ENABLE_COMPRESSED_TEXTURES set as default

This commit is contained in:
Enrico Turri 2019-06-24 09:54:58 +02:00
parent 301eda7369
commit 00b9a3ad32
13 changed files with 2 additions and 291 deletions

View file

@ -401,11 +401,7 @@ void GLCanvas3D::LayersEditing::_render_tooltip_texture(const GLCanvas3D& canvas
if (m_tooltip_texture.get_id() == 0)
{
std::string filename = resources_dir() + "/icons/variable_layer_height_tooltip.png";
#if ENABLE_COMPRESSED_TEXTURES
if (!m_tooltip_texture.load_from_file(filename, false, true))
#else
if (!m_tooltip_texture.load_from_file(filename, false))
#endif // ENABLE_COMPRESSED_TEXTURES
return;
}
@ -437,11 +433,7 @@ void GLCanvas3D::LayersEditing::_render_reset_texture(const Rect& reset_rect) co
if (m_reset_texture.get_id() == 0)
{
std::string filename = resources_dir() + "/icons/variable_layer_height_reset.png";
#if ENABLE_COMPRESSED_TEXTURES
if (!m_reset_texture.load_from_file(filename, false, true))
#else
if (!m_reset_texture.load_from_file(filename, false))
#endif // ENABLE_COMPRESSED_TEXTURES
return;
}
@ -736,11 +728,7 @@ void GLCanvas3D::WarningTexture::activate(WarningTexture::Warning warning, bool
}
}
#if ENABLE_COMPRESSED_TEXTURES
generate(text, canvas, true, red_colored); // GUI::GLTexture::reset() is called at the beginning of generate(...)
#else
_generate(text, canvas, red_colored); // GUI::GLTexture::reset() is called at the beginning of generate(...)
#endif // ENABLE_COMPRESSED_TEXTURES
// save information for rescaling
m_msg_text = text;
@ -801,11 +789,7 @@ static void msw_disable_cleartype(wxFont &font)
}
#endif /* __WXMSW__ */
#if ENABLE_COMPRESSED_TEXTURES
bool GLCanvas3D::WarningTexture::generate(const std::string& msg_utf8, const GLCanvas3D& canvas, bool compress, bool red_colored/* = false*/)
#else
bool GLCanvas3D::WarningTexture::_generate(const std::string& msg_utf8, const GLCanvas3D& canvas, const bool red_colored/* = false*/)
#endif // ENABLE_COMPRESSED_TEXTURES
{
reset();
@ -879,14 +863,10 @@ bool GLCanvas3D::WarningTexture::_generate(const std::string& msg_utf8, const GL
glsafe(::glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
glsafe(::glGenTextures(1, &m_id));
glsafe(::glBindTexture(GL_TEXTURE_2D, (GLuint)m_id));
#if ENABLE_COMPRESSED_TEXTURES
if (compress && GLEW_EXT_texture_compression_s3tc)
glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
else
glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
#else
glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
#endif // ENABLE_COMPRESSED_TEXTURES
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0));
@ -937,11 +917,7 @@ void GLCanvas3D::WarningTexture::msw_rescale(const GLCanvas3D& canvas)
if (m_msg_text.empty())
return;
#if ENABLE_COMPRESSED_TEXTURES
generate(m_msg_text, canvas, true, m_is_colored_red);
#else
_generate(m_msg_text, canvas, m_is_colored_red);
#endif // ENABLE_COMPRESSED_TEXTURES
}
const unsigned char GLCanvas3D::LegendTexture::Squares_Border_Color[3] = { 64, 64, 64 };
@ -984,11 +960,7 @@ void GLCanvas3D::LegendTexture::fill_color_print_legend_values(const GCodePrevie
}
}
#if ENABLE_COMPRESSED_TEXTURES
bool GLCanvas3D::LegendTexture::generate(const GCodePreviewData& preview_data, const std::vector<float>& tool_colors, const GLCanvas3D& canvas, bool compress)
#else
bool GLCanvas3D::LegendTexture::generate(const GCodePreviewData& preview_data, const std::vector<float>& tool_colors, const GLCanvas3D& canvas)
#endif // ENABLE_COMPRESSED_TEXTURES
{
reset();
@ -1177,14 +1149,10 @@ bool GLCanvas3D::LegendTexture::generate(const GCodePreviewData& preview_data, c
glsafe(::glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
glsafe(::glGenTextures(1, &m_id));
glsafe(::glBindTexture(GL_TEXTURE_2D, (GLuint)m_id));
#if ENABLE_COMPRESSED_TEXTURES
if (compress && GLEW_EXT_texture_compression_s3tc)
glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
else
glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
#else
glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
#endif // ENABLE_COMPRESSED_TEXTURES
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0));
@ -1267,9 +1235,7 @@ GLCanvas3D::GLCanvas3D(wxGLCanvas* canvas, Bed3D& bed, Camera& camera, GLToolbar
#endif // ENABLE_SVG_ICONS
, m_use_clipping_planes(false)
, m_sidebar_field("")
#if ENABLE_COMPRESSED_TEXTURES
, m_keep_dirty(false)
#endif // ENABLE_COMPRESSED_TEXTURES
, m_config(nullptr)
, m_process(nullptr)
, m_model(nullptr)
@ -1487,10 +1453,8 @@ void GLCanvas3D::bed_shape_changed()
m_camera.set_scene_box(scene_bounding_box());
m_camera.requires_zoom_to_bed = true;
m_dirty = true;
#if ENABLE_COMPRESSED_TEXTURES
if (m_bed.is_prusa())
start_keeping_dirty();
#endif // ENABLE_COMPRESSED_TEXTURES
}
void GLCanvas3D::set_color_by(const std::string& value)
@ -1750,12 +1714,10 @@ void GLCanvas3D::render()
imgui.text(std::to_string(m_render_stats.last_frame));
ImGui::SameLine();
imgui.text(" ms");
#if ENABLE_COMPRESSED_TEXTURES
ImGui::Separator();
imgui.text("Compressed textures: ");
ImGui::SameLine();
imgui.text(GLCanvas3DManager::are_compressed_textures_supported() ? "supported" : "not supported");
#endif // ENABLE_COMPRESSED_TEXTURES
imgui.text("Max texture size: ");
ImGui::SameLine();
imgui.text(std::to_string(GLCanvas3DManager::get_gl_info().get_max_tex_size()));
@ -2366,10 +2328,8 @@ void GLCanvas3D::on_idle(wxIdleEvent& evt)
_refresh_if_shown_on_screen();
#if ENABLE_COMPRESSED_TEXTURES
if (m_keep_dirty)
m_dirty = true;
#endif // ENABLE_COMPRESSED_TEXTURES
}
void GLCanvas3D::on_char(wxKeyEvent& evt)
@ -4002,11 +3962,7 @@ void GLCanvas3D::_render_bed(float theta) const
#if ENABLE_RETINA_GL
scale_factor = m_retina_helper->get_scale_factor();
#endif // ENABLE_RETINA_GL
#if ENABLE_COMPRESSED_TEXTURES
m_bed.render(const_cast<GLCanvas3D*>(this), theta, m_use_VBOs, scale_factor);
#else
m_bed.render(theta, m_use_VBOs, scale_factor);
#endif // ENABLE_COMPRESSED_TEXTURES
}
void GLCanvas3D::_render_axes() const
@ -5762,11 +5718,7 @@ std::vector<float> GLCanvas3D::_parse_colors(const std::vector<std::string>& col
void GLCanvas3D::_generate_legend_texture(const GCodePreviewData& preview_data, const std::vector<float>& tool_colors)
{
#if ENABLE_COMPRESSED_TEXTURES
m_legend_texture.generate(preview_data, tool_colors, *this, true);
#else
m_legend_texture.generate(preview_data, tool_colors, *this);
#endif // ENABLE_COMPRESSED_TEXTURES
}
void GLCanvas3D::_set_warning_texture(WarningTexture::Warning warning, bool state)