Significant code cleanup; remember to turn off VBOs after done with use to not interfere with other code.

This commit is contained in:
Joseph Lenox 2016-11-17 13:10:22 -06:00
parent 4cd8ea9e5f
commit 2df6b00f1d

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);
@ -46,6 +46,8 @@ use constant GROUND_Z => -0.02;
use constant DEFAULT_COLOR => [1,1,0];
use constant SELECTED_COLOR => [0,1,0,1];
use constant HOVER_COLOR => [0.4,0.9,0,1];
use constant HAS_VBO => 1;
# make OpenGL::Array thread-safe
{
@ -56,6 +58,7 @@ use constant HOVER_COLOR => [0.4,0.9,0,1];
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 =
@ -74,6 +77,7 @@ 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.
@ -133,6 +137,7 @@ sub new {
$self->Refresh;
});
EVT_MOUSE_EVENTS($self, \&mouse_event);
return $self;
}
@ -750,26 +755,27 @@ sub Render {
# draw ground
my $ground_z = GROUND_Z;
if ($self->bed_triangles) {
my($VertexObjID,$NormalObjID,$ColorObjID);
my $colors = OpenGL::Array->new_list(GL_FLOAT,(0.8,0.6,0.5,0.4));
my $norms = OpenGL::Array->new_list(GL_FLOAT,(0,0,1));
($VertexObjID,$NormalObjID,$ColorObjID) =
glGenBuffersARB_p(3);
$self->bed_triangles->bind($VertexObjID);
glBufferDataARB_p(GL_ARRAY_BUFFER_ARB, $self->bed_triangles, GL_STATIC_DRAW_ARB);
glVertexPointer_c(3, GL_FLOAT, 0, 0);
$norms->bind($NormalObjID);
glBufferDataARB_p(GL_ARRAY_BUFFER_ARB, $norms, GL_STATIC_DRAW_ARB);
glNormalPointer_c(GL_FLOAT, 0, 0);
my $norms = OpenGL::Array->new_list(GL_FLOAT,(0.0, 0.0, 1.0)); # common normal for both
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnableClientState(GL_VERTEX_ARRAY);
#glNormal3d(0,0,1);
#glVertexPointer_p(3, $self->bed_triangles);
if (HAS_VBO) {
my ($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);
glDrawArrays(GL_TRIANGLES, 0, $self->bed_triangles->elements / 3);
glDisableClientState(GL_VERTEX_ARRAY);
@ -777,21 +783,31 @@ sub Render {
# the object from below
glEnable(GL_DEPTH_TEST);
my($GridVertexObjID,$GridNormalObjID,$GridColorObjID);
($GridVertexObjID,$GridNormalObjID,$GridColorObjID) =
glGenBuffersARB_p(3);
glBufferDataARB_p(GL_ARRAY_BUFFER_ARB, $self->bed_grid_lines, GL_STATIC_DRAW_ARB);
glVertexPointer_c(3, GL_FLOAT, 0, 0);
# 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;