Merge pull request #3575 from lordofhyphens/opengl-fix-bed-draw

Fix for OpenGL.pm 0.70 segfault
This commit is contained in:
Alessandro Ranellucci 2016-11-22 18:13:50 +01:00 committed by GitHub
commit 2004a7cbc2

View File

@ -1,9 +1,9 @@
package Slic3r::GUI::3DScene::Base;
use strict;
use warnings;
use Wx::Event qw(EVT_PAINT EVT_SIZE EVT_ERASE_BACKGROUND EVT_IDLE EVT_MOUSEWHEEL EVT_MOUSE_EVENTS);
# must load OpenGL *before* Wx::GLCanvas
use OpenGL qw(:glconstants :glfunctions :glufunctions :gluconstants);
use base qw(Wx::GLCanvas Class::Accessor);
use Math::Trig qw(asin);
@ -48,6 +48,12 @@ use constant SELECTED_COLOR => [0,1,0,1];
use constant HOVER_COLOR => [0.4,0.9,0,1];
use constant PI => 3.1415927;
# Constant to determine if Vertex Buffer objects are used to draw
# bed grid and the cut plane for object separation.
# Old Perl (5.10.x) should set to 0.
use constant HAS_VBO => 1;
# make OpenGL::Array thread-safe
{
no warnings 'redefine';
@ -57,6 +63,7 @@ use constant PI => 3.1415927;
sub new {
my ($class, $parent) = @_;
# We can only enable multi sample anti aliasing wih wxWidgets 3.0.3 and with a hacked Wx::GLCanvas,
# which exports some new WX_GL_XXX constants, namely WX_GL_SAMPLE_BUFFERS and WX_GL_SAMPLES.
my $can_multisample =
@ -75,6 +82,7 @@ sub new {
# we request a depth buffer explicitely because it looks like it's not created by
# default on Linux, causing transparency issues
my $self = $class->SUPER::new($parent, -1, Wx::wxDefaultPosition, Wx::wxDefaultSize, 0, "", $attrib);
if (Wx::wxVERSION >= 3.000003) {
# Wx 3.0.3 contains an ugly hack to support some advanced OpenGL attributes through the attribute list.
# The attribute list is transferred between the wxGLCanvas and wxGLContext constructors using a single static array s_wglContextAttribs.
@ -134,6 +142,7 @@ sub new {
$self->Refresh;
});
EVT_MOUSE_EVENTS($self, \&mouse_event);
return $self;
}
@ -774,9 +783,19 @@ sub Render {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnableClientState(GL_VERTEX_ARRAY);
if (HAS_VBO) {
my ($triangle_vertex);
($triangle_vertex) =
glGenBuffersARB_p(1);
$self->bed_triangles->bind($triangle_vertex);
glBufferDataARB_p(GL_ARRAY_BUFFER_ARB, $self->bed_triangles, GL_STATIC_DRAW_ARB);
glVertexPointer_c(3, GL_FLOAT, 0, 0);
} else {
# fall back on old behavior
glVertexPointer_p(3, $self->bed_triangles);
}
glColor4f(0.8, 0.6, 0.5, 0.4);
glNormal3d(0,0,1);
glVertexPointer_p(3, $self->bed_triangles);
glDrawArrays(GL_TRIANGLES, 0, $self->bed_triangles->elements / 3);
glDisableClientState(GL_VERTEX_ARRAY);
@ -786,13 +805,29 @@ sub Render {
# draw grid
glLineWidth(3);
glColor4f(0.2, 0.2, 0.2, 0.4);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer_p(3, $self->bed_grid_lines);
if (HAS_VBO) {
my ($grid_vertex);
($grid_vertex) =
glGenBuffersARB_p(1);
$self->bed_grid_lines->bind($grid_vertex);
glBufferDataARB_p(GL_ARRAY_BUFFER_ARB, $self->bed_grid_lines, GL_STATIC_DRAW_ARB);
glVertexPointer_c(3, GL_FLOAT, 0, 0);
} else {
# fall back on old behavior
glVertexPointer_p(3, $self->bed_grid_lines);
}
glColor4f(0.2, 0.2, 0.2, 0.4);
glNormal3d(0,0,1);
glDrawArrays(GL_LINES, 0, $self->bed_grid_lines->elements / 3);
glDisableClientState(GL_VERTEX_ARRAY);
glDisable(GL_BLEND);
if (HAS_VBO) {
# Turn off buffer objects to let the rest of the draw code work.
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
}
}
my $volumes_bb = $self->volumes_bounding_box;
@ -967,10 +1002,26 @@ sub draw_volumes {
glDisable(GL_BLEND);
if (defined $self->cutting_plane_z) {
if (HAS_VBO) {
# Use Vertex Buffer Object for cutting plane (previous method crashes on modern POGL).
my ($cut_vertex) = glGenBuffersARB_p(1);
$self->cut_lines_vertices->bind($cut_vertex);
glBufferDataARB_p(GL_ARRAY_BUFFER_ARB, $self->cut_lines_vertices, GL_STATIC_DRAW_ARB);
glVertexPointer_c(3, GL_FLOAT, 0, 0);
} else {
# Use legacy method.
glVertexPointer_p(3, $self->cut_lines_vertices);
}
glLineWidth(2);
glColor3f(0, 0, 0);
glVertexPointer_p(3, $self->cut_lines_vertices);
glDrawArrays(GL_LINES, 0, $self->cut_lines_vertices->elements / 3);
if (HAS_VBO) {
# Turn off buffer objects to let the rest of the draw code work.
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
}
}
glDisableClientState(GL_VERTEX_ARRAY);
}