mirror of
https://github.com/SoftFever/OrcaSlicer.git
synced 2025-07-12 17:27:52 -06:00
Tech ENABLE_GLBEGIN_GLEND_REMOVAL - Textures rendering
(cherry picked from commit prusa3d/PrusaSlicer@1a47211bfc)
This commit is contained in:
parent
04ad26f611
commit
7907426d00
7 changed files with 75 additions and 43 deletions
|
@ -1279,40 +1279,36 @@ void GLGizmosManager::update_after_undo_redo(const UndoRedo::Snapshot& snapshot)
|
|||
|
||||
void GLGizmosManager::render_background(float left, float top, float right, float bottom, float border) const
|
||||
{
|
||||
unsigned int tex_id = m_background_texture.texture.get_id();
|
||||
float tex_width = (float)m_background_texture.texture.get_width();
|
||||
float tex_height = (float)m_background_texture.texture.get_height();
|
||||
if ((tex_id != 0) && (tex_width > 0) && (tex_height > 0))
|
||||
{
|
||||
const unsigned int tex_id = m_background_texture.texture.get_id();
|
||||
const float tex_width = float(m_background_texture.texture.get_width());
|
||||
const float tex_height = float(m_background_texture.texture.get_height());
|
||||
if (tex_id != 0 && tex_width > 0 && tex_height > 0) {
|
||||
//BBS: GUI refactor: remove the corners of gizmo
|
||||
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;
|
||||
const float inv_tex_width = (tex_width != 0.0f) ? 1.0f / tex_width : 0.0f;
|
||||
const float inv_tex_height = (tex_height != 0.0f) ? 1.0f / tex_height : 0.0f;
|
||||
|
||||
float internal_left_uv = (float)m_background_texture.metadata.left * inv_tex_width;
|
||||
float internal_right_uv = 1.0f - (float)m_background_texture.metadata.right * inv_tex_width;
|
||||
float internal_top_uv = 1.0f - (float)m_background_texture.metadata.top * inv_tex_height;
|
||||
float internal_bottom_uv = (float)m_background_texture.metadata.bottom * inv_tex_height;
|
||||
const float internal_left_uv = (float)m_background_texture.metadata.left * inv_tex_width;
|
||||
const float internal_right_uv = 1.0f - (float)m_background_texture.metadata.right * inv_tex_width;
|
||||
const float internal_top_uv = 1.0f - (float)m_background_texture.metadata.top * inv_tex_height;
|
||||
const float internal_bottom_uv = (float)m_background_texture.metadata.bottom * inv_tex_height;
|
||||
|
||||
GLTexture::render_sub_texture(tex_id, left, right, bottom, top, { { internal_left_uv, internal_bottom_uv }, { internal_right_uv, internal_bottom_uv }, { internal_right_uv, internal_top_uv }, { internal_left_uv, internal_top_uv } });
|
||||
|
||||
/*
|
||||
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;
|
||||
float internal_right = right - border;
|
||||
float internal_top = top - border;
|
||||
float internal_bottom = bottom + border;
|
||||
const float internal_left = left + border;
|
||||
const float internal_right = right - border;
|
||||
const float internal_top = top - border;
|
||||
const float internal_bottom = bottom + border;
|
||||
|
||||
// float left_uv = 0.0f;
|
||||
float right_uv = 1.0f;
|
||||
float top_uv = 1.0f;
|
||||
float bottom_uv = 0.0f;
|
||||
const float right_uv = 1.0f;
|
||||
const float top_uv = 1.0f;
|
||||
const float bottom_uv = 0.0f;
|
||||
|
||||
float internal_left_uv = (float)m_background_texture.metadata.left * inv_tex_width;
|
||||
float internal_right_uv = 1.0f - (float)m_background_texture.metadata.right * inv_tex_width;
|
||||
float internal_top_uv = 1.0f - (float)m_background_texture.metadata.top * inv_tex_height;
|
||||
float internal_bottom_uv = (float)m_background_texture.metadata.bottom * inv_tex_height;
|
||||
const float internal_left_uv = float(m_background_texture.metadata.left) * inv_tex_width;
|
||||
const float internal_right_uv = 1.0f - float(m_background_texture.metadata.right) * inv_tex_width;
|
||||
const float internal_top_uv = 1.0f - float(m_background_texture.metadata.top) * inv_tex_height;
|
||||
const float internal_bottom_uv = float(m_background_texture.metadata.bottom) * inv_tex_height;
|
||||
|
||||
// top-left corner
|
||||
GLTexture::render_sub_texture(tex_id, left, internal_left, internal_top, top, { { internal_left_uv, internal_bottom_uv }, { internal_right_uv, internal_bottom_uv }, { internal_right_uv, internal_top_uv }, { internal_left_uv, internal_top_uv } });
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue