mirror of
https://git.mirrors.martin98.com/https://github.com/slic3r/Slic3r.git
synced 2025-08-11 17:08:59 +08:00
Basic Plate3D implementation (selection not working)
Additionally, OpenGL added to the cmakelist and xs/slic3r/GUI files fixed to be compiled.
This commit is contained in:
parent
e0aa6d2f85
commit
f352d433bc
@ -249,11 +249,14 @@ IF(wxWidgets_FOUND)
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${GUI_LIBDIR}/GUI.cpp
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${GUI_LIBDIR}/MainFrame.cpp
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${GUI_LIBDIR}/Plater.cpp
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${GUI_LIBDIR}/Scene3D.cpp
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${GUI_LIBDIR}/Plater/Plate2D.cpp
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${GUI_LIBDIR}/Plater/Plate3D.cpp
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${GUI_LIBDIR}/Plater/PlaterObject.cpp
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${GUI_LIBDIR}/ProgressStatusBar.cpp
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${GUI_LIBDIR}/Settings.cpp
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${GUI_LIBDIR}/misc_ui.cpp
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${LIBDIR}/slic3r/GUI/3DScene.cpp
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)
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target_compile_features(slic3r_gui PUBLIC cxx_std_14)
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#only build GUI lib if building with wx
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@ -301,7 +304,8 @@ ELSE(wxWidgets_FOUND)
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#skip gui when no wx included
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ENDIF(wxWidgets_FOUND)
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target_link_libraries (slic3r libslic3r ${LIBSLIC3R_DEPENDS})
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find_package(OpenGL)
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target_link_libraries (slic3r libslic3r ${LIBSLIC3R_DEPENDS} ${OPENGL_LIBRARIES})
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if (BUILD_EXTRUDE_TIN)
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add_executable(extrude-tin utils/extrude-tin.cpp)
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src/GUI/Plater/Plate3D.cpp
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112
src/GUI/Plater/Plate3D.cpp
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@ -0,0 +1,112 @@
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#include "Plater/Plate3D.hpp"
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#include "misc_ui.hpp"
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namespace Slic3r { namespace GUI {
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Plate3D::Plate3D(wxWindow* parent, const wxSize& size, std::vector<PlaterObject>& _objects, std::shared_ptr<Model> _model, std::shared_ptr<Config> _config) :
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Scene3D(parent, size), objects(_objects), model(_model), config(_config)
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{
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//this->glContext = new wxGLContext(this);
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//this->Bind(wxEVT_PAINT, [this](wxPaintEvent& e) { this->repaint(e); });
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//delete this->glContext;
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//this->glContext = new wxGLContext(this); // Update glContext (look for better way)
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//});
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// Bind the varying mouse events
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this->Bind(wxEVT_LEFT_DOWN, [this](wxMouseEvent &e) { this->mouse_down(e); });
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this->Bind(wxEVT_RIGHT_DOWN, [this](wxMouseEvent &e) { this->mouse_down(e); });
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}
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void Plate3D::mouse_down(wxMouseEvent &e){
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if(!hover){
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//select logic
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}
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}
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void Plate3D::mouse_move(wxMouseEvent &e){
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if(!e.Dragging()){
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pos = Point(e.GetX(),e.GetY());
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mouse = true;
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Refresh();
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} else {
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Scene3D::mouse_move(e);
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}
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}
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void Plate3D::update(){
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volumes.clear();
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for(const PlaterObject &object: objects){
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const auto &modelobj = model->objects.at(object.identifier);
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for(ModelInstance *instance: modelobj->instances){
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for(ModelVolume* volume: modelobj->volumes){
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volumes.push_back(load_object(*volume,*instance));
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}
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}
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}
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}
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void Plate3D::color_volumes(){
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uint i = 0;
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for(const PlaterObject &object: objects){
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const auto &modelobj = model->objects.at(object.identifier);
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for(ModelInstance *instance: modelobj->instances){
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for(ModelVolume* volume: modelobj->volumes){
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auto& rendervolume = volumes.at(i);
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if(object.selected){
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rendervolume.color = ui_settings->color->SELECTED_COLOR();
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}else{
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rendervolume.color = wxColor(255,255,0);//ui_settings->color->COLOR_PARTS(); <- invisible because alpha is 1 (out of 255)
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}
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}
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}
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}
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if(hover){
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volumes.at(hover_volume).color = ui_settings->color->HOVER_COLOR();
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}
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}
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void Plate3D::before_render(){
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if (!mouse)return;
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//glDisable(GL_MULTISAMPLE) if ($self->{can_multisample});
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glDisable(GL_LIGHTING);
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uint i = 0;
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for(Volume &volume : volumes){
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volume.color = wxColor((i>>16)&0xFF,(i>>8)&0xFF,i&0xFF);
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i++;
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}
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draw_volumes();
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glFlush();
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glFinish();
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GLubyte color[4] = {0,0,0,0};
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glReadPixels(pos.x, /*offset*/GetSize().GetHeight()- pos.y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, color);
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uint index = color[0] + (color[1]<<8) + (color[2]<<16);
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hover = false;
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///*$self->_hover_volume_idx(undef);
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//$_->hover(0) for @{$self->volumes};
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if (index < volumes.size()) {
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hover = true;
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hover_volume = index;
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/*
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$self->volumes->[$volume_idx]->hover(1);
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my $group_id = $self->volumes->[$volume_idx]->select_group_id;
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if ($group_id != -1) {
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$_->hover(1) for grep { $_->select_group_id == $group_id } @{$self->volumes};
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}*/
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//$self->on_hover->($volume_idx) if $self->on_hover;
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}
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glFlush();
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glFinish();
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glEnable(GL_LIGHTING);
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color_volumes();
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mouse = false;
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}
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} } // Namespace Slic3r::GUI
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@ -4,18 +4,27 @@
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#ifndef WX_PRECOMP
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#include <wx/wx.h>
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#endif
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#include "Plater/PlaterObject.hpp"
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#include "Scene3D.hpp"
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#include "Settings.hpp"
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#include "Model.hpp"
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#include "Config.hpp"
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namespace Slic3r { namespace GUI {
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class Plate3D : public wxPanel {
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class Plate3D : public Scene3D {
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public:
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void update() {};
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Plate3D(wxWindow* parent, const wxSize& size, std::vector<PlaterObject>& _objects, std::shared_ptr<Model> _model, std::shared_ptr<Config> _config) :
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wxPanel(parent, wxID_ANY, wxDefaultPosition, size, wxTAB_TRAVERSAL), objects(_objects), model(_model), config(_config)
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{}
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void update();
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Plate3D(wxWindow* parent, const wxSize& size, std::vector<PlaterObject>& _objects, std::shared_ptr<Model> _model, std::shared_ptr<Config> _config);
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protected:
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void before_render();
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void mouse_move(wxMouseEvent &e);
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void mouse_down(wxMouseEvent &e);
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private:
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void color_volumes();
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Point pos;
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bool hover = false, mouse = false;
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uint hover_volume;
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std::vector<PlaterObject>& objects; //< reference to parent vector
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std::shared_ptr<Slic3r::Model> model;
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std::shared_ptr<Slic3r::Config> config;
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508
src/GUI/Scene3D.cpp
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508
src/GUI/Scene3D.cpp
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@ -0,0 +1,508 @@
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#include "Scene3D.hpp"
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#include "Line.hpp"
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#include "ClipperUtils.hpp"
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#include "misc_ui.hpp"
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#include <GL/glu.h>
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namespace Slic3r { namespace GUI {
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Scene3D::Scene3D(wxWindow* parent, const wxSize& size) :
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wxGLCanvas(parent, wxID_ANY, wxDefaultPosition, size)
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{
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this->glContext = new wxGLContext(this);
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this->Bind(wxEVT_PAINT, [this](wxPaintEvent &e) { this->repaint(e); });
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this->Bind(wxEVT_SIZE, [this](wxSizeEvent &e ){
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dirty = true;
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Refresh();
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});
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// Bind the varying mouse events
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this->Bind(wxEVT_MOTION, [this](wxMouseEvent &e) { this->mouse_move(e); });
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this->Bind(wxEVT_LEFT_UP, [this](wxMouseEvent &e) { this->mouse_up(e); });
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this->Bind(wxEVT_RIGHT_UP, [this](wxMouseEvent &e) { this->mouse_up(e); });
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this->Bind(wxEVT_MIDDLE_DCLICK, [this](wxMouseEvent &e) { this->mouse_dclick(e); });
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this->Bind(wxEVT_MOUSEWHEEL, [this](wxMouseEvent &e) { this->mouse_wheel(e); });
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/*
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if (user_drawn_background) {
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this->Bind(wxEVT_ERASE_BACKGROUND, [this](wxEraseEvent& e){ });
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}
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this->Bind(wxEVT_CHAR, [this](wxKeyEvent &e) { this->nudge_key(e);});
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*/
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Points p;
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const coord_t w = scale_(200), z = 0;
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p.push_back(Point(z,z));
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p.push_back(Point(z,w));
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p.push_back(Point(w,w));
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p.push_back(Point(w,z));
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set_bed_shape(p);
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}
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float clamp(float low, float x, float high){
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if(x < low) return low;
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if(x > high) return high;
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return x;
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}
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Linef3 mouse_ray(Point win){
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GLdouble proj[16], mview[16];
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glGetDoublev(GL_MODELVIEW_MATRIX, mview);
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glGetDoublev(GL_PROJECTION_MATRIX, proj);
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GLint view[4];
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glGetIntegerv(GL_VIEWPORT, view);
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win.y = view[3]-win.y;
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GLdouble x = 0.0, y = 0.0, z = 0.0;
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gluUnProject(win.x,win.y,0,mview,proj,view,&x,&y,&z);
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Pointf3 first = Pointf3(x,y,z);
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GLint a = gluUnProject(win.x,win.y,1,mview,proj,view,&x,&y,&z);
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return Linef3(first,Pointf3(x,y,z));
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}
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void Scene3D::mouse_move(wxMouseEvent &e){
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if(e.Dragging()){
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//const auto s = GetSize();
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const auto pos = Point(e.GetX(),e.GetY());
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if(dragging){
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if (e.ShiftDown()) { // TODO: confirm alt -> shift is ok
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// Move the camera center on the Z axis based on mouse Y axis movement
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_camera_target.translate(0, 0, (pos.y - drag_start.y));
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} else if (e.LeftIsDown()) {
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// if dragging over blank area with left button, rotate
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//if (TURNTABLE_MODE) {
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const float TRACKBALLSIZE = 0.8f, GIMBAL_LOCK_THETA_MAX = 170.0f;
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phi += (pos.x - drag_start.x) * TRACKBALLSIZE;
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theta -= (pos.y - drag_start.y) * TRACKBALLSIZE;
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theta = clamp(0, theta, GIMBAL_LOCK_THETA_MAX);
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/*} else {
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my $size = $self->GetClientSize;
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my @quat = trackball(
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$orig->x / ($size->width / 2) - 1,
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1 - $orig->y / ($size->height / 2), #/
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$pos->x / ($size->width / 2) - 1,
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1 - $pos->y / ($size->height / 2), #/
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);
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$self->_quat(mulquats($self->_quat, \@quat));
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}*/
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} else if (e.MiddleIsDown() || e.RightIsDown()) {
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// if dragging over blank area with right button, translate
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// get point in model space at Z = 0
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const auto current = mouse_ray(pos).intersect_plane(0);
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const auto old = mouse_ray(drag_start).intersect_plane(0);
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_camera_target.translate(current.vector_to(old));
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}
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//$self->on_viewport_changed->() if $self->on_viewport_changed;
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Refresh();
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}
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dragging = true;
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drag_start = pos;
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}else{
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e.Skip();
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}
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}
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void Scene3D::mouse_up(wxMouseEvent &e){
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dragging = false;
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Refresh();
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}
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void Scene3D::mouse_wheel(wxMouseEvent &e){
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// Calculate the zoom delta and apply it to the current zoom factor
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auto _zoom = ((float)e.GetWheelRotation()) / e.GetWheelDelta();
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/*if ($Slic3r::GUI::Settings->{_}{invert_zoom}) {
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_zoom *= -1;
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}*/
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_zoom = clamp(-4, _zoom,4);
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_zoom /= 10;
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zoom /= 1-_zoom;
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/*
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# In order to zoom around the mouse point we need to translate
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# the camera target
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my $size = Slic3r::Pointf->new($self->GetSizeWH);
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my $pos = Slic3r::Pointf->new($e->GetX, $size->y - $e->GetY); #-
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$self->_camera_target->translate(
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# ($pos - $size/2) represents the vector from the viewport center
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# to the mouse point. By multiplying it by $zoom we get the new,
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# transformed, length of such vector.
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# Since we want that point to stay fixed, we move our camera target
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# in the opposite direction by the delta of the length of such vector
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# ($zoom - 1). We then scale everything by 1/$self->_zoom since
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# $self->_camera_target is expressed in terms of model units.
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-($pos->x - $size->x/2) * ($zoom) / $self->_zoom,
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-($pos->y - $size->y/2) * ($zoom) / $self->_zoom,
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0,
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) if 0;
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*/
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dirty = true;
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Refresh();
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}
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void Scene3D::mouse_dclick(wxMouseEvent &e){
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/*
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if (@{$self->volumes}) {
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$self->zoom_to_volumes;
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} else {
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$self->zoom_to_bed;
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}*/
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dirty = true;
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Refresh();
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}
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void Scene3D::resize(){
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if(!dirty)return;
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dirty = false;
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const auto s = GetSize();
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glViewport(0,0,s.GetWidth(),s.GetHeight());
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const auto x = s.GetWidth()/zoom,
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y = s.GetHeight()/zoom,
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depth = 1000.0f; // my $depth = 10 * max(@{ $self->max_bounding_box->size });
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(
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-x/2, x/2, -y/2, y/2,
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-depth, 2*depth
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);
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glMatrixMode(GL_MODELVIEW);
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}
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void Scene3D::set_bed_shape(Points _bed_shape){
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bed_shape = _bed_shape;
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const float GROUND_Z = -0.02f;
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// triangulate bed
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const auto expoly = ExPolygon(Polygon(bed_shape));
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const auto box = expoly.bounding_box();
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bed_bound = box;
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{
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std::vector<Polygon> triangles;
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expoly.triangulate(&triangles);
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bed_verts.clear();
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for(const auto &triangle : triangles){
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for(const auto &point : triangle.points){
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bed_verts.push_back(unscale(point.x));
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bed_verts.push_back(unscale(point.y));
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bed_verts.push_back(GROUND_Z);
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}
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}
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}
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{
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std::vector<Polyline> lines;
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Points tmp;
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for (coord_t x = box.min.x; x <= box.max.x; x += scale_(10)) {
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lines.push_back(Polyline());
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lines.back().append(Point(x,box.min.y));
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lines.back().append(Point(x,box.max.y));
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}
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for (coord_t y = box.min.y; y <= box.max.y; y += scale_(10)) {
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lines.push_back(Polyline());
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lines.back().append(Point(box.min.x,y));
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lines.back().append(Point(box.max.x,y));
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}
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// clip with a slightly grown expolygon because our lines lay on the contours and
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// may get erroneously clipped
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// my @lines = map Slic3r::Line->new(@$_[0,-1]),
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grid_verts.clear();
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const Polylines clipped = intersection_pl(lines,offset_ex(expoly,SCALED_EPSILON).at(0));
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for(const Polyline &line : clipped){
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for(const Point &point : line.points){
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grid_verts.push_back(unscale(point.x));
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grid_verts.push_back(unscale(point.y));
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grid_verts.push_back(GROUND_Z);
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}
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}
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// append bed contours
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for(const Line &line : expoly.lines()){
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grid_verts.push_back(unscale(line.a.x));
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grid_verts.push_back(unscale(line.a.y));
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grid_verts.push_back(GROUND_Z);
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grid_verts.push_back(unscale(line.b.x));
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grid_verts.push_back(unscale(line.b.y));
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grid_verts.push_back(GROUND_Z);
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}
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}
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//$self->origin(Slic3r::Pointf->new(0,0));
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}
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void Scene3D::init_gl(){
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if(this->init)return;
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this->init = true;
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glClearColor(0, 0, 0, 1);
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glColor3f(1, 0, 0);
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glEnable(GL_DEPTH_TEST);
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glClearDepth(1.0);
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glDepthFunc(GL_LEQUAL);
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glEnable(GL_CULL_FACE);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// Set antialiasing/multisampling
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glDisable(GL_LINE_SMOOTH);
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glDisable(GL_POLYGON_SMOOTH);
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//glEnable(GL_MULTISAMPLE) if ($self->{can_multisample});
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// ambient lighting
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GLfloat ambient[] = {0.1f, 0.1f, 0.1f, 1.0f};
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
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||||
|
||||
glEnable(GL_LIGHTING);
|
||||
glEnable(GL_LIGHT0);
|
||||
glEnable(GL_LIGHT1);
|
||||
|
||||
// light from camera
|
||||
GLfloat pos[] = {1.0f, 0.0f, 1.0f, 0.0f}, spec[] = {0.8f, 0.8f, 0.8f, 1.0f}, diff[] = {0.4f, 0.4f, 0.4f, 1.0f};
|
||||
glLightfv(GL_LIGHT1, GL_POSITION, pos);
|
||||
glLightfv(GL_LIGHT1, GL_SPECULAR, spec);
|
||||
glLightfv(GL_LIGHT1, GL_DIFFUSE, diff);
|
||||
|
||||
// Enables Smooth Color Shading; try GL_FLAT for (lack of) fun. Default: GL_SMOOTH
|
||||
glShadeModel(GL_SMOOTH);
|
||||
|
||||
GLfloat fbdiff[] = {0.3f, 0.3f, 0.3f,1}, fbspec[] = {1.0f, 1.0f, 1.0f, 1.0f}, fbemis[] = {0.1f,0.1f,0.1f,0.9f};
|
||||
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, fbdiff);
|
||||
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, fbspec);
|
||||
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 50);
|
||||
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, fbemis);
|
||||
|
||||
// A handy trick -- have surface material mirror the color.
|
||||
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
|
||||
glEnable(GL_COLOR_MATERIAL);
|
||||
//glEnable(GL_MULTISAMPLE) if ($self->{can_multisample});
|
||||
}
|
||||
|
||||
void Scene3D::draw_background(){
|
||||
glDisable(GL_LIGHTING);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
|
||||
glBegin(GL_QUADS);
|
||||
auto bottom = ui_settings->color->BOTTOM_COLOR(), top = ui_settings->color->TOP_COLOR();
|
||||
if(ui_settings->color->SOLID_BACKGROUNDCOLOR()){
|
||||
bottom = top = ui_settings->color->BACKGROUND_COLOR();
|
||||
}
|
||||
glColor3ub(bottom.Red(), bottom.Green(), bottom.Blue());
|
||||
glVertex2f(-1.0,-1.0);
|
||||
glVertex2f(1,-1.0);
|
||||
glColor3ub(top.Red(), top.Green(), top.Blue());
|
||||
glVertex2f(1, 1);
|
||||
glVertex2f(-1.0, 1);
|
||||
glEnd();
|
||||
glPopMatrix();
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
void Scene3D::draw_ground(){
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
/*my $triangle_vertex;
|
||||
if (HAS_VBO) {
|
||||
($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(3, GL_FLOAT, 0, bed_verts.data());
|
||||
const auto ground = ui_settings->color->GROUND_COLOR(), grid = ui_settings->color->GRID_COLOR();
|
||||
|
||||
glColor4ub(ground.Red(), ground.Green(), ground.Blue(),ground.Alpha());
|
||||
glNormal3d(0,0,1);
|
||||
glDrawArrays(GL_TRIANGLES, 0, bed_verts.size() / 3);
|
||||
|
||||
// we need depth test for grid, otherwise it would disappear when looking
|
||||
// the object from below
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
// draw grid
|
||||
glLineWidth(2);
|
||||
/*my $grid_vertex;
|
||||
if (HAS_VBO) {
|
||||
($grid_vertex) =
|
||||
glGenBuffersARB_p(1);
|
||||
$self->bed_grid_lines->bind($grid_vertex);
|
||||
glBufferDataARB_p(GL_ARRAY_BUFFER_ARB, $self->bed_grid_lines, GL_STATIC_DRAW_ARB);
|
||||
glVertexPointer_c(3, GL_FLOAT, 0, 0);
|
||||
} else {*/
|
||||
// fall back on old behavior
|
||||
glVertexPointer(3, GL_FLOAT, 0, grid_verts.data());
|
||||
|
||||
glColor4ub(grid.Red(), grid.Green(), grid.Blue(),grid.Alpha());
|
||||
glNormal3d(0,0,1);
|
||||
glDrawArrays(GL_LINES, 0, grid_verts.size() / 3);
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
|
||||
glDisable(GL_BLEND);
|
||||
/*if (HAS_VBO) {
|
||||
# Turn off buffer objects to let the rest of the draw code work.
|
||||
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
|
||||
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
|
||||
glDeleteBuffersARB_p($grid_vertex);
|
||||
glDeleteBuffersARB_p($triangle_vertex);
|
||||
}*/
|
||||
}
|
||||
|
||||
void Scene3D::draw_axes (Pointf3 center, float length, int width, bool always_visible){
|
||||
/*
|
||||
my $volumes_bb = $self->volumes_bounding_box;
|
||||
|
||||
{
|
||||
# draw axes
|
||||
# disable depth testing so that axes are not covered by ground
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
my $origin = $self->origin;
|
||||
my $axis_len = max(
|
||||
max(@{ $self->bed_bounding_box->size }),
|
||||
1.2 * max(@{ $volumes_bb->size }),
|
||||
);
|
||||
glLineWidth(2);
|
||||
glBegin(GL_LINES);
|
||||
# draw line for x axis
|
||||
glColor3f(1, 0, 0);
|
||||
glVertex3f(@$origin, $ground_z);
|
||||
glVertex3f($origin->x + $axis_len, $origin->y, $ground_z); #,,
|
||||
# draw line for y axis
|
||||
glColor3f(0, 1, 0);
|
||||
glVertex3f(@$origin, $ground_z);
|
||||
glVertex3f($origin->x, $origin->y + $axis_len, $ground_z); #++
|
||||
glEnd();
|
||||
# draw line for Z axis
|
||||
# (re-enable depth test so that axis is correctly shown when objects are behind it)
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glBegin(GL_LINES);
|
||||
glColor3f(0, 0, 1);
|
||||
glVertex3f(@$origin, $ground_z);
|
||||
glVertex3f(@$origin, $ground_z+$axis_len);
|
||||
glEnd();
|
||||
}
|
||||
*/
|
||||
if (always_visible) {
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
} else {
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
}
|
||||
glLineWidth(width);
|
||||
glBegin(GL_LINES);
|
||||
// draw line for x axis
|
||||
glColor3f(1, 0, 0);
|
||||
glVertex3f(center.x, center.y, center.z);
|
||||
glVertex3f(center.x + length, center.y, center.z);
|
||||
// draw line for y axis
|
||||
glColor3f(0, 1, 0);
|
||||
glVertex3f(center.x, center.y, center.z);
|
||||
glVertex3f(center.x, center.y + length, center.z);
|
||||
// draw line for Z axis
|
||||
glColor3f(0, 0, 1);
|
||||
glVertex3f(center.x, center.y, center.z);
|
||||
glVertex3f(center.x, center.y, center.z + length);
|
||||
glEnd();
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
}
|
||||
void Scene3D::draw_volumes(){
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glEnableClientState(GL_NORMAL_ARRAY);
|
||||
|
||||
for(const Volume &volume : volumes){
|
||||
glPushMatrix();
|
||||
glTranslatef(volume.origin.x, volume.origin.y, volume.origin.z);
|
||||
glCullFace(GL_BACK);
|
||||
glVertexPointer(3, GL_FLOAT, 0, volume.model.verts.data());
|
||||
glNormalPointer(GL_FLOAT, 0, volume.model.norms.data());
|
||||
glColor4ub(volume.color.Red(), volume.color.Green(), volume.color.Blue(), volume.color.Alpha());
|
||||
glDrawArrays(GL_TRIANGLES, 0, volume.model.verts.size()/3);
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
glDisableClientState(GL_NORMAL_ARRAY);
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
glDisable(GL_BLEND);
|
||||
}
|
||||
|
||||
void Scene3D::repaint(wxPaintEvent& e) {
|
||||
if(!this->IsShownOnScreen())return;
|
||||
// There should be a context->IsOk check once wx is updated
|
||||
if(!this->SetCurrent(*(this->glContext)))return;
|
||||
init_gl();
|
||||
resize();
|
||||
|
||||
glClearColor(1, 1, 1, 1);
|
||||
glClearDepth(1);
|
||||
glDepthFunc(GL_LESS);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
|
||||
glRotatef(-theta, 1, 0, 0); // pitch
|
||||
glRotatef(phi, 0, 0, 1); // yaw
|
||||
/*} else {
|
||||
my @rotmat = quat_to_rotmatrix($self->quat);
|
||||
glMultMatrixd_p(@rotmat[0..15]);
|
||||
}*/
|
||||
glTranslatef(-_camera_target.x, -_camera_target.y, -_camera_target.z);
|
||||
|
||||
// light from above
|
||||
GLfloat pos[] = {-0.5f, -0.5f, 1.0f, 0.0f}, spec[] = {0.2f, 0.2f, 0.2f, 1.0f}, diff[] = {0.5f, 0.5f, 0.5f, 1.0f};
|
||||
glLightfv(GL_LIGHT0, GL_POSITION, pos);
|
||||
glLightfv(GL_LIGHT0, GL_SPECULAR, spec);
|
||||
glLightfv(GL_LIGHT0, GL_DIFFUSE, diff);
|
||||
|
||||
before_render();
|
||||
|
||||
draw_background();
|
||||
draw_ground();
|
||||
/*my $origin = $self->origin;
|
||||
my $axis_len = max(
|
||||
max(@{ $self->bed_bounding_box->size }),
|
||||
1.2 * max(@{ $volumes_bb->size }),
|
||||
);*/
|
||||
draw_axes(Pointf3(0.0f,0.0f,0.0f),
|
||||
unscale(bed_bound.radius()),2,true/*origin,calulcated length,2, true*/);
|
||||
|
||||
// draw objects
|
||||
glEnable(GL_LIGHTING);
|
||||
draw_volumes();
|
||||
|
||||
after_render();
|
||||
|
||||
if (dragging/*defined $self->_drag_start_pos || defined $self->_drag_start_xy*/) {
|
||||
draw_axes(_camera_target, 10.0f, 1, true/*camera,10,1,true*/);
|
||||
draw_axes(_camera_target, 10.0f, 4, false/*camera,10,4,false*/);
|
||||
}
|
||||
|
||||
glFlush();
|
||||
SwapBuffers();
|
||||
// Calling glFinish has a performance penalty, but it seems to fix some OpenGL driver hang-up with extremely large scenes.
|
||||
glFinish();
|
||||
|
||||
}
|
||||
|
||||
Volume Scene3D::load_object(ModelVolume &mv, ModelInstance &mi){
|
||||
TriangleMesh copy = mv.mesh;
|
||||
mi.transform_mesh(©);
|
||||
GLVertexArray model;
|
||||
model.load_mesh(copy);
|
||||
return Volume{ wxColor(200,200,200), Pointf3(0,0,0), model, copy.bounding_box()};
|
||||
}
|
||||
|
||||
} } // Namespace Slic3r::GUI
|
55
src/GUI/Scene3D.hpp
Normal file
55
src/GUI/Scene3D.hpp
Normal file
@ -0,0 +1,55 @@
|
||||
#ifndef SCENE3D_HPP
|
||||
#define SCENE3D_HPP
|
||||
#include <wx/wxprec.h>
|
||||
#ifndef WX_PRECOMP
|
||||
#include <wx/wx.h>
|
||||
#endif
|
||||
#include <wx/glcanvas.h>
|
||||
#include "Settings.hpp"
|
||||
#include "Point.hpp"
|
||||
#include "3DScene.hpp"
|
||||
#include "BoundingBox.hpp"
|
||||
#include "Model.hpp"
|
||||
|
||||
namespace Slic3r { namespace GUI {
|
||||
|
||||
struct Volume {
|
||||
wxColor color;
|
||||
Pointf3 origin;
|
||||
GLVertexArray model;
|
||||
BoundingBoxf3 bb;
|
||||
};
|
||||
|
||||
class Scene3D : public wxGLCanvas {
|
||||
public:
|
||||
Scene3D(wxWindow* parent, const wxSize& size);
|
||||
private:
|
||||
wxGLContext* glContext;
|
||||
bool init = false, dirty = true, dragging = false;
|
||||
float zoom = 5.0f, phi = 0.0f, theta = 0.0f;
|
||||
Point drag_start = Point(0,0);
|
||||
Pointf3 _camera_target = Pointf3(0.0f,0.0f,0.0f);
|
||||
std::vector<float> bed_verts, grid_verts;
|
||||
Points bed_shape;
|
||||
BoundingBox bed_bound;
|
||||
void resize();
|
||||
void repaint(wxPaintEvent &e);
|
||||
void init_gl();
|
||||
void draw_background();
|
||||
void draw_ground();
|
||||
void draw_axes(Pointf3 center, float length, int width, bool alwaysvisible);
|
||||
protected:
|
||||
void draw_volumes();
|
||||
virtual void mouse_up(wxMouseEvent &e);
|
||||
virtual void mouse_move(wxMouseEvent &e);
|
||||
virtual void mouse_dclick(wxMouseEvent &e);
|
||||
virtual void mouse_wheel(wxMouseEvent &e);
|
||||
virtual void before_render(){};
|
||||
virtual void after_render(){};
|
||||
Volume load_object(ModelVolume &mv, ModelInstance &mi);
|
||||
void set_bed_shape(Points _bed_shape);
|
||||
std::vector<Volume> volumes;
|
||||
};
|
||||
|
||||
} } // Namespace Slic3r::GUI
|
||||
#endif
|
Loading…
x
Reference in New Issue
Block a user