Slic3r/src/GUI/Scene3D.cpp
Benjamin Landers 40decdc405 Cleanup
2018-07-13 05:09:17 -07:00

495 lines
17 KiB
C++

#include "Scene3D.hpp"
#include "Line.hpp"
#include "ClipperUtils.hpp"
#include "misc_ui.hpp"
#include <GL/glu.h>
namespace Slic3r { namespace GUI {
Scene3D::Scene3D(wxWindow* parent, const wxSize& size) :
wxGLCanvas(parent, wxID_ANY, wxDefaultPosition, size)
{
this->glContext = new wxGLContext(this);
this->Bind(wxEVT_PAINT, [this](wxPaintEvent &e) { this->repaint(e); });
this->Bind(wxEVT_SIZE, [this](wxSizeEvent &e ){
dirty = true;
Refresh();
});
// Bind the varying mouse events
this->Bind(wxEVT_MOTION, [this](wxMouseEvent &e) { this->mouse_move(e); });
this->Bind(wxEVT_LEFT_UP, [this](wxMouseEvent &e) { this->mouse_up(e); });
this->Bind(wxEVT_RIGHT_UP, [this](wxMouseEvent &e) { this->mouse_up(e); });
this->Bind(wxEVT_MIDDLE_DCLICK, [this](wxMouseEvent &e) { this->mouse_dclick(e); });
this->Bind(wxEVT_MOUSEWHEEL, [this](wxMouseEvent &e) { this->mouse_wheel(e); });
Points p;
const coord_t w = scale_(200), z = 0;
p.push_back(Point(z,z));
p.push_back(Point(z,w));
p.push_back(Point(w,w));
p.push_back(Point(w,z));
set_bed_shape(p);
}
float clamp(float low, float x, float high){
if(x < low) return low;
if(x > high) return high;
return x;
}
Linef3 Scene3D::mouse_ray(Point win){
GLdouble proj[16], mview[16];
glGetDoublev(GL_MODELVIEW_MATRIX, mview);
glGetDoublev(GL_PROJECTION_MATRIX, proj);
GLint view[4];
glGetIntegerv(GL_VIEWPORT, view);
win.y = view[3]-win.y;
GLdouble x = 0.0, y = 0.0, z = 0.0;
gluUnProject(win.x,win.y,0,mview,proj,view,&x,&y,&z);
Pointf3 first = Pointf3(x,y,z);
GLint a = gluUnProject(win.x,win.y,1,mview,proj,view,&x,&y,&z);
return Linef3(first,Pointf3(x,y,z));
}
void Scene3D::mouse_move(wxMouseEvent &e){
if(e.Dragging()){
//const auto s = GetSize();
const auto pos = Point(e.GetX(),e.GetY());
if(dragging){
if (e.ShiftDown()) { // TODO: confirm alt -> shift is ok
// Move the camera center on the Z axis based on mouse Y axis movement
_camera_target.translate(0, 0, (pos.y - drag_start.y));
} else if (e.LeftIsDown()) {
// if dragging over blank area with left button, rotate
//if (TURNTABLE_MODE) {
const float TRACKBALLSIZE = 0.8f, GIMBAL_LOCK_THETA_MAX = 170.0f;
phi += (pos.x - drag_start.x) * TRACKBALLSIZE;
theta -= (pos.y - drag_start.y) * TRACKBALLSIZE;
theta = clamp(0, theta, GIMBAL_LOCK_THETA_MAX);
/*} else {
my $size = $self->GetClientSize;
my @quat = trackball(
$orig->x / ($size->width / 2) - 1,
1 - $orig->y / ($size->height / 2), #/
$pos->x / ($size->width / 2) - 1,
1 - $pos->y / ($size->height / 2), #/
);
$self->_quat(mulquats($self->_quat, \@quat));
}*/
} else if (e.MiddleIsDown() || e.RightIsDown()) {
// if dragging over blank area with right button, translate
// get point in model space at Z = 0
const auto current = mouse_ray(pos).intersect_plane(0);
const auto old = mouse_ray(drag_start).intersect_plane(0);
_camera_target.translate(current.vector_to(old));
}
//$self->on_viewport_changed->() if $self->on_viewport_changed;
Refresh();
}
dragging = true;
drag_start = pos;
}else{
e.Skip();
}
}
void Scene3D::mouse_up(wxMouseEvent &e){
dragging = false;
Refresh();
}
void Scene3D::mouse_wheel(wxMouseEvent &e){
// Calculate the zoom delta and apply it to the current zoom factor
auto _zoom = ((float)e.GetWheelRotation()) / e.GetWheelDelta();
/*if ($Slic3r::GUI::Settings->{_}{invert_zoom}) {
_zoom *= -1;
}*/
_zoom = clamp(-4, _zoom,4);
_zoom /= 10;
zoom /= 1-_zoom;
/*
# In order to zoom around the mouse point we need to translate
# the camera target
my $size = Slic3r::Pointf->new($self->GetSizeWH);
my $pos = Slic3r::Pointf->new($e->GetX, $size->y - $e->GetY); #-
$self->_camera_target->translate(
# ($pos - $size/2) represents the vector from the viewport center
# to the mouse point. By multiplying it by $zoom we get the new,
# transformed, length of such vector.
# Since we want that point to stay fixed, we move our camera target
# in the opposite direction by the delta of the length of such vector
# ($zoom - 1). We then scale everything by 1/$self->_zoom since
# $self->_camera_target is expressed in terms of model units.
-($pos->x - $size->x/2) * ($zoom) / $self->_zoom,
-($pos->y - $size->y/2) * ($zoom) / $self->_zoom,
0,
) if 0;
*/
dirty = true;
Refresh();
}
void Scene3D::mouse_dclick(wxMouseEvent &e){
/*
if (@{$self->volumes}) {
$self->zoom_to_volumes;
} else {
$self->zoom_to_bed;
}*/
dirty = true;
Refresh();
}
void Scene3D::resize(){
if(!dirty)return;
dirty = false;
const auto s = GetSize();
glViewport(0,0,s.GetWidth(),s.GetHeight());
const auto x = s.GetWidth()/zoom,
y = s.GetHeight()/zoom,
depth = 1000.0f; // my $depth = 10 * max(@{ $self->max_bounding_box->size });
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(
-x/2, x/2, -y/2, y/2,
-depth, 2*depth
);
glMatrixMode(GL_MODELVIEW);
}
void Scene3D::set_bed_shape(Points _bed_shape){
bed_shape = _bed_shape;
const float GROUND_Z = -0.02f;
// triangulate bed
const auto expoly = ExPolygon(Polygon(bed_shape));
const auto box = expoly.bounding_box();
bed_bound = box;
{
std::vector<Polygon> triangles;
expoly.triangulate(&triangles);
bed_verts.clear();
for(const auto &triangle : triangles){
for(const auto &point : triangle.points){
bed_verts.push_back(unscale(point.x));
bed_verts.push_back(unscale(point.y));
bed_verts.push_back(GROUND_Z);
}
}
}
{
std::vector<Polyline> lines;
Points tmp;
for (coord_t x = box.min.x; x <= box.max.x; x += scale_(10)) {
lines.push_back(Polyline());
lines.back().append(Point(x,box.min.y));
lines.back().append(Point(x,box.max.y));
}
for (coord_t y = box.min.y; y <= box.max.y; y += scale_(10)) {
lines.push_back(Polyline());
lines.back().append(Point(box.min.x,y));
lines.back().append(Point(box.max.x,y));
}
// clip with a slightly grown expolygon because our lines lay on the contours and
// may get erroneously clipped
// my @lines = map Slic3r::Line->new(@$_[0,-1]),
grid_verts.clear();
const Polylines clipped = intersection_pl(lines,offset_ex(expoly,SCALED_EPSILON).at(0));
for(const Polyline &line : clipped){
for(const Point &point : line.points){
grid_verts.push_back(unscale(point.x));
grid_verts.push_back(unscale(point.y));
grid_verts.push_back(GROUND_Z);
}
}
// append bed contours
for(const Line &line : expoly.lines()){
grid_verts.push_back(unscale(line.a.x));
grid_verts.push_back(unscale(line.a.y));
grid_verts.push_back(GROUND_Z);
grid_verts.push_back(unscale(line.b.x));
grid_verts.push_back(unscale(line.b.y));
grid_verts.push_back(GROUND_Z);
}
}
//$self->origin(Slic3r::Pointf->new(0,0));
}
void Scene3D::init_gl(){
if(this->init)return;
this->init = true;
glClearColor(0, 0, 0, 1);
glColor3f(1, 0, 0);
glEnable(GL_DEPTH_TEST);
glClearDepth(1.0);
glDepthFunc(GL_LEQUAL);
glEnable(GL_CULL_FACE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Set antialiasing/multisampling
glDisable(GL_LINE_SMOOTH);
glDisable(GL_POLYGON_SMOOTH);
//glEnable(GL_MULTISAMPLE) if ($self->{can_multisample});
// ambient lighting
GLfloat ambient[] = {0.1f, 0.1f, 0.1f, 1.0f};
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
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();
}
} } // Namespace Slic3r::GUI