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#ifndef slic3r_GLTexture_hpp_
#define slic3r_GLTexture_hpp_
#include <string>
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 generate_mipmaps);
void reset();
unsigned int get_id() const;
int get_width() const;
int get_height() const;
const std::string& get_source() const;
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);
};
} // namespace GUI
} // namespace Slic3r
#endif // slic3r_GLTexture_hpp_
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