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* Add Missing Includes Across src/slic3r/GUI Every GUI source and header now directly includes the headers declaring what it uses, rather than relying on the precompiled header or transitive includes. Generated with clang-tidy misc-include-cleaner, plus one hand edit making CalibrationPanel.hpp self-contained. * Drop the OS-Specific Includes Added Outside Their Platform Guards GLib, GTK, D-Bus and POSIX headers are only used inside platform #if blocks, which already include them. Added unconditionally at the top of the file they broke the Windows build. * Add the clang-tidy Configuration That Generated These Includes Only misc-include-cleaner's missing-include check, with the headers it must never suggest: per-platform, internal and OS-specific ones that would break other platforms or are not meant to be included directly. * Match Windows Paths in the clang-tidy Ignore List Header paths use backslashes on Windows, so every / in a pattern is now [/\\]. The Windows SDK headers are ignored alongside the other OS-specific ones, and the list is one pattern per line. Suggested by @raistlin7447 from a Windows clang-cl run.
112 lines
3.3 KiB
C++
112 lines
3.3 KiB
C++
#ifndef slic3r_OpenGLManager_hpp_
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#define slic3r_OpenGLManager_hpp_
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#include "GLShadersManager.hpp"
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#include <string>
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#include <utility>
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#include "slic3r/GUI/GLShader.hpp"
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class wxWindow;
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class wxGLCanvas;
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class wxGLContext;
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namespace Slic3r {
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namespace GUI {
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class OpenGLManager
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{
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public:
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enum class EFramebufferType : unsigned char
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{
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Unknown,
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Arb,
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Ext
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};
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class GLInfo
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{
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bool m_detected{ false };
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bool m_core_profile{ false };
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int m_max_tex_size{ 0 };
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float m_max_anisotropy{ 0.0f };
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#if ENABLE_OPENGL_AUTO_AA_SAMPLES
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int m_samples{ 0 };
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#endif // ENABLE_OPENGL_AUTO_AA_SAMPLES
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std::string m_version;
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std::string m_glsl_version;
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std::string m_vendor;
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std::string m_renderer;
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public:
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GLInfo() = default;
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const std::string& get_version() const;
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const std::string& get_glsl_version() const;
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const std::string& get_vendor() const;
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const std::string& get_renderer() const;
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bool is_core_profile() const { return m_core_profile; }
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bool is_mesa() const;
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int get_max_tex_size() const;
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float get_max_anisotropy() const;
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bool is_version_greater_or_equal_to(unsigned int major, unsigned int minor) const;
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bool is_glsl_version_greater_or_equal_to(unsigned int major, unsigned int minor) const;
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// If formatted for github, plaintext with OpenGL extensions enclosed into <details>.
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// Otherwise HTML formatted for the system info dialog.
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std::string to_string(bool for_github) const;
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private:
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void detect() const;
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};
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private:
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enum class EMultisampleState : unsigned char
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{
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Unknown,
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Enabled,
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Disabled
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};
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bool m_gl_initialized{ false };
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wxGLContext* m_context{ nullptr };
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GLShadersManager m_shaders_manager;
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static GLInfo s_gl_info;
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static bool s_compressed_textures_supported;
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static bool s_force_power_of_two_textures;
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static EMultisampleState s_multisample;
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static EFramebufferType s_framebuffers_type;
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public:
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OpenGLManager() = default;
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~OpenGLManager();
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bool init_gl(bool popup_error = true);
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wxGLContext* init_glcontext(wxGLCanvas& canvas, const std::pair<int, int>& required_opengl_version, bool enable_compatibility_profile, bool enable_debug);
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GLShaderProgram* get_shader(const std::string& shader_name) { return m_shaders_manager.get_shader(shader_name); }
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GLShaderProgram* get_current_shader() { return m_shaders_manager.get_current_shader(); }
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static bool are_compressed_textures_supported() { return s_compressed_textures_supported; }
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static bool can_multisample() { return s_multisample == EMultisampleState::Enabled; }
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static bool are_framebuffers_supported() { return (s_framebuffers_type != EFramebufferType::Unknown); }
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static EFramebufferType get_framebuffers_type() { return s_framebuffers_type; }
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static wxGLCanvas* create_wxglcanvas(wxWindow& parent);
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static const GLInfo& get_gl_info() { return s_gl_info; }
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static bool force_power_of_two_textures() { return s_force_power_of_two_textures; }
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private:
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static void detect_multisample(int* attribList);
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};
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} // namespace GUI
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} // namespace Slic3r
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#endif // slic3r_OpenGLManager_hpp_
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