PrusaSlicer-NonPlainar/src/slic3r/GUI/GLCanvas3DManager.hpp

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#ifndef slic3r_GLCanvas3DManager_hpp_
#define slic3r_GLCanvas3DManager_hpp_
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#include "../../libslic3r/BoundingBox.hpp"
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#include <map>
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#include <vector>
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class wxWindow;
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class wxGLCanvas;
class wxGLContext;
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namespace Slic3r {
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class DynamicPrintConfig;
class Print;
class SLAPrint;
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class Model;
class ExPolygon;
typedef std::vector<ExPolygon> ExPolygons;
class ModelObject;
class PrintObject;
class GCodePreviewData;
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namespace GUI {
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class GLCanvas3D;
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class GLCanvas3DManager
{
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struct GLInfo
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{
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std::string version;
std::string glsl_version;
std::string vendor;
std::string renderer;
GLInfo();
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void detect();
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bool is_version_greater_or_equal_to(unsigned int major, unsigned int minor) const;
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std::string to_string(bool format_as_html, bool extensions) const;
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};
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enum EMultisampleState : unsigned char
{
MS_Unknown,
MS_Enabled,
MS_Disabled
};
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typedef std::map<wxGLCanvas*, GLCanvas3D*> CanvasesMap;
CanvasesMap m_canvases;
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#if ENABLE_USE_UNIQUE_GLCONTEXT
wxGLContext* m_context;
#endif // ENABLE_USE_UNIQUE_GLCONTEXT
wxGLCanvas* m_current;
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GLInfo m_gl_info;
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bool m_gl_initialized;
bool m_use_legacy_opengl;
bool m_use_VBOs;
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static EMultisampleState s_multisample;
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public:
GLCanvas3DManager();
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#if ENABLE_USE_UNIQUE_GLCONTEXT
~GLCanvas3DManager();
#endif // ENABLE_USE_UNIQUE_GLCONTEXT
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bool add(wxGLCanvas* canvas);
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bool remove(wxGLCanvas* canvas);
void remove_all();
unsigned int count() const;
void init_gl();
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std::string get_gl_info(bool format_as_html, bool extensions) const;
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bool use_VBOs() const;
bool layer_editing_allowed() const;
bool init(wxGLCanvas* canvas);
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void set_as_dirty(wxGLCanvas* canvas);
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unsigned int get_volumes_count(wxGLCanvas* canvas) const;
void reset_volumes(wxGLCanvas* canvas);
int check_volumes_outside_state(wxGLCanvas* canvas, const DynamicPrintConfig* config) const;
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bool move_volume_up(wxGLCanvas* canvas, unsigned int id);
bool move_volume_down(wxGLCanvas* canvas, unsigned int id);
GLCanvas3D* get_canvas(wxGLCanvas* canvas);
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void set_config(wxGLCanvas* canvas, DynamicPrintConfig* config);
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void set_print(wxGLCanvas* canvas, Print* print);
void set_SLA_print(wxGLCanvas* canvas, SLAPrint* print);
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void set_model(wxGLCanvas* canvas, Model* model);
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void set_bed_shape(wxGLCanvas* canvas, const Pointfs& shape);
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void set_auto_bed_shape(wxGLCanvas* canvas);
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BoundingBoxf3 get_volumes_bounding_box(wxGLCanvas* canvas);
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void set_axes_length(wxGLCanvas* canvas, float length);
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void set_cutting_plane(wxGLCanvas* canvas, float z, const ExPolygons& polygons);
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void set_color_by(wxGLCanvas* canvas, const std::string& value);
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bool is_layers_editing_enabled(wxGLCanvas* canvas) const;
bool is_layers_editing_allowed(wxGLCanvas* canvas) const;
bool is_shader_enabled(wxGLCanvas* canvas) const;
bool is_reload_delayed(wxGLCanvas* canvas) const;
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void enable_layers_editing(wxGLCanvas* canvas, bool enable);
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void enable_warning_texture(wxGLCanvas* canvas, bool enable);
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void enable_legend_texture(wxGLCanvas* canvas, bool enable);
void enable_picking(wxGLCanvas* canvas, bool enable);
void enable_moving(wxGLCanvas* canvas, bool enable);
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void enable_gizmos(wxGLCanvas* canvas, bool enable);
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void enable_toolbar(wxGLCanvas* canvas, bool enable);
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void enable_shader(wxGLCanvas* canvas, bool enable);
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void enable_force_zoom_to_bed(wxGLCanvas* canvas, bool enable);
void enable_dynamic_background(wxGLCanvas* canvas, bool enable);
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void allow_multisample(wxGLCanvas* canvas, bool allow);
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void enable_toolbar_item(wxGLCanvas* canvas, const std::string& name, bool enable);
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bool is_toolbar_item_pressed(wxGLCanvas* canvas, const std::string& name) const;
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void zoom_to_bed(wxGLCanvas* canvas);
void zoom_to_volumes(wxGLCanvas* canvas);
void select_view(wxGLCanvas* canvas, const std::string& direction);
void set_viewport_from_scene(wxGLCanvas* canvas, wxGLCanvas* other);
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void update_volumes_colors_by_extruder(wxGLCanvas* canvas);
void render(wxGLCanvas* canvas) const;
std::vector<double> get_current_print_zs(wxGLCanvas* canvas, bool active_only) const;
void set_toolpaths_range(wxGLCanvas* canvas, double low, double high);
std::vector<int> load_object(wxGLCanvas* canvas, const ModelObject* model_object, int obj_idx, std::vector<int> instance_idxs);
std::vector<int> load_object(wxGLCanvas* canvas, const Model* model, int obj_idx);
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int get_first_volume_id(wxGLCanvas* canvas, int obj_idx) const;
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int get_in_object_volume_id(wxGLCanvas* canvas, int scene_vol_idx) const;
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void mirror_selection(wxGLCanvas* canvas, Axis axis);
void reload_scene(wxGLCanvas* canvas, bool force);
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void load_gcode_preview(wxGLCanvas* canvas, const GCodePreviewData* preview_data, const std::vector<std::string>& str_tool_colors);
void load_preview(wxGLCanvas* canvas, const std::vector<std::string>& str_tool_colors);
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void reset_legend_texture(wxGLCanvas* canvas);
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static bool can_multisample() { return s_multisample == MS_Enabled; }
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static wxGLCanvas* create_wxglcanvas(wxWindow *parent);
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private:
CanvasesMap::iterator _get_canvas(wxGLCanvas* canvas);
CanvasesMap::const_iterator _get_canvas(wxGLCanvas* canvas) const;
bool _init(GLCanvas3D& canvas);
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static void _detect_multisample(int* attribList);
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};
} // namespace GUI
} // namespace Slic3r
#endif // slic3r_GLCanvas3DManager_hpp_