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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.
65 lines
1.5 KiB
C++
65 lines
1.5 KiB
C++
#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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#include <utility>
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#include "libslic3r/Point.hpp"
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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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