BambuStudio/slic3r/GUI/IMToolbar.cpp

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2024-12-20 06:44:50 +00:00
#include "IMToolbar.hpp"
#include "3DScene.hpp"
#include <GL/glew.h>
#include <imgui/imgui_internal.h>
#include <imgui/imgui.h>
#include "nanosvg/nanosvg.h"
#include "nanosvg/nanosvgrast.h"
#include "libslic3r/GCode/ThumbnailData.hpp"
#include "ImGuiWrapper.hpp"
namespace Slic3r {
namespace GUI {
IMToolbarItem::~IMToolbarItem()
{
GLuint id = (GLuint)(int64_t)texture_id;
if (id != 0)
glsafe(::glDeleteTextures(1, &id));
}
bool IMToolbarItem::generate_texture()
{
GLint last_texture;
unsigned m_image_texture{ 0 };
unsigned char* pixels = (unsigned char*)(&image_data[0]);
glsafe(::glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
glsafe(::glGenTextures(1, &m_image_texture));
glsafe(::glBindTexture(GL_TEXTURE_2D, m_image_texture));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
glsafe(::glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image_width, image_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
// Store our identifier
texture_id = (ImTextureID)(intptr_t)m_image_texture;
// Restore state
glsafe(::glBindTexture(GL_TEXTURE_2D, last_texture));
return true;
}
void IMToolbar::del_all_item()
{
for (int i = 0; i < m_items.size(); i++) {
delete m_items[i];
m_items[i] = nullptr;
}
m_items.clear();
}
void IMToolbar::del_stats_item()
{
delete m_all_plates_stats_item;
m_all_plates_stats_item = nullptr;
}
void IMToolbar::set_enabled(bool enable)
{
m_enabled = enable;
if (!m_enabled)
is_render_finish = false;
}
bool IMReturnToolbar::init()
{
bool compress = false;
GLint last_texture;
unsigned m_image_texture{ 0 };
std::string path = resources_dir() + "/images/";
std::string file_name;
file_name = path + "assemble_return.svg";
ThumbnailData data;
if (!get_data_from_svg(file_name, 20, data))
return false;
unsigned char* pixels = (unsigned char*)(&data.pixels[0]);
glsafe(::glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
glsafe(::glGenTextures(1, &m_image_texture));
glsafe(::glBindTexture(GL_TEXTURE_2D, m_image_texture));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
glsafe(::glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
if (compress && GLEW_EXT_texture_compression_s3tc)
glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, data.width, data.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
else
glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, data.width, data.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
// Store our identifier
texture_id = (ImTextureID)(intptr_t)m_image_texture;
// Restore state
glsafe(::glBindTexture(GL_TEXTURE_2D, last_texture));
return true;
}
} // namespace GUI
} // namespace Slic3r