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

@ -4438,13 +4438,7 @@ bool GLCanvas3D::_init_main_toolbar()
}
// init arrow
BackgroundTexture::Metadata arrow_data;
arrow_data.filename = "toolbar_arrow.png";
// arrow_data.filename = "toolbar_arrow.svg";
//arrow_data.left = 16;
//arrow_data.top = 16;
//arrow_data.right = 16;
//arrow_data.bottom = 16;
arrow_data.filename = "toolbar_arrow.svg";
arrow_data.left = 0;
arrow_data.top = 0;
arrow_data.right = 0;

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;

View file

@ -132,8 +132,7 @@ bool GLGizmosManager::init_arrow(const BackgroundTexture::Metadata& arrow_textur
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);
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;
@ -1019,7 +1018,7 @@ void GLGizmosManager::render_arrow(const GLCanvas3D& parent, EType highlighted_t
float arrow_sides_ratio = (float)m_arrow_texture.texture.get_height() / (float)m_arrow_texture.texture.get_width();
GLTexture::render_sub_texture(tex_id, zoomed_top_x + zoomed_icons_size * 1.2f, zoomed_top_x + zoomed_icons_size * 1.2f + zoomed_icons_size * arrow_sides_ratio, zoomed_top_y - zoomed_icons_size, zoomed_top_y, { { internal_left_uv, internal_bottom_uv }, { internal_left_uv, internal_top_uv }, { internal_right_uv, internal_top_uv }, { internal_right_uv, internal_bottom_uv } });
GLTexture::render_sub_texture(tex_id, zoomed_top_x + zoomed_icons_size * 1.2f, zoomed_top_x + zoomed_icons_size * 1.2f + zoomed_icons_size * 2.2f * arrow_sides_ratio, zoomed_top_y - zoomed_icons_size * 1.6f , zoomed_top_y + zoomed_icons_size * 0.6f, { { internal_left_uv, internal_bottom_uv }, { internal_left_uv, internal_top_uv }, { internal_right_uv, internal_top_uv }, { internal_right_uv, internal_bottom_uv } });
break;
}
zoomed_top_y -= zoomed_stride_y;