mirror of
https://git.mirrors.martin98.com/https://github.com/prusa3d/PrusaSlicer.git
synced 2025-07-13 18:11:51 +08:00
188 lines
6.8 KiB
C++
188 lines
6.8 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::contains(const std::vector<Vec3d>& points) const
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{
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std::vector<unsigned int> out;
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// bounding box created from the rectangle corners - will take care of order of the corners
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const 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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unsigned int size = static_cast<unsigned int>(points.size());
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for (unsigned int i = 0; i< 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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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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#if ENABLE_GL_CORE_PROFILE
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const bool core_profile = OpenGLManager::get_gl_info().is_core_profile();
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if (!core_profile)
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#endif // ENABLE_GL_CORE_PROFILE
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glsafe(::glLineWidth(1.5f));
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glsafe(::glDisable(GL_DEPTH_TEST));
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#if !ENABLE_OPENGL_ES
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#if ENABLE_GL_CORE_PROFILE
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if (!core_profile) {
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#endif // ENABLE_GL_CORE_PROFILE
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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_GL_CORE_PROFILE
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}
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#endif // ENABLE_GL_CORE_PROFILE
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#endif // !ENABLE_OPENGL_ES
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#if ENABLE_OPENGL_ES
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GLShaderProgram* shader = wxGetApp().get_shader("dashed_lines");
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#elif ENABLE_GL_CORE_PROFILE
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GLShaderProgram* shader = core_profile ? wxGetApp().get_shader("dashed_thick_lines") : wxGetApp().get_shader("flat");
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#else
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GLShaderProgram* shader = wxGetApp().get_shader("flat");
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#endif // ENABLE_OPENGL_ES
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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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#if ENABLE_GL_CORE_PROFILE || ENABLE_OPENGL_ES
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init_data.format = { GLModel::Geometry::EPrimitiveType::Lines, GLModel::Geometry::EVertexLayout::P4 };
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init_data.reserve_vertices(5);
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init_data.reserve_indices(8);
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#else
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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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#endif // ENABLE_GL_CORE_PROFILE || ENABLE_OPENGL_ES
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// vertices
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#if ENABLE_GL_CORE_PROFILE || ENABLE_OPENGL_ES
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const float width = right - left;
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const float height = top - bottom;
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float perimeter = 0.0f;
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init_data.add_vertex(Vec4f(left, bottom, 0.0f, perimeter));
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perimeter += width;
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init_data.add_vertex(Vec4f(right, bottom, 0.0f, perimeter));
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perimeter += height;
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init_data.add_vertex(Vec4f(right, top, 0.0f, perimeter));
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perimeter += width;
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init_data.add_vertex(Vec4f(left, top, 0.0f, perimeter));
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perimeter += height;
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init_data.add_vertex(Vec4f(left, bottom, 0.0f, perimeter));
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// indices
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init_data.add_line(0, 1);
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init_data.add_line(1, 2);
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init_data.add_line(2, 3);
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init_data.add_line(3, 4);
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#else
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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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#endif // ENABLE_GL_CORE_PROFILE || ENABLE_OPENGL_ES
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m_rectangle.init_from(std::move(init_data));
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}
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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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#if ENABLE_OPENGL_ES
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shader->set_uniform("dash_size", 0.01f);
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shader->set_uniform("gap_size", 0.0075f);
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#elif ENABLE_GL_CORE_PROFILE
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if (core_profile) {
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const std::array<int, 4>& viewport = wxGetApp().plater()->get_camera().get_viewport();
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shader->set_uniform("viewport_size", Vec2d(double(viewport[2]), double(viewport[3])));
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shader->set_uniform("width", 0.25f);
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shader->set_uniform("dash_size", 0.01f);
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shader->set_uniform("gap_size", 0.0075f);
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}
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#endif // ENABLE_OPENGL_ES
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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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#if !ENABLE_OPENGL_ES
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#if ENABLE_GL_CORE_PROFILE
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if (!core_profile)
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#endif // ENABLE_GL_CORE_PROFILE
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glsafe(::glPopAttrib());
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#endif // !ENABLE_OPENGL_ES
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}
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} // namespace GUI
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} // namespace Slic3r
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