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https://github.com/SoftFever/OrcaSlicer.git
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Use mipmaps for bed textures
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parent
bc5640eef4
commit
7fb6e2aa03
4 changed files with 70 additions and 18 deletions
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@ -5,6 +5,7 @@
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#include <wx/image.h>
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#include <vector>
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#include <algorithm>
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namespace Slic3r {
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namespace GUI {
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@ -22,7 +23,7 @@ GLTexture::~GLTexture()
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reset();
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}
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bool GLTexture::load_from_file(const std::string& filename)
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bool GLTexture::load_from_file(const std::string& filename, bool generate_mipmaps)
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{
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reset();
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@ -68,10 +69,20 @@ bool GLTexture::load_from_file(const std::string& filename)
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// sends data to gpu
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::glGenTextures(1, &m_id);
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::glBindTexture(GL_TEXTURE_2D, m_id);
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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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::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data());
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if (generate_mipmaps)
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{
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// we manually generate mipmaps because glGenerateMipmap() function is not reliable on all graphics cards
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_generate_mipmaps(image);
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::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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}
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else
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{
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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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}
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::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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::glBindTexture(GL_TEXTURE_2D, 0);
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m_source = filename;
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@ -134,5 +145,41 @@ void GLTexture::render_texture(unsigned int tex_id, float left, float right, flo
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::glEnable(GL_LIGHTING);
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}
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void GLTexture::_generate_mipmaps(wxImage& image)
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{
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int w = image.GetWidth();
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int h = image.GetHeight();
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GLint level = 0;
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std::vector<unsigned char> data(w * h * 4, 0);
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while ((w > 1) && (h > 1))
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{
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++level;
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w = std::max(w / 2, 1);
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h = std::max(h / 2, 1);
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int n_pixels = w * h;
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image = image.ResampleBicubic(w, h);
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unsigned char* img_rgb = image.GetData();
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unsigned char* img_alpha = image.GetAlpha();
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data.resize(n_pixels * 4);
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for (int i = 0; i < n_pixels; ++i)
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{
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int data_id = i * 4;
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int img_id = i * 3;
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data[data_id + 0] = img_rgb[img_id + 0];
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data[data_id + 1] = img_rgb[img_id + 1];
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data[data_id + 2] = img_rgb[img_id + 2];
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data[data_id + 3] = (img_alpha != nullptr) ? img_alpha[i] : 255;
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}
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::glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA8, (GLsizei)w, (GLsizei)h, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data());
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}
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}
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} // namespace GUI
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} // namespace Slic3r
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