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Add the full source of BambuStudio
using version 1.0.10
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135
src/slic3r/GUI/GLTexture.hpp
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135
src/slic3r/GUI/GLTexture.hpp
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#ifndef slic3r_GLTexture_hpp_
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#define slic3r_GLTexture_hpp_
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#include <atomic>
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#include <string>
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#include <vector>
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#include <thread>
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class wxImage;
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namespace Slic3r {
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namespace GUI {
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class GLTexture
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{
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class Compressor
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{
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struct Level
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{
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unsigned int w;
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unsigned int h;
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std::vector<unsigned char> src_data;
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std::vector<unsigned char> compressed_data;
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bool sent_to_gpu;
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Level(unsigned int w, unsigned int h, const std::vector<unsigned char>& data) : w(w), h(h), src_data(data), sent_to_gpu(false) {}
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};
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GLTexture& m_texture;
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std::vector<Level> m_levels;
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std::thread m_thread;
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// Does the caller want the background thread to stop?
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// This atomic also works as a memory barrier for synchronizing the cancel event with the worker thread.
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std::atomic<bool> m_abort_compressing;
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// How many levels were compressed since the start of the background processing thread?
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// This atomic also works as a memory barrier for synchronizing results of the worker thread with the calling thread.
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std::atomic<unsigned int> m_num_levels_compressed;
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public:
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explicit Compressor(GLTexture& texture) : m_texture(texture), m_abort_compressing(false), m_num_levels_compressed(0) {}
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~Compressor() { reset(); }
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void reset();
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void add_level(unsigned int w, unsigned int h, const std::vector<unsigned char>& data) { m_levels.emplace_back(w, h, data); }
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void start_compressing();
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bool unsent_compressed_data_available() const;
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void send_compressed_data_to_gpu();
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bool all_compressed_data_sent_to_gpu() const { return m_levels.empty(); }
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private:
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void compress();
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};
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public:
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enum ECompressionType : unsigned char
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{
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None,
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SingleThreaded,
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MultiThreaded
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};
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struct UV
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{
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float u;
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float v;
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};
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struct Quad_UVs
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{
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UV left_bottom;
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UV right_bottom;
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UV right_top;
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UV left_top;
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};
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static Quad_UVs FullTextureUVs;
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protected:
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unsigned int m_id;
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int m_width;
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int m_height;
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std::string m_source;
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Compressor m_compressor;
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public:
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GLTexture();
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virtual ~GLTexture();
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bool load_from_file(const std::string& filename, bool use_mipmaps, ECompressionType compression_type, bool apply_anisotropy);
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bool load_from_svg_file(const std::string& filename, bool use_mipmaps, bool compress, bool apply_anisotropy, unsigned int max_size_px);
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//BBS load GLTexture from raw pixel data
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bool load_from_raw_data(std::vector<unsigned char> data, unsigned int w, unsigned int h, bool apply_anisotropy = false);
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// meanings of states: (std::pair<int, bool>)
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// first field (int):
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// 0 -> no changes
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// 1 -> use white only color variant
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// 2 -> use gray only color variant
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// second field (bool):
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// false -> no changes
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// true -> add background color
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bool load_from_svg_files_as_sprites_array(const std::vector<std::string>& filenames, const std::vector<std::pair<int, bool>>& states, unsigned int sprite_size_px, bool compress);
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void reset();
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//BBS: add generate logic for text strings
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int m_original_width;
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int m_original_height;
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bool generate_from_text_string(const std::string &text_str, wxFont &font, wxColor background = *wxBLACK, wxColor foreground = *wxWHITE);
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unsigned int get_id() const { return m_id; }
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int get_width() const { return m_width; }
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int get_height() const { return m_height; }
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const std::string& get_source() const { return m_source; }
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bool unsent_compressed_data_available() const { return m_compressor.unsent_compressed_data_available(); }
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void send_compressed_data_to_gpu() { m_compressor.send_compressed_data_to_gpu(); }
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bool all_compressed_data_sent_to_gpu() const { return m_compressor.all_compressed_data_sent_to_gpu(); }
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static void render_texture(unsigned int tex_id, float left, float right, float bottom, float top);
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static void render_sub_texture(unsigned int tex_id, float left, float right, float bottom, float top, const Quad_UVs& uvs);
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private:
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bool load_from_png(const std::string& filename, bool use_mipmaps, ECompressionType compression_type, bool apply_anisotropy);
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bool load_from_svg(const std::string& filename, bool use_mipmaps, bool compress, bool apply_anisotropy, unsigned int max_size_px);
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friend class Compressor;
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};
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} // namespace GUI
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} // namespace Slic3r
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#endif // slic3r_GLTexture_hpp_
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