#ifndef slic3r_GLTexture_hpp_ #define slic3r_GLTexture_hpp_ #include #include class wxImage; namespace Slic3r { namespace GUI { class GLTexture { public: struct UV { float u; float v; }; struct Quad_UVs { UV left_bottom; UV right_bottom; UV right_top; UV left_top; }; static Quad_UVs FullTextureUVs; protected: unsigned int m_id; int m_width; int m_height; std::string m_source; public: GLTexture(); virtual ~GLTexture(); bool load_from_file(const std::string& filename, bool use_mipmaps); bool load_from_svg_file(const std::string& filename, bool use_mipmaps, unsigned int max_size_px); // meanings of states: (std::pair) // first field (int): // 0 -> no changes // 1 -> use white only color variant // 2 -> use gray only color variant // second field (bool): // false -> no changes // true -> add background color bool load_from_svg_files_as_sprites_array(const std::vector& filenames, const std::vector>& states, unsigned int sprite_size_px); void reset(); unsigned int get_id() const { return m_id; } int get_width() const { return m_width; } int get_height() const { return m_height; } const std::string& get_source() const { return m_source; } static void render_texture(unsigned int tex_id, float left, float right, float bottom, float top); static void render_sub_texture(unsigned int tex_id, float left, float right, float bottom, float top, const Quad_UVs& uvs); protected: unsigned int generate_mipmaps(wxImage& image); private: bool load_from_png(const std::string& filename, bool use_mipmaps); bool load_from_svg(const std::string& filename, bool use_mipmaps, unsigned int max_size_px); }; } // namespace GUI } // namespace Slic3r #endif // slic3r_GLTexture_hpp_