PrusaSlicer-NonPlainar/xs/src/slic3r/GUI/GLCanvas3D.cpp

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#include "GLCanvas3D.hpp"
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#include "../../slic3r/GUI/3DScene.hpp"
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#include "../../libslic3r/ClipperUtils.hpp"
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#include <wx/glcanvas.h>
#include <iostream>
static const bool TURNTABLE_MODE = true;
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static const float GIMBALL_LOCK_THETA_MAX = 180.0f;
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static const float GROUND_Z = -0.02f;
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// phi / theta angles to orient the camera.
static const float VIEW_DEFAULT[2] = { 45.0f, 45.0f };
static const float VIEW_LEFT[2] = { 90.0f, 90.0f };
static const float VIEW_RIGHT[2] = { -90.0f, 90.0f };
static const float VIEW_TOP[2] = { 0.0f, 0.0f };
static const float VIEW_BOTTOM[2] = { 0.0f, 180.0f };
static const float VIEW_FRONT[2] = { 0.0f, 90.0f };
static const float VIEW_REAR[2] = { 180.0f, 90.0f };
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namespace Slic3r {
namespace GUI {
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bool GeometryBuffer::set_from_triangles(const Polygons& triangles, float z)
{
m_data.clear();
unsigned int size = 9 * (unsigned int)triangles.size();
if (size == 0)
return false;
m_data = std::vector<float>(size, 0.0f);
unsigned int coord = 0;
for (const Polygon& t : triangles)
{
for (unsigned int v = 0; v < 3; ++v)
{
const Point& p = t.points[v];
m_data[coord++] = (float)unscale(p.x);
m_data[coord++] = (float)unscale(p.y);
m_data[coord++] = z;
}
}
return true;
}
bool GeometryBuffer::set_from_lines(const Lines& lines, float z)
{
m_data.clear();
unsigned int size = 6 * (unsigned int)lines.size();
if (size == 0)
return false;
m_data = std::vector<float>(size, 0.0f);
unsigned int coord = 0;
for (const Line& l : lines)
{
m_data[coord++] = (float)unscale(l.a.x);
m_data[coord++] = (float)unscale(l.a.y);
m_data[coord++] = z;
m_data[coord++] = (float)unscale(l.b.x);
m_data[coord++] = (float)unscale(l.b.y);
m_data[coord++] = z;
}
return true;
}
const float* GeometryBuffer::get_data() const
{
return m_data.data();
}
unsigned int GeometryBuffer::get_data_size() const
{
return (unsigned int)m_data.size();
}
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GLCanvas3D::Camera::Camera()
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: m_type(CT_Ortho)
, m_zoom(1.0f)
, m_phi(45.0f)
, m_theta(45.0f)
, m_distance(0.0f)
, m_target(0.0, 0.0, 0.0)
{
}
GLCanvas3D::Camera::EType GLCanvas3D::Camera::get_type() const
{
return m_type;
}
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void GLCanvas3D::Camera::set_type(GLCanvas3D::Camera::EType type)
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{
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m_type = type;
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}
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std::string GLCanvas3D::Camera::get_type_as_string() const
{
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switch (m_type)
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{
default:
case CT_Unknown:
return "unknown";
case CT_Perspective:
return "perspective";
case CT_Ortho:
return "ortho";
};
}
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float GLCanvas3D::Camera::get_zoom() const
{
return m_zoom;
}
void GLCanvas3D::Camera::set_zoom(float zoom)
{
m_zoom = zoom;
}
float GLCanvas3D::Camera::get_phi() const
{
return m_phi;
}
void GLCanvas3D::Camera::set_phi(float phi)
{
m_phi = phi;
}
float GLCanvas3D::Camera::get_theta() const
{
return m_theta;
}
void GLCanvas3D::Camera::set_theta(float theta)
{
m_theta = theta;
// clamp angle
if (m_theta > GIMBALL_LOCK_THETA_MAX)
m_theta = GIMBALL_LOCK_THETA_MAX;
if (m_theta < 0.0f)
m_theta = 0.0f;
}
float GLCanvas3D::Camera::get_distance() const
{
return m_distance;
}
void GLCanvas3D::Camera::set_distance(float distance)
{
m_distance = distance;
}
const Pointf3& GLCanvas3D::Camera::get_target() const
{
return m_target;
}
void GLCanvas3D::Camera::set_target(const Pointf3& target)
{
m_target = target;
}
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const Pointfs& GLCanvas3D::Bed::get_shape() const
{
return m_shape;
}
void GLCanvas3D::Bed::set_shape(const Pointfs& shape)
{
m_shape = shape;
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_calc_bounding_box();
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ExPolygon poly;
for (const Pointf& p : m_shape)
{
poly.contour.append(Point(scale_(p.x), scale_(p.y)));
}
_calc_triangles(poly);
const BoundingBox& bed_bbox = poly.contour.bounding_box();
_calc_gridlines(poly, bed_bbox);
m_polygon = offset_ex(poly.contour, bed_bbox.radius() * 1.7, jtRound, scale_(0.5))[0].contour;
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}
const BoundingBoxf3& GLCanvas3D::Bed::get_bounding_box() const
{
return m_bounding_box;
}
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void GLCanvas3D::Bed::render()
{
unsigned int triangles_vcount = m_triangles.get_data_size() / 3;
if (triangles_vcount > 0)
{
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::glDisable(GL_LIGHTING);
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::glDisable(GL_DEPTH_TEST);
::glEnable(GL_BLEND);
::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
::glEnableClientState(GL_VERTEX_ARRAY);
::glColor4f(0.8f, 0.6f, 0.5f, 0.4f);
::glNormal3d(0.0f, 0.0f, 1.0f);
::glVertexPointer(3, GL_FLOAT, 0, (GLvoid*)m_triangles.get_data());
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::glDrawArrays(GL_TRIANGLES, 0, (GLsizei)triangles_vcount);
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// we need depth test for grid, otherwise it would disappear when looking
//<2F>the object from below
glEnable(GL_DEPTH_TEST);
// draw grid
unsigned int gridlines_vcount = m_gridlines.get_data_size() / 3;
::glLineWidth(3.0f);
::glColor4f(0.2f, 0.2f, 0.2f, 0.4f);
::glVertexPointer(3, GL_FLOAT, 0, (GLvoid*)m_gridlines.get_data());
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::glDrawArrays(GL_LINES, 0, (GLsizei)gridlines_vcount);
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::glDisableClientState(GL_VERTEX_ARRAY);
::glDisable(GL_BLEND);
}
}
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void GLCanvas3D::Bed::_calc_bounding_box()
{
m_bounding_box = BoundingBoxf3();
for (const Pointf& p : m_shape)
{
m_bounding_box.merge(Pointf3(p.x, p.y, 0.0));
}
}
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void GLCanvas3D::Bed::_calc_triangles(const ExPolygon& poly)
{
Polygons triangles;
poly.triangulate(&triangles);
if (!m_triangles.set_from_triangles(triangles, GROUND_Z))
printf("Unable to create bed triangles\n");
}
void GLCanvas3D::Bed::_calc_gridlines(const ExPolygon& poly, const BoundingBox& bed_bbox)
{
Polylines axes_lines;
for (coord_t x = bed_bbox.min.x; x <= bed_bbox.max.x; x += scale_(10.0))
{
Polyline line;
line.append(Point(x, bed_bbox.min.y));
line.append(Point(x, bed_bbox.max.y));
axes_lines.push_back(line);
}
for (coord_t y = bed_bbox.min.y; y <= bed_bbox.max.y; y += scale_(10.0))
{
Polyline line;
line.append(Point(bed_bbox.min.x, y));
line.append(Point(bed_bbox.max.x, y));
axes_lines.push_back(line);
}
// clip with a slightly grown expolygon because our lines lay on the contours and may get erroneously clipped
Lines gridlines = to_lines(intersection_pl(axes_lines, offset(poly, SCALED_EPSILON)));
// append bed contours
Lines contour_lines = to_lines(poly);
std::copy(contour_lines.begin(), contour_lines.end(), std::back_inserter(gridlines));
if (!m_gridlines.set_from_lines(gridlines, GROUND_Z))
printf("Unable to create bed grid lines\n");
}
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GLCanvas3D::Axes::Axes()
: m_length(0.0f)
{
}
const Pointf3& GLCanvas3D::Axes::get_origin() const
{
return m_origin;
}
void GLCanvas3D::Axes::set_origin(const Pointf3& origin)
{
m_origin = origin;
}
float GLCanvas3D::Axes::get_length() const
{
return m_length;
}
void GLCanvas3D::Axes::set_length(float length)
{
m_length = length;
}
void GLCanvas3D::Axes::render()
{
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::glDisable(GL_LIGHTING);
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// disable depth testing so that axes are not covered by ground
::glDisable(GL_DEPTH_TEST);
::glLineWidth(2.0f);
::glBegin(GL_LINES);
// draw line for x axis
::glColor3f(1.0f, 0.0f, 0.0f);
::glVertex3f((float)m_origin.x, (float)m_origin.y, (float)m_origin.z);
::glVertex3f((float)m_origin.x + m_length, (float)m_origin.y, (float)m_origin.z);
// draw line for y axis
::glColor3f(0.0f, 1.0f, 0.0f);
::glVertex3f((float)m_origin.x, (float)m_origin.y, (float)m_origin.z);
::glVertex3f((float)m_origin.x, (float)m_origin.y + m_length, (float)m_origin.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(0.0f, 0.0f, 1.0f);
::glVertex3f((float)m_origin.x, (float)m_origin.y, (float)m_origin.z);
::glVertex3f((float)m_origin.x, (float)m_origin.y, (float)m_origin.z + m_length);
::glEnd();
}
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GLCanvas3D::CuttingPlane::CuttingPlane()
: m_z(-1.0f)
{
}
bool GLCanvas3D::CuttingPlane::set(float z, const ExPolygons& polygons)
{
m_z = z;
// grow slices in order to display them better
ExPolygons expolygons = offset_ex(polygons, scale_(0.1));
Lines lines = to_lines(expolygons);
return m_lines.set_from_lines(lines, m_z);
}
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void GLCanvas3D::CuttingPlane::render(const BoundingBoxf3& bb)
{
::glDisable(GL_LIGHTING);
_render_plane(bb);
_render_contour();
}
void GLCanvas3D::CuttingPlane::_render_plane(const BoundingBoxf3& bb)
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{
if (m_z >= 0.0f)
{
::glDisable(GL_CULL_FACE);
::glEnable(GL_BLEND);
::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
float margin = 20.0f;
float min_x = bb.min.x - margin;
float max_x = bb.max.x + margin;
float min_y = bb.min.y - margin;
float max_y = bb.max.y + margin;
::glBegin(GL_QUADS);
::glColor4f(0.8f, 0.8f, 0.8f, 0.5f);
::glVertex3f(min_x, min_y, m_z);
::glVertex3f(max_x, min_y, m_z);
::glVertex3f(max_x, max_y, m_z);
::glVertex3f(min_x, max_y, m_z);
::glEnd();
::glEnable(GL_CULL_FACE);
::glDisable(GL_BLEND);
}
}
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void GLCanvas3D::CuttingPlane::_render_contour()
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{
::glEnableClientState(GL_VERTEX_ARRAY);
if (m_z >= 0.0f)
{
unsigned int lines_vcount = m_lines.get_data_size() / 3;
::glLineWidth(2.0f);
::glColor3f(0.0f, 0.0f, 0.0f);
::glVertexPointer(3, GL_FLOAT, 0, (GLvoid*)m_lines.get_data());
::glDrawArrays(GL_LINES, 0, (GLsizei)lines_vcount);
}
::glDisableClientState(GL_VERTEX_ARRAY);
}
GLCanvas3D::LayersEditing::LayersEditing()
: m_enabled(false)
{
}
bool GLCanvas3D::LayersEditing::is_enabled() const
{
return m_enabled;
}
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GLCanvas3D::GLCanvas3D(wxGLCanvas* canvas, wxGLContext* context)
: m_canvas(canvas)
, m_context(context)
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, m_volumes(nullptr)
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, m_dirty(true)
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, m_apply_zoom_to_volumes_filter(false)
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, m_warning_texture_enabled(false)
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, m_legend_texture_enabled(false)
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{
}
GLCanvas3D::~GLCanvas3D()
{
_deregister_callbacks();
}
bool GLCanvas3D::set_current()
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{
if ((m_canvas != nullptr) && (m_context != nullptr))
{
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m_canvas->SetCurrent(*m_context);
return true;
}
return false;
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}
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bool GLCanvas3D::is_dirty() const
{
return m_dirty;
}
void GLCanvas3D::set_dirty(bool dirty)
{
m_dirty = dirty;
}
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bool GLCanvas3D::is_shown_on_screen() const
{
return (m_canvas != nullptr) ? m_canvas->IsShownOnScreen() : false;
}
void GLCanvas3D::resize(unsigned int w, unsigned int h)
{
if (m_context == nullptr)
return;
set_current();
::glViewport(0, 0, w, h);
::glMatrixMode(GL_PROJECTION);
::glLoadIdentity();
BoundingBoxf3 bbox = max_bounding_box();
switch (get_camera_type())
{
case Camera::CT_Ortho:
{
float w2 = w;
float h2 = h;
float two_zoom = 2.0f * get_camera_zoom();
if (two_zoom != 0.0f)
{
float inv_two_zoom = 1.0f / two_zoom;
w2 *= inv_two_zoom;
h2 *= inv_two_zoom;
}
// FIXME: calculate a tighter value for depth will improve z-fighting
float depth = 5.0f * (float)bbox.max_size();
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::glOrtho(-w2, w2, -h2, h2, -depth, depth);
break;
}
case Camera::CT_Perspective:
{
float bbox_r = (float)bbox.radius();
float fov = PI * 45.0f / 180.0f;
float fov_tan = tan(0.5f * fov);
float cam_distance = 0.5f * bbox_r / fov_tan;
set_camera_distance(cam_distance);
float nr = cam_distance - bbox_r * 1.1f;
float fr = cam_distance + bbox_r * 1.1f;
if (nr < 1.0f)
nr = 1.0f;
if (fr < nr + 1.0f)
fr = nr + 1.0f;
float h2 = fov_tan * nr;
float w2 = h2 * w / h;
::glFrustum(-w2, w2, -h2, h2, nr, fr);
break;
}
default:
{
throw std::runtime_error("Invalid camera type.");
break;
}
}
::glMatrixMode(GL_MODELVIEW);
set_dirty(false);
}
GLVolumeCollection* GLCanvas3D::get_volumes()
{
return m_volumes;
}
void GLCanvas3D::set_volumes(GLVolumeCollection* volumes)
{
m_volumes = volumes;
}
void GLCanvas3D::reset_volumes()
{
if (set_current() && (m_volumes != nullptr))
{
m_volumes->release_geometry();
m_volumes->clear();
set_dirty(true);
}
}
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void GLCanvas3D::set_bed_shape(const Pointfs& shape)
{
m_bed.set_shape(shape);
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// Set the origin and size for painting of the coordinate system axes.
set_axes_origin(Pointf3(0.0, 0.0, (coordf_t)GROUND_Z));
set_axes_length(0.3f * (float)bed_bounding_box().max_size());
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}
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void GLCanvas3D::set_auto_bed_shape()
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{
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// draw a default square bed around object center
const BoundingBoxf3& bbox = volumes_bounding_box();
coordf_t max_size = bbox.max_size();
const Pointf3& center = bbox.center();
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Pointfs bed_shape;
bed_shape.reserve(4);
bed_shape.emplace_back(center.x - max_size, center.y - max_size);
bed_shape.emplace_back(center.x + max_size, center.y - max_size);
bed_shape.emplace_back(center.x + max_size, center.y + max_size);
bed_shape.emplace_back(center.x - max_size, center.y + max_size);
set_bed_shape(bed_shape);
// Set the origin for painting of the coordinate system axes.
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set_axes_origin(Pointf3(center.x, center.y, (coordf_t)GROUND_Z));
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}
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const Pointf3& GLCanvas3D::get_axes_origin() const
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{
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return m_axes.get_origin();
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}
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void GLCanvas3D::set_axes_origin(const Pointf3& origin)
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{
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m_axes.set_origin(origin);
}
float GLCanvas3D::get_axes_length() const
{
return m_axes.get_length();
}
void GLCanvas3D::set_axes_length(float length)
{
return m_axes.set_length(length);
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}
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void GLCanvas3D::set_cutting_plane(float z, const ExPolygons& polygons)
{
m_cutting_plane.set(z, polygons);
}
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GLCanvas3D::Camera::EType GLCanvas3D::get_camera_type() const
{
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return m_camera.get_type();
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}
void GLCanvas3D::set_camera_type(GLCanvas3D::Camera::EType type)
{
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m_camera.set_type(type);
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}
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std::string GLCanvas3D::get_camera_type_as_string() const
{
return m_camera.get_type_as_string();
}
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float GLCanvas3D::get_camera_zoom() const
{
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return m_camera.get_zoom();
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}
void GLCanvas3D::set_camera_zoom(float zoom)
{
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m_camera.set_zoom(zoom);
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}
float GLCanvas3D::get_camera_phi() const
{
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return m_camera.get_phi();
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}
void GLCanvas3D::set_camera_phi(float phi)
{
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m_camera.set_phi(phi);
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}
float GLCanvas3D::get_camera_theta() const
{
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return m_camera.get_theta();
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}
void GLCanvas3D::set_camera_theta(float theta)
{
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m_camera.set_theta(theta);
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}
float GLCanvas3D::get_camera_distance() const
{
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return m_camera.get_distance();
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}
void GLCanvas3D::set_camera_distance(float distance)
{
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m_camera.set_distance(distance);
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}
const Pointf3& GLCanvas3D::get_camera_target() const
{
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return m_camera.get_target();
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}
void GLCanvas3D::set_camera_target(const Pointf3& target)
{
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m_camera.set_target(target);
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}
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BoundingBoxf3 GLCanvas3D::bed_bounding_box() const
{
return m_bed.get_bounding_box();
}
BoundingBoxf3 GLCanvas3D::volumes_bounding_box() const
{
BoundingBoxf3 bb;
if (m_volumes != nullptr)
{
for (const GLVolume* volume : m_volumes->volumes)
{
if (!m_apply_zoom_to_volumes_filter || ((volume != nullptr) && volume->zoom_to_volumes))
bb.merge(volume->transformed_bounding_box());
}
}
return bb;
}
BoundingBoxf3 GLCanvas3D::max_bounding_box() const
{
BoundingBoxf3 bb = bed_bounding_box();
bb.merge(volumes_bounding_box());
return bb;
}
bool GLCanvas3D::is_layers_editing_enabled() const
{
return m_layers_editing.is_enabled();
}
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void GLCanvas3D::enable_warning_texture(bool enable)
{
m_warning_texture_enabled = enable;
}
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void GLCanvas3D::enable_legend_texture(bool enable)
{
m_legend_texture_enabled = enable;
}
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void GLCanvas3D::zoom_to_bed()
{
_zoom_to_bounding_box(bed_bounding_box());
}
void GLCanvas3D::zoom_to_volumes()
{
m_apply_zoom_to_volumes_filter = true;
_zoom_to_bounding_box(volumes_bounding_box());
m_apply_zoom_to_volumes_filter = false;
}
void GLCanvas3D::select_view(const std::string& direction)
{
const float* dir_vec = nullptr;
if (direction == "iso")
dir_vec = VIEW_DEFAULT;
else if (direction == "left")
dir_vec = VIEW_LEFT;
else if (direction == "right")
dir_vec = VIEW_RIGHT;
else if (direction == "top")
dir_vec = VIEW_TOP;
else if (direction == "bottom")
dir_vec = VIEW_BOTTOM;
else if (direction == "front")
dir_vec = VIEW_FRONT;
else if (direction == "rear")
dir_vec = VIEW_REAR;
if ((dir_vec != nullptr) && !empty(volumes_bounding_box()))
{
m_camera.set_phi(dir_vec[0]);
m_camera.set_theta(dir_vec[1]);
m_on_viewport_changed_callback.call();
if (m_canvas != nullptr)
m_canvas->Refresh();
}
}
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void GLCanvas3D::render_background()
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{
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static const float COLOR[3] = { 10.0f / 255.0f, 98.0f / 255.0f, 144.0f / 255.0f };
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::glDisable(GL_LIGHTING);
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::glPushMatrix();
::glLoadIdentity();
::glMatrixMode(GL_PROJECTION);
::glPushMatrix();
::glLoadIdentity();
// Draws a bluish bottom to top gradient over the complete screen.
::glDisable(GL_DEPTH_TEST);
::glBegin(GL_QUADS);
::glColor3f(0.0f, 0.0f, 0.0f);
::glVertex3f(-1.0f, -1.0f, 1.0f);
::glVertex3f(1.0f, -1.0f, 1.0f);
::glColor3f(COLOR[0], COLOR[1], COLOR[2]);
::glVertex3f(1.0f, 1.0f, 1.0f);
::glVertex3f(-1.0f, 1.0f, 1.0f);
::glEnd();
::glEnable(GL_DEPTH_TEST);
::glPopMatrix();
::glMatrixMode(GL_MODELVIEW);
::glPopMatrix();
}
void GLCanvas3D::render_bed()
{
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m_bed.render();
}
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void GLCanvas3D::render_axes()
{
m_axes.render();
}
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void GLCanvas3D::render_cutting_plane()
{
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m_cutting_plane.render(volumes_bounding_box());
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}
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void GLCanvas3D::render_warning_texture()
{
if (!m_warning_texture_enabled)
return;
// If the warning texture has not been loaded into the GPU, do it now.
unsigned int tex_id = _3DScene::finalize_warning_texture();
if (tex_id > 0)
{
unsigned int w = _3DScene::get_warning_texture_width();
unsigned int h = _3DScene::get_warning_texture_height();
if ((w > 0) && (h > 0))
{
::glDisable(GL_DEPTH_TEST);
::glPushMatrix();
::glLoadIdentity();
std::pair<int, int> cnv_size = _get_canvas_size();
float zoom = get_camera_zoom();
float inv_zoom = (zoom != 0.0f) ? 1.0f / zoom : 0.0f;
float l = (-0.5f * (float)w) * inv_zoom;
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float t = (-0.5f * (float)cnv_size.second + (float)h) * inv_zoom;
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float r = l + (float)w * inv_zoom;
float b = t - (float)h * inv_zoom;
render_texture(tex_id, l, r, b, t);
::glPopMatrix();
::glEnable(GL_DEPTH_TEST);
}
}
}
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void GLCanvas3D::render_legend_texture()
{
if (!m_legend_texture_enabled)
return;
// If the legend texture has not been loaded into the GPU, do it now.
unsigned int tex_id = _3DScene::finalize_legend_texture();
if (tex_id > 0)
{
unsigned int w = _3DScene::get_legend_texture_width();
unsigned int h = _3DScene::get_legend_texture_height();
if ((w > 0) && (h > 0))
{
::glDisable(GL_DEPTH_TEST);
::glPushMatrix();
::glLoadIdentity();
std::pair<int, int> cnv_size = _get_canvas_size();
float zoom = get_camera_zoom();
float inv_zoom = (zoom != 0.0f) ? 1.0f / zoom : 0.0f;
float l = (-0.5f * (float)cnv_size.first) * inv_zoom;
float t = (0.5f * (float)cnv_size.second) * inv_zoom;
float r = l + (float)w * inv_zoom;
float b = t - (float)h * inv_zoom;
render_texture(tex_id, l, r, b, t);
::glPopMatrix();
::glEnable(GL_DEPTH_TEST);
}
}
}
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void GLCanvas3D::render_texture(unsigned int tex_id, float left, float right, float bottom, float top)
{
::glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
::glDisable(GL_LIGHTING);
::glEnable(GL_BLEND);
::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
::glEnable(GL_TEXTURE_2D);
::glBindTexture(GL_TEXTURE_2D, (GLuint)tex_id);
::glBegin(GL_QUADS);
::glTexCoord2d(0.0f, 1.0f); glVertex3f(left, bottom, 0.0f);
::glTexCoord2d(1.0f, 1.0f); glVertex3f(right, bottom, 0.0f);
::glTexCoord2d(1.0f, 0.0f); glVertex3f(right, top, 0.0f);
::glTexCoord2d(0.0f, 0.0f); glVertex3f(left, top, 0.0f);
::glEnd();
::glBindTexture(GL_TEXTURE_2D, 0);
::glDisable(GL_TEXTURE_2D);
::glDisable(GL_BLEND);
::glEnable(GL_LIGHTING);
}
void GLCanvas3D::register_on_viewport_changed_callback(void* callback)
{
if (callback != nullptr)
m_on_viewport_changed_callback.register_callback(callback);
}
void GLCanvas3D::on_size(wxSizeEvent& evt)
{
set_dirty(true);
}
void GLCanvas3D::on_idle(wxIdleEvent& evt)
{
if (!is_dirty() || !is_shown_on_screen())
return;
if (m_canvas != nullptr)
{
std::pair<int, int> size = _get_canvas_size();
resize((unsigned int)size.first, (unsigned int)size.second);
m_canvas->Refresh();
}
}
void GLCanvas3D::on_char(wxKeyEvent& evt)
{
if (evt.HasModifiers())
evt.Skip();
else
{
int keyCode = evt.GetKeyCode();
switch (keyCode - 48)
{
// numerical input
case 0: { select_view("iso"); break; }
case 1: { select_view("top"); break; }
case 2: { select_view("bottom"); break; }
case 3: { select_view("front"); break; }
case 4: { select_view("rear"); break; }
case 5: { select_view("left"); break; }
case 6: { select_view("right"); break; }
default:
{
// text input
switch (keyCode)
{
// key B/b
case 66:
case 98: { zoom_to_bed(); break; }
// key Z/z
case 90:
case 122: { zoom_to_volumes(); break; }
default: { evt.Skip(); break; }
}
}
}
}
}
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void GLCanvas3D::_zoom_to_bounding_box(const BoundingBoxf3& bbox)
{
// Calculate the zoom factor needed to adjust viewport to bounding box.
float zoom = _get_zoom_to_bounding_box_factor(bbox);
if (zoom > 0.0f)
{
set_camera_zoom(zoom);
// center view around bounding box center
set_camera_target(bbox.center());
m_on_viewport_changed_callback.call();
if (is_shown_on_screen())
{
std::pair<int, int> size = _get_canvas_size();
resize((unsigned int)size.first, (unsigned int)size.second);
if (m_canvas != nullptr)
m_canvas->Refresh();
}
}
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}
std::pair<int, int> GLCanvas3D::_get_canvas_size() const
{
std::pair<int, int> ret(0, 0);
if (m_canvas != nullptr)
m_canvas->GetSize(&ret.first, &ret.second);
return ret;
}
float GLCanvas3D::_get_zoom_to_bounding_box_factor(const BoundingBoxf3& bbox) const
{
float max_bb_size = bbox.max_size();
if (max_bb_size == 0.0f)
return -1.0f;
// project the bbox vertices on a plane perpendicular to the camera forward axis
// then calculates the vertices coordinate on this plane along the camera xy axes
// we need the view matrix, we let opengl calculate it(same as done in render sub)
::glMatrixMode(GL_MODELVIEW);
::glLoadIdentity();
if (TURNTABLE_MODE)
{
// Turntable mode is enabled by default.
::glRotatef(-get_camera_theta(), 1.0f, 0.0f, 0.0f); //<2F>pitch
::glRotatef(get_camera_phi(), 0.0f, 0.0f, 1.0f); // yaw
}
else
{
// Shift the perspective camera.
Pointf3 camera_pos(0.0, 0.0, -(coordf_t)get_camera_distance());
::glTranslatef((float)camera_pos.x, (float)camera_pos.y, (float)camera_pos.z);
// my @rotmat = quat_to_rotmatrix($self->quat); <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< TEMPORARY COMMENTED OUT
// glMultMatrixd_p(@rotmat[0..15]); <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< TEMPORARY COMMENTED OUT
}
const Pointf3& target = get_camera_target();
::glTranslatef(-(float)target.x, -(float)target.y, -(float)target.z);
// get the view matrix back from opengl
GLfloat matrix[16];
::glGetFloatv(GL_MODELVIEW_MATRIX, matrix);
// camera axes
Pointf3 right((coordf_t)matrix[0], (coordf_t)matrix[4], (coordf_t)matrix[8]);
Pointf3 up((coordf_t)matrix[1], (coordf_t)matrix[5], (coordf_t)matrix[9]);
Pointf3 forward((coordf_t)matrix[2], (coordf_t)matrix[6], (coordf_t)matrix[10]);
Pointf3 bb_min = bbox.min;
Pointf3 bb_max = bbox.max;
Pointf3 bb_center = bbox.center();
// bbox vertices in world space
std::vector<Pointf3> vertices;
vertices.reserve(8);
vertices.push_back(bb_min);
vertices.emplace_back(bb_max.x, bb_min.y, bb_min.z);
vertices.emplace_back(bb_max.x, bb_max.y, bb_min.z);
vertices.emplace_back(bb_min.x, bb_max.y, bb_min.z);
vertices.emplace_back(bb_min.x, bb_min.y, bb_max.z);
vertices.emplace_back(bb_max.x, bb_min.y, bb_max.z);
vertices.push_back(bb_max);
vertices.emplace_back(bb_min.x, bb_max.y, bb_max.z);
coordf_t max_x = 0.0;
coordf_t max_y = 0.0;
// margin factor to give some empty space around the bbox
coordf_t margin_factor = 1.25;
for (const Pointf3 v : vertices)
{
// project vertex on the plane perpendicular to camera forward axis
Pointf3 pos(v.x - bb_center.x, v.y - bb_center.y, v.z - bb_center.z);
Pointf3 proj_on_plane = pos - dot(pos, forward) * forward;
// calculates vertex coordinate along camera xy axes
coordf_t x_on_plane = dot(proj_on_plane, right);
coordf_t y_on_plane = dot(proj_on_plane, up);
max_x = std::max(max_x, margin_factor * std::abs(x_on_plane));
max_y = std::max(max_y, margin_factor * std::abs(y_on_plane));
}
if ((max_x == 0.0) || (max_y == 0.0))
return -1.0f;
max_x *= 2.0;
max_y *= 2.0;
std::pair<int, int> cvs_size = _get_canvas_size();
return (float)std::min((coordf_t)cvs_size.first / max_x, (coordf_t)cvs_size.second / max_y);
}
void GLCanvas3D::_deregister_callbacks()
{
m_on_viewport_changed_callback.deregister_callback();
}
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} // namespace GUI
} // namespace Slic3r