New Cam simulator based on low level OpenGL functions (faster and more precise) (#13884)
* Initial opengl test window * added core files * some fixes for code comparability with other platforms * more compatibility cleanup * add missing opengl libraries * Basic simulation window works! * try using different define * fix wrapper for better compatibility * Gui is now operational * Finally SIM works on actual freecad models * support drill commands * cleanup python script and add tool profile generation * Now using actual tools specified in the operation. * support mouse wheel and freecad-style 3d navigation * Support accuracy gauge * remove endsimulation reference * show simulation speed indicator * apply clang-format * apply changes suggested by code review * gui items are loaded via QT resource system instead of hard coded * use vector instead of pointer to pass tool profile points * Fix some more formatting errors.
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src/Mod/CAM/PathSimulator/AppGL/Texture.cpp
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src/Mod/CAM/PathSimulator/AppGL/Texture.cpp
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/***************************************************************************
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* Copyright (c) 2024 Shai Seger <shaise at gmail> *
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* *
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* This file is part of the FreeCAD CAx development system. *
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* *
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* This library is free software; you can redistribute it and/or *
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* modify it under the terms of the GNU Library General Public *
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* License as published by the Free Software Foundation; either *
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* version 2 of the License, or (at your option) any later version. *
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* *
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* This library is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU Library General Public License for more details. *
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* *
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* You should have received a copy of the GNU Library General Public *
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* License along with this library; see the file COPYING.LIB. If not, *
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* write to the Free Software Foundation, Inc., 59 Temple Place, *
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* Suite 330, Boston, MA 02111-1307, USA *
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* *
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***************************************************************************/
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#include "Texture.h"
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#include "GlUtils.h"
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namespace MillSim
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{
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Texture::~Texture()
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{
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glDeleteTextures(1, &mTextureId);
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}
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bool Texture::LoadImage(unsigned int* image, int _width, int _height)
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{
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width = _width;
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height = _height;
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glGenTextures(1, &mTextureId);
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glBindTexture(GL_TEXTURE_2D, mTextureId);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
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glBindTexture(GL_TEXTURE_2D, 0);
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return true;
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}
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bool Texture::Activate()
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{
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, mTextureId);
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return true;
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}
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bool Texture::unbind()
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{
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glBindTexture(GL_TEXTURE_2D, 0);
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return true;
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}
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} // namespace MillSim
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