#include "GLGizmoBase.hpp" #include "slic3r/GUI/GLCanvas3D.hpp" #include #include "slic3r/GUI/GUI_App.hpp" // TODO: Display tooltips quicker on Linux namespace Slic3r { namespace GUI { const float GLGizmoBase::Grabber::SizeFactor = 0.05f; const float GLGizmoBase::Grabber::MinHalfSize = 1.5f; const float GLGizmoBase::Grabber::DraggingScaleFactor = 1.25f; GLGizmoBase::Grabber::Grabber() : center(Vec3d::Zero()) , angles(Vec3d::Zero()) , dragging(false) , enabled(true) { color = { 1.0f, 1.0f, 1.0f, 1.0f }; } void GLGizmoBase::Grabber::render(bool hover, float size) const { std::array render_color; if (hover) { render_color[0] = (1.0f - color[0]); render_color[1] = (1.0f - color[1]); render_color[2] = (1.0f - color[2]); render_color[3] = color[3]; } else render_color = color; render(size, render_color, false); } float GLGizmoBase::Grabber::get_half_size(float size) const { return std::max(size * SizeFactor, MinHalfSize); } float GLGizmoBase::Grabber::get_dragging_half_size(float size) const { return get_half_size(size) * DraggingScaleFactor; } void GLGizmoBase::Grabber::render(float size, const std::array& render_color, bool picking) const { if (! cube_initialized) { // This cannot be done in constructor, OpenGL is not yet // initialized at that point (on Linux at least). TriangleMesh mesh = make_cube(1., 1., 1.); mesh.translate(Vec3f(-0.5, -0.5, -0.5)); const_cast(cube).init_from(mesh); const_cast(cube_initialized) = true; } float fullsize = 2 * (dragging ? get_dragging_half_size(size) : get_half_size(size)); const_cast(&cube)->set_color(-1, render_color); glsafe(::glPushMatrix()); glsafe(::glTranslated(center.x(), center.y(), center.z())); glsafe(::glRotated(Geometry::rad2deg(angles.z()), 0.0, 0.0, 1.0)); glsafe(::glRotated(Geometry::rad2deg(angles.y()), 0.0, 1.0, 0.0)); glsafe(::glRotated(Geometry::rad2deg(angles.x()), 1.0, 0.0, 0.0)); glsafe(::glScaled(fullsize, fullsize, fullsize)); cube.render(); glsafe(::glPopMatrix()); } GLGizmoBase::GLGizmoBase(GLCanvas3D& parent, const std::string& icon_filename, unsigned int sprite_id) : m_parent(parent) , m_group_id(-1) , m_state(Off) , m_shortcut_key(0) , m_icon_filename(icon_filename) , m_sprite_id(sprite_id) , m_hover_id(-1) , m_dragging(false) , m_imgui(wxGetApp().imgui()) , m_first_input_window_render(true) { m_base_color = DEFAULT_BASE_COLOR; m_drag_color = DEFAULT_DRAG_COLOR; m_highlight_color = DEFAULT_HIGHLIGHT_COLOR; m_cone.init_from(make_cone(1., 1., 2 * PI / 24)); m_sphere.init_from(make_sphere(1., (2 * M_PI) / 24.)); m_cylinder.init_from(make_cylinder(1., 1., 2 * PI / 24.)); } void GLGizmoBase::set_hover_id(int id) { if (m_grabbers.empty() || (id < (int)m_grabbers.size())) { m_hover_id = id; on_set_hover_id(); } } void GLGizmoBase::set_highlight_color(const std::array& color) { m_highlight_color = color; } void GLGizmoBase::enable_grabber(unsigned int id) { if (id < m_grabbers.size()) m_grabbers[id].enabled = true; on_enable_grabber(id); } void GLGizmoBase::disable_grabber(unsigned int id) { if (id < m_grabbers.size()) m_grabbers[id].enabled = false; on_disable_grabber(id); } void GLGizmoBase::start_dragging() { m_dragging = true; for (int i = 0; i < (int)m_grabbers.size(); ++i) { m_grabbers[i].dragging = (m_hover_id == i); } on_start_dragging(); } void GLGizmoBase::stop_dragging() { m_dragging = false; for (int i = 0; i < (int)m_grabbers.size(); ++i) { m_grabbers[i].dragging = false; } on_stop_dragging(); } void GLGizmoBase::update(const UpdateData& data) { if (m_hover_id != -1) on_update(data); } std::array GLGizmoBase::picking_color_component(unsigned int id) const { static const float INV_255 = 1.0f / 255.0f; id = BASE_ID - id; if (m_group_id > -1) id -= m_group_id; // color components are encoded to match the calculation of volume_id made into GLCanvas3D::_picking_pass() return std::array { float((id >> 0) & 0xff) * INV_255, // red float((id >> 8) & 0xff) * INV_255, // green float((id >> 16) & 0xff) * INV_255, // blue float(picking_checksum_alpha_channel(id & 0xff, (id >> 8) & 0xff, (id >> 16) & 0xff))* INV_255 // checksum for validating against unwanted alpha blending and multi sampling }; } void GLGizmoBase::render_grabbers(const BoundingBoxf3& box) const { render_grabbers((float)((box.size().x() + box.size().y() + box.size().z()) / 3.0)); } void GLGizmoBase::render_grabbers(float size) const { GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light"); if (shader == nullptr) return; shader->start_using(); shader->set_uniform("emission_factor", 0.1); for (int i = 0; i < (int)m_grabbers.size(); ++i) { if (m_grabbers[i].enabled) m_grabbers[i].render(m_hover_id == i, size); } shader->stop_using(); } void GLGizmoBase::render_grabbers_for_picking(const BoundingBoxf3& box) const { float mean_size = (float)((box.size().x() + box.size().y() + box.size().z()) / 3.0); for (unsigned int i = 0; i < (unsigned int)m_grabbers.size(); ++i) { if (m_grabbers[i].enabled) { std::array color = picking_color_component(i); m_grabbers[i].color = color; m_grabbers[i].render_for_picking(mean_size); } } } std::string GLGizmoBase::format(float value, unsigned int decimals) const { return Slic3r::string_printf("%.*f", decimals, value); } void GLGizmoBase::render_input_window(float x, float y, float bottom_limit) { on_render_input_window(x, y, bottom_limit); if (m_first_input_window_render) { // for some reason, the imgui dialogs are not shown on screen in the 1st frame where they are rendered, but show up only with the 2nd rendered frame // so, we forces another frame rendering the first time the imgui window is shown m_parent.set_as_dirty(); m_first_input_window_render = false; } } // Produce an alpha channel checksum for the red green blue components. The alpha channel may then be used to verify, whether the rgb components // were not interpolated by alpha blending or multi sampling. unsigned char picking_checksum_alpha_channel(unsigned char red, unsigned char green, unsigned char blue) { // 8 bit hash for the color unsigned char b = ((((37 * red) + green) & 0x0ff) * 37 + blue) & 0x0ff; // Increase enthropy by a bit reversal b = (b & 0xF0) >> 4 | (b & 0x0F) << 4; b = (b & 0xCC) >> 2 | (b & 0x33) << 2; b = (b & 0xAA) >> 1 | (b & 0x55) << 1; // Flip every second bit to increase the enthropy even more. b ^= 0x55; return b; } } // namespace GUI } // namespace Slic3r