mirror of
https://github.com/SoftFever/OrcaSlicer.git
synced 2025-07-11 08:47:52 -06:00
1st installment of svg icons for toolbars and gizmos
This commit is contained in:
commit
0f683a6a1e
34 changed files with 1629 additions and 374 deletions
|
@ -120,13 +120,13 @@ bool GLTexture::load_from_file(const std::string& filename, bool use_mipmaps)
|
|||
{
|
||||
// we manually generate mipmaps because glGenerateMipmap() function is not reliable on all graphics cards
|
||||
unsigned int levels_count = generate_mipmaps(image);
|
||||
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1 + levels_count);
|
||||
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, levels_count);
|
||||
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
}
|
||||
else
|
||||
{
|
||||
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
|
||||
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
|
||||
}
|
||||
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
|
@ -137,6 +137,106 @@ bool GLTexture::load_from_file(const std::string& filename, bool use_mipmaps)
|
|||
}
|
||||
#endif // ENABLE_TEXTURES_FROM_SVG
|
||||
|
||||
#if ENABLE_SVG_ICONS
|
||||
bool GLTexture::load_from_svg_files_as_sprites_array(const std::vector<std::string>& filenames, unsigned int num_states, unsigned int sprite_size_px)
|
||||
{
|
||||
static int pass = 0;
|
||||
++pass;
|
||||
|
||||
reset();
|
||||
|
||||
if (filenames.empty() || (num_states == 0) || (sprite_size_px == 0))
|
||||
return false;
|
||||
|
||||
m_width = (int)sprite_size_px * std::max((int)(num_states), (int)(filenames.size()));
|
||||
m_height = m_width;
|
||||
int n_pixels = m_width * m_height;
|
||||
|
||||
if (n_pixels <= 0)
|
||||
{
|
||||
reset();
|
||||
return false;
|
||||
}
|
||||
|
||||
std::vector<unsigned char> data(n_pixels * 4, 0);
|
||||
std::vector<unsigned char> sprite_data(sprite_size_px * sprite_size_px * 4, 0);
|
||||
|
||||
NSVGrasterizer* rast = nsvgCreateRasterizer();
|
||||
if (rast == nullptr)
|
||||
{
|
||||
reset();
|
||||
return false;
|
||||
}
|
||||
|
||||
int sprite_id = -1;
|
||||
for (const std::string& filename : filenames)
|
||||
{
|
||||
++sprite_id;
|
||||
|
||||
if (!boost::filesystem::exists(filename))
|
||||
continue;
|
||||
|
||||
if (!boost::algorithm::iends_with(filename, ".svg"))
|
||||
continue;
|
||||
|
||||
NSVGimage* image = nsvgParseFromFile(filename.c_str(), "px", 96.0f);
|
||||
if (image == nullptr)
|
||||
continue;
|
||||
|
||||
float scale = (float)sprite_size_px / std::max(image->width, image->height);
|
||||
|
||||
nsvgRasterize(rast, image, 0, 0, scale, sprite_data.data(), sprite_size_px, sprite_size_px, sprite_size_px * 4);
|
||||
|
||||
int sprite_offset_px = sprite_id * sprite_size_px * m_width;
|
||||
for (unsigned int i = 0; i < num_states; ++i)
|
||||
{
|
||||
int state_offset_px = sprite_offset_px + i * sprite_size_px;
|
||||
for (int j = 0; j < sprite_size_px; ++j)
|
||||
{
|
||||
int data_offset = (state_offset_px + j * m_width) * 4;
|
||||
::memcpy((void*)&data.data()[data_offset], (const void*)&sprite_data.data()[j * sprite_size_px * 4], sprite_size_px * 4);
|
||||
}
|
||||
}
|
||||
|
||||
nsvgDelete(image);
|
||||
}
|
||||
|
||||
nsvgDeleteRasterizer(rast);
|
||||
|
||||
// sends data to gpu
|
||||
::glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
||||
::glGenTextures(1, &m_id);
|
||||
::glBindTexture(GL_TEXTURE_2D, m_id);
|
||||
::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data());
|
||||
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
|
||||
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
::glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
|
||||
m_source = filenames.front();
|
||||
|
||||
wxImage output(m_width, m_height);
|
||||
output.InitAlpha();
|
||||
|
||||
for (int h = 0; h < m_height; ++h)
|
||||
{
|
||||
for (int w = 0; w < m_width; ++w)
|
||||
{
|
||||
int px = h * m_width + w;
|
||||
int px_byte = px * 4;
|
||||
output.SetRGB(w, h, data.data()[px_byte + 0], data.data()[px_byte + 1], data.data()[px_byte + 2]);
|
||||
output.SetAlpha(w, h, data.data()[px_byte + 3]);
|
||||
}
|
||||
}
|
||||
|
||||
output.SaveFile("C:/prusa/slic3r/svg_icons/temp/test_" + std::to_string(pass) + ".png", wxBITMAP_TYPE_PNG);
|
||||
|
||||
return true;
|
||||
}
|
||||
#endif // ENABLE_SVG_ICONS
|
||||
|
||||
void GLTexture::reset()
|
||||
{
|
||||
if (m_id != 0)
|
||||
|
@ -265,13 +365,13 @@ bool GLTexture::load_from_png(const std::string& filename, bool use_mipmaps)
|
|||
{
|
||||
// we manually generate mipmaps because glGenerateMipmap() function is not reliable on all graphics cards
|
||||
unsigned int levels_count = generate_mipmaps(image);
|
||||
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1 + levels_count);
|
||||
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, levels_count);
|
||||
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
}
|
||||
else
|
||||
{
|
||||
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
|
||||
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
|
||||
}
|
||||
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
|
@ -340,13 +440,13 @@ bool GLTexture::load_from_svg(const std::string& filename, bool use_mipmaps, uns
|
|||
::glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, (GLsizei)lod_w, (GLsizei)lod_h, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data());
|
||||
}
|
||||
|
||||
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1 + level);
|
||||
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level);
|
||||
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
}
|
||||
else
|
||||
{
|
||||
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
|
||||
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
|
||||
}
|
||||
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue