mirror of
https://git.mirrors.martin98.com/https://github.com/prusa3d/PrusaSlicer.git
synced 2025-07-13 03:01:48 +08:00
179 lines
6.4 KiB
C++
179 lines
6.4 KiB
C++
#include "GLSelectionRectangle.hpp"
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#include "Camera.hpp"
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#include "CameraUtils.hpp"
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#include "3DScene.hpp"
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#include "GLCanvas3D.hpp"
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#include "GUI_App.hpp"
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#include "Plater.hpp"
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#include <igl/project.h>
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#include <GL/glew.h>
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namespace Slic3r {
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namespace GUI {
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void GLSelectionRectangle::start_dragging(const Vec2d& mouse_position, EState state)
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{
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if (is_dragging() || state == EState::Off)
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return;
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m_state = state;
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m_start_corner = mouse_position;
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m_end_corner = mouse_position;
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}
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void GLSelectionRectangle::dragging(const Vec2d& mouse_position)
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{
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if (!is_dragging())
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return;
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m_end_corner = mouse_position;
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}
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std::vector<unsigned int> GLSelectionRectangle::stop_dragging(const GLCanvas3D& canvas, const std::vector<Vec3d>& points)
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{
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std::vector<unsigned int> out;
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if (!is_dragging())
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return out;
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m_state = EState::Off;
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// bounding box created from the rectangle corners - will take care of order of the corners
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BoundingBox rectangle(Points{ Point(m_start_corner.cast<coord_t>()), Point(m_end_corner.cast<coord_t>()) });
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// Iterate over all points and determine whether they're in the rectangle.
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const Camera &camera = wxGetApp().plater()->get_camera();
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Points points_2d = CameraUtils::project(camera, points);
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for (int i = 0; i<points.size(); ++i)
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if (rectangle.contains(points_2d[i]))
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out.push_back(i);
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return out;
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}
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void GLSelectionRectangle::stop_dragging()
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{
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if (is_dragging())
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m_state = EState::Off;
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}
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void GLSelectionRectangle::render(const GLCanvas3D& canvas)
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{
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if (!is_dragging())
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return;
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const Size cnv_size = canvas.get_canvas_size();
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#if ENABLE_GL_SHADERS_ATTRIBUTES
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const float cnv_width = (float)cnv_size.get_width();
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const float cnv_height = (float)cnv_size.get_height();
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if (cnv_width == 0.0f || cnv_height == 0.0f)
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return;
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const float cnv_inv_width = 1.0f / cnv_width;
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const float cnv_inv_height = 1.0f / cnv_height;
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const float left = 2.0f * (get_left() * cnv_inv_width - 0.5f);
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const float right = 2.0f * (get_right() * cnv_inv_width - 0.5f);
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const float top = -2.0f * (get_top() * cnv_inv_height - 0.5f);
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const float bottom = -2.0f * (get_bottom() * cnv_inv_height - 0.5f);
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#else
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const Camera& camera = wxGetApp().plater()->get_camera();
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const float inv_zoom = (float)camera.get_inv_zoom();
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const float cnv_half_width = 0.5f * (float)cnv_size.get_width();
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const float cnv_half_height = 0.5f * (float)cnv_size.get_height();
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if (cnv_half_width == 0.0f || cnv_half_height == 0.0f)
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return;
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const Vec2d start(m_start_corner.x() - cnv_half_width, cnv_half_height - m_start_corner.y());
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const Vec2d end(m_end_corner.x() - cnv_half_width, cnv_half_height - m_end_corner.y());
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const float left = (float)std::min(start.x(), end.x()) * inv_zoom;
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const float top = (float)std::max(start.y(), end.y()) * inv_zoom;
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const float right = (float)std::max(start.x(), end.x()) * inv_zoom;
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const float bottom = (float)std::min(start.y(), end.y()) * inv_zoom;
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#endif // ENABLE_GL_SHADERS_ATTRIBUTES
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glsafe(::glLineWidth(1.5f));
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#if !ENABLE_LEGACY_OPENGL_REMOVAL
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float color[3];
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color[0] = (m_state == EState::Select) ? 0.3f : 1.0f;
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color[1] = (m_state == EState::Select) ? 1.0f : 0.3f;
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color[2] = 0.3f;
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glsafe(::glColor3fv(color));
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#endif // !ENABLE_LEGACY_OPENGL_REMOVAL
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glsafe(::glDisable(GL_DEPTH_TEST));
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#if !ENABLE_GL_SHADERS_ATTRIBUTES
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glsafe(::glPushMatrix());
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glsafe(::glLoadIdentity());
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// ensure that the rectangle is renderered inside the frustrum
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glsafe(::glTranslated(0.0, 0.0, -(camera.get_near_z() + 0.5)));
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// ensure that the overlay fits the frustrum near z plane
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const double gui_scale = camera.get_gui_scale();
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glsafe(::glScaled(gui_scale, gui_scale, 1.0));
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#endif // !ENABLE_GL_SHADERS_ATTRIBUTES
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glsafe(::glPushAttrib(GL_ENABLE_BIT));
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glsafe(::glLineStipple(4, 0xAAAA));
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glsafe(::glEnable(GL_LINE_STIPPLE));
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#if ENABLE_LEGACY_OPENGL_REMOVAL
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GLShaderProgram* shader = wxGetApp().get_shader("flat");
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if (shader != nullptr) {
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shader->start_using();
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if (!m_rectangle.is_initialized() || !m_old_start_corner.isApprox(m_start_corner) || !m_old_end_corner.isApprox(m_end_corner)) {
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m_old_start_corner = m_start_corner;
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m_old_end_corner = m_end_corner;
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m_rectangle.reset();
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GLModel::Geometry init_data;
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init_data.format = { GLModel::Geometry::EPrimitiveType::LineLoop, GLModel::Geometry::EVertexLayout::P2 };
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init_data.reserve_vertices(4);
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init_data.reserve_indices(4);
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// vertices
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init_data.add_vertex(Vec2f(left, bottom));
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init_data.add_vertex(Vec2f(right, bottom));
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init_data.add_vertex(Vec2f(right, top));
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init_data.add_vertex(Vec2f(left, top));
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// indices
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init_data.add_index(0);
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init_data.add_index(1);
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init_data.add_index(2);
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init_data.add_index(3);
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m_rectangle.init_from(std::move(init_data));
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}
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#if ENABLE_GL_SHADERS_ATTRIBUTES
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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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#endif // ENABLE_GL_SHADERS_ATTRIBUTES
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m_rectangle.set_color(ColorRGBA((m_state == EState::Select) ? 0.3f : 1.0f, (m_state == EState::Select) ? 1.0f : 0.3f, 0.3f, 1.0f));
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m_rectangle.render();
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shader->stop_using();
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}
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#else
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::glBegin(GL_LINE_LOOP);
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::glVertex2f((GLfloat)left, (GLfloat)bottom);
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::glVertex2f((GLfloat)right, (GLfloat)bottom);
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::glVertex2f((GLfloat)right, (GLfloat)top);
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::glVertex2f((GLfloat)left, (GLfloat)top);
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glsafe(::glEnd());
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#endif // ENABLE_LEGACY_OPENGL_REMOVAL
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glsafe(::glPopAttrib());
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#if !ENABLE_GL_SHADERS_ATTRIBUTES
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glsafe(::glPopMatrix());
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#endif // !ENABLE_GL_SHADERS_ATTRIBUTES
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}
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} // namespace GUI
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} // namespace Slic3r
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