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cut the GPU load of moving the mouse over the 3D viewport (#15674)
Co-authored-by: Rodrigo Faselli <162915171+RF47@users.noreply.github.com>
This commit is contained in:
co-authored by
Rodrigo Faselli
parent
e0410db22e
commit
213c6569ab
@@ -0,0 +1,62 @@
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#include "libslic3r/libslic3r.h"
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#include "SceneCache.hpp"
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#include "3DScene.hpp"
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#include "GLModel.hpp"
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#include "GLShader.hpp"
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#include "GLTexture.hpp"
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#include "GUI_App.hpp"
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#include <glad/gl.h>
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namespace Slic3r {
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namespace GUI {
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void SceneCache::capture(Key key)
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{
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m_valid = false;
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if (wxGetApp().get_shader("flat_texture") == nullptr)
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return;
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GLTexture::copy_from_framebuffer(m_texture_id, m_texture_size, key.size[0], key.size[1], GL_NEAREST);
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m_key = std::move(key);
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m_valid = true;
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}
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void SceneCache::render(GLModel& quad)
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{
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GLShaderProgram* shader = wxGetApp().get_shader("flat_texture");
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glsafe(::glDisable(GL_DEPTH_TEST));
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glsafe(::glDisable(GL_BLEND));
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shader->start_using();
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shader->set_uniform("view_model_matrix", Transform3d::Identity());
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shader->set_uniform("projection_matrix", Transform3d::Identity());
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shader->set_uniform("uniform_texture", 0);
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glsafe(::glActiveTexture(GL_TEXTURE0));
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glsafe(::glBindTexture(GL_TEXTURE_2D, m_texture_id));
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quad.render();
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glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
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shader->stop_using();
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glsafe(::glEnable(GL_DEPTH_TEST));
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glsafe(::glEnable(GL_BLEND));
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glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
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}
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void SceneCache::reset()
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{
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m_valid = false;
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if (m_texture_id != 0) {
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glsafe(::glDeleteTextures(1, &m_texture_id));
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m_texture_id = 0;
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}
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m_texture_size = { { 0, 0 } };
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}
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} // namespace GUI
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} // namespace Slic3r
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