PrusaSlicer/src/slic3r/GUI/CoordAxes.cpp
2023-09-01 14:49:07 +02:00

74 lines
2.7 KiB
C++

///|/ Copyright (c) Prusa Research 2022 - 2023 Lukáš Matěna @lukasmatena, Enrico Turri @enricoturri1966
///|/
///|/ PrusaSlicer is released under the terms of the AGPLv3 or higher
///|/
#include "libslic3r/libslic3r.h"
#include "CoordAxes.hpp"
#include "GUI_App.hpp"
#include "3DScene.hpp"
#include "Plater.hpp"
#include "Camera.hpp"
#include <GL/glew.h>
namespace Slic3r {
namespace GUI {
const float CoordAxes::DefaultStemRadius = 0.5f;
const float CoordAxes::DefaultStemLength = 25.0f;
const float CoordAxes::DefaultTipRadius = 2.5f * CoordAxes::DefaultStemRadius;
const float CoordAxes::DefaultTipLength = 5.0f;
void CoordAxes::render(const Transform3d& trafo, float emission_factor)
{
auto render_axis = [this](GLShaderProgram& shader, const Transform3d& transform) {
const Camera& camera = wxGetApp().plater()->get_camera();
const Transform3d& view_matrix = camera.get_view_matrix();
const Transform3d matrix = view_matrix * transform;
shader.set_uniform("view_model_matrix", matrix);
shader.set_uniform("projection_matrix", camera.get_projection_matrix());
shader.set_uniform("view_normal_matrix", (Matrix3d)(view_matrix.matrix().block(0, 0, 3, 3) * transform.matrix().block(0, 0, 3, 3).inverse().transpose()));
m_arrow.render();
};
if (!m_arrow.is_initialized())
m_arrow.init_from(stilized_arrow(16, m_tip_radius, m_tip_length, m_stem_radius, m_stem_length));
GLShaderProgram* curr_shader = wxGetApp().get_current_shader();
GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
if (shader == nullptr)
return;
if (curr_shader != nullptr)
curr_shader->stop_using();
shader->start_using();
shader->set_uniform("emission_factor", emission_factor);
// Scale the axes if the camera is close to them to avoid issues
// such as https://github.com/prusa3d/PrusaSlicer/issues/9483
const Camera& camera = wxGetApp().plater()->get_camera();
Transform3d scale_tr = Transform3d::Identity();
scale_tr.scale(std::min(1., camera.get_inv_zoom() * 10.));
// x axis
m_arrow.set_color(ColorRGBA::X());
render_axis(*shader, trafo * Geometry::translation_transform(m_origin) * Geometry::rotation_transform({ 0.0, 0.5 * M_PI, 0.0 }) * scale_tr);
// y axis
m_arrow.set_color(ColorRGBA::Y());
render_axis(*shader, trafo * Geometry::translation_transform(m_origin) * Geometry::rotation_transform({ -0.5 * M_PI, 0.0, 0.0 }) * scale_tr);
// z axis
m_arrow.set_color(ColorRGBA::Z());
render_axis(*shader, trafo * Geometry::translation_transform(m_origin) * scale_tr);
shader->stop_using();
if (curr_shader != nullptr)
curr_shader->start_using();
}
} // GUI
} // Slic3r