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 "../../slic3r/GUI/GLShader.hpp"
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#include "../../libslic3r/ClipperUtils.hpp"
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#include "../../libslic3r/PrintConfig.hpp"
#include "../../libslic3r/Print.hpp"
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#include <GL/glew.h>
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#include <wx/glcanvas.h>
#include <wx/image.h>
#include <wx/timer.h>
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#include <iostream>
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#include <float.h>
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static const float TRACKBALLSIZE = 0.8f;
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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 };
static const float VARIABLE_LAYER_THICKNESS_BAR_WIDTH = 70.0f;
static const float VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT = 22.0f;
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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();
}
Size::Size()
: m_width(0)
, m_height(0)
{
}
Size::Size(int width, int height)
: m_width(width)
, m_height(height)
{
}
int Size::get_width() const
{
return m_width;
}
void Size::set_width(int width)
{
m_width = width;
}
int Size::get_height() const
{
return m_height;
}
void Size::set_height(int height)
{
m_height = height;
}
Rect::Rect()
: m_left(0.0f)
, m_top(0.0f)
, m_right(0.0f)
, m_bottom(0.0f)
{
}
Rect::Rect(float left, float top, float right, float bottom)
: m_left(left)
, m_top(top)
, m_right(right)
, m_bottom(bottom)
{
}
float Rect::get_left() const
{
return m_left;
}
void Rect::set_left(float left)
{
m_left = left;
}
float Rect::get_top() const
{
return m_top;
}
void Rect::set_top(float top)
{
m_top = top;
}
float Rect::get_right() const
{
return m_right;
}
void Rect::set_right(float right)
{
m_right = right;
}
float Rect::get_bottom() const
{
return m_bottom;
}
void Rect::set_bottom(float bottom)
{
m_bottom = bottom;
}
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GLCanvas3D::Camera::Camera()
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: type(Ortho)
, zoom(1.0f)
, phi(45.0f)
// , distance(0.0f)
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, target(0.0, 0.0, 0.0)
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, m_theta(45.0f)
{
}
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std::string GLCanvas3D::Camera::get_type_as_string() const
{
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switch (type)
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{
default:
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case Unknown:
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return "unknown";
// case Perspective:
// return "perspective";
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case Ortho:
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return "ortho";
};
}
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float GLCanvas3D::Camera::get_theta() const
{
return m_theta;
}
void GLCanvas3D::Camera::set_theta(float theta)
{
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m_theta = clamp(0.0f, GIMBALL_LOCK_THETA_MAX, theta);
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}
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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;
}
bool GLCanvas3D::Bed::contains(const Point& point) const
{
return m_polygon.contains(point);
}
Point GLCanvas3D::Bed::point_projection(const Point& point) const
{
return m_polygon.point_projection(point);
}
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void GLCanvas3D::Bed::render() const
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{
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()
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: length(0.0f)
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{
}
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void GLCanvas3D::Axes::render() const
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{
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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);
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::glVertex3f((GLfloat)origin.x, (GLfloat)origin.y, (GLfloat)origin.z);
::glVertex3f((GLfloat)origin.x + length, (GLfloat)origin.y, (GLfloat)origin.z);
// draw line for y axis
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::glColor3f(0.0f, 1.0f, 0.0f);
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::glVertex3f((GLfloat)origin.x, (GLfloat)origin.y, (GLfloat)origin.z);
::glVertex3f((GLfloat)origin.x, (GLfloat)origin.y + length, (GLfloat)origin.z);
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::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);
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::glVertex3f((GLfloat)origin.x, (GLfloat)origin.y, (GLfloat)origin.z);
::glVertex3f((GLfloat)origin.x, (GLfloat)origin.y, (GLfloat)origin.z + length);
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::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) const
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{
::glDisable(GL_LIGHTING);
_render_plane(bb);
_render_contour();
}
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void GLCanvas3D::CuttingPlane::_render_plane(const BoundingBoxf3& bb) const
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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() const
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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);
}
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GLCanvas3D::Shader::Shader()
: m_shader(nullptr)
{
}
GLCanvas3D::Shader::~Shader()
{
_reset();
}
bool GLCanvas3D::Shader::init(const std::string& vertex_shader_filename, const std::string& fragment_shader_filename)
{
if (is_initialized())
return true;
m_shader = new GLShader();
if (m_shader != nullptr)
{
if (!m_shader->load_from_file(fragment_shader_filename.c_str(), vertex_shader_filename.c_str()))
{
std::cout << "Compilaton of shader failed:" << std::endl;
std::cout << m_shader->last_error << std::endl;
_reset();
return false;
}
}
return true;
}
bool GLCanvas3D::Shader::is_initialized() const
{
return (m_shader != nullptr);
}
bool GLCanvas3D::Shader::start_using() const
{
if (is_initialized())
{
m_shader->enable();
return true;
}
else
return false;
}
void GLCanvas3D::Shader::stop_using() const
{
if (m_shader != nullptr)
m_shader->disable();
}
void GLCanvas3D::Shader::set_uniform(const std::string& name, float value) const
{
if (m_shader != nullptr)
m_shader->set_uniform(name.c_str(), value);
}
const GLShader* GLCanvas3D::Shader::get_shader() const
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{
return m_shader;
}
void GLCanvas3D::Shader::_reset()
{
if (m_shader != nullptr)
{
m_shader->release();
delete m_shader;
m_shader = nullptr;
}
}
GLCanvas3D::LayersEditing::GLTextureData::GLTextureData()
: id(0)
, width(0)
, height(0)
{
}
GLCanvas3D::LayersEditing::GLTextureData::GLTextureData(unsigned int id, int width, int height)
: id(id)
, width(width)
, height(height)
{
}
GLCanvas3D::LayersEditing::LayersEditing()
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: m_use_legacy_opengl(false)
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, m_enabled(false)
, m_z_texture_id(0)
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, state(Unknown)
, band_width(2.0f)
, strength(0.005f)
, last_object_id(-1)
, last_z(0.0f)
, last_action(0)
{
}
GLCanvas3D::LayersEditing::~LayersEditing()
{
if (m_tooltip_texture.id != 0)
{
::glDeleteTextures(1, &m_tooltip_texture.id);
m_tooltip_texture = GLTextureData();
}
if (m_reset_texture.id != 0)
{
::glDeleteTextures(1, &m_reset_texture.id);
m_reset_texture = GLTextureData();
}
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if (m_z_texture_id != 0)
{
::glDeleteTextures(1, &m_z_texture_id);
m_z_texture_id = 0;
}
}
bool GLCanvas3D::LayersEditing::init(const std::string& vertex_shader_filename, const std::string& fragment_shader_filename)
{
if (!m_shader.init(vertex_shader_filename, fragment_shader_filename))
return false;
::glGenTextures(1, (GLuint*)&m_z_texture_id);
::glBindTexture(GL_TEXTURE_2D, m_z_texture_id);
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
::glBindTexture(GL_TEXTURE_2D, 0);
return true;
}
bool GLCanvas3D::LayersEditing::is_allowed() const
{
return !m_use_legacy_opengl && m_shader.is_initialized();
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}
void GLCanvas3D::LayersEditing::set_use_legacy_opengl(bool use_legacy_opengl)
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{
m_use_legacy_opengl = use_legacy_opengl;
}
bool GLCanvas3D::LayersEditing::is_enabled() const
{
return m_enabled;
}
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void GLCanvas3D::LayersEditing::set_enabled(bool enabled)
{
m_enabled = is_allowed() && enabled;
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}
unsigned int GLCanvas3D::LayersEditing::get_z_texture_id() const
{
return m_z_texture_id;
}
void GLCanvas3D::LayersEditing::render(const GLCanvas3D& canvas, const PrintObject& print_object, const GLVolume& volume) const
{
if (!m_enabled)
return;
const Rect& bar_rect = get_bar_rect_viewport(canvas);
const Rect& reset_rect = get_reset_rect_viewport(canvas);
::glDisable(GL_DEPTH_TEST);
// The viewport and camera are set to complete view and glOrtho(-$x / 2, $x / 2, -$y / 2, $y / 2, -$depth, $depth),
// where x, y is the window size divided by $self->_zoom.
::glPushMatrix();
::glLoadIdentity();
_render_tooltip_texture(canvas, bar_rect, reset_rect);
_render_reset_texture(canvas, reset_rect);
_render_active_object_annotations(canvas, volume, print_object, bar_rect);
_render_profile(print_object, bar_rect);
// Revert the matrices.
glPopMatrix();
glEnable(GL_DEPTH_TEST);
}
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int GLCanvas3D::LayersEditing::get_shader_program_id() const
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{
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const GLShader* shader = m_shader.get_shader();
return (shader != nullptr) ? shader->shader_program_id : -1;
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}
float GLCanvas3D::LayersEditing::get_cursor_z_relative(const GLCanvas3D& canvas)
{
const Point& mouse_pos = canvas.get_local_mouse_position();
const Rect& rect = get_bar_rect_screen(canvas);
float x = (float)mouse_pos.x;
float y = (float)mouse_pos.y;
float t = rect.get_top();
float b = rect.get_bottom();
return ((rect.get_left() <= x) && (x <= rect.get_right()) && (t <= y) && (y <= b)) ?
// Inside the bar.
(b - y - 1.0f) / (b - t - 1.0f) :
// Outside the bar.
-1000.0f;
}
int GLCanvas3D::LayersEditing::get_first_selected_object_id(const GLVolumeCollection& volumes, unsigned int objects_count)
{
for (const GLVolume* vol : volumes.volumes)
{
if ((vol != nullptr) && vol->selected)
{
int object_id = vol->select_group_id / 1000000;
// Objects with object_id >= 1000 have a specific meaning, for example the wipe tower proxy.
if (object_id < 10000)
return (object_id >= (int)objects_count) ? -1 : object_id;
}
}
return -1;
}
bool GLCanvas3D::LayersEditing::bar_rect_contains(const GLCanvas3D& canvas, float x, float y)
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{
const Rect& rect = get_bar_rect_screen(canvas);
return (rect.get_left() <= x) && (x <= rect.get_right()) && (rect.get_top() <= y) && (y <= rect.get_bottom());
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}
bool GLCanvas3D::LayersEditing::reset_rect_contains(const GLCanvas3D& canvas, float x, float y)
{
const Rect& rect = get_reset_rect_screen(canvas);
return (rect.get_left() <= x) && (x <= rect.get_right()) && (rect.get_top() <= y) && (y <= rect.get_bottom());
}
Rect GLCanvas3D::LayersEditing::get_bar_rect_screen(const GLCanvas3D& canvas)
{
const Size& cnv_size = canvas.get_canvas_size();
float w = (float)cnv_size.get_width();
float h = (float)cnv_size.get_height();
return Rect(w - VARIABLE_LAYER_THICKNESS_BAR_WIDTH, 0.0f, w, h - VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT);
}
Rect GLCanvas3D::LayersEditing::get_reset_rect_screen(const GLCanvas3D& canvas)
{
const Size& cnv_size = canvas.get_canvas_size();
float w = (float)cnv_size.get_width();
float h = (float)cnv_size.get_height();
return Rect(w - VARIABLE_LAYER_THICKNESS_BAR_WIDTH, h - VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT, w, h);
}
Rect GLCanvas3D::LayersEditing::get_bar_rect_viewport(const GLCanvas3D& canvas)
{
const Size& cnv_size = canvas.get_canvas_size();
float half_w = 0.5f * (float)cnv_size.get_width();
float half_h = 0.5f * (float)cnv_size.get_height();
float zoom = canvas.get_camera_zoom();
float inv_zoom = (zoom != 0.0f) ? 1.0f / zoom : 0.0f;
return Rect((half_w - VARIABLE_LAYER_THICKNESS_BAR_WIDTH) * inv_zoom, half_h * inv_zoom, half_w * inv_zoom, (-half_h + VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT) * inv_zoom);
}
Rect GLCanvas3D::LayersEditing::get_reset_rect_viewport(const GLCanvas3D& canvas)
{
const Size& cnv_size = canvas.get_canvas_size();
float half_w = 0.5f * (float)cnv_size.get_width();
float half_h = 0.5f * (float)cnv_size.get_height();
float zoom = canvas.get_camera_zoom();
float inv_zoom = (zoom != 0.0f) ? 1.0f / zoom : 0.0f;
return Rect((half_w - VARIABLE_LAYER_THICKNESS_BAR_WIDTH) * inv_zoom, (-half_h + VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT) * inv_zoom, half_w * inv_zoom, -half_h * inv_zoom);
}
bool GLCanvas3D::LayersEditing::_is_initialized() const
{
return m_shader.is_initialized();
}
void GLCanvas3D::LayersEditing::_render_tooltip_texture(const GLCanvas3D& canvas, const Rect& bar_rect, const Rect& reset_rect) const
{
if (m_tooltip_texture.id == 0)
{
m_tooltip_texture = _load_texture_from_file("variable_layer_height_tooltip.png");
if (m_tooltip_texture.id == 0)
return;
}
float zoom = canvas.get_camera_zoom();
float inv_zoom = (zoom != 0.0f) ? 1.0f / zoom : 0.0f;
float gap = 10.0f * inv_zoom;
float bar_left = bar_rect.get_left();
float reset_bottom = reset_rect.get_bottom();
float l = bar_left - (float)m_tooltip_texture.width * inv_zoom - gap;
float r = bar_left - gap;
float t = reset_bottom + (float)m_tooltip_texture.height * inv_zoom + gap;
float b = reset_bottom + gap;
canvas.render_texture(m_tooltip_texture.id, l, r, b, t);
}
void GLCanvas3D::LayersEditing::_render_reset_texture(const GLCanvas3D& canvas, const Rect& reset_rect) const
{
if (m_reset_texture.id == 0)
{
m_reset_texture = _load_texture_from_file("variable_layer_height_reset.png");
if (m_reset_texture.id == 0)
return;
}
canvas.render_texture(m_reset_texture.id, reset_rect.get_left(), reset_rect.get_right(), reset_rect.get_bottom(), reset_rect.get_top());
}
void GLCanvas3D::LayersEditing::_render_active_object_annotations(const GLCanvas3D& canvas, const GLVolume& volume, const PrintObject& print_object, const Rect& bar_rect) const
{
float max_z = print_object.model_object()->bounding_box().max.z;
m_shader.start_using();
m_shader.set_uniform("z_to_texture_row", (float)volume.layer_height_texture_z_to_row_id());
m_shader.set_uniform("z_texture_row_to_normalized", 1.0f / (float)volume.layer_height_texture_height());
m_shader.set_uniform("z_cursor", max_z * get_cursor_z_relative(canvas));
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m_shader.set_uniform("z_cursor_band_width", band_width);
GLsizei w = (GLsizei)volume.layer_height_texture_width();
GLsizei h = (GLsizei)volume.layer_height_texture_height();
GLsizei half_w = w / 2;
GLsizei half_h = h / 2;
::glBindTexture(GL_TEXTURE_2D, m_z_texture_id);
::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
::glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, half_w, half_h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
::glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, volume.layer_height_texture_data_ptr_level0());
::glTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, half_w, half_h, GL_RGBA, GL_UNSIGNED_BYTE, volume.layer_height_texture_data_ptr_level1());
// Render the color bar
float l = bar_rect.get_left();
float r = bar_rect.get_right();
float t = bar_rect.get_top();
float b = bar_rect.get_bottom();
::glBegin(GL_QUADS);
::glVertex3f(l, b, 0.0f);
::glVertex3f(r, b, 0.0f);
::glVertex3f(r, t, max_z);
::glVertex3f(l, t, max_z);
::glEnd();
::glBindTexture(GL_TEXTURE_2D, 0);
m_shader.stop_using();
}
void GLCanvas3D::LayersEditing::_render_profile(const PrintObject& print_object, const Rect& bar_rect) const
{
// FIXME show some kind of legend.
// Get a maximum layer height value.
// FIXME This is a duplicate code of Slicing.cpp.
double layer_height_max = DBL_MAX;
const PrintConfig& print_config = print_object.print()->config;
const std::vector<double>& nozzle_diameters = dynamic_cast<const ConfigOptionFloats*>(print_config.option("nozzle_diameter"))->values;
const std::vector<double>& layer_heights_min = dynamic_cast<const ConfigOptionFloats*>(print_config.option("min_layer_height"))->values;
const std::vector<double>& layer_heights_max = dynamic_cast<const ConfigOptionFloats*>(print_config.option("max_layer_height"))->values;
for (unsigned int i = 0; i < (unsigned int)nozzle_diameters.size(); ++i)
{
double lh_min = (layer_heights_min[i] == 0.0) ? 0.07 : std::max(0.01, layer_heights_min[i]);
double lh_max = (layer_heights_max[i] == 0.0) ? (0.75 * nozzle_diameters[i]) : layer_heights_max[i];
layer_height_max = std::min(layer_height_max, std::max(lh_min, lh_max));
}
// Make the vertical bar a bit wider so the layer height curve does not touch the edge of the bar region.
layer_height_max *= 1.12;
coordf_t max_z = unscale(print_object.size.z);
double layer_height = dynamic_cast<const ConfigOptionFloat*>(print_object.config.option("layer_height"))->value;
float l = bar_rect.get_left();
float w = bar_rect.get_right() - l;
float b = bar_rect.get_bottom();
float t = bar_rect.get_top();
float h = t - b;
float scale_x = w / (float)layer_height_max;
float scale_y = h / (float)max_z;
float x = l + (float)layer_height * scale_x;
// Baseline
::glColor3f(0.0f, 0.0f, 0.0f);
::glBegin(GL_LINE_STRIP);
::glVertex2f(x, b);
::glVertex2f(x, t);
::glEnd();
// Curve
const ModelObject* model_object = print_object.model_object();
if (model_object->layer_height_profile_valid)
{
const std::vector<coordf_t>& profile = model_object->layer_height_profile;
::glColor3f(0.0f, 0.0f, 1.0f);
::glBegin(GL_LINE_STRIP);
for (unsigned int i = 0; i < profile.size(); i += 2)
{
::glVertex2f(l + (float)profile[i + 1] * scale_x, b + (float)profile[i] * scale_y);
}
::glEnd();
}
}
GLCanvas3D::LayersEditing::GLTextureData GLCanvas3D::LayersEditing::_load_texture_from_file(const std::string& filename)
{
const std::string& path = resources_dir() + "/icons/";
// Load a PNG with an alpha channel.
wxImage image;
if (!image.LoadFile(path + filename, wxBITMAP_TYPE_PNG))
return GLTextureData();
int width = image.GetWidth();
int height = image.GetHeight();
int n_pixels = width * height;
if (n_pixels <= 0)
return GLTextureData();
// Get RGB & alpha raw data from wxImage, pack them into an array.
unsigned char* img_rgb = image.GetData();
if (img_rgb == nullptr)
return GLTextureData();
unsigned char* img_alpha = image.GetAlpha();
std::vector<unsigned char> data(n_pixels * 4, 0);
for (int i = 0; i < n_pixels; ++i)
{
int data_id = i * 4;
int img_id = i * 3;
data[data_id + 0] = img_rgb[img_id + 0];
data[data_id + 1] = img_rgb[img_id + 1];
data[data_id + 2] = img_rgb[img_id + 2];
data[data_id + 3] = (img_alpha != nullptr) ? img_alpha[i] : 255;
}
// sends data to gpu
GLuint tex_id;
::glGenTextures(1, &tex_id);
::glBindTexture(GL_TEXTURE_2D, tex_id);
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, (GLsizei)width, (GLsizei)height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data());
::glBindTexture(GL_TEXTURE_2D, 0);
return GLTextureData((unsigned int)tex_id, width, height);
}
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const Point GLCanvas3D::Mouse::Drag::Invalid_2D_Point(INT_MAX, INT_MAX);
const Pointf3 GLCanvas3D::Mouse::Drag::Invalid_3D_Point(DBL_MAX, DBL_MAX, DBL_MAX);
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GLCanvas3D::Mouse::Drag::Drag()
: start_position_2D(Invalid_2D_Point)
, start_position_3D(Invalid_3D_Point)
, volume_idx(-1)
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{
}
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GLCanvas3D::Mouse::Mouse()
: dragging(false)
, position(DBL_MAX, DBL_MAX)
{
}
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void GLCanvas3D::Mouse::set_start_position_2D_as_invalid()
{
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drag.start_position_2D = Drag::Invalid_2D_Point;
}
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void GLCanvas3D::Mouse::set_start_position_3D_as_invalid()
{
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drag.start_position_3D = Drag::Invalid_3D_Point;
}
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bool GLCanvas3D::Mouse::is_start_position_2D_defined() const
{
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return (drag.start_position_2D != Drag::Invalid_2D_Point);
}
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bool GLCanvas3D::Mouse::is_start_position_3D_defined() const
{
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return (drag.start_position_3D != Drag::Invalid_3D_Point);
}
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GLCanvas3D::GLCanvas3D(wxGLCanvas* canvas, wxGLContext* context)
: m_canvas(canvas)
, m_context(context)
, m_timer(nullptr)
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, m_volumes(nullptr)
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, m_config(nullptr)
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, m_print(nullptr)
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, m_dirty(true)
, m_use_VBOs(false)
//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
, m_first_render(true)
// , m_late_init(false)
//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
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, m_apply_zoom_to_volumes_filter(false)
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, m_hover_volume_id(-1)
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, m_warning_texture_enabled(false)
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, m_legend_texture_enabled(false)
, m_picking_enabled(false)
, m_moving_enabled(false)
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, m_shader_enabled(false)
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, m_multisample_allowed(false)
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{
if (m_canvas != nullptr)
m_timer = new wxTimer(m_canvas);
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}
GLCanvas3D::~GLCanvas3D()
{
if (m_timer != nullptr)
{
delete m_timer;
m_timer = nullptr;
}
_deregister_callbacks();
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}
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bool GLCanvas3D::init(bool useVBOs, bool use_legacy_opengl)
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{
//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
// if (!set_current())
// return false;
//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
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::glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
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::glClearDepth(1.0f);
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::glDepthFunc(GL_LESS);
::glEnable(GL_DEPTH_TEST);
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::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);
// ambient lighting
GLfloat ambient[4] = { 0.3f, 0.3f, 0.3f, 1.0f };
::glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
::glEnable(GL_LIGHT0);
::glEnable(GL_LIGHT1);
// light from camera
GLfloat specular[4] = { 0.3f, 0.3f, 0.3f, 1.0f };
::glLightfv(GL_LIGHT1, GL_SPECULAR, specular);
GLfloat diffuse[4] = { 0.2f, 0.2f, 0.2f, 1.0f };
::glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse);
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// light from above
GLfloat specular1[4] = { 0.2f, 0.2f, 0.2f, 1.0f };
::glLightfv(GL_LIGHT0, GL_SPECULAR, specular1);
GLfloat diffuse1[4] = { 0.5f, 0.5f, 0.5f, 1.0f };
::glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse1);
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// Enables Smooth Color Shading; try GL_FLAT for (lack of) fun.
::glShadeModel(GL_SMOOTH);
// A handy trick -- have surface material mirror the color.
::glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
::glEnable(GL_COLOR_MATERIAL);
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if (m_multisample_allowed)
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::glEnable(GL_MULTISAMPLE);
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if (useVBOs && !m_shader.init("gouraud.vs", "gouraud.fs"))
return false;
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if (useVBOs && !m_layers_editing.init("variable_layer_height.vs", "variable_layer_height.fs"))
return false;
//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
// This is a special path for wxWidgets on GTK, where an OpenGL context is initialized
// first when an OpenGL widget is shown for the first time. How ugly.
// In that case the volumes are wainting to be moved to Vertex Buffer Objects
// after the OpenGL context is being initialized.
#if defined(__LINUX__)
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if (useVBOs && (m_volumes != nullptr))
m_volumes->finalize_geometry(useVBOs);
#endif // __LINUX__
//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
m_use_VBOs = useVBOs;
m_layers_editing.set_use_legacy_opengl(use_legacy_opengl);
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return true;
}
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_shown_on_screen() const
{
return (m_canvas != nullptr) ? m_canvas->IsShownOnScreen() : false;
}
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();
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m_dirty = true;
}
}
void GLCanvas3D::deselect_volumes()
{
if (m_volumes != nullptr)
{
for (GLVolume* vol : m_volumes->volumes)
{
if (vol != nullptr)
vol->selected = false;
}
}
}
void GLCanvas3D::select_volume(unsigned int id)
{
if ((m_volumes != nullptr) && (id < (unsigned int)m_volumes->volumes.size()))
{
GLVolume* vol = m_volumes->volumes[id];
if (vol != nullptr)
vol->selected = true;
}
}
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void GLCanvas3D::set_config(DynamicPrintConfig* config)
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{
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m_config = config;
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}
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void GLCanvas3D::set_print(Print* print)
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{
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m_print = print;
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}
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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.
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m_axes.origin = Pointf3(0.0, 0.0, (coordf_t)GROUND_Z);
set_axes_length(0.3f * (float)m_bed.get_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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m_axes.origin = Pointf3(center.x, center.y, (coordf_t)GROUND_Z);
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}
void GLCanvas3D::set_axes_length(float length)
{
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m_axes.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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float GLCanvas3D::get_camera_zoom() const
{
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return m_camera.zoom;
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}
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;
}
bool GLCanvas3D::is_layers_editing_enabled() const
{
return m_layers_editing.is_enabled();
}
bool GLCanvas3D::is_layers_editing_allowed() const
{
return m_layers_editing.is_allowed();
}
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void GLCanvas3D::enable_layers_editing(bool enable)
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{
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m_layers_editing.set_enabled(enable);
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}
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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;
}
void GLCanvas3D::enable_picking(bool enable)
{
m_picking_enabled = enable;
}
void GLCanvas3D::enable_moving(bool enable)
{
m_moving_enabled = enable;
}
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void GLCanvas3D::enable_shader(bool enable)
{
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m_shader_enabled = enable;
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}
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void GLCanvas3D::allow_multisample(bool allow)
{
m_multisample_allowed = allow;
}
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void GLCanvas3D::zoom_to_bed()
{
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_zoom_to_bounding_box(m_bed.get_bounding_box());
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}
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()))
{
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m_camera.phi = dir_vec[0];
m_camera.set_theta(dir_vec[1]);
m_on_viewport_changed_callback.call();
if (m_canvas != nullptr)
m_canvas->Refresh();
}
}
void GLCanvas3D::set_viewport_from_scene(const GLCanvas3D& other)
{
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m_camera.phi = other.m_camera.phi;
m_camera.set_theta(other.m_camera.get_theta());
m_camera.target = other.m_camera.target;
m_camera.zoom = other.m_camera.zoom;
m_dirty = true;
}
void GLCanvas3D::update_volumes_colors_by_extruder()
{
if ((m_volumes == nullptr) || (m_config == nullptr))
return;
m_volumes->update_colors_by_extruder(m_config);
}
void GLCanvas3D::render()
{
if (m_canvas == nullptr)
return;
if (!is_shown_on_screen())
return;
if (!set_current())
return;
//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
if (!_3DScene::init(m_canvas))
return;
//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
if (m_first_render)
_before_first_render();
// if (!m_late_init)
// _late_init();
//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
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_camera_tranform();
GLfloat position[4] = { 1.0f, 0.0f, 1.0f, 0.0f };
::glLightfv(GL_LIGHT1, GL_POSITION, position);
GLfloat position1[4] = { -0.5f, -0.5f, 1.0f, 0.0f };
::glLightfv(GL_LIGHT0, GL_POSITION, position1);
_picking_pass();
_render_background();
_render_bed();
_render_axes();
_render_objects();
_render_cutting_plane();
_render_warning_texture();
_render_legend_texture();
_render_layer_editing_overlay();
m_canvas->SwapBuffers();
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}
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void GLCanvas3D::render_texture(unsigned int tex_id, float left, float right, float bottom, float top) const
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{
::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::register_on_double_click_callback(void* callback)
{
if (callback != nullptr)
m_on_double_click_callback.register_callback(callback);
}
void GLCanvas3D::register_on_right_click_callback(void* callback)
{
if (callback != nullptr)
m_on_right_click_callback.register_callback(callback);
}
void GLCanvas3D::register_on_select_callback(void* callback)
{
if (callback != nullptr)
m_on_select_callback.register_callback(callback);
}
void GLCanvas3D::register_on_model_update_callback(void* callback)
{
if (callback != nullptr)
m_on_model_update_callback.register_callback(callback);
}
void GLCanvas3D::register_on_move_callback(void* callback)
{
if (callback != nullptr)
m_on_move_callback.register_callback(callback);
}
void GLCanvas3D::on_size(wxSizeEvent& evt)
{
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m_dirty = true;
}
void GLCanvas3D::on_idle(wxIdleEvent& evt)
{
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if (!m_dirty)
return;
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_refresh_if_shown_on_screen();
}
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::on_mouse_wheel(wxMouseEvent& evt)
{
// Ignore the wheel events if the middle button is pressed.
if (evt.MiddleIsDown())
return;
// Performs layers editing updates, if enabled
if (is_layers_editing_enabled() && (m_print != nullptr))
{
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int object_idx_selected = _get_layers_editing_first_selected_object_id((unsigned int)m_print->objects.size());
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if (object_idx_selected != -1)
{
// A volume is selected. Test, whether hovering over a layer thickness bar.
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if (_bar_rect_contains((float)evt.GetX(), (float)evt.GetY()))
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{
// Adjust the width of the selection.
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m_layers_editing.band_width = std::max(std::min(m_layers_editing.band_width * (1.0f + 0.1f * (float)evt.GetWheelRotation() / (float)evt.GetWheelDelta()), 10.0f), 1.5f);
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if (m_canvas != nullptr)
m_canvas->Refresh();
return;
}
}
}
// Calculate the zoom delta and apply it to the current zoom factor
float zoom = (float)evt.GetWheelRotation() / (float)evt.GetWheelDelta();
zoom = std::max(std::min(zoom, 4.0f), -4.0f) / 10.0f;
zoom = get_camera_zoom() / (1.0f - zoom);
// Don't allow to zoom too far outside the scene.
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float zoom_min = _get_zoom_to_bounding_box_factor(_max_bounding_box());
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if (zoom_min > 0.0f)
{
zoom_min *= 0.4f;
if (zoom < zoom_min)
zoom = zoom_min;
}
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m_camera.zoom = zoom;
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m_on_viewport_changed_callback.call();
_refresh_if_shown_on_screen();
}
void GLCanvas3D::on_timer(wxTimerEvent& evt)
{
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if (m_layers_editing.state != LayersEditing::Editing)
return;
_perform_layer_editing_action();
}
void GLCanvas3D::on_mouse(wxMouseEvent& evt)
{
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if (m_volumes == nullptr)
return;
Point pos(evt.GetX(), evt.GetY());
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int selected_object_idx = (is_layers_editing_enabled() && (m_print != nullptr)) ? _get_layers_editing_first_selected_object_id(m_print->objects.size()) : -1;
m_layers_editing.last_object_id = selected_object_idx;
if (evt.Entering())
{
#if defined(__WXMSW__) || defined(__linux__)
// On Windows and Linux needs focus in order to catch key events
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if (m_canvas != nullptr)
m_canvas->SetFocus();
m_mouse.set_start_position_2D_as_invalid();
#endif
}
else if (evt.LeftDClick())
m_on_double_click_callback.call();
else if (evt.LeftDown() || evt.RightDown())
{
// If user pressed left or right button we first check whether this happened
// on a volume or not.
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int volume_idx = m_hover_volume_id;
m_layers_editing.state = LayersEditing::Unknown;
if ((selected_object_idx != -1) && _bar_rect_contains(pos.x, pos.y))
{
// A volume is selected and the mouse is inside the layer thickness bar.
// Start editing the layer height.
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m_layers_editing.state = LayersEditing::Editing;
_perform_layer_editing_action(&evt);
}
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else if ((selected_object_idx != -1) && _reset_rect_contains(pos.x, pos.y))
{
if (evt.LeftDown())
{
// A volume is selected and the mouse is inside the reset button.
m_print->get_object(selected_object_idx)->reset_layer_height_profile();
// Index 2 means no editing, just wait for mouse up event.
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m_layers_editing.state = LayersEditing::Completed;
m_dirty = true;
}
}
else
{
// Select volume in this 3D canvas.
// Don't deselect a volume if layer editing is enabled. We want the object to stay selected
// during the scene manipulation.
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if (m_picking_enabled && ((volume_idx != -1) || !is_layers_editing_enabled()))
{
deselect_volumes();
select_volume(volume_idx);
if (volume_idx != -1)
{
int group_id = m_volumes->volumes[volume_idx]->select_group_id;
if (group_id != -1)
{
for (GLVolume* vol : m_volumes->volumes)
{
if ((vol != nullptr) && (vol->select_group_id == group_id))
vol->selected = true;
}
}
}
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m_dirty = true;
}
// propagate event through callback
m_on_select_callback.call(volume_idx);
// The mouse_to_3d gets the Z coordinate from the Z buffer at the screen coordinate pos x, y,
// an converts the screen space coordinate to unscaled object space.
Pointf3 pos3d = (volume_idx == -1) ? Pointf3(DBL_MAX, DBL_MAX) : _mouse_to_3d(pos);
if (volume_idx != -1)
{
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if (evt.LeftDown() && m_moving_enabled)
{
// Only accept the initial position, if it is inside the volume bounding box.
BoundingBoxf3 volume_bbox = m_volumes->volumes[volume_idx]->transformed_bounding_box();
volume_bbox.offset(1.0);
if (volume_bbox.contains(pos3d))
{
// The dragging operation is initiated.
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m_mouse.drag.volume_idx = volume_idx;
m_mouse.drag.start_position_3D = pos3d;
// Remember the shift to to the object center.The object center will later be used
// to limit the object placement close to the bed.
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m_mouse.drag.volume_center_offset = pos3d.vector_to(volume_bbox.center());
}
}
else if (evt.RightDown())
{
// if right clicking on volume, propagate event through callback
if (m_volumes->volumes[volume_idx]->hover)
m_on_right_click_callback.call(pos.x, pos.y);
}
}
}
}
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else if (evt.Dragging() && evt.LeftIsDown() && (m_layers_editing.state == LayersEditing::Unknown) && (m_mouse.drag.volume_idx != -1))
{
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m_mouse.dragging = true;
// Get new position at the same Z of the initial click point.
float z0 = 0.0f;
float z1 = 1.0f;
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Pointf3 cur_pos = Linef3(_mouse_to_3d(pos, &z0), _mouse_to_3d(pos, &z1)).intersect_plane(m_mouse.drag.start_position_3D.z);
// Clip the new position, so the object center remains close to the bed.
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cur_pos.translate(m_mouse.drag.volume_center_offset);
Point cur_pos2(scale_(cur_pos.x), scale_(cur_pos.y));
if (!m_bed.contains(cur_pos2))
{
Point ip = m_bed.point_projection(cur_pos2);
cur_pos.x = unscale(ip.x);
cur_pos.y = unscale(ip.y);
}
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cur_pos.translate(m_mouse.drag.volume_center_offset.negative());
// Calculate the translation vector.
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Vectorf3 vector = m_mouse.drag.start_position_3D.vector_to(cur_pos);
// Get the volume being dragged.
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GLVolume* volume = m_volumes->volumes[m_mouse.drag.volume_idx];
// Get all volumes belonging to the same group, if any.
std::vector<GLVolume*> volumes;
if (volume->drag_group_id == -1)
volumes.push_back(volume);
else
{
for (GLVolume* v : m_volumes->volumes)
{
if ((v != nullptr) && (v->drag_group_id == volume->drag_group_id))
volumes.push_back(v);
}
}
// Apply new temporary volume origin and ignore Z.
for (GLVolume* v : volumes)
{
v->origin.translate(vector.x, vector.y, 0.0);
}
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m_mouse.drag.start_position_3D = cur_pos;
m_dirty = true;
}
else if (evt.Dragging())
{
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m_mouse.dragging = true;
if ((m_layers_editing.state != LayersEditing::Unknown) && (selected_object_idx != -1))
{
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if (m_layers_editing.state == LayersEditing::Editing)
_perform_layer_editing_action(&evt);
}
else if (evt.LeftIsDown())
{
// if dragging over blank area with left button, rotate
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if (m_mouse.is_start_position_3D_defined())
{
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const Pointf3& orig = m_mouse.drag.start_position_3D;
m_camera.phi += (((float)pos.x - (float)orig.x) * TRACKBALLSIZE);
m_camera.set_theta(m_camera.get_theta() - ((float)pos.y - (float)orig.y) * TRACKBALLSIZE);
m_on_viewport_changed_callback.call();
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m_dirty = true;
}
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m_mouse.drag.start_position_3D = Pointf3((coordf_t)pos.x, (coordf_t)pos.y, 0.0);
}
else if (evt.MiddleIsDown() || evt.RightIsDown())
{
// If dragging over blank area with right button, pan.
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if (m_mouse.is_start_position_2D_defined())
{
// get point in model space at Z = 0
float z = 0.0f;
const Pointf3& cur_pos = _mouse_to_3d(pos, &z);
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Pointf3 orig = _mouse_to_3d(m_mouse.drag.start_position_2D, &z);
Pointf3 camera_target = m_camera.target;
camera_target.translate(orig.vector_to(cur_pos).negative());
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m_camera.target = camera_target;
m_on_viewport_changed_callback.call();
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m_dirty = true;
}
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m_mouse.drag.start_position_2D = pos;
}
}
else if (evt.LeftUp() || evt.MiddleUp() || evt.RightUp())
{
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if (m_layers_editing.state != LayersEditing::Unknown)
{
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m_layers_editing.state = LayersEditing::Unknown;
_stop_timer();
if (selected_object_idx != -1)
m_on_model_update_callback.call();
}
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else if ((m_mouse.drag.volume_idx != -1) && m_mouse.dragging)
{
// get all volumes belonging to the same group, if any
std::vector<int> volume_idxs;
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int vol_id = m_mouse.drag.volume_idx;
int group_id = m_volumes->volumes[vol_id]->drag_group_id;
if (group_id == -1)
volume_idxs.push_back(vol_id);
else
{
for (int i = 0; i < m_volumes->volumes.size(); ++i)
{
if (m_volumes->volumes[i]->drag_group_id == group_id)
volume_idxs.push_back(i);
}
}
m_on_move_callback.call(volume_idxs);
}
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m_mouse.drag.volume_idx = -1;
m_mouse.set_start_position_3D_as_invalid();
m_mouse.set_start_position_2D_as_invalid();
m_mouse.dragging = false;
}
else if (evt.Moving())
{
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m_mouse.position = Pointf((coordf_t)pos.x, (coordf_t)pos.y);
// Only refresh if picking is enabled, in that case the objects may get highlighted if the mouse cursor hovers over.
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if (m_picking_enabled)
m_dirty = true;
}
else
evt.Skip();
}
void GLCanvas3D::on_paint(wxPaintEvent& evt)
{
render();
}
Size GLCanvas3D::get_canvas_size() const
{
int w = 0;
int h = 0;
if (m_canvas != nullptr)
m_canvas->GetSize(&w, &h);
return Size(w, h);
}
Point GLCanvas3D::get_local_mouse_position() const
{
if (m_canvas == nullptr)
return Point();
wxPoint mouse_pos = m_canvas->ScreenToClient(wxGetMousePosition());
return Point(mouse_pos.x, mouse_pos.y);
}
//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
void GLCanvas3D::_before_first_render()
//void GLCanvas3D::_late_init()
//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
{
//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
// // This is a special path for wxWidgets on GTK, where an OpenGL context is initialized
// // first when an OpenGL widget is shown for the first time. How ugly.
// // In that case the volumes are wainting to be moved to Vertex Buffer Objects
// // after the OpenGL context is being initialized.
//#if defined(__LINUX__)
// if (m_use_VBOs && (m_volumes != nullptr))
// m_volumes->finalize_geometry(m_use_VBOs);
//#endif // __LINUX__
//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
zoom_to_bed();
//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
m_first_render = false;
// m_late_init = true;
//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
}
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void GLCanvas3D::_resize(unsigned int w, unsigned int h)
{
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if (m_context == nullptr)
return;
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set_current();
::glViewport(0, 0, w, h);
::glMatrixMode(GL_PROJECTION);
::glLoadIdentity();
const BoundingBoxf3& bbox = _max_bounding_box();
switch (m_camera.type)
{
case Camera::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();
::glOrtho(-w2, w2, -h2, h2, -depth, depth);
break;
}
// case Camera::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;
// m_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;
// }
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default:
{
throw std::runtime_error("Invalid camera type.");
break;
}
}
::glMatrixMode(GL_MODELVIEW);
m_dirty = false;
}
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BoundingBoxf3 GLCanvas3D::_max_bounding_box() const
{
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BoundingBoxf3 bb = m_bed.get_bounding_box();
bb.merge(volumes_bounding_box());
return bb;
}
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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)
{
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m_camera.zoom = zoom;
// center view around bounding box center
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m_camera.target = bbox.center();
m_on_viewport_changed_callback.call();
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_refresh_if_shown_on_screen();
}
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}
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
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// we need the view matrix, we let opengl calculate it (same as done in render())
_camera_tranform();
// 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;
const Size& cnv_size = get_canvas_size();
return (float)std::min((coordf_t)cnv_size.get_width() / max_x, (coordf_t)cnv_size.get_height() / max_y);
}
void GLCanvas3D::_deregister_callbacks()
{
m_on_viewport_changed_callback.deregister_callback();
m_on_double_click_callback.deregister_callback();
m_on_right_click_callback.deregister_callback();
m_on_select_callback.deregister_callback();
m_on_model_update_callback.deregister_callback();
m_on_move_callback.deregister_callback();
}
void GLCanvas3D::_mark_volumes_for_layer_height() const
{
if ((m_volumes == nullptr) || (m_print == nullptr))
return;
for (GLVolume* vol : m_volumes->volumes)
{
int object_id = int(vol->select_group_id / 1000000);
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int shader_id = m_layers_editing.get_shader_program_id();
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if (is_layers_editing_enabled() && (shader_id != -1) && vol->selected &&
vol->has_layer_height_texture() && (object_id < (int)m_print->objects.size()))
{
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vol->set_layer_height_texture_data(m_layers_editing.get_z_texture_id(), shader_id,
m_print->get_object(object_id), _get_layers_editing_cursor_z_relative(), m_layers_editing.band_width);
}
else
vol->reset_layer_height_texture_data();
}
}
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void GLCanvas3D::_refresh_if_shown_on_screen()
{
if (is_shown_on_screen())
{
const Size& cnv_size = get_canvas_size();
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_resize((unsigned int)cnv_size.get_width(), (unsigned int)cnv_size.get_height());
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if (m_canvas != nullptr)
m_canvas->Refresh();
}
}
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void GLCanvas3D::_camera_tranform() const
{
::glMatrixMode(GL_MODELVIEW);
::glLoadIdentity();
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::glRotatef(-m_camera.get_theta(), 1.0f, 0.0f, 0.0f); //<2F>pitch
::glRotatef(m_camera.phi, 0.0f, 0.0f, 1.0f); // yaw
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Pointf3 neg_target = m_camera.target.negative();
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::glTranslatef((GLfloat)neg_target.x, (GLfloat)neg_target.y, (GLfloat)neg_target.z);
}
void GLCanvas3D::_picking_pass() const
{
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const Pointf& pos = m_mouse.position;
if (m_picking_enabled && !m_mouse.dragging && (pos != Pointf(DBL_MAX, DBL_MAX)) && (m_volumes != nullptr))
{
// Render the object for picking.
// FIXME This cannot possibly work in a multi - sampled context as the color gets mangled by the anti - aliasing.
// Better to use software ray - casting on a bounding - box hierarchy.
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if (m_multisample_allowed)
::glDisable(GL_MULTISAMPLE);
::glDisable(GL_LIGHTING);
::glDisable(GL_BLEND);
::glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
::glPushAttrib(GL_ENABLE_BIT);
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_render_volumes(true);
::glPopAttrib();
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if (m_multisample_allowed)
::glEnable(GL_MULTISAMPLE);
const Size& cnv_size = get_canvas_size();
GLubyte color[4];
::glReadPixels(pos.x, cnv_size.get_height() - pos.y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, (void*)color);
int volume_id = color[0] + color[1] * 256 + color[2] * 256 * 256;
m_hover_volume_id = -1;
for (GLVolume* vol : m_volumes->volumes)
{
vol->hover = false;
}
if (volume_id < m_volumes->volumes.size())
{
m_hover_volume_id = volume_id;
m_volumes->volumes[volume_id]->hover = true;
int group_id = m_volumes->volumes[volume_id]->select_group_id;
if (group_id != -1)
{
for (GLVolume* vol : m_volumes->volumes)
{
if (vol->select_group_id == group_id)
vol->hover = true;
}
}
}
}
}
void GLCanvas3D::_render_background() const
{
::glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
static const float COLOR[3] = { 10.0f / 255.0f, 98.0f / 255.0f, 144.0f / 255.0f };
::glDisable(GL_LIGHTING);
::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() const
{
m_bed.render();
}
void GLCanvas3D::_render_axes() const
{
m_axes.render();
}
void GLCanvas3D::_render_objects() const
{
if ((m_volumes == nullptr) || m_volumes->empty())
return;
::glEnable(GL_LIGHTING);
if (!m_shader_enabled)
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_render_volumes(false);
else if (m_use_VBOs)
{
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if (m_picking_enabled)
{
_mark_volumes_for_layer_height();
if (m_config != nullptr)
{
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const BoundingBoxf3& bed_bb = m_bed.get_bounding_box();
m_volumes->set_print_box((float)bed_bb.min.x, (float)bed_bb.min.y, 0.0f, (float)bed_bb.max.x, (float)bed_bb.max.y, (float)m_config->opt_float("max_print_height"));
m_volumes->check_outside_state(m_config);
}
// do not cull backfaces to show broken geometry, if any
::glDisable(GL_CULL_FACE);
}
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m_shader.start_using();
m_volumes->render_VBOs();
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m_shader.stop_using();
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if (m_picking_enabled)
::glEnable(GL_CULL_FACE);
}
else
{
// do not cull backfaces to show broken geometry, if any
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if (m_picking_enabled)
::glDisable(GL_CULL_FACE);
m_volumes->render_legacy();
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if (m_picking_enabled)
::glEnable(GL_CULL_FACE);
}
}
void GLCanvas3D::_render_cutting_plane() const
{
m_cutting_plane.render(volumes_bounding_box());
}
void GLCanvas3D::_render_warning_texture() const
{
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();
const Size& 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;
float t = (-0.5f * (float)cnv_size.get_height() + (float)h) * 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);
}
}
}
void GLCanvas3D::_render_legend_texture() const
{
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();
const Size& 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.get_width()) * inv_zoom;
float t = (0.5f * (float)cnv_size.get_height()) * 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);
}
}
}
void GLCanvas3D::_render_layer_editing_overlay() const
{
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if ((m_volumes == nullptr) || (m_print == nullptr))
return;
GLVolume* volume = nullptr;
for (GLVolume* vol : m_volumes->volumes)
{
if ((vol != nullptr) && vol->selected && vol->has_layer_height_texture())
{
volume = vol;
break;
}
}
if (volume == nullptr)
return;
// If the active object was not allocated at the Print, go away.This should only be a momentary case between an object addition / deletion
// and an update by Platter::async_apply_config.
int object_idx = int(volume->select_group_id / 1000000);
if ((int)m_print->objects.size() < object_idx)
return;
const PrintObject* print_object = m_print->get_object(object_idx);
if (print_object == nullptr)
return;
m_layers_editing.render(*this, *print_object, *volume);
}
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void GLCanvas3D::_render_volumes(bool fake_colors) const
{
static const float INV_255 = 1.0f / 255.0f;
if (m_volumes == nullptr)
return;
if (fake_colors)
::glDisable(GL_LIGHTING);
else
::glEnable(GL_LIGHTING);
// do not cull backfaces to show broken geometry, if any
::glDisable(GL_CULL_FACE);
::glEnable(GL_BLEND);
::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
::glEnableClientState(GL_VERTEX_ARRAY);
::glEnableClientState(GL_NORMAL_ARRAY);
unsigned int volume_id = 0;
for (GLVolume* vol : m_volumes->volumes)
{
if (fake_colors)
{
// Object picking mode. Render the object with a color encoding the object index.
unsigned int r = (volume_id & 0x000000FF) >> 0;
unsigned int g = (volume_id & 0x0000FF00) >> 8;
unsigned int b = (volume_id & 0x00FF0000) >> 16;
::glColor4f((float)r * INV_255, (float)g * INV_255, (float)b * INV_255, 1.0f);
}
else
{
vol->set_render_color();
::glColor4f(vol->render_color[0], vol->render_color[1], vol->render_color[2], vol->render_color[3]);
}
vol->render();
++volume_id;
}
::glDisableClientState(GL_NORMAL_ARRAY);
::glDisableClientState(GL_VERTEX_ARRAY);
::glDisable(GL_BLEND);
::glEnable(GL_CULL_FACE);
}
float GLCanvas3D::_get_layers_editing_cursor_z_relative() const
{
return m_layers_editing.get_cursor_z_relative(*this);
}
int GLCanvas3D::_get_layers_editing_first_selected_object_id(unsigned int objects_count) const
{
return (m_volumes != nullptr) ? m_layers_editing.get_first_selected_object_id(*m_volumes, objects_count) : -1;
}
void GLCanvas3D::_perform_layer_editing_action(wxMouseEvent* evt)
{
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int object_idx_selected = m_layers_editing.last_object_id;
if (object_idx_selected == -1)
return;
if ((m_volumes == nullptr) || (m_print == nullptr))
return;
PrintObject* selected_obj = m_print->get_object(object_idx_selected);
if (selected_obj == nullptr)
return;
// A volume is selected. Test, whether hovering over a layer thickness bar.
if (evt != nullptr)
{
const Rect& rect = LayersEditing::get_bar_rect_screen(*this);
float b = rect.get_bottom();
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m_layers_editing.last_z = unscale(selected_obj->size.z) * (b - evt->GetY() - 1.0f) / (b - rect.get_top());
m_layers_editing.last_action = evt->ShiftDown() ? (evt->RightIsDown() ? 3 : 2) : (evt->RightIsDown() ? 0 : 1);
}
// Mark the volume as modified, so Print will pick its layer height profile ? Where to mark it ?
// Start a timer to refresh the print ? schedule_background_process() ?
// The PrintObject::adjust_layer_height_profile() call adjusts the profile of its associated ModelObject, it does not modify the profile of the PrintObject itself.
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selected_obj->adjust_layer_height_profile(m_layers_editing.last_z, m_layers_editing.strength, m_layers_editing.band_width, m_layers_editing.last_action);
// searches the id of the first volume of the selected object
int volume_idx = 0;
for (int i = 0; i < object_idx_selected; ++i)
{
PrintObject* obj = m_print->get_object(i);
if (obj != nullptr)
{
for (int j = 0; j < (int)obj->region_volumes.size(); ++j)
{
volume_idx += (int)obj->region_volumes[j].size();
}
}
}
m_volumes->volumes[volume_idx]->generate_layer_height_texture(selected_obj, 1);
_refresh_if_shown_on_screen();
// Automatic action on mouse down with the same coordinate.
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_start_timer();
}
bool GLCanvas3D::_bar_rect_contains(float x, float y) const
{
return m_layers_editing.bar_rect_contains(*this, x, y);
}
bool GLCanvas3D::_reset_rect_contains(float x, float y) const
{
return m_layers_editing.reset_rect_contains(*this, x, y);
}
Pointf3 GLCanvas3D::_mouse_to_3d(const Point& mouse_pos, float* z)
{
if (!set_current())
return Pointf3(DBL_MAX, DBL_MAX, DBL_MAX);
GLint viewport[4];
::glGetIntegerv(GL_VIEWPORT, viewport);
GLdouble modelview_matrix[16];
::glGetDoublev(GL_MODELVIEW_MATRIX, modelview_matrix);
GLdouble projection_matrix[16];
::glGetDoublev(GL_PROJECTION_MATRIX, projection_matrix);
GLint y = viewport[3] - (GLint)mouse_pos.y;
GLfloat mouse_z;
if (z == nullptr)
::glReadPixels((GLint)mouse_pos.x, y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, (void*)&mouse_z);
else
mouse_z = *z;
GLdouble out_x, out_y, out_z;
::gluUnProject((GLdouble)mouse_pos.x, (GLdouble)y, mouse_z, modelview_matrix, projection_matrix, viewport, &out_x, &out_y, &out_z);
return Pointf3((coordf_t)out_x, (coordf_t)out_y, (coordf_t)out_z);
}
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void GLCanvas3D::_start_timer()
{
if (m_timer != nullptr)
m_timer->Start(100, wxTIMER_CONTINUOUS);
}
void GLCanvas3D::_stop_timer()
{
if (m_timer != nullptr)
m_timer->Stop();
}
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} // namespace GUI
} // namespace Slic3r