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// // update y
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// icon_y += icon_y_step;
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// }
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//
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// memDC.SelectObject(wxNullBitmap);
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//
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// // Convert the bitmap into a linear data ready to be loaded into the GPU.
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// {
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// wxImage image = bitmap.ConvertToImage();
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// image.SetMaskColour(Background_Color[0], Background_Color[1], Background_Color[2]);
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//
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// // prepare buffer
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// m_data.assign(4 * m_tex_width * m_tex_height, 0);
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// for (unsigned int h = 0; h < m_tex_height; ++h)
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// {
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// unsigned int hh = h * m_tex_width;
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// unsigned char* px_ptr = m_data.data() + 4 * hh;
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// for (unsigned int w = 0; w < m_tex_width; ++w)
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// {
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// *px_ptr++ = image.GetRed(w, h);
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// *px_ptr++ = image.GetGreen(w, h);
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// *px_ptr++ = image.GetBlue(w, h);
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// *px_ptr++ = image.IsTransparent(w, h) ? 0 : Opacity;
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// }
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// }
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// }
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// return true;
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//}
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//########################################################################################################################################3
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void _3DScene::init_gl()
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{
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s_canvas_mgr.init_gl();
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@ -2459,27 +2218,11 @@ void _3DScene::generate_legend_texture(const GCodePreviewData& preview_data, con
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s_legend_texture.generate(preview_data, tool_colors);
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}
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//###################################################################################################################################################
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//unsigned int _3DScene::get_legend_texture_width()
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//{
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// return s_legend_texture.get_texture_width();
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//}
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//
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//unsigned int _3DScene::get_legend_texture_height()
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//{
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// return s_legend_texture.get_texture_height();
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//}
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//###################################################################################################################################################
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void _3DScene::reset_legend_texture()
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{
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//###################################################################################################################################################
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s_legend_texture.reset();
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// s_legend_texture.reset_texture();
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//###################################################################################################################################################
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}
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//###################################################################################################################################################
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unsigned int _3DScene::get_legend_texture_id()
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{
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return s_legend_texture.get_id();
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@ -2495,24 +2238,6 @@ int _3DScene::get_legend_texture_height()
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return s_legend_texture.get_height();
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}
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//unsigned int _3DScene::finalize_legend_texture()
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//{
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// return s_legend_texture.finalize();
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//}
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//###################################################################################################################################################
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//###################################################################################################################################################
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//unsigned int _3DScene::get_warning_texture_width()
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//{
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// return s_warning_texture.get_texture_width();
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//}
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//
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//unsigned int _3DScene::get_warning_texture_height()
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//{
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// return s_warning_texture.get_texture_height();
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//}
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//###################################################################################################################################################
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void _3DScene::generate_warning_texture(const std::string& msg)
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{
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s_warning_texture.generate(msg);
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@ -2520,13 +2245,9 @@ void _3DScene::generate_warning_texture(const std::string& msg)
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void _3DScene::reset_warning_texture()
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{
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//###################################################################################################################################################
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s_warning_texture.reset();
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// s_warning_texture.reset_texture();
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//###################################################################################################################################################
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}
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//###################################################################################################################################################
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unsigned int _3DScene::get_warning_texture_id()
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{
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return s_warning_texture.get_id();
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@ -2542,10 +2263,4 @@ int _3DScene::get_warning_texture_height()
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return s_warning_texture.get_height();
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}
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//unsigned int _3DScene::finalize_warning_texture()
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//{
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// return s_warning_texture.finalize();
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//}
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//###################################################################################################################################################
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} // namespace Slic3r
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#include "../../libslic3r/Utils.hpp"
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#include "../../libslic3r/Model.hpp"
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#include "../../slic3r/GUI/GLCanvas3DManager.hpp"
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//#################################################################################################################################
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#include "../../slic3r/GUI/GLTexture.hpp"
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//#################################################################################################################################
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class wxBitmap;
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class wxWindow;
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@ -203,16 +201,10 @@ private:
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}
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};
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//########################################################################################################################################3
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class LayersTexture
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//class GLTexture
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//########################################################################################################################################3
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{
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public:
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//########################################################################################################################################3
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LayersTexture() : width(0), height(0), levels(0), cells(0) {}
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// GLTexture() : width(0), height(0), levels(0), cells(0) {}
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//########################################################################################################################################3
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// Texture data
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std::vector<char> data;
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@ -351,10 +343,7 @@ public:
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void release_geometry() { this->indexed_vertex_array.release_geometry(); }
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/************************************************ Layer height texture ****************************************************/
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//########################################################################################################################################3
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std::shared_ptr<LayersTexture> layer_height_texture;
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// std::shared_ptr<GLTexture> layer_height_texture;
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//########################################################################################################################################3
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// Data to render this volume using the layer height texture
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LayerHeightTextureData layer_height_texture_data;
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@ -452,36 +441,6 @@ private:
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class _3DScene
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{
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//###################################################################################################################################################
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// class TextureBase
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// {
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// protected:
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// unsigned int m_tex_id;
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// unsigned int m_tex_width;
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// unsigned int m_tex_height;
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//
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// // generate() fills in m_data with the pixels, while finalize() moves the data to the GPU before rendering.
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// std::vector<unsigned char> m_data;
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//
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// public:
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// TextureBase() : m_tex_id(0), m_tex_width(0), m_tex_height(0) {}
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// virtual ~TextureBase() { _destroy_texture(); }
|
||||
//
|
||||
// // If not loaded, load the texture data into the GPU. Return a texture ID or 0 if the texture has zero size.
|
||||
// unsigned int finalize();
|
||||
//
|
||||
// unsigned int get_texture_id() const { return m_tex_id; }
|
||||
// unsigned int get_texture_width() const { return m_tex_width; }
|
||||
// unsigned int get_texture_height() const { return m_tex_height; }
|
||||
//
|
||||
// void reset_texture() { _destroy_texture(); }
|
||||
//
|
||||
// private:
|
||||
// void _destroy_texture();
|
||||
// };
|
||||
//###################################################################################################################################################
|
||||
|
||||
//###################################################################################################################################################
|
||||
class WarningTexture : public GUI::GLTexture
|
||||
{
|
||||
static const unsigned char Background_Color[3];
|
||||
@ -491,20 +450,6 @@ class _3DScene
|
||||
bool generate(const std::string& msg);
|
||||
};
|
||||
|
||||
// class WarningTexture : public TextureBase
|
||||
// {
|
||||
// static const unsigned char Background_Color[3];
|
||||
// static const unsigned char Opacity;
|
||||
//
|
||||
// public:
|
||||
// WarningTexture() : TextureBase() {}
|
||||
//
|
||||
// // Generate a texture data, but don't load it into the GPU yet, as the glcontext may not be valid yet.
|
||||
// bool generate(const std::string& msg);
|
||||
// };
|
||||
//###################################################################################################################################################
|
||||
|
||||
//###################################################################################################################################################
|
||||
class LegendTexture : public GUI::GLTexture
|
||||
{
|
||||
static const int Px_Title_Offset = 5;
|
||||
@ -520,25 +465,6 @@ class _3DScene
|
||||
bool generate(const GCodePreviewData& preview_data, const std::vector<float>& tool_colors);
|
||||
};
|
||||
|
||||
// class LegendTexture : public TextureBase
|
||||
// {
|
||||
// static const unsigned int Px_Title_Offset = 5;
|
||||
// static const unsigned int Px_Text_Offset = 5;
|
||||
// static const unsigned int Px_Square = 20;
|
||||
// static const unsigned int Px_Square_Contour = 1;
|
||||
// static const unsigned int Px_Border = Px_Square / 2;
|
||||
// static const unsigned char Squares_Border_Color[3];
|
||||
// static const unsigned char Background_Color[3];
|
||||
// static const unsigned char Opacity;
|
||||
//
|
||||
// public:
|
||||
// LegendTexture() : TextureBase() {}
|
||||
//
|
||||
// // Generate a texture data, but don't load it into the GPU yet, as the glcontext may not be valid yet.
|
||||
// bool generate(const GCodePreviewData& preview_data, const std::vector<float>& tool_colors);
|
||||
// };
|
||||
//###################################################################################################################################################
|
||||
|
||||
static LegendTexture s_legend_texture;
|
||||
static WarningTexture s_warning_texture;
|
||||
static GUI::GLCanvas3DManager s_canvas_mgr;
|
||||
@ -644,33 +570,19 @@ public:
|
||||
|
||||
// generates the legend texture in dependence of the current shown view type
|
||||
static void generate_legend_texture(const GCodePreviewData& preview_data, const std::vector<float>& tool_colors);
|
||||
//###################################################################################################################################################
|
||||
// static unsigned int get_legend_texture_width();
|
||||
// static unsigned int get_legend_texture_height();
|
||||
//###################################################################################################################################################
|
||||
|
||||
static void reset_legend_texture();
|
||||
//###################################################################################################################################################
|
||||
|
||||
static unsigned int get_legend_texture_id();
|
||||
static int get_legend_texture_width();
|
||||
static int get_legend_texture_height();
|
||||
// static unsigned int finalize_legend_texture();
|
||||
//###################################################################################################################################################
|
||||
|
||||
//###################################################################################################################################################
|
||||
// static unsigned int get_warning_texture_width();
|
||||
// static unsigned int get_warning_texture_height();
|
||||
//###################################################################################################################################################
|
||||
|
||||
// generates a warning texture containing the given message
|
||||
static void generate_warning_texture(const std::string& msg);
|
||||
static void reset_warning_texture();
|
||||
//###################################################################################################################################################
|
||||
|
||||
static unsigned int get_warning_texture_id();
|
||||
static int get_warning_texture_width();
|
||||
static int get_warning_texture_height();
|
||||
// static unsigned int finalize_warning_texture();
|
||||
//###################################################################################################################################################
|
||||
|
||||
static void thick_lines_to_verts(const Lines& lines, const std::vector<double>& widths, const std::vector<double>& heights, bool closed, double top_z, GLVolume& volume);
|
||||
static void thick_lines_to_verts(const Lines3& lines, const std::vector<double>& widths, const std::vector<double>& heights, bool closed, GLVolume& volume);
|
||||
|
@ -3594,7 +3594,7 @@ void GLCanvas3D::_render_warning_texture() const
|
||||
return;
|
||||
|
||||
// If the warning texture has not been loaded into the GPU, do it now.
|
||||
unsigned int tex_id = _3DScene::finalize_warning_texture();
|
||||
unsigned int tex_id = _3DScene::get_warning_texture_id();
|
||||
if (tex_id > 0)
|
||||
{
|
||||
unsigned int w = _3DScene::get_warning_texture_width();
|
||||
@ -3627,7 +3627,7 @@ void GLCanvas3D::_render_legend_texture() const
|
||||
return;
|
||||
|
||||
// If the legend texture has not been loaded into the GPU, do it now.
|
||||
unsigned int tex_id = _3DScene::finalize_legend_texture();
|
||||
unsigned int tex_id = _3DScene::get_legend_texture_id();
|
||||
if (tex_id > 0)
|
||||
{
|
||||
unsigned int w = _3DScene::get_legend_texture_width();
|
||||
|
@ -10,10 +10,7 @@ namespace GUI {
|
||||
|
||||
class GLTexture
|
||||
{
|
||||
//###################################################################################################################################################
|
||||
protected:
|
||||
// private:
|
||||
//###################################################################################################################################################
|
||||
unsigned int m_id;
|
||||
int m_width;
|
||||
int m_height;
|
||||
@ -21,10 +18,7 @@ namespace GUI {
|
||||
|
||||
public:
|
||||
GLTexture();
|
||||
//###################################################################################################################################################
|
||||
virtual ~GLTexture();
|
||||
// ~GLTexture();
|
||||
//###################################################################################################################################################
|
||||
|
||||
bool load_from_file(const std::string& filename, bool generate_mipmaps);
|
||||
void reset();
|
||||
@ -37,10 +31,7 @@ namespace GUI {
|
||||
|
||||
static void render_texture(unsigned int tex_id, float left, float right, float bottom, float top);
|
||||
|
||||
//###################################################################################################################################################
|
||||
protected:
|
||||
// private:
|
||||
//###################################################################################################################################################
|
||||
void _generate_mipmaps(wxImage& image);
|
||||
};
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user