PrusaSlicer-NonPlainar/sandboxes/opencsg/main.cpp

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#include <iostream>
#include <utility>
#include <memory>
#include "Engine.hpp"
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#include "ShaderCSGDisplay.hpp"
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#include <GL/glew.h>
#include <opencsg/opencsg.h>
// For compilers that support precompilation, includes "wx/wx.h".
#include <wx/wxprec.h>
#ifndef WX_PRECOMP
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#include <wx/wx.h>
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#endif
#include <wx/slider.h>
#include <wx/tglbtn.h>
#include <wx/combobox.h>
#include <wx/spinctrl.h>
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#include <wx/msgdlg.h>
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#include <wx/glcanvas.h>
#include <wx/cmdline.h>
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#include "libslic3r/Model.hpp"
#include "libslic3r/Format/3mf.hpp"
#include "libslic3r/SLAPrint.hpp"
#include "slic3r/GUI/Job.hpp"
#include "slic3r/GUI/ProgressStatusBar.hpp"
using namespace Slic3r::GL;
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class Renderer {
protected:
wxGLCanvas *m_canvas;
shptr<wxGLContext> m_context;
public:
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Renderer(wxGLCanvas *c): m_canvas{c} {
auto ctx = new wxGLContext(m_canvas);
if (!ctx || !ctx->IsOK()) {
wxMessageBox("Could not create OpenGL context.", "Error",
wxOK | wxICON_ERROR);
return;
}
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m_context.reset(ctx);
}
wxGLContext * context() { return m_context.get(); }
const wxGLContext * context() const { return m_context.get(); }
};
// Tell the CSGDisplay how to swap buffers and set the gl context.
class OCSGRenderer: public Renderer, public Slic3r::GL::CSGDisplay {
public:
OCSGRenderer(wxGLCanvas *c): Renderer{c} {}
void set_active(long w, long h) override
{
m_canvas->SetCurrent(*m_context);
Slic3r::GL::Display::set_active(w, h);
}
void swap_buffers() override { m_canvas->SwapBuffers(); }
};
// Tell the CSGDisplay how to swap buffers and set the gl context.
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class ShaderCSGRenderer : public Renderer, public Slic3r::GL::ShaderCSGDisplay {
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public:
ShaderCSGRenderer(wxGLCanvas *c): Renderer{c} {}
void set_active(long w, long h) override
{
m_canvas->SetCurrent(*m_context);
Slic3r::GL::Display::set_active(w, h);
}
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void swap_buffers() override { m_canvas->SwapBuffers(); }
};
// The opengl rendering facility. Here we implement the rendering objects.
class Canvas: public wxGLCanvas
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{
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// One display is active at a time, the OCSGRenderer by default.
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shptr<Slic3r::GL::Display> m_display;
public:
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template<class...Args>
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Canvas(Args &&...args): wxGLCanvas(std::forward<Args>(args)...) {}
shptr<Slic3r::GL::Display> get_display() const { return m_display; }
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void set_display(shptr<Slic3r::GL::Display> d) { m_display = d; }
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};
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// Enumerate possible mouse events, we will record them.
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enum EEvents { LCLK_U, RCLK_U, LCLK_D, RCLK_D, DDCLK, SCRL, MV };
struct Event
{
EEvents type;
long a, b;
Event(EEvents t, long x = 0, long y = 0) : type{t}, a{x}, b{y} {}
};
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// Create a special mouse input adapter, which can store (record) the received
// mouse signals into a file and play back the stored events later.
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class RecorderMouseInput: public MouseInput {
std::vector<Event> m_events;
bool m_recording = false, m_playing = false;
public:
void left_click_down() override
{
if (m_recording) m_events.emplace_back(LCLK_D);
if (!m_playing) MouseInput::left_click_down();
}
void left_click_up() override
{
if (m_recording) m_events.emplace_back(LCLK_U);
if (!m_playing) MouseInput::left_click_up();
}
void right_click_down() override
{
if (m_recording) m_events.emplace_back(RCLK_D);
if (!m_playing) MouseInput::right_click_down();
}
void right_click_up() override
{
if (m_recording) m_events.emplace_back(RCLK_U);
if (!m_playing) MouseInput::right_click_up();
}
void double_click() override
{
if (m_recording) m_events.emplace_back(DDCLK);
if (!m_playing) MouseInput::double_click();
}
void scroll(long v, long d, WheelAxis wa) override
{
if (m_recording) m_events.emplace_back(SCRL, v, d);
if (!m_playing) MouseInput::scroll(v, d, wa);
}
void move_to(long x, long y) override
{
if (m_recording) m_events.emplace_back(MV, x, y);
if (!m_playing) MouseInput::move_to(x, y);
}
void save(std::ostream &stream)
{
for (const Event &evt : m_events)
stream << evt.type << " " << evt.a << " " << evt.b << std::endl;
}
void load(std::istream &stream)
{
m_events.clear();
while (stream.good()) {
int type; long a, b;
stream >> type >> a >> b;
m_events.emplace_back(EEvents(type), a, b);
}
}
void record(bool r) { m_recording = r; if (r) m_events.clear(); }
void play()
{
m_playing = true;
for (const Event &evt : m_events) {
switch (evt.type) {
case LCLK_U: MouseInput::left_click_up(); break;
case LCLK_D: MouseInput::left_click_down(); break;
case RCLK_U: MouseInput::right_click_up(); break;
case RCLK_D: MouseInput::right_click_down(); break;
case DDCLK: MouseInput::double_click(); break;
case SCRL: MouseInput::scroll(evt.a, evt.b, WheelAxis::waVertical); break;
case MV: MouseInput::move_to(evt.a, evt.b); break;
}
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wxTheApp->Yield();
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if (!m_playing)
break;
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}
m_playing = false;
}
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void stop() { m_playing = false; }
bool is_playing() const { return m_playing; }
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};
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// The top level frame of the application.
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class MyFrame: public wxFrame
{
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// Instantiate the 3D engine.
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shptr<Scene> m_scene; // Model
shptr<Canvas> m_canvas; // Views store
shptr<OCSGRenderer> m_ocsgdisplay; // View
shptr<ShaderCSGRenderer> m_shadercsg_display; // Another view
shptr<Controller> m_ctl; // Controller
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// Add a status bar with progress indication.
shptr<Slic3r::GUI::ProgressStatusBar> m_stbar;
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RecorderMouseInput m_mouse;
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// When loading a Model from 3mf and preparing it, we use a separate thread.
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class SLAJob: public Slic3r::GUI::Job {
MyFrame *m_parent;
std::unique_ptr<Slic3r::SLAPrint> m_print;
std::string m_fname;
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public:
SLAJob(MyFrame *frame, const std::string &fname)
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: Slic3r::GUI::Job{frame->m_stbar}
, m_parent{frame}
, m_fname{fname}
{}
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// Runs in separate thread
void process() override;
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const std::string & get_project_fname() const { return m_fname; }
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protected:
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// Runs in the UI thread.
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void finalize() override
{
m_parent->m_scene->set_print(std::move(m_print));
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m_parent->m_stbar->set_status_text(
wxString::Format("Model %s loaded.", m_fname));
}
};
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uqptr<SLAJob> m_ui_job;
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// To keep track of the running average of measured fps values.
double m_fps_avg = 0.;
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// We need the record button across methods
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wxToggleButton *m_record_btn;
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wxComboBox * m_alg_select;
wxComboBox * m_depth_select;
wxComboBox * m_optimization_select;
wxSpinCtrl * m_convexity_spin;
wxToggleButton *m_csg_toggle;
wxToggleButton *m_ms_toggle;
wxStaticText *m_fpstext;
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CSGSettings m_csg_settings;
void read_csg_settings(const wxCmdLineParser &parser);
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void set_renderer_algorithm(const wxString &alg);
void activate_canvas_display();
public:
MyFrame(const wxString & title,
const wxPoint & pos,
const wxSize & size,
const wxCmdLineParser &parser);
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// Grab a 3mf and load (hollow it out) within the UI job.
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void load_model(const std::string &fname) {
m_ui_job = std::make_unique<SLAJob>(this, fname);
m_ui_job->start();
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}
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// Load a previously stored mouse event log and play it back.
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void play_back_mouse(const std::string &events_fname)
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{
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std::fstream stream(events_fname, std::fstream::in);
if (stream.good()) {
std::string model_name;
std::getline(stream, model_name);
load_model(model_name);
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while (!m_ui_job->is_finalized())
wxTheApp->Yield();;
int w, h;
stream >> w >> h;
SetSize(w, h);
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m_mouse.load(stream);
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if (m_record_btn) m_record_btn->Disable();
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m_mouse.play();
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}
}
Canvas * canvas() { return m_canvas.get(); }
const Canvas * canvas() const { return m_canvas.get(); }
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// Bind the canvas mouse events to a class implementing MouseInput interface
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void bind_canvas_events(MouseInput &msinput);
double get_fps_average() const { return m_fps_avg; }
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};
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// Possible OpenCSG configuration values. Will be used on the command line and
// on the UI widgets.
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static const std::vector<wxString> CSG_ALGS = {"Auto", "Goldfeather", "SCS", "EnricoShader"};
static const std::vector<wxString> CSG_DEPTH = {"Off", "OcclusionQuery", "On"};
static const std::vector<wxString> CSG_OPT = { "Default", "ForceOn", "On", "Off" };
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inline long get_idx(const wxString &a, const std::vector<wxString> &v)
{
auto it = std::find(v.begin(), v.end(), a.ToStdString());
return it - v.begin();
};
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class App : public wxApp {
MyFrame *m_frame = nullptr;
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wxString m_fname;
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public:
bool OnInit() override {
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wxCmdLineParser parser(argc, argv);
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parser.AddOption("p", "play", "play back file", wxCMD_LINE_VAL_STRING, wxCMD_LINE_PARAM_OPTIONAL);
parser.AddOption("a", "algorithm", "OpenCSG algorithm [Auto|Goldfeather|SCS]", wxCMD_LINE_VAL_STRING, wxCMD_LINE_PARAM_OPTIONAL);
parser.AddOption("d", "depth", "OpenCSG depth strategy [Off|OcclusionQuery|On]", wxCMD_LINE_VAL_STRING, wxCMD_LINE_PARAM_OPTIONAL);
parser.AddOption("o", "optimization", "OpenCSG optimization strategy [Default|ForceOn|On|Off]", wxCMD_LINE_VAL_STRING, wxCMD_LINE_PARAM_OPTIONAL);
parser.AddOption("c", "convexity", "OpenCSG convexity parameter for generic meshes", wxCMD_LINE_VAL_NUMBER, wxCMD_LINE_PARAM_OPTIONAL);
parser.AddSwitch("", "disable-csg", "Disable csg rendering", wxCMD_LINE_PARAM_OPTIONAL);
parser.Parse();
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bool is_play = parser.Found("play", &m_fname);
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m_frame = new MyFrame("PrusaSlicer OpenCSG Demo", wxDefaultPosition, wxSize(1024, 768), parser);
if (is_play) {
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Bind(wxEVT_IDLE, &App::Play, this);
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m_frame->Show( true );
} else m_frame->Show( true );
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return true;
}
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void Play(wxIdleEvent &) {
Unbind(wxEVT_IDLE, &App::Play, this);
m_frame->play_back_mouse(m_fname.ToStdString());
m_frame->Destroy();
}
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};
wxIMPLEMENT_APP(App);
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void MyFrame::read_csg_settings(const wxCmdLineParser &parser)
{
wxString alg;
parser.Found("algorithm", &alg);
wxString depth;
parser.Found("depth", &depth);
wxString opt;
parser.Found("optimization", &opt);
long convexity = 1;
parser.Found("convexity", &convexity);
bool csg_off = parser.Found("disable-csg");
if (auto a = get_idx(alg, CSG_ALGS) < OpenCSG::AlgorithmUnused)
m_csg_settings.set_algo(OpenCSG::Algorithm(a));
if (auto a = get_idx(depth, CSG_DEPTH) < OpenCSG::DepthComplexityAlgorithmUnused)
m_csg_settings.set_depth_algo(OpenCSG::DepthComplexityAlgorithm(a));
if (auto a = get_idx(opt, CSG_OPT) < OpenCSG::OptimizationUnused)
m_csg_settings.set_optimization(OpenCSG::Optimization(a));
m_csg_settings.set_convexity(unsigned(convexity));
m_csg_settings.enable_csg(!csg_off);
if (m_ocsgdisplay) m_ocsgdisplay->apply_csgsettings(m_csg_settings);
}
void MyFrame::set_renderer_algorithm(const wxString &alg)
{
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long alg_idx = get_idx(alg, CSG_ALGS);
if (alg_idx < 0 || alg_idx >= long(CSG_ALGS.size())) return;
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// If there is a valid display in place, save its camera.
auto cam = m_canvas->get_display() ?
m_canvas->get_display()->get_camera() : nullptr;
if (alg == "EnricoShader") {
m_alg_select->SetSelection(int(alg_idx));
m_depth_select->Disable();
m_optimization_select->Disable();
m_csg_toggle->Disable();
m_ocsgdisplay.reset();
canvas()->set_display(nullptr);
m_shadercsg_display = std::make_shared<ShaderCSGRenderer>(canvas());
canvas()->set_display(m_shadercsg_display);
} else {
if (m_csg_settings.get_algo() > 0) m_depth_select->Enable(true);
m_alg_select->SetSelection(m_csg_settings.get_algo());
m_depth_select->SetSelection(m_csg_settings.get_depth_algo());
m_optimization_select->SetSelection(m_csg_settings.get_optimization());
m_convexity_spin->SetValue(int(m_csg_settings.get_convexity()));
m_csg_toggle->SetValue(m_csg_settings.is_enabled());
m_optimization_select->Enable();
m_csg_toggle->Enable();
m_shadercsg_display.reset();
canvas()->set_display(nullptr);
m_ocsgdisplay = std::make_shared<OCSGRenderer>(canvas());
m_ocsgdisplay->apply_csgsettings(m_csg_settings);
canvas()->set_display(m_ocsgdisplay);
}
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if (cam)
m_canvas->get_display()->set_camera(cam);
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m_ctl->remove_displays();
m_ctl->add_display(m_canvas->get_display());
m_canvas->get_display()->get_fps_counter().add_listener([this](double fps) {
m_fpstext->SetLabel(wxString::Format("fps: %.2f", fps));
m_fps_avg = 0.9 * m_fps_avg + 0.1 * fps;
});
if (IsShown()) {
activate_canvas_display();
m_canvas->get_display()->on_scene_updated(*m_scene);
}
}
void MyFrame::activate_canvas_display()
{
const wxSize ClientSize = m_canvas->GetClientSize();
m_canvas->get_display()->set_active(ClientSize.x, ClientSize.y);
enable_multisampling(m_ms_toggle->GetValue());
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m_canvas->Bind(wxEVT_PAINT, [this](wxPaintEvent &) {
// This is required even though dc is not used otherwise.
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wxPaintDC dc(m_canvas.get());
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const wxSize csize = m_canvas->GetClientSize();
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m_canvas->get_display()->set_screen_size(csize.x, csize.y);
m_canvas->get_display()->repaint();
});
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m_canvas->Bind(wxEVT_SIZE, [this](wxSizeEvent &) {
const wxSize csize = m_canvas->GetClientSize();
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m_canvas->get_display()->set_screen_size(csize.x, csize.y);
m_canvas->get_display()->repaint();
});
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// Do the repaint continuously
m_canvas->Bind(wxEVT_IDLE, [this](wxIdleEvent &evt) {
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m_canvas->get_display()->repaint();
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evt.RequestMore();
});
bind_canvas_events(m_mouse);
}
MyFrame::MyFrame(const wxString &title, const wxPoint &pos, const wxSize &size,
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const wxCmdLineParser &parser):
wxFrame(nullptr, wxID_ANY, title, pos, size)
{
wxMenu *menuFile = new wxMenu;
menuFile->Append(wxID_OPEN);
menuFile->Append(wxID_EXIT);
wxMenuBar *menuBar = new wxMenuBar;
menuBar->Append( menuFile, "&File" );
SetMenuBar( menuBar );
m_stbar = std::make_shared<Slic3r::GUI::ProgressStatusBar>(this);
m_stbar->embed(this);
SetStatusText( "Welcome to wxWidgets!" );
int attribList[] =
{WX_GL_RGBA, WX_GL_DOUBLEBUFFER,
// RGB channels each should be allocated with 8 bit depth. One
// should almost certainly get these bit depths by default.
WX_GL_MIN_RED, 8, WX_GL_MIN_GREEN, 8, WX_GL_MIN_BLUE, 8,
// Requesting an 8 bit alpha channel. Interestingly, the NVIDIA
// drivers would most likely work with some alpha plane, but
// glReadPixels would not return the alpha channel on NVIDIA if
// not requested when the GL context is created.
WX_GL_MIN_ALPHA, 8, WX_GL_DEPTH_SIZE, 8, WX_GL_STENCIL_SIZE, 8,
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WX_GL_SAMPLE_BUFFERS, GL_TRUE, WX_GL_SAMPLES, 4, 0};
m_scene = std::make_shared<Scene>();
m_ctl = std::make_shared<Controller>();
m_ctl->set_scene(m_scene);
m_canvas = std::make_shared<Canvas>(this, wxID_ANY, attribList,
wxDefaultPosition, wxDefaultSize,
wxWANTS_CHARS | wxFULL_REPAINT_ON_RESIZE);
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read_csg_settings(parser);
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wxPanel *control_panel = new wxPanel(this);
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auto controlsizer = new wxBoxSizer(wxHORIZONTAL);
auto slider_sizer = new wxBoxSizer(wxVERTICAL);
auto console_sizer = new wxBoxSizer(wxVERTICAL);
auto slider = new wxSlider(control_panel, wxID_ANY, 0, 0, 100,
wxDefaultPosition, wxDefaultSize,
wxSL_VERTICAL);
slider_sizer->Add(slider, 1, wxEXPAND);
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m_ms_toggle = new wxToggleButton(control_panel, wxID_ANY, "Multisampling");
console_sizer->Add(m_ms_toggle, 0, wxALL | wxEXPAND, 5);
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m_csg_toggle = new wxToggleButton(control_panel, wxID_ANY, "CSG");
m_csg_toggle->SetValue(true);
console_sizer->Add(m_csg_toggle, 0, wxALL | wxEXPAND, 5);
auto add_combobox = [control_panel, console_sizer]
(const wxString &label, const std::vector<wxString> &list)
{
auto widget = new wxComboBox(control_panel, wxID_ANY, list[0],
wxDefaultPosition, wxDefaultSize,
int(list.size()), list.data());
auto sz = new wxBoxSizer(wxHORIZONTAL);
sz->Add(new wxStaticText(control_panel, wxID_ANY, label), 0,
wxALL | wxALIGN_CENTER, 5);
sz->Add(widget, 1, wxALL | wxEXPAND, 5);
console_sizer->Add(sz, 0, wxEXPAND);
return widget;
};
auto add_spinctl = [control_panel, console_sizer]
(const wxString &label, int initial, int min, int max)
{
auto widget = new wxSpinCtrl(
control_panel, wxID_ANY,
wxString::Format("%d", initial),
wxDefaultPosition, wxDefaultSize, wxSP_ARROW_KEYS, min, max,
initial);
auto sz = new wxBoxSizer(wxHORIZONTAL);
sz->Add(new wxStaticText(control_panel, wxID_ANY, label), 0,
wxALL | wxALIGN_CENTER, 5);
sz->Add(widget, 1, wxALL | wxEXPAND, 5);
console_sizer->Add(sz, 0, wxEXPAND);
return widget;
};
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m_convexity_spin = add_spinctl("Convexity", CSGSettings::DEFAULT_CONVEXITY, 0, 100);
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m_alg_select = add_combobox("Algorithm", CSG_ALGS);
m_depth_select = add_combobox("Depth Complexity", CSG_DEPTH);
m_optimization_select = add_combobox("Optimization", CSG_OPT);
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m_fpstext = new wxStaticText(control_panel, wxID_ANY, "");
console_sizer->Add(m_fpstext, 0, wxALL, 5);
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m_record_btn = new wxToggleButton(control_panel, wxID_ANY, "Record");
console_sizer->Add(m_record_btn, 0, wxALL | wxEXPAND, 5);
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controlsizer->Add(slider_sizer, 0, wxEXPAND);
controlsizer->Add(console_sizer, 1, wxEXPAND);
control_panel->SetSizer(controlsizer);
auto sizer = new wxBoxSizer(wxHORIZONTAL);
sizer->Add(m_canvas.get(), 1, wxEXPAND);
sizer->Add(control_panel, 0, wxEXPAND);
SetSizer(sizer);
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wxString alg;
if (!parser.Found("algorithm", &alg)) alg = "Auto";
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set_renderer_algorithm(alg);
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Bind(wxEVT_CLOSE_WINDOW, [this](wxCloseEvent &evt){
if (m_canvas) RemoveChild(m_canvas.get());
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m_canvas.reset();
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if (!m_mouse.is_playing()) evt.Skip();
else m_mouse.stop();
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});
Bind(wxEVT_MENU, [this](wxCommandEvent &) {
wxFileDialog dlg(this, "Select project file", wxEmptyString,
wxEmptyString, "*.3mf", wxFD_OPEN|wxFD_FILE_MUST_EXIST);
if (dlg.ShowModal() == wxID_OK) load_model(dlg.GetPath().ToStdString());
}, wxID_OPEN);
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Bind(wxEVT_MENU, [this](wxCommandEvent &) { Close(true); }, wxID_EXIT);
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Bind(wxEVT_SHOW, [this](wxShowEvent &) {
activate_canvas_display();
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});
Bind(wxEVT_SLIDER, [this, slider](wxCommandEvent &) {
m_ctl->move_clip_plane(double(slider->GetValue()));
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});
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m_ms_toggle->Bind(wxEVT_TOGGLEBUTTON, [this](wxCommandEvent &){
enable_multisampling(m_ms_toggle->GetValue());
m_canvas->get_display()->repaint();
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});
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m_csg_toggle->Bind(wxEVT_TOGGLEBUTTON, [this](wxCommandEvent &){
CSGSettings stt = m_ocsgdisplay->get_csgsettings();
stt.enable_csg(m_csg_toggle->GetValue());
m_ocsgdisplay->apply_csgsettings(stt);
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});
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m_alg_select->Bind(wxEVT_COMBOBOX, [this](wxCommandEvent &) {
wxString alg = m_alg_select->GetValue();
int sel = m_alg_select->GetSelection();
m_csg_settings.set_algo(sel);
set_renderer_algorithm(alg);
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});
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m_depth_select->Bind(wxEVT_COMBOBOX, [this](wxCommandEvent &) {
int sel = m_depth_select->GetSelection();
m_csg_settings.set_depth_algo(sel);
if (m_ocsgdisplay) m_ocsgdisplay->apply_csgsettings(m_csg_settings);
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});
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m_optimization_select->Bind(wxEVT_COMBOBOX, [this](wxCommandEvent &) {
int sel = m_optimization_select->GetSelection();
m_csg_settings.set_optimization(sel);
if (m_ocsgdisplay) m_ocsgdisplay->apply_csgsettings(m_csg_settings);
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});
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m_convexity_spin->Bind(wxEVT_SPINCTRL, [this](wxSpinEvent &) {
int c = m_convexity_spin->GetValue();
if (c > 0) {
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m_csg_settings.set_convexity(unsigned(c));
if (m_ocsgdisplay) m_ocsgdisplay->apply_csgsettings(m_csg_settings);
}
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});
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m_record_btn->Bind(wxEVT_TOGGLEBUTTON, [this](wxCommandEvent &) {
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if (!m_ui_job) {
m_stbar->set_status_text("No project loaded!");
return;
}
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if (m_record_btn->GetValue()) {
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if (auto c = m_canvas->get_display()->get_camera()) reset(*c);
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m_ctl->on_scene_updated(*m_scene);
m_mouse.record(true);
} else {
m_mouse.record(false);
wxFileDialog dlg(this, "Select output file",
wxEmptyString, wxEmptyString, "*.events",
wxFD_SAVE|wxFD_OVERWRITE_PROMPT);
if (dlg.ShowModal() == wxID_OK) {
std::fstream stream(dlg.GetPath().ToStdString(),
std::fstream::out);
if (stream.good()) {
stream << m_ui_job->get_project_fname() << "\n";
wxSize winsize = GetSize();
stream << winsize.x << " " << winsize.y << "\n";
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m_mouse.save(stream);
}
}
}
});
}
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void MyFrame::bind_canvas_events(MouseInput &ms)
{
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m_canvas->Bind(wxEVT_MOUSEWHEEL, [&ms](wxMouseEvent &evt) {
ms.scroll(evt.GetWheelRotation(), evt.GetWheelDelta(),
evt.GetWheelAxis() == wxMOUSE_WHEEL_VERTICAL ?
Slic3r::GL::MouseInput::waVertical :
Slic3r::GL::MouseInput::waHorizontal);
});
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m_canvas->Bind(wxEVT_MOTION, [&ms](wxMouseEvent &evt) {
ms.move_to(evt.GetPosition().x, evt.GetPosition().y);
});
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m_canvas->Bind(wxEVT_RIGHT_DOWN, [&ms](wxMouseEvent & /*evt*/) {
ms.right_click_down();
});
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m_canvas->Bind(wxEVT_RIGHT_UP, [&ms](wxMouseEvent & /*evt*/) {
ms.right_click_up();
});
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m_canvas->Bind(wxEVT_LEFT_DOWN, [&ms](wxMouseEvent & /*evt*/) {
ms.left_click_down();
});
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m_canvas->Bind(wxEVT_LEFT_UP, [&ms](wxMouseEvent & /*evt*/) {
ms.left_click_up();
});
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ms.add_listener(m_ctl);
}
void MyFrame::SLAJob::process()
{
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using SlStatus = Slic3r::PrintBase::SlicingStatus;
Slic3r::DynamicPrintConfig cfg;
auto model = Slic3r::Model::read_from_file(m_fname, &cfg);
m_print = std::make_unique<Slic3r::SLAPrint>();
m_print->apply(model, cfg);
Slic3r::PrintBase::TaskParams params;
params.to_object_step = Slic3r::slaposHollowing;
m_print->set_task(params);
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m_print->set_status_callback([this](const SlStatus &status) {
update_status(status.percent, status.text);
});
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try {
m_print->process();
} catch(std::exception &e) {
update_status(0, wxString("Exception during processing: ") + e.what());
}
}
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//int main() {}