mirror of
https://github.com/SoftFever/OrcaSlicer.git
synced 2025-07-20 21:27:52 -06:00
Code cleanup
This commit is contained in:
parent
be7b786fee
commit
7f267987cb
4 changed files with 4 additions and 386 deletions
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@ -540,10 +540,7 @@ double GLVolume::layer_height_texture_z_to_row_id() const
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void GLVolume::generate_layer_height_texture(PrintObject *print_object, bool force)
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{
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//########################################################################################################################################3
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LayersTexture *tex = this->layer_height_texture.get();
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// GLTexture *tex = this->layer_height_texture.get();
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//########################################################################################################################################3
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if (tex == nullptr)
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// No layer_height_texture is assigned to this GLVolume, therefore the layer height texture cannot be filled.
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return;
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@ -591,10 +588,7 @@ std::vector<int> GLVolumeCollection::load_object(
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};
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// Object will have a single common layer height texture for all volumes.
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//########################################################################################################################################3
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std::shared_ptr<LayersTexture> layer_height_texture = std::make_shared<LayersTexture>();
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// std::shared_ptr<GLTexture> layer_height_texture = std::make_shared<GLTexture>();
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//########################################################################################################################################3
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std::vector<int> volumes_idx;
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for (int volume_idx = 0; volume_idx < int(model_object->volumes.size()); ++ volume_idx) {
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@ -1599,41 +1593,9 @@ _3DScene::LegendTexture _3DScene::s_legend_texture;
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_3DScene::WarningTexture _3DScene::s_warning_texture;
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GUI::GLCanvas3DManager _3DScene::s_canvas_mgr;
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//########################################################################################################################################3
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//unsigned int _3DScene::TextureBase::finalize()
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//{
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// if ((m_tex_id == 0) && !m_data.empty()) {
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// // sends buffer to gpu
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// ::glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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// ::glGenTextures(1, &m_tex_id);
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// ::glBindTexture(GL_TEXTURE_2D, (GLuint)m_tex_id);
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// ::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)m_tex_width, (GLsizei)m_tex_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)m_data.data());
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// ::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// ::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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// ::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
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// ::glBindTexture(GL_TEXTURE_2D, 0);
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// m_data.clear();
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// }
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// return (m_tex_width > 0 && m_tex_height > 0) ? m_tex_id : 0;
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//}
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//
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//void _3DScene::TextureBase::_destroy_texture()
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//{
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// if (m_tex_id > 0)
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// {
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// ::glDeleteTextures(1, &m_tex_id);
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// m_tex_id = 0;
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// m_tex_height = 0;
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// m_tex_width = 0;
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// }
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// m_data.clear();
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//}
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//########################################################################################################################################3
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const unsigned char _3DScene::WarningTexture::Background_Color[3] = { 9, 91, 134 };
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const unsigned char _3DScene::WarningTexture::Opacity = 255;
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//########################################################################################################################################3
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bool _3DScene::WarningTexture::generate(const std::string& msg)
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{
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reset();
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@ -1701,73 +1663,10 @@ bool _3DScene::WarningTexture::generate(const std::string& msg)
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return true;
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}
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//// Generate a texture data, but don't load it into the GPU yet, as the GPU context may not yet be valid.
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//bool _3DScene::WarningTexture::generate(const std::string& msg)
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//{
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// // Mark the texture as released, but don't release the texture from the GPU yet.
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// m_tex_width = m_tex_height = 0;
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// m_data.clear();
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//
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// if (msg.empty())
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// return false;
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//
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// wxMemoryDC memDC;
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// // select default font
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// memDC.SetFont(wxSystemSettings::GetFont(wxSYS_DEFAULT_GUI_FONT));
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//
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// // calculates texture size
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// wxCoord w, h;
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// memDC.GetTextExtent(msg, &w, &h);
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// m_tex_width = (unsigned int)w;
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// m_tex_height = (unsigned int)h;
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//
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// // generates bitmap
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// wxBitmap bitmap(m_tex_width, m_tex_height);
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//
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//#if defined(__APPLE__) || defined(_MSC_VER)
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// bitmap.UseAlpha();
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//#endif
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//
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// memDC.SelectObject(bitmap);
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// memDC.SetBackground(wxBrush(wxColour(Background_Color[0], Background_Color[1], Background_Color[2])));
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// memDC.Clear();
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//
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// memDC.SetTextForeground(*wxWHITE);
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//
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// // draw message
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// memDC.DrawText(msg, 0, 0);
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//
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// memDC.SelectObject(wxNullBitmap);
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//
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// // Convert the bitmap into a linear data ready to be loaded into the GPU.
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// {
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// wxImage image = bitmap.ConvertToImage();
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// image.SetMaskColour(Background_Color[0], Background_Color[1], Background_Color[2]);
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//
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// // prepare buffer
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// m_data.assign(4 * m_tex_width * m_tex_height, 0);
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// for (unsigned int h = 0; h < m_tex_height; ++h)
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// {
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// unsigned int hh = h * m_tex_width;
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// unsigned char* px_ptr = m_data.data() + 4 * hh;
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// for (unsigned int w = 0; w < m_tex_width; ++w)
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// {
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// *px_ptr++ = image.GetRed(w, h);
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// *px_ptr++ = image.GetGreen(w, h);
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// *px_ptr++ = image.GetBlue(w, h);
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// *px_ptr++ = image.IsTransparent(w, h) ? 0 : Opacity;
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// }
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// }
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// }
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// return true;
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//}
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//########################################################################################################################################3
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const unsigned char _3DScene::LegendTexture::Squares_Border_Color[3] = { 64, 64, 64 };
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const unsigned char _3DScene::LegendTexture::Background_Color[3] = { 9, 91, 134 };
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const unsigned char _3DScene::LegendTexture::Opacity = 255;
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//########################################################################################################################################3
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bool _3DScene::LegendTexture::generate(const GCodePreviewData& preview_data, const std::vector<float>& tool_colors)
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{
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reset();
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@ -1912,146 +1811,6 @@ bool _3DScene::LegendTexture::generate(const GCodePreviewData& preview_data, con
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return true;
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}
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//// Generate a texture data, but don't load it into the GPU yet, as the GPU context may not yet be valid.
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//bool _3DScene::LegendTexture::generate(const GCodePreviewData& preview_data, const std::vector<float>& tool_colors)
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//{
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// // Mark the texture as released, but don't release the texture from the GPU yet.
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// m_tex_width = m_tex_height = 0;
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// m_data.clear();
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//
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// // collects items to render
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// auto title = _(preview_data.get_legend_title());
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// const GCodePreviewData::LegendItemsList& items = preview_data.get_legend_items(tool_colors);
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//
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// unsigned int items_count = (unsigned int)items.size();
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// if (items_count == 0)
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// // nothing to render, return
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// return false;
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//
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// wxMemoryDC memDC;
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// // select default font
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// memDC.SetFont(wxSystemSettings::GetFont(wxSYS_DEFAULT_GUI_FONT));
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//
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// // calculates texture size
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// wxCoord w, h;
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// memDC.GetTextExtent(title, &w, &h);
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// unsigned int title_width = (unsigned int)w;
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// unsigned int title_height = (unsigned int)h;
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//
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// unsigned int max_text_width = 0;
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// unsigned int max_text_height = 0;
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// for (const GCodePreviewData::LegendItem& item : items)
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// {
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// memDC.GetTextExtent(GUI::from_u8(item.text), &w, &h);
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// max_text_width = std::max(max_text_width, (unsigned int)w);
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// max_text_height = std::max(max_text_height, (unsigned int)h);
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// }
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//
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// m_tex_width = std::max(2 * Px_Border + title_width, 2 * (Px_Border + Px_Square_Contour) + Px_Square + Px_Text_Offset + max_text_width);
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// m_tex_height = 2 * (Px_Border + Px_Square_Contour) + title_height + Px_Title_Offset + items_count * Px_Square;
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// if (items_count > 1)
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// m_tex_height += (items_count - 1) * Px_Square_Contour;
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//
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// // generates bitmap
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// wxBitmap bitmap(m_tex_width, m_tex_height);
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//
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//#if defined(__APPLE__) || defined(_MSC_VER)
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// bitmap.UseAlpha();
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//#endif
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//
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// memDC.SelectObject(bitmap);
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// memDC.SetBackground(wxBrush(wxColour(Background_Color[0], Background_Color[1], Background_Color[2])));
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// memDC.Clear();
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//
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// memDC.SetTextForeground(*wxWHITE);
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//
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// // draw title
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// unsigned int title_x = Px_Border;
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// unsigned int title_y = Px_Border;
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// memDC.DrawText(title, title_x, title_y);
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//
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// // draw icons contours as background
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// unsigned int squares_contour_x = Px_Border;
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// unsigned int squares_contour_y = Px_Border + title_height + Px_Title_Offset;
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// unsigned int squares_contour_width = Px_Square + 2 * Px_Square_Contour;
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// unsigned int squares_contour_height = items_count * Px_Square + 2 * Px_Square_Contour;
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// if (items_count > 1)
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// squares_contour_height += (items_count - 1) * Px_Square_Contour;
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//
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// wxColour color(Squares_Border_Color[0], Squares_Border_Color[1], Squares_Border_Color[2]);
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// wxPen pen(color);
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// wxBrush brush(color);
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// memDC.SetPen(pen);
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// memDC.SetBrush(brush);
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// memDC.DrawRectangle(wxRect(squares_contour_x, squares_contour_y, squares_contour_width, squares_contour_height));
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//
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// // draw items (colored icon + text)
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// unsigned int icon_x = squares_contour_x + Px_Square_Contour;
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// unsigned int icon_x_inner = icon_x + 1;
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// unsigned int icon_y = squares_contour_y + Px_Square_Contour;
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// unsigned int icon_y_step = Px_Square + Px_Square_Contour;
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//
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// unsigned int text_x = icon_x + Px_Square + Px_Text_Offset;
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// unsigned int text_y_offset = (Px_Square - max_text_height) / 2;
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//
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// unsigned int px_inner_square = Px_Square - 2;
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//
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// for (const GCodePreviewData::LegendItem& item : items)
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// {
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// // draw darker icon perimeter
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// const std::vector<unsigned char>& item_color_bytes = item.color.as_bytes();
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// wxImage::HSVValue dark_hsv = wxImage::RGBtoHSV(wxImage::RGBValue(item_color_bytes[0], item_color_bytes[1], item_color_bytes[2]));
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// dark_hsv.value *= 0.75;
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// wxImage::RGBValue dark_rgb = wxImage::HSVtoRGB(dark_hsv);
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// color.Set(dark_rgb.red, dark_rgb.green, dark_rgb.blue, item_color_bytes[3]);
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// pen.SetColour(color);
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// brush.SetColour(color);
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// memDC.SetPen(pen);
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// memDC.SetBrush(brush);
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// memDC.DrawRectangle(wxRect(icon_x, icon_y, Px_Square, Px_Square));
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//
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// // draw icon interior
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// color.Set(item_color_bytes[0], item_color_bytes[1], item_color_bytes[2], item_color_bytes[3]);
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// pen.SetColour(color);
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// brush.SetColour(color);
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// memDC.SetPen(pen);
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// memDC.SetBrush(brush);
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// memDC.DrawRectangle(wxRect(icon_x_inner, icon_y + 1, px_inner_square, px_inner_square));
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//
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// // draw text
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// memDC.DrawText(GUI::from_u8(item.text), text_x, icon_y + text_y_offset);
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//
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// // update y
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// icon_y += icon_y_step;
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// }
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//
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// memDC.SelectObject(wxNullBitmap);
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//
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// // Convert the bitmap into a linear data ready to be loaded into the GPU.
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// {
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// wxImage image = bitmap.ConvertToImage();
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// image.SetMaskColour(Background_Color[0], Background_Color[1], Background_Color[2]);
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//
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// // prepare buffer
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// m_data.assign(4 * m_tex_width * m_tex_height, 0);
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// for (unsigned int h = 0; h < m_tex_height; ++h)
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// {
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// unsigned int hh = h * m_tex_width;
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// unsigned char* px_ptr = m_data.data() + 4 * hh;
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// for (unsigned int w = 0; w < m_tex_width; ++w)
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// {
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// *px_ptr++ = image.GetRed(w, h);
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// *px_ptr++ = image.GetGreen(w, h);
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// *px_ptr++ = image.GetBlue(w, h);
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// *px_ptr++ = image.IsTransparent(w, h) ? 0 : Opacity;
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// }
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// }
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// }
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// return true;
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//}
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//########################################################################################################################################3
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void _3DScene::init_gl()
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{
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s_canvas_mgr.init_gl();
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@ -2459,27 +2218,11 @@ void _3DScene::generate_legend_texture(const GCodePreviewData& preview_data, con
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s_legend_texture.generate(preview_data, tool_colors);
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}
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//###################################################################################################################################################
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//unsigned int _3DScene::get_legend_texture_width()
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//{
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// return s_legend_texture.get_texture_width();
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//}
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//
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//unsigned int _3DScene::get_legend_texture_height()
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//{
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// return s_legend_texture.get_texture_height();
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//}
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//###################################################################################################################################################
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void _3DScene::reset_legend_texture()
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{
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//###################################################################################################################################################
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s_legend_texture.reset();
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// s_legend_texture.reset_texture();
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//###################################################################################################################################################
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}
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//###################################################################################################################################################
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unsigned int _3DScene::get_legend_texture_id()
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{
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return s_legend_texture.get_id();
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@ -2495,24 +2238,6 @@ int _3DScene::get_legend_texture_height()
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return s_legend_texture.get_height();
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}
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//unsigned int _3DScene::finalize_legend_texture()
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//{
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// return s_legend_texture.finalize();
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//}
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//###################################################################################################################################################
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//###################################################################################################################################################
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//unsigned int _3DScene::get_warning_texture_width()
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//{
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// return s_warning_texture.get_texture_width();
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//}
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//
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//unsigned int _3DScene::get_warning_texture_height()
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//{
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// return s_warning_texture.get_texture_height();
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//}
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//###################################################################################################################################################
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void _3DScene::generate_warning_texture(const std::string& msg)
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{
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s_warning_texture.generate(msg);
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@ -2520,13 +2245,9 @@ void _3DScene::generate_warning_texture(const std::string& msg)
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void _3DScene::reset_warning_texture()
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{
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//###################################################################################################################################################
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s_warning_texture.reset();
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// s_warning_texture.reset_texture();
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//###################################################################################################################################################
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}
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//###################################################################################################################################################
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unsigned int _3DScene::get_warning_texture_id()
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{
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return s_warning_texture.get_id();
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@ -2542,10 +2263,4 @@ int _3DScene::get_warning_texture_height()
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return s_warning_texture.get_height();
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}
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//unsigned int _3DScene::finalize_warning_texture()
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//{
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// return s_warning_texture.finalize();
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//}
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//###################################################################################################################################################
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} // namespace Slic3r
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