PrusaSlicer-NonPlainar/lib/Slic3r/GUI/3DScene.pm

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# Implements pure perl packages
#
# Slic3r::GUI::3DScene::Base;
# Slic3r::GUI::3DScene;
#
# Slic3r::GUI::Plater::3D derives from Slic3r::GUI::3DScene,
# Slic3r::GUI::Plater::3DPreview,
# Slic3r::GUI::Plater::ObjectCutDialog and Slic3r::GUI::Plater::ObjectPartsPanel
# own $self->{canvas} of the Slic3r::GUI::3DScene type.
#
# Therefore the 3DScene supports renderng of STLs, extrusions and cutting planes,
# and camera manipulation.
package Slic3r::GUI::3DScene::Base;
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use strict;
use warnings;
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use Wx qw(wxTheApp :timer :bitmap :icon :dialog);
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#==============================================================================================================================
#use Wx::Event qw(EVT_PAINT EVT_SIZE EVT_ERASE_BACKGROUND EVT_IDLE EVT_MOUSEWHEEL EVT_MOUSE_EVENTS EVT_CHAR EVT_TIMER);
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# must load OpenGL *before* Wx::GLCanvas
use OpenGL qw(:glconstants :glfunctions :glufunctions :gluconstants);
use base qw(Wx::GLCanvas Class::Accessor);
#==============================================================================================================================
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#use Math::Trig qw(asin tan);
#use List::Util qw(reduce min max first);
#use Slic3r::Geometry qw(X Y normalize scale unscale scaled_epsilon);
#use Slic3r::Geometry::Clipper qw(offset_ex intersection_pl JT_ROUND);
#==============================================================================================================================
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use Wx::GLCanvas qw(:all);
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#==============================================================================================================================
#use Slic3r::Geometry qw(PI);
#==============================================================================================================================
# volumes: reference to vector of Slic3r::GUI::3DScene::Volume.
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#==============================================================================================================================
#__PACKAGE__->mk_accessors( qw(_quat _dirty init
# enable_picking
# enable_moving
# use_plain_shader
# on_viewport_changed
# on_hover
# on_select
# on_double_click
# on_right_click
# on_move
# on_model_update
# volumes
# _sphi _stheta
# cutting_plane_z
# cut_lines_vertices
# bed_shape
# bed_triangles
# bed_grid_lines
# bed_polygon
# background
# origin
# _mouse_pos
# _hover_volume_idx
#
# _drag_volume_idx
# _drag_start_pos
# _drag_volume_center_offset
# _drag_start_xy
# _dragged
#
# _layer_height_edited
#
# _camera_type
# _camera_target
# _camera_distance
# _zoom
#
# _legend_enabled
# _warning_enabled
# _apply_zoom_to_volumes_filter
# _mouse_dragging
#
# ) );
#
#use constant TRACKBALLSIZE => 0.8;
#use constant TURNTABLE_MODE => 1;
#use constant GROUND_Z => -0.02;
## For mesh selection: Not selected - bright yellow.
#use constant DEFAULT_COLOR => [1,1,0];
## For mesh selection: Selected - bright green.
#use constant SELECTED_COLOR => [0,1,0,1];
## For mesh selection: Mouse hovers over the object, but object not selected yet - dark green.
#use constant HOVER_COLOR => [0.4,0.9,0,1];
#
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## phi / theta angles to orient the camera.
#use constant VIEW_DEFAULT => [45.0,45.0];
#use constant VIEW_LEFT => [90.0,90.0];
#use constant VIEW_RIGHT => [-90.0,90.0];
#use constant VIEW_TOP => [0.0,0.0];
#use constant VIEW_BOTTOM => [0.0,180.0];
#use constant VIEW_FRONT => [0.0,90.0];
#use constant VIEW_REAR => [180.0,90.0];
#
#use constant MANIPULATION_IDLE => 0;
#use constant MANIPULATION_DRAGGING => 1;
#use constant MANIPULATION_LAYER_HEIGHT => 2;
#
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#use constant GIMBALL_LOCK_THETA_MAX => 180;
#
#use constant VARIABLE_LAYER_THICKNESS_BAR_WIDTH => 70;
#use constant VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT => 22;
#
## make OpenGL::Array thread-safe
#{
# no warnings 'redefine';
# *OpenGL::Array::CLONE_SKIP = sub { 1 };
#}
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#==============================================================================================================================
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sub new {
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my ($class, $parent) = @_;
# We can only enable multi sample anti aliasing wih wxWidgets 3.0.3 and with a hacked Wx::GLCanvas,
# which exports some new WX_GL_XXX constants, namely WX_GL_SAMPLE_BUFFERS and WX_GL_SAMPLES.
my $can_multisample =
! wxTheApp->{app_config}->get('use_legacy_opengl') &&
Wx::wxVERSION >= 3.000003 &&
defined Wx::GLCanvas->can('WX_GL_SAMPLE_BUFFERS') &&
defined Wx::GLCanvas->can('WX_GL_SAMPLES');
my $attrib = [WX_GL_RGBA, WX_GL_DOUBLEBUFFER, WX_GL_DEPTH_SIZE, 24];
if ($can_multisample) {
# Request a window with multi sampled anti aliasing. This is a new feature in Wx 3.0.3 (backported from 3.1.0).
# Use eval to avoid compilation, if the subs WX_GL_SAMPLE_BUFFERS and WX_GL_SAMPLES are missing.
eval 'push(@$attrib, (WX_GL_SAMPLE_BUFFERS, 1, WX_GL_SAMPLES, 4));';
}
# wxWidgets expect the attrib list to be ended by zero.
push(@$attrib, 0);
# we request a depth buffer explicitely because it looks like it's not created by
# default on Linux, causing transparency issues
my $self = $class->SUPER::new($parent, -1, Wx::wxDefaultPosition, Wx::wxDefaultSize, 0, "", $attrib);
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#==============================================================================================================================
# if (Wx::wxVERSION >= 3.000003) {
# # Wx 3.0.3 contains an ugly hack to support some advanced OpenGL attributes through the attribute list.
# # The attribute list is transferred between the wxGLCanvas and wxGLContext constructors using a single static array s_wglContextAttribs.
# # Immediatelly force creation of the OpenGL context to consume the static variable s_wglContextAttribs.
# $self->GetContext();
# }
#==============================================================================================================================
#==============================================================================================================================
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Slic3r::GUI::_3DScene::add_canvas($self);
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Slic3r::GUI::_3DScene::allow_multisample($self, $can_multisample);
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# my $context = $self->GetContext;
# $self->SetCurrent($context);
# Slic3r::GUI::_3DScene::add_canvas($self, $context);
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#
# $self->{can_multisample} = $can_multisample;
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# $self->background(1);
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# $self->_quat((0, 0, 0, 1));
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# $self->_stheta(45);
# $self->_sphi(45);
# $self->_zoom(1);
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# $self->_legend_enabled(0);
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# $self->_warning_enabled(0);
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# $self->use_plain_shader(0);
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# $self->_apply_zoom_to_volumes_filter(0);
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# $self->_mouse_dragging(0);
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#
# # Collection of GLVolume objects
# $self->volumes(Slic3r::GUI::_3DScene::GLVolume::Collection->new);
#
# # 3D point in model space
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# $self->_camera_type('ortho');
## $self->_camera_type('perspective');
# $self->_camera_target(Slic3r::Pointf3->new(0,0,0));
# $self->_camera_distance(0.);
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# $self->layer_editing_enabled(0);
# $self->{layer_height_edit_band_width} = 2.;
# $self->{layer_height_edit_strength} = 0.005;
# $self->{layer_height_edit_last_object_id} = -1;
# $self->{layer_height_edit_last_z} = 0.;
# $self->{layer_height_edit_last_action} = 0;
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#
# $self->reset_objects;
#
# EVT_PAINT($self, sub {
# my $dc = Wx::PaintDC->new($self);
# $self->Render($dc);
# });
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# EVT_SIZE($self, sub { $self->_dirty(1) });
# EVT_IDLE($self, sub {
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# return unless $self->_dirty;
# return if !$self->IsShownOnScreen;
# $self->Resize( $self->GetSizeWH );
# $self->Refresh;
# });
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# EVT_MOUSEWHEEL($self, \&mouse_wheel_event);
# EVT_MOUSE_EVENTS($self, \&mouse_event);
## EVT_KEY_DOWN($self, sub {
# EVT_CHAR($self, sub {
# my ($s, $event) = @_;
# if ($event->HasModifiers) {
# $event->Skip;
# } else {
# my $key = $event->GetKeyCode;
# if ($key == ord('0')) {
# $self->select_view('iso');
# } elsif ($key == ord('1')) {
# $self->select_view('top');
# } elsif ($key == ord('2')) {
# $self->select_view('bottom');
# } elsif ($key == ord('3')) {
# $self->select_view('front');
# } elsif ($key == ord('4')) {
# $self->select_view('rear');
# } elsif ($key == ord('5')) {
# $self->select_view('left');
# } elsif ($key == ord('6')) {
# $self->select_view('right');
# } elsif ($key == ord('z')) {
# $self->zoom_to_volumes;
# } elsif ($key == ord('b')) {
# $self->zoom_to_bed;
# } else {
# $event->Skip;
# }
# }
# });
#
# $self->{layer_height_edit_timer_id} = &Wx::NewId();
# $self->{layer_height_edit_timer} = Wx::Timer->new($self, $self->{layer_height_edit_timer_id});
# EVT_TIMER($self, $self->{layer_height_edit_timer_id}, sub {
# my ($self, $event) = @_;
# return if $self->_layer_height_edited != 1;
# $self->_variable_layer_thickness_action(undef);
# });
#==============================================================================================================================
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return $self;
}
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#==============================================================================================================================
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#sub set_legend_enabled {
# my ($self, $value) = @_;
# $self->_legend_enabled($value);
#}
#
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#sub set_warning_enabled {
# my ($self, $value) = @_;
# $self->_warning_enabled($value);
#}
#==============================================================================================================================
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sub Destroy {
my ($self) = @_;
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#==============================================================================================================================
Slic3r::GUI::_3DScene::remove_canvas($self);
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# $self->{layer_height_edit_timer}->Stop;
# $self->DestroyGL;
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#==============================================================================================================================
return $self->SUPER::Destroy;
}
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#==============================================================================================================================
#sub layer_editing_enabled {
# my ($self, $value) = @_;
# if (@_ == 2) {
# $self->{layer_editing_enabled} = $value;
# if ($value) {
# if (! $self->{layer_editing_initialized}) {
# # Enabling the layer editing for the first time. This triggers compilation of the necessary OpenGL shaders.
# # If compilation fails, a message box is shown with the error codes.
# $self->SetCurrent($self->GetContext);
# my $shader = new Slic3r::GUI::_3DScene::GLShader;
# my $error_message;
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# if (! $shader->load_from_text($self->_fragment_shader_variable_layer_height, $self->_vertex_shader_variable_layer_height)) {
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# # Compilation or linking of the shaders failed.
# $error_message = "Cannot compile an OpenGL Shader, therefore the Variable Layer Editing will be disabled.\n\n"
# . $shader->last_error;
# $shader = undef;
# } else {
# $self->{layer_height_edit_shader} = $shader;
# ($self->{layer_preview_z_texture_id}) = glGenTextures_p(1);
# glBindTexture(GL_TEXTURE_2D, $self->{layer_preview_z_texture_id});
# glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
# glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
# glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
# glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
# glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
# glBindTexture(GL_TEXTURE_2D, 0);
# }
# if (defined($error_message)) {
# # Don't enable the layer editing tool.
# $self->{layer_editing_enabled} = 0;
# # 2 means failed
# $self->{layer_editing_initialized} = 2;
# # Show the error message.
# Wx::MessageBox($error_message, "Slic3r Error", wxOK | wxICON_EXCLAMATION, $self);
# } else {
# $self->{layer_editing_initialized} = 1;
# }
# } elsif ($self->{layer_editing_initialized} == 2) {
# # Initilization failed before. Don't try to initialize and disable layer editing.
# $self->{layer_editing_enabled} = 0;
# }
# }
# }
# return $self->{layer_editing_enabled};
#}
#
#sub layer_editing_allowed {
# my ($self) = @_;
# # Allow layer editing if either the shaders were not initialized yet and we don't know
# # whether it will be possible to initialize them,
# # or if the initialization was done already and it failed.
# return ! (defined($self->{layer_editing_initialized}) && $self->{layer_editing_initialized} == 2);
#}
#
#sub _first_selected_object_id_for_variable_layer_height_editing {
# my ($self) = @_;
# for my $i (0..$#{$self->volumes}) {
# if ($self->volumes->[$i]->selected) {
# my $object_id = int($self->volumes->[$i]->select_group_id / 1000000);
# # Objects with object_id >= 1000 have a specific meaning, for example the wipe tower proxy.
# return ($object_id >= $self->{print}->object_count) ? -1 : $object_id
# if $object_id < 10000;
# }
# }
# return -1;
#}
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#
## Returns an array with (left, top, right, bottom) of the variable layer thickness bar on the screen.
#sub _variable_layer_thickness_bar_rect_screen {
# my ($self) = @_;
# my ($cw, $ch) = $self->GetSizeWH;
# return ($cw - VARIABLE_LAYER_THICKNESS_BAR_WIDTH, 0, $cw, $ch - VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT);
#}
#
#sub _variable_layer_thickness_bar_rect_viewport {
# my ($self) = @_;
# my ($cw, $ch) = $self->GetSizeWH;
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# return ((0.5*$cw-VARIABLE_LAYER_THICKNESS_BAR_WIDTH)/$self->_zoom, (-0.5*$ch+VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT)/$self->_zoom, $cw/(2*$self->_zoom), $ch/(2*$self->_zoom));
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#}
#
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## Returns an array with (left, top, right, bottom) of the variable layer thickness bar on the screen.
#sub _variable_layer_thickness_reset_rect_screen {
# my ($self) = @_;
# my ($cw, $ch) = $self->GetSizeWH;
# return ($cw - VARIABLE_LAYER_THICKNESS_BAR_WIDTH, $ch - VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT, $cw, $ch);
#}
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#
#sub _variable_layer_thickness_reset_rect_viewport {
# my ($self) = @_;
# my ($cw, $ch) = $self->GetSizeWH;
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# return ((0.5*$cw-VARIABLE_LAYER_THICKNESS_BAR_WIDTH)/$self->_zoom, -$ch/(2*$self->_zoom), $cw/(2*$self->_zoom), (-0.5*$ch+VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT)/$self->_zoom);
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#}
#
#sub _variable_layer_thickness_bar_rect_mouse_inside {
# my ($self, $mouse_evt) = @_;
# my ($bar_left, $bar_top, $bar_right, $bar_bottom) = $self->_variable_layer_thickness_bar_rect_screen;
# return $mouse_evt->GetX >= $bar_left && $mouse_evt->GetX <= $bar_right && $mouse_evt->GetY >= $bar_top && $mouse_evt->GetY <= $bar_bottom;
#}
#
#sub _variable_layer_thickness_reset_rect_mouse_inside {
# my ($self, $mouse_evt) = @_;
# my ($bar_left, $bar_top, $bar_right, $bar_bottom) = $self->_variable_layer_thickness_reset_rect_screen;
# return $mouse_evt->GetX >= $bar_left && $mouse_evt->GetX <= $bar_right && $mouse_evt->GetY >= $bar_top && $mouse_evt->GetY <= $bar_bottom;
#}
#
#sub _variable_layer_thickness_bar_mouse_cursor_z_relative {
# my ($self) = @_;
# my $mouse_pos = $self->ScreenToClientPoint(Wx::GetMousePosition());
# my ($bar_left, $bar_top, $bar_right, $bar_bottom) = $self->_variable_layer_thickness_bar_rect_screen;
# return ($mouse_pos->x >= $bar_left && $mouse_pos->x <= $bar_right && $mouse_pos->y >= $bar_top && $mouse_pos->y <= $bar_bottom) ?
# # Inside the bar.
# ($bar_bottom - $mouse_pos->y - 1.) / ($bar_bottom - $bar_top - 1) :
# # Outside the bar.
# -1000.;
#}
#
#sub _variable_layer_thickness_action {
# my ($self, $mouse_event, $do_modification) = @_;
# # A volume is selected. Test, whether hovering over a layer thickness bar.
# return if $self->{layer_height_edit_last_object_id} == -1;
# if (defined($mouse_event)) {
# my ($bar_left, $bar_top, $bar_right, $bar_bottom) = $self->_variable_layer_thickness_bar_rect_screen;
# $self->{layer_height_edit_last_z} = unscale($self->{print}->get_object($self->{layer_height_edit_last_object_id})->size->z)
# * ($bar_bottom - $mouse_event->GetY - 1.) / ($bar_bottom - $bar_top);
# $self->{layer_height_edit_last_action} = $mouse_event->ShiftDown ? ($mouse_event->RightIsDown ? 3 : 2) : ($mouse_event->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.
# $self->{print}->get_object($self->{layer_height_edit_last_object_id})->adjust_layer_height_profile(
# $self->{layer_height_edit_last_z},
# $self->{layer_height_edit_strength},
# $self->{layer_height_edit_band_width},
# $self->{layer_height_edit_last_action});
#
# $self->volumes->[$self->{layer_height_edit_last_object_id}]->generate_layer_height_texture(
# $self->{print}->get_object($self->{layer_height_edit_last_object_id}), 1);
# $self->Refresh;
# # Automatic action on mouse down with the same coordinate.
# $self->{layer_height_edit_timer}->Start(100, wxTIMER_CONTINUOUS);
#}
#
#sub mouse_event {
# my ($self, $e) = @_;
#
# my $pos = Slic3r::Pointf->new($e->GetPositionXY);
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# my $object_idx_selected = $self->{layer_height_edit_last_object_id} = ($self->layer_editing_enabled && $self->{print}) ? $self->_first_selected_object_id_for_variable_layer_height_editing : -1;
#
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# $self->_mouse_dragging($e->Dragging);
#
# if ($e->Entering && (&Wx::wxMSW || $^O eq 'linux')) {
# # wxMSW needs focus in order to catch mouse wheel events
# $self->SetFocus;
# $self->_drag_start_xy(undef);
# } elsif ($e->LeftDClick) {
# if ($object_idx_selected != -1 && $self->_variable_layer_thickness_bar_rect_mouse_inside($e)) {
# } elsif ($self->on_double_click) {
# $self->on_double_click->();
# }
# } elsif ($e->LeftDown || $e->RightDown) {
# # If user pressed left or right button we first check whether this happened
# # on a volume or not.
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# my $volume_idx = $self->_hover_volume_idx // -1;
# $self->_layer_height_edited(0);
# if ($object_idx_selected != -1 && $self->_variable_layer_thickness_bar_rect_mouse_inside($e)) {
# # A volume is selected and the mouse is hovering over a layer thickness bar.
# # Start editing the layer height.
# $self->_layer_height_edited(1);
# $self->_variable_layer_thickness_action($e);
# } elsif ($object_idx_selected != -1 && $self->_variable_layer_thickness_reset_rect_mouse_inside($e)) {
# $self->{print}->get_object($object_idx_selected)->reset_layer_height_profile;
# # Index 2 means no editing, just wait for mouse up event.
# $self->_layer_height_edited(2);
# $self->Refresh;
# $self->Update;
# } else {
# # 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.
# my $pos3d = ($volume_idx == -1) ? undef : $self->mouse_to_3d(@$pos);
#
# # 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.
#
# if ($self->enable_picking && ($volume_idx != -1 || ! $self->layer_editing_enabled)) {
# $self->deselect_volumes;
# $self->select_volume($volume_idx);
#
# if ($volume_idx != -1) {
# my $group_id = $self->volumes->[$volume_idx]->select_group_id;
# my @volumes;
# if ($group_id != -1) {
# $self->select_volume($_)
# for grep $self->volumes->[$_]->select_group_id == $group_id,
# 0..$#{$self->volumes};
# }
# }
#
# $self->Refresh;
# $self->Update;
# }
#
# # propagate event through callback
# $self->on_select->($volume_idx)
# if $self->on_select;
#
# if ($volume_idx != -1) {
# if ($e->LeftDown && $self->enable_moving) {
# # Only accept the initial position, if it is inside the volume bounding box.
# my $volume_bbox = $self->volumes->[$volume_idx]->transformed_bounding_box;
# $volume_bbox->offset(1.);
# if ($volume_bbox->contains_point($pos3d)) {
# # The dragging operation is initiated.
# $self->_drag_volume_idx($volume_idx);
# $self->_drag_start_pos($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.
# $self->_drag_volume_center_offset($pos3d->vector_to($volume_bbox->center));
# }
# } elsif ($e->RightDown) {
# # if right clicking on volume, propagate event through callback
# $self->on_right_click->($e->GetPosition)
# if $self->on_right_click;
# }
# }
# }
# } elsif ($e->Dragging && $e->LeftIsDown && ! $self->_layer_height_edited && defined($self->_drag_volume_idx)) {
# # Get new position at the same Z of the initial click point.
# my $cur_pos = Slic3r::Linef3->new(
# $self->mouse_to_3d($e->GetX, $e->GetY, 0),
# $self->mouse_to_3d($e->GetX, $e->GetY, 1))
# ->intersect_plane($self->_drag_start_pos->z);
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#
# # Clip the new position, so the object center remains close to the bed.
# {
# $cur_pos->translate(@{$self->_drag_volume_center_offset});
# my $cur_pos2 = Slic3r::Point->new(scale($cur_pos->x), scale($cur_pos->y));
# if (! $self->bed_polygon->contains_point($cur_pos2)) {
# my $ip = $self->bed_polygon->point_projection($cur_pos2);
# $cur_pos->set_x(unscale($ip->x));
# $cur_pos->set_y(unscale($ip->y));
# }
# $cur_pos->translate(@{$self->_drag_volume_center_offset->negative});
# }
# # Calculate the translation vector.
# my $vector = $self->_drag_start_pos->vector_to($cur_pos);
# # Get the volume being dragged.
# my $volume = $self->volumes->[$self->_drag_volume_idx];
# # Get all volumes belonging to the same group, if any.
# my @volumes = ($volume->drag_group_id == -1) ?
# ($volume) :
# grep $_->drag_group_id == $volume->drag_group_id, @{$self->volumes};
# # Apply new temporary volume origin and ignore Z.
# $_->translate($vector->x, $vector->y, 0) for @volumes;
# $self->_drag_start_pos($cur_pos);
# $self->_dragged(1);
# $self->Refresh;
# $self->Update;
# } elsif ($e->Dragging) {
# if ($self->_layer_height_edited && $object_idx_selected != -1) {
# $self->_variable_layer_thickness_action($e) if ($self->_layer_height_edited == 1);
# } elsif ($e->LeftIsDown) {
# # if dragging over blank area with left button, rotate
# if (defined $self->_drag_start_pos) {
# my $orig = $self->_drag_start_pos;
# if (TURNTABLE_MODE) {
# # Turntable mode is enabled by default.
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# $self->_sphi($self->_sphi + ($pos->x - $orig->x) * TRACKBALLSIZE);
# $self->_stheta($self->_stheta - ($pos->y - $orig->y) * TRACKBALLSIZE); #-
# $self->_stheta(GIMBALL_LOCK_THETA_MAX) if $self->_stheta > GIMBALL_LOCK_THETA_MAX;
# $self->_stheta(0) if $self->_stheta < 0;
# } else {
# my $size = $self->GetClientSize;
# my @quat = trackball(
# $orig->x / ($size->width / 2) - 1,
# 1 - $orig->y / ($size->height / 2), #/
# $pos->x / ($size->width / 2) - 1,
# 1 - $pos->y / ($size->height / 2), #/
# );
# $self->_quat(mulquats($self->_quat, \@quat));
# }
# $self->on_viewport_changed->() if $self->on_viewport_changed;
# $self->Refresh;
# $self->Update;
# }
# $self->_drag_start_pos($pos);
# } elsif ($e->MiddleIsDown || $e->RightIsDown) {
# # If dragging over blank area with right button, pan.
# if (defined $self->_drag_start_xy) {
# # get point in model space at Z = 0
# my $cur_pos = $self->mouse_to_3d($e->GetX, $e->GetY, 0);
# my $orig = $self->mouse_to_3d($self->_drag_start_xy->x, $self->_drag_start_xy->y, 0);
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# $self->_camera_target->translate(@{$orig->vector_to($cur_pos)->negative});
# $self->on_viewport_changed->() if $self->on_viewport_changed;
# $self->Refresh;
# $self->Update;
# }
# $self->_drag_start_xy($pos);
# }
# } elsif ($e->LeftUp || $e->MiddleUp || $e->RightUp) {
# if ($self->_layer_height_edited) {
# $self->_layer_height_edited(undef);
# $self->{layer_height_edit_timer}->Stop;
# $self->on_model_update->()
# if ($object_idx_selected != -1 && $self->on_model_update);
# } elsif ($self->on_move && defined($self->_drag_volume_idx) && $self->_dragged) {
# # get all volumes belonging to the same group, if any
# my @volume_idxs;
# my $group_id = $self->volumes->[$self->_drag_volume_idx]->drag_group_id;
# if ($group_id == -1) {
# @volume_idxs = ($self->_drag_volume_idx);
# } else {
# @volume_idxs = grep $self->volumes->[$_]->drag_group_id == $group_id,
# 0..$#{$self->volumes};
# }
# $self->on_move->(@volume_idxs);
# }
# $self->_drag_volume_idx(undef);
# $self->_drag_start_pos(undef);
# $self->_drag_start_xy(undef);
# $self->_dragged(undef);
# } elsif ($e->Moving) {
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# $self->_mouse_pos($pos);
# # Only refresh if picking is enabled, in that case the objects may get highlighted if the mouse cursor
# # hovers over.
# if ($self->enable_picking) {
# $self->Update;
# $self->Refresh;
# }
# } else {
# $e->Skip();
# }
#}
#
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#sub mouse_wheel_event {
# my ($self, $e) = @_;
#
# if ($e->MiddleIsDown) {
# # Ignore the wheel events if the middle button is pressed.
# return;
# }
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# if ($self->layer_editing_enabled && $self->{print}) {
# my $object_idx_selected = $self->_first_selected_object_id_for_variable_layer_height_editing;
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# if ($object_idx_selected != -1) {
# # A volume is selected. Test, whether hovering over a layer thickness bar.
# if ($self->_variable_layer_thickness_bar_rect_mouse_inside($e)) {
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# # Adjust the width of the selection.
# $self->{layer_height_edit_band_width} = max(min($self->{layer_height_edit_band_width} * (1 + 0.1 * $e->GetWheelRotation() / $e->GetWheelDelta()), 10.), 1.5);
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# $self->Refresh;
# return;
# }
# }
# }
#
# # Calculate the zoom delta and apply it to the current zoom factor
# my $zoom = $e->GetWheelRotation() / $e->GetWheelDelta();
# $zoom = max(min($zoom, 4), -4);
# $zoom /= 10;
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# $zoom = $self->_zoom / (1-$zoom);
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# # Don't allow to zoom too far outside the scene.
# my $zoom_min = $self->get_zoom_to_bounding_box_factor($self->max_bounding_box);
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# $zoom_min *= 0.4 if defined $zoom_min;
# $zoom = $zoom_min if defined $zoom_min && $zoom < $zoom_min;
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# $self->_zoom($zoom);
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#
## # In order to zoom around the mouse point we need to translate
## # the camera target
## my $size = Slic3r::Pointf->new($self->GetSizeWH);
## my $pos = Slic3r::Pointf->new($e->GetX, $size->y - $e->GetY); #-
## $self->_camera_target->translate(
## # ($pos - $size/2) represents the vector from the viewport center
## # to the mouse point. By multiplying it by $zoom we get the new,
## # transformed, length of such vector.
## # Since we want that point to stay fixed, we move our camera target
## # in the opposite direction by the delta of the length of such vector
## # ($zoom - 1). We then scale everything by 1/$self->_zoom since
## # $self->_camera_target is expressed in terms of model units.
## -($pos->x - $size->x/2) * ($zoom) / $self->_zoom,
## -($pos->y - $size->y/2) * ($zoom) / $self->_zoom,
## 0,
## ) if 0;
#
# $self->on_viewport_changed->() if $self->on_viewport_changed;
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# $self->Resize($self->GetSizeWH) if $self->IsShownOnScreen;
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# $self->Refresh;
#}
#
## Reset selection.
#sub reset_objects {
# my ($self) = @_;
# if ($self->GetContext) {
# $self->SetCurrent($self->GetContext);
# $self->volumes->release_geometry;
# }
# $self->volumes->erase;
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# $self->_dirty(1);
#}
#
## Setup camera to view all objects.
#sub set_viewport_from_scene {
# my ($self, $scene) = @_;
#
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# $self->_sphi($scene->_sphi);
# $self->_stheta($scene->_stheta);
# $self->_camera_target($scene->_camera_target);
# $self->_zoom($scene->_zoom);
# $self->_quat($scene->_quat);
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# $self->_dirty(1);
#}
#
## Set the camera to a default orientation,
## zoom to volumes.
#sub select_view {
# my ($self, $direction) = @_;
#
# my $dirvec;
# if (ref($direction)) {
# $dirvec = $direction;
# } else {
# if ($direction eq 'iso') {
# $dirvec = VIEW_DEFAULT;
# } elsif ($direction eq 'left') {
# $dirvec = VIEW_LEFT;
# } elsif ($direction eq 'right') {
# $dirvec = VIEW_RIGHT;
# } elsif ($direction eq 'top') {
# $dirvec = VIEW_TOP;
# } elsif ($direction eq 'bottom') {
# $dirvec = VIEW_BOTTOM;
# } elsif ($direction eq 'front') {
# $dirvec = VIEW_FRONT;
# } elsif ($direction eq 'rear') {
# $dirvec = VIEW_REAR;
# }
# }
# my $bb = $self->volumes_bounding_box;
# if (! $bb->empty) {
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# $self->_sphi($dirvec->[0]);
# $self->_stheta($dirvec->[1]);
# # Avoid gimball lock.
# $self->_stheta(GIMBALL_LOCK_THETA_MAX) if $self->_stheta > GIMBALL_LOCK_THETA_MAX;
# $self->_stheta(0) if $self->_stheta < 0;
# $self->on_viewport_changed->() if $self->on_viewport_changed;
# $self->Refresh;
# }
#}
#
#sub get_zoom_to_bounding_box_factor {
# my ($self, $bb) = @_;
# my $max_bb_size = max(@{ $bb->size });
# return undef if ($max_bb_size == 0);
#
# # project the bbox vertices on a plane perpendicular to the camera forward axis
# # then calculates the vertices coordinate on this plane along the camera xy axes
#
# # we need the view matrix, we let opengl calculate it (same as done in render sub)
# glMatrixMode(GL_MODELVIEW);
# glLoadIdentity();
#
# if (!TURNTABLE_MODE) {
# # Shift the perspective camera.
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# my $camera_pos = Slic3r::Pointf3->new(0,0,-$self->_camera_distance);
# glTranslatef(@$camera_pos);
# }
#
# if (TURNTABLE_MODE) {
# # Turntable mode is enabled by default.
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# glRotatef(-$self->_stheta, 1, 0, 0); # pitch
# glRotatef($self->_sphi, 0, 0, 1); # yaw
# } else {
# # Shift the perspective camera.
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# my $camera_pos = Slic3r::Pointf3->new(0,0,-$self->_camera_distance);
# glTranslatef(@$camera_pos);
# my @rotmat = quat_to_rotmatrix($self->quat);
# glMultMatrixd_p(@rotmat[0..15]);
# }
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# glTranslatef(@{ $self->_camera_target->negative });
#
# # get the view matrix back from opengl
# my @matrix = glGetFloatv_p(GL_MODELVIEW_MATRIX);
#
# # camera axes
# my $right = Slic3r::Pointf3->new($matrix[0], $matrix[4], $matrix[8]);
# my $up = Slic3r::Pointf3->new($matrix[1], $matrix[5], $matrix[9]);
# my $forward = Slic3r::Pointf3->new($matrix[2], $matrix[6], $matrix[10]);
#
# my $bb_min = $bb->min_point();
# my $bb_max = $bb->max_point();
# my $bb_center = $bb->center();
#
# # bbox vertices in world space
# my @vertices = ();
# push(@vertices, $bb_min);
# push(@vertices, Slic3r::Pointf3->new($bb_max->x(), $bb_min->y(), $bb_min->z()));
# push(@vertices, Slic3r::Pointf3->new($bb_max->x(), $bb_max->y(), $bb_min->z()));
# push(@vertices, Slic3r::Pointf3->new($bb_min->x(), $bb_max->y(), $bb_min->z()));
# push(@vertices, Slic3r::Pointf3->new($bb_min->x(), $bb_min->y(), $bb_max->z()));
# push(@vertices, Slic3r::Pointf3->new($bb_max->x(), $bb_min->y(), $bb_max->z()));
# push(@vertices, $bb_max);
# push(@vertices, Slic3r::Pointf3->new($bb_min->x(), $bb_max->y(), $bb_max->z()));
#
# my $max_x = 0.0;
# my $max_y = 0.0;
#
# # margin factor to give some empty space around the bbox
# my $margin_factor = 1.25;
#
# foreach my $v (@vertices) {
# # project vertex on the plane perpendicular to camera forward axis
# my $pos = Slic3r::Pointf3->new($v->x() - $bb_center->x(), $v->y() - $bb_center->y(), $v->z() - $bb_center->z());
# my $proj_on_normal = $pos->x() * $forward->x() + $pos->y() * $forward->y() + $pos->z() * $forward->z();
# my $proj_on_plane = Slic3r::Pointf3->new($pos->x() - $proj_on_normal * $forward->x(), $pos->y() - $proj_on_normal * $forward->y(), $pos->z() - $proj_on_normal * $forward->z());
#
# # calculates vertex coordinate along camera xy axes
# my $x_on_plane = $proj_on_plane->x() * $right->x() + $proj_on_plane->y() * $right->y() + $proj_on_plane->z() * $right->z();
# my $y_on_plane = $proj_on_plane->x() * $up->x() + $proj_on_plane->y() * $up->y() + $proj_on_plane->z() * $up->z();
#
# $max_x = max($max_x, $margin_factor * 2 * abs($x_on_plane));
# $max_y = max($max_y, $margin_factor * 2 * abs($y_on_plane));
# }
#
# return undef if (($max_x == 0) || ($max_y == 0));
#
# my ($cw, $ch) = $self->GetSizeWH;
# my $min_ratio = min($cw / $max_x, $ch / $max_y);
#
# return $min_ratio;
#}
#
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#sub zoom_to_bounding_box {
# my ($self, $bb) = @_;
# # Calculate the zoom factor needed to adjust viewport to bounding box.
# my $zoom = $self->get_zoom_to_bounding_box_factor($bb);
# if (defined $zoom) {
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# $self->_zoom($zoom);
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# # center view around bounding box center
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# $self->_camera_target($bb->center);
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# $self->on_viewport_changed->() if $self->on_viewport_changed;
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# $self->Resize($self->GetSizeWH) if $self->IsShownOnScreen;
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# $self->Refresh;
# }
#}
#
#sub zoom_to_bed {
# my ($self) = @_;
#
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# if ($self->bed_shape) {
# $self->zoom_to_bounding_box($self->bed_bounding_box);
# }
#}
#
#sub zoom_to_volume {
# my ($self, $volume_idx) = @_;
#
# my $volume = $self->volumes->[$volume_idx];
# my $bb = $volume->transformed_bounding_box;
# $self->zoom_to_bounding_box($bb);
#}
#
#sub zoom_to_volumes {
# my ($self) = @_;
#
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# $self->_apply_zoom_to_volumes_filter(1);
# $self->zoom_to_bounding_box($self->volumes_bounding_box);
# $self->_apply_zoom_to_volumes_filter(0);
#}
#
#sub volumes_bounding_box {
# my ($self) = @_;
#
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# my $bb = Slic3r::Geometry::BoundingBoxf3->new;
# foreach my $v (@{$self->volumes}) {
# $bb->merge($v->transformed_bounding_box) if (! $self->_apply_zoom_to_volumes_filter || $v->zoom_to_volumes);
# }
# return $bb;
#}
#
#sub bed_bounding_box {
# my ($self) = @_;
#
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# my $bb = Slic3r::Geometry::BoundingBoxf3->new;
# if ($self->bed_shape) {
# $bb->merge_point(Slic3r::Pointf3->new(@$_, 0)) for @{$self->bed_shape};
# }
# return $bb;
#}
#
#sub max_bounding_box {
# my ($self) = @_;
#
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# my $bb = $self->bed_bounding_box;
# $bb->merge($self->volumes_bounding_box);
# return $bb;
#}
#
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## Used by ObjectCutDialog and ObjectPartsPanel to generate a rectangular ground plane
## to support the scene objects.
#sub set_auto_bed_shape {
# my ($self, $bed_shape) = @_;
#
# # draw a default square bed around object center
# my $max_size = max(@{ $self->volumes_bounding_box->size });
# my $center = $self->volumes_bounding_box->center;
# $self->set_bed_shape([
# [ $center->x - $max_size, $center->y - $max_size ], #--
# [ $center->x + $max_size, $center->y - $max_size ], #--
# [ $center->x + $max_size, $center->y + $max_size ], #++
# [ $center->x - $max_size, $center->y + $max_size ], #++
# ]);
# # Set the origin for painting of the coordinate system axes.
# $self->origin(Slic3r::Pointf->new(@$center[X,Y]));
#}
#
## Set the bed shape to a single closed 2D polygon (array of two element arrays),
## triangulate the bed and store the triangles into $self->bed_triangles,
## fills the $self->bed_grid_lines and sets $self->origin.
## Sets $self->bed_polygon to limit the object placement.
#sub set_bed_shape {
# my ($self, $bed_shape) = @_;
#
# $self->bed_shape($bed_shape);
#
# # triangulate bed
# my $expolygon = Slic3r::ExPolygon->new([ map [map scale($_), @$_], @$bed_shape ]);
# my $bed_bb = $expolygon->bounding_box;
#
# {
# my @points = ();
# foreach my $triangle (@{ $expolygon->triangulate }) {
# push @points, map {+ unscale($_->x), unscale($_->y), GROUND_Z } @$triangle;
# }
# $self->bed_triangles(OpenGL::Array->new_list(GL_FLOAT, @points));
# }
#
# {
# my @polylines = ();
# for (my $x = $bed_bb->x_min; $x <= $bed_bb->x_max; $x += scale 10) {
# push @polylines, Slic3r::Polyline->new([$x,$bed_bb->y_min], [$x,$bed_bb->y_max]);
# }
# for (my $y = $bed_bb->y_min; $y <= $bed_bb->y_max; $y += scale 10) {
# push @polylines, Slic3r::Polyline->new([$bed_bb->x_min,$y], [$bed_bb->x_max,$y]);
# }
# # clip with a slightly grown expolygon because our lines lay on the contours and
# # may get erroneously clipped
# my @lines = map Slic3r::Line->new(@$_[0,-1]),
# @{intersection_pl(\@polylines, [ @{$expolygon->offset(+scaled_epsilon)} ])};
#
# # append bed contours
# push @lines, map @{$_->lines}, @$expolygon;
#
# my @points = ();
# foreach my $line (@lines) {
# push @points, map {+ unscale($_->x), unscale($_->y), GROUND_Z } @$line; #))
# }
# $self->bed_grid_lines(OpenGL::Array->new_list(GL_FLOAT, @points));
# }
#
# # Set the origin for painting of the coordinate system axes.
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# $self->origin(Slic3r::Pointf->new(0,0));
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#
# $self->bed_polygon(offset_ex([$expolygon->contour], $bed_bb->radius * 1.7, JT_ROUND, scale(0.5))->[0]->contour->clone);
#}
#
#sub deselect_volumes {
# my ($self) = @_;
# $_->set_selected(0) for @{$self->volumes};
#}
#
#sub select_volume {
# my ($self, $volume_idx) = @_;
#
# return if ($volume_idx >= scalar(@{$self->volumes}));
#
# $self->volumes->[$volume_idx]->set_selected(1)
# if $volume_idx != -1;
#}
#
#sub SetCuttingPlane {
# my ($self, $z, $expolygons) = @_;
#
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# $self->cutting_plane_z($z);
#
# # grow slices in order to display them better
# $expolygons = offset_ex([ map @$_, @$expolygons ], scale 0.1);
#
# my @verts = ();
# foreach my $line (map @{$_->lines}, map @$_, @$expolygons) {
# push @verts, (
# unscale($line->a->x), unscale($line->a->y), $z, #))
# unscale($line->b->x), unscale($line->b->y), $z, #))
# );
# }
# $self->cut_lines_vertices(OpenGL::Array->new_list(GL_FLOAT, @verts));
#}
#
## Given an axis and angle, compute quaternion.
#sub axis_to_quat {
# my ($ax, $phi) = @_;
#
# my $lena = sqrt(reduce { $a + $b } (map { $_ * $_ } @$ax));
# my @q = map { $_ * (1 / $lena) } @$ax;
# @q = map { $_ * sin($phi / 2.0) } @q;
# $q[$#q + 1] = cos($phi / 2.0);
# return @q;
#}
#
## Project a point on the virtual trackball.
## If it is inside the sphere, map it to the sphere, if it outside map it
## to a hyperbola.
#sub project_to_sphere {
# my ($r, $x, $y) = @_;
#
# my $d = sqrt($x * $x + $y * $y);
# if ($d < $r * 0.70710678118654752440) { # Inside sphere
# return sqrt($r * $r - $d * $d);
# } else { # On hyperbola
# my $t = $r / 1.41421356237309504880;
# return $t * $t / $d;
# }
#}
#
#sub cross {
# my ($v1, $v2) = @_;
#
# return (@$v1[1] * @$v2[2] - @$v1[2] * @$v2[1],
# @$v1[2] * @$v2[0] - @$v1[0] * @$v2[2],
# @$v1[0] * @$v2[1] - @$v1[1] * @$v2[0]);
#}
#
## Simulate a track-ball. Project the points onto the virtual trackball,
## then figure out the axis of rotation, which is the cross product of
## P1 P2 and O P1 (O is the center of the ball, 0,0,0) Note: This is a
## deformed trackball-- is a trackball in the center, but is deformed
## into a hyperbolic sheet of rotation away from the center.
## It is assumed that the arguments to this routine are in the range
## (-1.0 ... 1.0).
#sub trackball {
# my ($p1x, $p1y, $p2x, $p2y) = @_;
#
# if ($p1x == $p2x && $p1y == $p2y) {
# # zero rotation
# return (0.0, 0.0, 0.0, 1.0);
# }
#
# # First, figure out z-coordinates for projection of P1 and P2 to
# # deformed sphere
# my @p1 = ($p1x, $p1y, project_to_sphere(TRACKBALLSIZE, $p1x, $p1y));
# my @p2 = ($p2x, $p2y, project_to_sphere(TRACKBALLSIZE, $p2x, $p2y));
#
# # axis of rotation (cross product of P1 and P2)
# my @a = cross(\@p2, \@p1);
#
# # Figure out how much to rotate around that axis.
# my @d = map { $_ * $_ } (map { $p1[$_] - $p2[$_] } 0 .. $#p1);
# my $t = sqrt(reduce { $a + $b } @d) / (2.0 * TRACKBALLSIZE);
#
# # Avoid problems with out-of-control values...
# $t = 1.0 if ($t > 1.0);
# $t = -1.0 if ($t < -1.0);
# my $phi = 2.0 * asin($t);
#
# return axis_to_quat(\@a, $phi);
#}
#
## Build a rotation matrix, given a quaternion rotation.
#sub quat_to_rotmatrix {
# my ($q) = @_;
#
# my @m = ();
#
# $m[0] = 1.0 - 2.0 * (@$q[1] * @$q[1] + @$q[2] * @$q[2]);
# $m[1] = 2.0 * (@$q[0] * @$q[1] - @$q[2] * @$q[3]);
# $m[2] = 2.0 * (@$q[2] * @$q[0] + @$q[1] * @$q[3]);
# $m[3] = 0.0;
#
# $m[4] = 2.0 * (@$q[0] * @$q[1] + @$q[2] * @$q[3]);
# $m[5] = 1.0 - 2.0 * (@$q[2] * @$q[2] + @$q[0] * @$q[0]);
# $m[6] = 2.0 * (@$q[1] * @$q[2] - @$q[0] * @$q[3]);
# $m[7] = 0.0;
#
# $m[8] = 2.0 * (@$q[2] * @$q[0] - @$q[1] * @$q[3]);
# $m[9] = 2.0 * (@$q[1] * @$q[2] + @$q[0] * @$q[3]);
# $m[10] = 1.0 - 2.0 * (@$q[1] * @$q[1] + @$q[0] * @$q[0]);
# $m[11] = 0.0;
#
# $m[12] = 0.0;
# $m[13] = 0.0;
# $m[14] = 0.0;
# $m[15] = 1.0;
#
# return @m;
#}
#
#sub mulquats {
# my ($q1, $rq) = @_;
#
# return (@$q1[3] * @$rq[0] + @$q1[0] * @$rq[3] + @$q1[1] * @$rq[2] - @$q1[2] * @$rq[1],
# @$q1[3] * @$rq[1] + @$q1[1] * @$rq[3] + @$q1[2] * @$rq[0] - @$q1[0] * @$rq[2],
# @$q1[3] * @$rq[2] + @$q1[2] * @$rq[3] + @$q1[0] * @$rq[1] - @$q1[1] * @$rq[0],
# @$q1[3] * @$rq[3] - @$q1[0] * @$rq[0] - @$q1[1] * @$rq[1] - @$q1[2] * @$rq[2])
#}
#
## Convert the screen space coordinate to an object space coordinate.
## If the Z screen space coordinate is not provided, a depth buffer value is substituted.
#sub mouse_to_3d {
# my ($self, $x, $y, $z) = @_;
#
# return unless $self->GetContext;
# $self->SetCurrent($self->GetContext);
#
# my @viewport = glGetIntegerv_p(GL_VIEWPORT); # 4 items
# my @mview = glGetDoublev_p(GL_MODELVIEW_MATRIX); # 16 items
# my @proj = glGetDoublev_p(GL_PROJECTION_MATRIX); # 16 items
#
# $y = $viewport[3] - $y;
# $z //= glReadPixels_p($x, $y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT);
# my @projected = gluUnProject_p($x, $y, $z, @mview, @proj, @viewport);
# return Slic3r::Pointf3->new(@projected);
#}
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#
#sub GetContext {
# my ($self) = @_;
# return $self->{context} ||= Wx::GLContext->new($self);
#}
#
#sub SetCurrent {
# my ($self, $context) = @_;
# return $self->SUPER::SetCurrent($context);
#}
#
#sub UseVBOs {
# my ($self) = @_;
#
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# if (! defined ($self->{use_VBOs})) {
# my $use_legacy = wxTheApp->{app_config}->get('use_legacy_opengl');
# if ($use_legacy eq '1') {
# # Disable OpenGL 2.0 rendering.
# $self->{use_VBOs} = 0;
# # Don't enable the layer editing tool.
# $self->{layer_editing_enabled} = 0;
# # 2 means failed
# $self->{layer_editing_initialized} = 2;
# return 0;
# }
# # 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.
# return 0 if (! $self->init && $^O eq 'linux');
# # Don't use VBOs if anything fails.
# $self->{use_VBOs} = 0;
# if ($self->GetContext) {
# $self->SetCurrent($self->GetContext);
# Slic3r::GUI::_3DScene::_glew_init;
# my @gl_version = split(/\./, glGetString(GL_VERSION));
# $self->{use_VBOs} = int($gl_version[0]) >= 2;
# # print "UseVBOs $self OpenGL major: $gl_version[0], minor: $gl_version[1]. Use VBOs: ", $self->{use_VBOs}, "\n";
# }
# }
# return $self->{use_VBOs};
#}
#
#sub Resize {
# my ($self, $x, $y) = @_;
#
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# return unless $self->GetContext;
# $self->_dirty(0);
#
# $self->SetCurrent($self->GetContext);
# glViewport(0, 0, $x, $y);
#
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# $x /= $self->_zoom;
# $y /= $self->_zoom;
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#
# glMatrixMode(GL_PROJECTION);
# glLoadIdentity();
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# if ($self->_camera_type eq 'ortho') {
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# #FIXME setting the size of the box 10x larger than necessary
# # is only a workaround for an incorrectly set camera.
# # This workaround harms Z-buffer accuracy!
## my $depth = 1.05 * $self->max_bounding_box->radius();
# my $depth = 5.0 * max(@{ $self->max_bounding_box->size });
# glOrtho(
# -$x/2, $x/2, -$y/2, $y/2,
# -$depth, $depth,
# );
# } else {
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# die "Invalid camera type: ", $self->_camera_type, "\n" if ($self->_camera_type ne 'perspective');
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# my $bbox_r = $self->max_bounding_box->radius();
# my $fov = PI * 45. / 180.;
# my $fov_tan = tan(0.5 * $fov);
# my $cam_distance = 0.5 * $bbox_r / $fov_tan;
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# $self->_camera_distance($cam_distance);
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# my $nr = $cam_distance - $bbox_r * 1.1;
# my $fr = $cam_distance + $bbox_r * 1.1;
# $nr = 1 if ($nr < 1);
# $fr = $nr + 1 if ($fr < $nr + 1);
# my $h2 = $fov_tan * $nr;
# my $w2 = $h2 * $x / $y;
# glFrustum(-$w2, $w2, -$h2, $h2, $nr, $fr);
# }
# glMatrixMode(GL_MODELVIEW);
#}
#
#sub InitGL {
# my $self = shift;
#
# return if $self->init;
# return unless $self->GetContext;
# $self->init(1);
#
## # 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.
## $self->volumes->finalize_geometry(1)
## if ($^O eq 'linux' && $self->UseVBOs);
#
# $self->zoom_to_bed;
#
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# glClearColor(0, 0, 0, 1);
# glColor3f(1, 0, 0);
# glEnable(GL_DEPTH_TEST);
# glClearDepth(1.0);
# glDepthFunc(GL_LEQUAL);
# glEnable(GL_CULL_FACE);
# glEnable(GL_BLEND);
# glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
#
# # Set antialiasing/multisampling
# glDisable(GL_LINE_SMOOTH);
# glDisable(GL_POLYGON_SMOOTH);
#
# # See "GL_MULTISAMPLE and GL_ARRAY_BUFFER_ARB messages on failed launch"
# # https://github.com/alexrj/Slic3r/issues/4085
# eval {
# # Disable the multi sampling by default, so the picking by color will work correctly.
# glDisable(GL_MULTISAMPLE);
# };
# # Disable multi sampling if the eval failed.
# $self->{can_multisample} = 0 if $@;
#
# # ambient lighting
# glLightModelfv_p(GL_LIGHT_MODEL_AMBIENT, 0.3, 0.3, 0.3, 1);
#
# glEnable(GL_LIGHTING);
# glEnable(GL_LIGHT0);
# glEnable(GL_LIGHT1);
#
# # light from camera
# glLightfv_p(GL_LIGHT1, GL_POSITION, 1, 0, 1, 0);
# glLightfv_p(GL_LIGHT1, GL_SPECULAR, 0.3, 0.3, 0.3, 1);
# glLightfv_p(GL_LIGHT1, GL_DIFFUSE, 0.2, 0.2, 0.2, 1);
#
# # Enables Smooth Color Shading; try GL_FLAT for (lack of) fun.
# glShadeModel(GL_SMOOTH);
#
## glMaterialfv_p(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, 0.5, 0.3, 0.3, 1);
## glMaterialfv_p(GL_FRONT_AND_BACK, GL_SPECULAR, 1, 1, 1, 1);
## glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 50);
## glMaterialfv_p(GL_FRONT_AND_BACK, GL_EMISSION, 0.1, 0, 0, 0.9);
#
# # A handy trick -- have surface material mirror the color.
# glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
# glEnable(GL_COLOR_MATERIAL);
# glEnable(GL_MULTISAMPLE) if ($self->{can_multisample});
#
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# if ($self->UseVBOs) {
# my $shader = new Slic3r::GUI::_3DScene::GLShader;
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## if (! $shader->load($self->_fragment_shader_Phong, $self->_vertex_shader_Phong)) {
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# print "Compilaton of path shader failed: \n" . $shader->last_error . "\n";
# $shader = undef;
# } else {
# $self->{plain_shader} = $shader;
# }
# }
#}
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#
#sub DestroyGL {
# my $self = shift;
# if ($self->GetContext) {
# $self->SetCurrent($self->GetContext);
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# if ($self->{plain_shader}) {
# $self->{plain_shader}->release;
# delete $self->{plain_shader};
# }
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# if ($self->{layer_height_edit_shader}) {
# $self->{layer_height_edit_shader}->release;
# delete $self->{layer_height_edit_shader};
# }
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# $self->volumes->release_geometry;
# }
#}
#
#sub Render {
# my ($self, $dc) = @_;
#
# # prevent calling SetCurrent() when window is not shown yet
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# return unless $self->IsShownOnScreen;
# return unless my $context = $self->GetContext;
# $self->SetCurrent($context);
# $self->InitGL;
#
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# glClearColor(1, 1, 1, 1);
# glClearDepth(1);
# glDepthFunc(GL_LESS);
# glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
#
# glMatrixMode(GL_MODELVIEW);
# glLoadIdentity();
#
# if (!TURNTABLE_MODE) {
# # Shift the perspective camera.
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# my $camera_pos = Slic3r::Pointf3->new(0,0,-$self->_camera_distance);
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# glTranslatef(@$camera_pos);
# }
#
# if (TURNTABLE_MODE) {
# # Turntable mode is enabled by default.
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# glRotatef(-$self->_stheta, 1, 0, 0); # pitch
# glRotatef($self->_sphi, 0, 0, 1); # yaw
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# } else {
# my @rotmat = quat_to_rotmatrix($self->quat);
# glMultMatrixd_p(@rotmat[0..15]);
# }
#
# glTranslatef(@{ $self->_camera_target->negative });
#
# # light from above
# glLightfv_p(GL_LIGHT0, GL_POSITION, -0.5, -0.5, 1, 0);
# glLightfv_p(GL_LIGHT0, GL_SPECULAR, 0.2, 0.2, 0.2, 1);
# glLightfv_p(GL_LIGHT0, GL_DIFFUSE, 0.5, 0.5, 0.5, 1);
#
# # Head light
# glLightfv_p(GL_LIGHT1, GL_POSITION, 1, 0, 1, 0);
#
# if ($self->enable_picking && !$self->_mouse_dragging) {
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# if (my $pos = $self->_mouse_pos) {
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# # Render the object for picking.
# # FIXME This cannot possibly work in a multi-sampled context as the color gets mangled by the anti-aliasing.
# # Better to use software ray-casting on a bounding-box hierarchy.
# glPushAttrib(GL_ENABLE_BIT);
# glDisable(GL_MULTISAMPLE) if ($self->{can_multisample});
# glDisable(GL_LIGHTING);
# glDisable(GL_BLEND);
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# $self->draw_volumes(1);
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# glPopAttrib();
# glFlush();
# my $col = [ glReadPixels_p($pos->x, $self->GetSize->GetHeight - $pos->y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE) ];
# my $volume_idx = $col->[0] + $col->[1]*256 + $col->[2]*256*256;
# $self->_hover_volume_idx(undef);
# $_->set_hover(0) for @{$self->volumes};
# if ($volume_idx <= $#{$self->volumes}) {
# $self->_hover_volume_idx($volume_idx);
#
# $self->volumes->[$volume_idx]->set_hover(1);
# my $group_id = $self->volumes->[$volume_idx]->select_group_id;
# if ($group_id != -1) {
# $_->set_hover(1) for grep { $_->select_group_id == $group_id } @{$self->volumes};
# }
#
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# $self->on_hover->($volume_idx) if $self->on_hover;
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# }
# glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
# }
# }
#
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# # draw fixed background
# if ($self->background) {
# 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(0.0,0.0,0.0);
# glVertex3f(-1.0,-1.0, 1.0);
# glVertex3f( 1.0,-1.0, 1.0);
# glColor3f(10/255,98/255,144/255);
# glVertex3f( 1.0, 1.0, 1.0);
# glVertex3f(-1.0, 1.0, 1.0);
# glEnd();
# glPopMatrix();
# glEnable(GL_DEPTH_TEST);
#
# glMatrixMode(GL_MODELVIEW);
# glPopMatrix();
# glEnable(GL_LIGHTING);
# }
#
# # draw ground and axes
# glDisable(GL_LIGHTING);
#
# # draw ground
# my $ground_z = GROUND_Z;
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#
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# if ($self->bed_triangles) {
# glDisable(GL_DEPTH_TEST);
#
# glEnable(GL_BLEND);
# glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
#
# glEnableClientState(GL_VERTEX_ARRAY);
# glColor4f(0.8, 0.6, 0.5, 0.4);
# glNormal3d(0,0,1);
# glVertexPointer_c(3, GL_FLOAT, 0, $self->bed_triangles->ptr());
# glDrawArrays(GL_TRIANGLES, 0, $self->bed_triangles->elements / 3);
# glDisableClientState(GL_VERTEX_ARRAY);
#
# # we need depth test for grid, otherwise it would disappear when looking
# # the object from below
# glEnable(GL_DEPTH_TEST);
#
# # draw grid
# glLineWidth(3);
# glColor4f(0.2, 0.2, 0.2, 0.4);
# glEnableClientState(GL_VERTEX_ARRAY);
# glVertexPointer_c(3, GL_FLOAT, 0, $self->bed_grid_lines->ptr());
# glDrawArrays(GL_LINES, 0, $self->bed_grid_lines->elements / 3);
# glDisableClientState(GL_VERTEX_ARRAY);
#
# glDisable(GL_BLEND);
# }
#
# my $volumes_bb = $self->volumes_bounding_box;
#
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# {
# # draw axes
# # disable depth testing so that axes are not covered by ground
# glDisable(GL_DEPTH_TEST);
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# my $origin = $self->origin;
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# my $axis_len = $self->use_plain_shader ? 0.3 * max(@{ $self->bed_bounding_box->size }) : 2 * max(@{ $volumes_bb->size });
# glLineWidth(2);
# glBegin(GL_LINES);
# # draw line for x axis
# glColor3f(1, 0, 0);
# glVertex3f(@$origin, $ground_z);
# glVertex3f($origin->x + $axis_len, $origin->y, $ground_z); #,,
# # draw line for y axis
# glColor3f(0, 1, 0);
# glVertex3f(@$origin, $ground_z);
# glVertex3f($origin->x, $origin->y + $axis_len, $ground_z); #++
# glEnd();
# # draw line for Z axis
# # (re-enable depth test so that axis is correctly shown when objects are behind it)
# glEnable(GL_DEPTH_TEST);
# glBegin(GL_LINES);
# glColor3f(0, 0, 1);
# glVertex3f(@$origin, $ground_z);
# glVertex3f(@$origin, $ground_z+$axis_len);
# glEnd();
# }
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#
# glEnable(GL_LIGHTING);
#
# # draw objects
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# if (! $self->use_plain_shader) {
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# $self->draw_volumes;
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# } elsif ($self->UseVBOs) {
# if ($self->enable_picking) {
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# $self->mark_volumes_for_layer_height;
# $self->volumes->set_print_box($self->bed_bounding_box->x_min, $self->bed_bounding_box->y_min, 0.0, $self->bed_bounding_box->x_max, $self->bed_bounding_box->y_max, $self->{config}->get('max_print_height'));
# $self->volumes->check_outside_state($self->{config});
# # do not cull backfaces to show broken geometry, if any
# glDisable(GL_CULL_FACE);
# }
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# $self->{plain_shader}->enable if $self->{plain_shader};
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# $self->volumes->render_VBOs;
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# $self->{plain_shader}->disable;
# glEnable(GL_CULL_FACE) if ($self->enable_picking);
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# } else {
# # do not cull backfaces to show broken geometry, if any
# glDisable(GL_CULL_FACE) if ($self->enable_picking);
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# $self->volumes->render_legacy;
# glEnable(GL_CULL_FACE) if ($self->enable_picking);
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# }
#
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# if (defined $self->cutting_plane_z) {
# # draw cutting plane
# my $plane_z = $self->cutting_plane_z;
# my $bb = $volumes_bb;
# glDisable(GL_CULL_FACE);
# glDisable(GL_LIGHTING);
# glEnable(GL_BLEND);
# glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
# glBegin(GL_QUADS);
# glColor4f(0.8, 0.8, 0.8, 0.5);
# glVertex3f($bb->x_min-20, $bb->y_min-20, $plane_z);
# glVertex3f($bb->x_max+20, $bb->y_min-20, $plane_z);
# glVertex3f($bb->x_max+20, $bb->y_max+20, $plane_z);
# glVertex3f($bb->x_min-20, $bb->y_max+20, $plane_z);
# glEnd();
# glEnable(GL_CULL_FACE);
# glDisable(GL_BLEND);
#
# # draw cutting contours
# glEnableClientState(GL_VERTEX_ARRAY);
# glLineWidth(2);
# glColor3f(0, 0, 0);
# glVertexPointer_c(3, GL_FLOAT, 0, $self->cut_lines_vertices->ptr());
# glDrawArrays(GL_LINES, 0, $self->cut_lines_vertices->elements / 3);
# glVertexPointer_c(3, GL_FLOAT, 0, 0);
# glDisableClientState(GL_VERTEX_ARRAY);
# }
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#
# # draw warning message
# $self->draw_warning;
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#
# # draw gcode preview legend
# $self->draw_legend;
#
# $self->draw_active_object_annotations;
#
# $self->SwapBuffers();
#}
#
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#sub draw_volumes {
# # $fakecolor is a boolean indicating, that the objects shall be rendered in a color coding the object index for picking.
# my ($self, $fakecolor) = @_;
#
# # 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);
#
# foreach my $volume_idx (0..$#{$self->volumes}) {
# my $volume = $self->volumes->[$volume_idx];
#
# if ($fakecolor) {
# # Object picking mode. Render the object with a color encoding the object index.
# my $r = ($volume_idx & 0x000000FF) >> 0;
# my $g = ($volume_idx & 0x0000FF00) >> 8;
# my $b = ($volume_idx & 0x00FF0000) >> 16;
# glColor4f($r/255.0, $g/255.0, $b/255.0, 1);
# } elsif ($volume->selected) {
# glColor4f(@{ &SELECTED_COLOR });
# } elsif ($volume->hover) {
# glColor4f(@{ &HOVER_COLOR });
# } else {
# glColor4f(@{ $volume->color });
# }
#
# $volume->render;
# }
# glDisableClientState(GL_NORMAL_ARRAY);
# glDisableClientState(GL_VERTEX_ARRAY);
#
# glDisable(GL_BLEND);
# glEnable(GL_CULL_FACE);
#}
#
#sub mark_volumes_for_layer_height {
# my ($self) = @_;
#
# foreach my $volume_idx (0..$#{$self->volumes}) {
# my $volume = $self->volumes->[$volume_idx];
# my $object_id = int($volume->select_group_id / 1000000);
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# if ($self->layer_editing_enabled && $volume->selected && $self->{layer_height_edit_shader} &&
# $volume->has_layer_height_texture && $object_id < $self->{print}->object_count) {
# $volume->set_layer_height_texture_data($self->{layer_preview_z_texture_id}, $self->{layer_height_edit_shader}->shader_program_id,
# $self->{print}->get_object($object_id), $self->_variable_layer_thickness_bar_mouse_cursor_z_relative, $self->{layer_height_edit_band_width});
# } else {
# $volume->reset_layer_height_texture_data();
# }
# }
#}
#
#sub _load_image_set_texture {
# my ($self, $file_name) = @_;
# # Load a PNG with an alpha channel.
# my $img = Wx::Image->new;
# $img->LoadFile(Slic3r::var($file_name), wxBITMAP_TYPE_PNG);
# # Get RGB & alpha raw data from wxImage, interleave them into a Perl array.
# my @rgb = unpack 'C*', $img->GetData();
# my @alpha = $img->HasAlpha ? unpack 'C*', $img->GetAlpha() : (255) x (int(@rgb) / 3);
# my $n_pixels = int(@alpha);
# my @data = (0)x($n_pixels * 4);
# for (my $i = 0; $i < $n_pixels; $i += 1) {
# $data[$i*4 ] = $rgb[$i*3];
# $data[$i*4+1] = $rgb[$i*3+1];
# $data[$i*4+2] = $rgb[$i*3+2];
# $data[$i*4+3] = $alpha[$i];
# }
# # Initialize a raw bitmap data.
# my $params = {
# loaded => 1,
# valid => $n_pixels > 0,
# width => $img->GetWidth,
# height => $img->GetHeight,
# data => OpenGL::Array->new_list(GL_UNSIGNED_BYTE, @data),
# texture_id => glGenTextures_p(1)
# };
# # Create and initialize a texture with the raw data.
# glBindTexture(GL_TEXTURE_2D, $params->{texture_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_c(GL_TEXTURE_2D, 0, GL_RGBA8, $params->{width}, $params->{height}, 0, GL_RGBA, GL_UNSIGNED_BYTE, $params->{data}->ptr);
# glBindTexture(GL_TEXTURE_2D, 0);
# return $params;
#}
#
#sub _variable_layer_thickness_load_overlay_image {
# my ($self) = @_;
# $self->{layer_preview_annotation} = $self->_load_image_set_texture('variable_layer_height_tooltip.png')
# if (! $self->{layer_preview_annotation}->{loaded});
# return $self->{layer_preview_annotation}->{valid};
#}
#
#sub _variable_layer_thickness_load_reset_image {
# my ($self) = @_;
# $self->{layer_preview_reset_image} = $self->_load_image_set_texture('variable_layer_height_reset.png')
# if (! $self->{layer_preview_reset_image}->{loaded});
# return $self->{layer_preview_reset_image}->{valid};
#}
#
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## Paint the tooltip.
#sub _render_image {
# my ($self, $image, $l, $r, $b, $t) = @_;
# $self->_render_texture($image->{texture_id}, $l, $r, $b, $t);
#}
#
#sub _render_texture {
# my ($self, $tex_id, $l, $r, $b, $t) = @_;
#
# glColor4f(1.,1.,1.,1.);
# glDisable(GL_LIGHTING);
# glEnable(GL_BLEND);
# glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
# glEnable(GL_TEXTURE_2D);
# glBindTexture(GL_TEXTURE_2D, $tex_id);
# glBegin(GL_QUADS);
# glTexCoord2d(0.,1.); glVertex3f($l, $b, 0);
# glTexCoord2d(1.,1.); glVertex3f($r, $b, 0);
# glTexCoord2d(1.,0.); glVertex3f($r, $t, 0);
# glTexCoord2d(0.,0.); glVertex3f($l, $t, 0);
# glEnd();
# glBindTexture(GL_TEXTURE_2D, 0);
# glDisable(GL_TEXTURE_2D);
# glDisable(GL_BLEND);
# glEnable(GL_LIGHTING);
#}
#
#sub draw_active_object_annotations {
# # $fakecolor is a boolean indicating, that the objects shall be rendered in a color coding the object index for picking.
# my ($self) = @_;
#
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# return if (! $self->{layer_height_edit_shader} || ! $self->layer_editing_enabled);
#
# # Find the selected volume, over which the layer editing is active.
# my $volume;
# foreach my $volume_idx (0..$#{$self->volumes}) {
# my $v = $self->volumes->[$volume_idx];
# if ($v->selected && $v->has_layer_height_texture) {
# $volume = $v;
# last;
# }
# }
# return if (! $volume);
#
# # 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.
# my $object_idx = int($volume->select_group_id / 1000000);
# return if $object_idx >= $self->{print}->object_count;
#
# # The viewport and camera are set to complete view and glOrtho(-$x/2, $x/2, -$y/2, $y/2, -$depth, $depth),
# # where x, y is the window size divided by $self->_zoom.
# my ($bar_left, $bar_bottom, $bar_right, $bar_top) = $self->_variable_layer_thickness_bar_rect_viewport;
# my ($reset_left, $reset_bottom, $reset_right, $reset_top) = $self->_variable_layer_thickness_reset_rect_viewport;
# my $z_cursor_relative = $self->_variable_layer_thickness_bar_mouse_cursor_z_relative;
#
# my $print_object = $self->{print}->get_object($object_idx);
# my $z_max = $print_object->model_object->bounding_box->z_max;
#
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# $self->{layer_height_edit_shader}->enable;
# $self->{layer_height_edit_shader}->set_uniform('z_to_texture_row', $volume->layer_height_texture_z_to_row_id);
# $self->{layer_height_edit_shader}->set_uniform('z_texture_row_to_normalized', 1. / $volume->layer_height_texture_height);
# $self->{layer_height_edit_shader}->set_uniform('z_cursor', $z_max * $z_cursor_relative);
# $self->{layer_height_edit_shader}->set_uniform('z_cursor_band_width', $self->{layer_height_edit_band_width});
# glBindTexture(GL_TEXTURE_2D, $self->{layer_preview_z_texture_id});
# glTexImage2D_c(GL_TEXTURE_2D, 0, GL_RGBA8, $volume->layer_height_texture_width, $volume->layer_height_texture_height,
# 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
# glTexImage2D_c(GL_TEXTURE_2D, 1, GL_RGBA8, $volume->layer_height_texture_width / 2, $volume->layer_height_texture_height / 2,
# 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
# glTexSubImage2D_c(GL_TEXTURE_2D, 0, 0, 0, $volume->layer_height_texture_width, $volume->layer_height_texture_height,
# GL_RGBA, GL_UNSIGNED_BYTE, $volume->layer_height_texture_data_ptr_level0);
# glTexSubImage2D_c(GL_TEXTURE_2D, 1, 0, 0, $volume->layer_height_texture_width / 2, $volume->layer_height_texture_height / 2,
# GL_RGBA, GL_UNSIGNED_BYTE, $volume->layer_height_texture_data_ptr_level1);
#
# # Render the color bar.
# glDisable(GL_DEPTH_TEST);
# # The viewport and camera are set to complete view and glOrtho(-$x/2, $x/2, -$y/2, $y/2, -$depth, $depth),
# # where x, y is the window size divided by $self->_zoom.
# glPushMatrix();
# glLoadIdentity();
# # Paint the overlay.
# glBegin(GL_QUADS);
# glVertex3f($bar_left, $bar_bottom, 0);
# glVertex3f($bar_right, $bar_bottom, 0);
# glVertex3f($bar_right, $bar_top, $z_max);
# glVertex3f($bar_left, $bar_top, $z_max);
# glEnd();
# glBindTexture(GL_TEXTURE_2D, 0);
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# $self->{layer_height_edit_shader}->disable;
#
# # Paint the tooltip.
# if ($self->_variable_layer_thickness_load_overlay_image)
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# my $gap = 10/$self->_zoom;
# my ($l, $r, $b, $t) = ($bar_left - $self->{layer_preview_annotation}->{width}/$self->_zoom - $gap, $bar_left - $gap, $reset_bottom + $self->{layer_preview_annotation}->{height}/$self->_zoom + $gap, $reset_bottom + $gap);
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# $self->_render_image($self->{layer_preview_annotation}, $l, $r, $t, $b);
# }
#
# # Paint the reset button.
# if ($self->_variable_layer_thickness_load_reset_image) {
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# $self->_render_image($self->{layer_preview_reset_image}, $reset_left, $reset_right, $reset_bottom, $reset_top);
# }
#
# # Paint the graph.
# #FIXME show some kind of legend.
# my $max_z = unscale($print_object->size->z);
# my $profile = $print_object->model_object->layer_height_profile;
# my $layer_height = $print_object->config->get('layer_height');
# my $layer_height_max = 10000000000.;
# {
# # Get a maximum layer height value.
# #FIXME This is a duplicate code of Slicing.cpp.
# my $nozzle_diameters = $print_object->print->config->get('nozzle_diameter');
# my $layer_heights_min = $print_object->print->config->get('min_layer_height');
# my $layer_heights_max = $print_object->print->config->get('max_layer_height');
# for (my $i = 0; $i < scalar(@{$nozzle_diameters}); $i += 1) {
# my $lh_min = ($layer_heights_min->[$i] == 0.) ? 0.07 : max(0.01, $layer_heights_min->[$i]);
# my $lh_max = ($layer_heights_max->[$i] == 0.) ? (0.75 * $nozzle_diameters->[$i]) : $layer_heights_max->[$i];
# $layer_height_max = min($layer_height_max, 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.
# $layer_height_max *= 1.12;
# # Baseline
# glColor3f(0., 0., 0.);
# glBegin(GL_LINE_STRIP);
# glVertex2f($bar_left + $layer_height * ($bar_right - $bar_left) / $layer_height_max, $bar_bottom);
# glVertex2f($bar_left + $layer_height * ($bar_right - $bar_left) / $layer_height_max, $bar_top);
# glEnd();
# # Curve
# glColor3f(0., 0., 1.);
# glBegin(GL_LINE_STRIP);
# for (my $i = 0; $i < int(@{$profile}); $i += 2) {
# my $z = $profile->[$i];
# my $h = $profile->[$i+1];
# glVertex3f($bar_left + $h * ($bar_right - $bar_left) / $layer_height_max, $bar_bottom + $z * ($bar_top - $bar_bottom) / $max_z, $z);
# }
# glEnd();
# # Revert the matrices.
# glPopMatrix();
# glEnable(GL_DEPTH_TEST);
#}
#
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#sub draw_legend {
# my ($self) = @_;
#
# if (!$self->_legend_enabled) {
# return;
# }
#
# # If the legend texture has not been loaded into the GPU, do it now.
# my $tex_id = Slic3r::GUI::_3DScene::finalize_legend_texture;
# if ($tex_id > 0)
# {
# my $tex_w = Slic3r::GUI::_3DScene::get_legend_texture_width;
# my $tex_h = Slic3r::GUI::_3DScene::get_legend_texture_height;
# if (($tex_w > 0) && ($tex_h > 0))
# {
# glDisable(GL_DEPTH_TEST);
# glPushMatrix();
# glLoadIdentity();
#
# my ($cw, $ch) = $self->GetSizeWH;
#
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# my $l = (-0.5 * $cw) / $self->_zoom;
# my $t = (0.5 * $ch) / $self->_zoom;
# my $r = $l + $tex_w / $self->_zoom;
# my $b = $t - $tex_h / $self->_zoom;
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# $self->_render_texture($tex_id, $l, $r, $b, $t);
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#
# glPopMatrix();
# glEnable(GL_DEPTH_TEST);
# }
# }
#}
#
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#sub draw_warning {
# my ($self) = @_;
#
# if (!$self->_warning_enabled) {
# return;
# }
#
# # If the warning texture has not been loaded into the GPU, do it now.
# my $tex_id = Slic3r::GUI::_3DScene::finalize_warning_texture;
# if ($tex_id > 0)
# {
# my $tex_w = Slic3r::GUI::_3DScene::get_warning_texture_width;
# my $tex_h = Slic3r::GUI::_3DScene::get_warning_texture_height;
# if (($tex_w > 0) && ($tex_h > 0))
# {
# glDisable(GL_DEPTH_TEST);
# glPushMatrix();
# glLoadIdentity();
#
# my ($cw, $ch) = $self->GetSizeWH;
#
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# my $l = (-0.5 * $tex_w) / $self->_zoom;
# my $t = (-0.5 * $ch + $tex_h) / $self->_zoom;
# my $r = $l + $tex_w / $self->_zoom;
# my $b = $t - $tex_h / $self->_zoom;
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# $self->_render_texture($tex_id, $l, $r, $b, $t);
#
# glPopMatrix();
# glEnable(GL_DEPTH_TEST);
# }
# }
#}
#
#sub update_volumes_colors_by_extruder {
# my ($self, $config) = @_;
# $self->volumes->update_colors_by_extruder($config);
#}
2018-06-04 08:14:09 +00:00
#
#sub opengl_info
#{
# my ($self, %params) = @_;
# my %tag = Slic3r::tags($params{format});
#
# my $gl_version = glGetString(GL_VERSION);
# my $gl_vendor = glGetString(GL_VENDOR);
# my $gl_renderer = glGetString(GL_RENDERER);
# my $glsl_version = glGetString(GL_SHADING_LANGUAGE_VERSION);
#
# my $out = '';
# $out .= "$tag{h2start}OpenGL installation$tag{h2end}$tag{eol}";
# $out .= " $tag{bstart}Using POGL$tag{bend} v$OpenGL::BUILD_VERSION$tag{eol}";
# $out .= " $tag{bstart}GL version: $tag{bend}${gl_version}$tag{eol}";
# $out .= " $tag{bstart}vendor: $tag{bend}${gl_vendor}$tag{eol}";
# $out .= " $tag{bstart}renderer: $tag{bend}${gl_renderer}$tag{eol}";
# $out .= " $tag{bstart}GLSL version: $tag{bend}${glsl_version}$tag{eol}";
#
# # Check for other OpenGL extensions
# $out .= "$tag{h2start}Installed extensions (* implemented in the module):$tag{h2end}$tag{eol}";
# my $extensions = glGetString(GL_EXTENSIONS);
# my @extensions = split(' ',$extensions);
# foreach my $ext (sort @extensions) {
# my $stat = glpCheckExtension($ext);
# $out .= sprintf("%s ${ext}$tag{eol}", $stat?' ':'*');
# $out .= sprintf(" ${stat}$tag{eol}") if ($stat && $stat !~ m|^$ext |);
# }
#
# return $out;
#}
#
#sub _report_opengl_state
#{
# my ($self, $comment) = @_;
# my $err = glGetError();
# return 0 if ($err == 0);
#
# # gluErrorString() hangs. Don't use it.
## my $errorstr = gluErrorString();
# my $errorstr = '';
# if ($err == 0x0500) {
# $errorstr = 'GL_INVALID_ENUM';
# } elsif ($err == GL_INVALID_VALUE) {
# $errorstr = 'GL_INVALID_VALUE';
# } elsif ($err == GL_INVALID_OPERATION) {
# $errorstr = 'GL_INVALID_OPERATION';
# } elsif ($err == GL_STACK_OVERFLOW) {
# $errorstr = 'GL_STACK_OVERFLOW';
# } elsif ($err == GL_OUT_OF_MEMORY) {
# $errorstr = 'GL_OUT_OF_MEMORY';
# } else {
# $errorstr = 'unknown';
# }
# if (defined($comment)) {
# printf("OpenGL error at %s, nr %d (0x%x): %s\n", $comment, $err, $err, $errorstr);
# } else {
# printf("OpenGL error nr %d (0x%x): %s\n", $err, $err, $errorstr);
# }
#}
#
2018-05-21 11:08:02 +00:00
#sub _vertex_shader_Gouraud {
# return <<'VERTEX';
##version 110
#
##define INTENSITY_CORRECTION 0.6
#
#// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
#const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
##define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
##define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
##define LIGHT_TOP_SHININESS 20.0
#
#// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
#const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
##define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
#//#define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
#//#define LIGHT_FRONT_SHININESS 5.0
#
##define INTENSITY_AMBIENT 0.3
#
#const vec3 ZERO = vec3(0.0, 0.0, 0.0);
#
#struct PrintBoxDetection
#{
# vec3 min;
# vec3 max;
# // xyz contains the offset, if w == 1.0 detection needs to be performed
# vec4 volume_origin;
#};
#
#uniform PrintBoxDetection print_box;
#
#// x = tainted, y = specular;
#varying vec2 intensity;
#
#varying vec3 delta_box_min;
#varying vec3 delta_box_max;
#
#void main()
#{
# // First transform the normal into camera space and normalize the result.
# vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
#
# // Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
# // Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
# float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
#
# intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
# intensity.y = 0.0;
#
# if (NdotL > 0.0)
# intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(normal, reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
#
# // Perform the same lighting calculation for the 2nd light source (no specular applied).
# NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
# intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
#
# // compute deltas for out of print volume detection (world coordinates)
# if (print_box.volume_origin.w == 1.0)
# {
# vec3 v = gl_Vertex.xyz + print_box.volume_origin.xyz;
# delta_box_min = v - print_box.min;
# delta_box_max = v - print_box.max;
# }
# else
# {
# delta_box_min = ZERO;
# delta_box_max = ZERO;
# }
#
# gl_Position = ftransform();
#}
#
#VERTEX
#}
#
#sub _fragment_shader_Gouraud {
# return <<'FRAGMENT';
##version 110
#
#const vec3 ZERO = vec3(0.0, 0.0, 0.0);
#
#// x = tainted, y = specular;
#varying vec2 intensity;
#
#varying vec3 delta_box_min;
#varying vec3 delta_box_max;
#
#uniform vec4 uniform_color;
#
#void main()
#{
# // if the fragment is outside the print volume -> use darker color
# vec3 color = (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) ? mix(uniform_color.rgb, ZERO, 0.3333) : uniform_color.rgb;
# gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + color * intensity.x, uniform_color.a);
#}
#
#FRAGMENT
#}
#
#sub _vertex_shader_Phong {
# return <<'VERTEX';
##version 110
#
#varying vec3 normal;
#varying vec3 eye;
#void main(void)
#{
# eye = normalize(vec3(gl_ModelViewMatrix * gl_Vertex));
# normal = normalize(gl_NormalMatrix * gl_Normal);
# gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
#}
#VERTEX
#}
#
#sub _fragment_shader_Phong {
# return <<'FRAGMENT';
##version 110
#
##define INTENSITY_CORRECTION 0.7
#
##define LIGHT_TOP_DIR -0.6/1.31, 0.6/1.31, 1./1.31
##define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
##define LIGHT_TOP_SPECULAR (0.5 * INTENSITY_CORRECTION)
#//#define LIGHT_TOP_SHININESS 50.
##define LIGHT_TOP_SHININESS 10.
#
##define LIGHT_FRONT_DIR 1./1.43, 0.2/1.43, 1./1.43
##define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
##define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
##define LIGHT_FRONT_SHININESS 50.
#
##define INTENSITY_AMBIENT 0.0
#
#varying vec3 normal;
#varying vec3 eye;
#uniform vec4 uniform_color;
#void main() {
#
# float intensity_specular = 0.;
# float intensity_tainted = 0.;
# float intensity = max(dot(normal,vec3(LIGHT_TOP_DIR)), 0.0);
# // if the vertex is lit compute the specular color
# if (intensity > 0.0) {
# intensity_tainted = LIGHT_TOP_DIFFUSE * intensity;
# // compute the half vector
# vec3 h = normalize(vec3(LIGHT_TOP_DIR) + eye);
# // compute the specular term into spec
# intensity_specular = LIGHT_TOP_SPECULAR * pow(max(dot(h, normal), 0.0), LIGHT_TOP_SHININESS);
# }
# intensity = max(dot(normal,vec3(LIGHT_FRONT_DIR)), 0.0);
# // if the vertex is lit compute the specular color
# if (intensity > 0.0) {
# intensity_tainted += LIGHT_FRONT_DIFFUSE * intensity;
# // compute the half vector
#// vec3 h = normalize(vec3(LIGHT_FRONT_DIR) + eye);
# // compute the specular term into spec
#// intensity_specular += LIGHT_FRONT_SPECULAR * pow(max(dot(h,normal), 0.0), LIGHT_FRONT_SHININESS);
# }
#
# gl_FragColor = max(
# vec4(intensity_specular, intensity_specular, intensity_specular, 0.) + uniform_color * intensity_tainted,
# INTENSITY_AMBIENT * uniform_color);
# gl_FragColor.a = uniform_color.a;
#}
#FRAGMENT
#}
#
#sub _vertex_shader_variable_layer_height {
# return <<'VERTEX';
##version 110
#
##define INTENSITY_CORRECTION 0.6
#
#const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
##define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
##define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
##define LIGHT_TOP_SHININESS 20.0
#
#const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
##define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
#//#define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
#//#define LIGHT_FRONT_SHININESS 5.0
#
##define INTENSITY_AMBIENT 0.3
#
#// x = tainted, y = specular;
#varying vec2 intensity;
#
#varying float object_z;
#
#void main()
#{
# // First transform the normal into camera space and normalize the result.
# vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
#
# // Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
# // Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
# float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
#
# intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
# intensity.y = 0.0;
#
# if (NdotL > 0.0)
# intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(normal, reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
#
# // Perform the same lighting calculation for the 2nd light source (no specular)
# NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
#
# intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
#
# // Scaled to widths of the Z texture.
# object_z = gl_Vertex.z;
#
# gl_Position = ftransform();
#}
#
#VERTEX
#}
#
#sub _fragment_shader_variable_layer_height {
# return <<'FRAGMENT';
##version 110
#
##define M_PI 3.1415926535897932384626433832795
#
#// 2D texture (1D texture split by the rows) of color along the object Z axis.
#uniform sampler2D z_texture;
#// Scaling from the Z texture rows coordinate to the normalized texture row coordinate.
#uniform float z_to_texture_row;
#uniform float z_texture_row_to_normalized;
#uniform float z_cursor;
#uniform float z_cursor_band_width;
#
#// x = tainted, y = specular;
#varying vec2 intensity;
#
#varying float object_z;
#
#void main()
#{
# float object_z_row = z_to_texture_row * object_z;
# // Index of the row in the texture.
# float z_texture_row = floor(object_z_row);
# // Normalized coordinate from 0. to 1.
# float z_texture_col = object_z_row - z_texture_row;
# float z_blend = 0.25 * cos(min(M_PI, abs(M_PI * (object_z - z_cursor) * 1.8 / z_cursor_band_width))) + 0.25;
# // Calculate level of detail from the object Z coordinate.
# // This makes the slowly sloping surfaces to be show with high detail (with stripes),
# // and the vertical surfaces to be shown with low detail (no stripes)
# float z_in_cells = object_z_row * 190.;
# // Gradient of Z projected on the screen.
# float dx_vtc = dFdx(z_in_cells);
# float dy_vtc = dFdy(z_in_cells);
# float lod = clamp(0.5 * log2(max(dx_vtc*dx_vtc, dy_vtc*dy_vtc)), 0., 1.);
# // Sample the Z texture. Texture coordinates are normalized to <0, 1>.
# vec4 color =
# mix(texture2D(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row + 0.5 )), -10000.),
# texture2D(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row * 2. + 1.)), 10000.), lod);
#
# // Mix the final color.
# gl_FragColor =
# vec4(intensity.y, intensity.y, intensity.y, 1.0) + intensity.x * mix(color, vec4(1.0, 1.0, 0.0, 1.0), z_blend);
#}
#
#FRAGMENT
#}
#===================================================================================================================================
# The 3D canvas to display objects and tool paths.
package Slic3r::GUI::3DScene;
use base qw(Slic3r::GUI::3DScene::Base);
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#===================================================================================================================================
#use OpenGL qw(:glconstants :gluconstants :glufunctions);
#use List::Util qw(first min max);
#use Slic3r::Geometry qw(scale unscale epsilon);
#use Slic3r::Print::State ':steps';
#===================================================================================================================================
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#===================================================================================================================================
#__PACKAGE__->mk_accessors(qw(
# color_by
# select_by
# drag_by
#));
#===================================================================================================================================
sub new {
my $class = shift;
my $self = $class->SUPER::new(@_);
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#===================================================================================================================================
# $self->color_by('volume'); # object | volume
# $self->select_by('object'); # object | volume | instance
# $self->drag_by('instance'); # object | instance
#===================================================================================================================================
return $self;
}
#==============================================================================================================================
#sub load_object {
# my ($self, $model, $print, $obj_idx, $instance_idxs) = @_;
#
# $self->SetCurrent($self->GetContext) if $useVBOs;
#
# my $model_object;
# if ($model->isa('Slic3r::Model::Object')) {
# $model_object = $model;
# $model = $model_object->model;
# $obj_idx = 0;
# } else {
# $model_object = $model->get_object($obj_idx);
# }
#
# $instance_idxs ||= [0..$#{$model_object->instances}];
# my $volume_indices = $self->volumes->load_object(
# $model_object, $obj_idx, $instance_idxs, $self->color_by, $self->select_by, $self->drag_by,
# $self->UseVBOs);
# return @{$volume_indices};
#}
#
## Create 3D thick extrusion lines for a skirt and brim.
## Adds a new Slic3r::GUI::3DScene::Volume to $self->volumes.
#sub load_print_toolpaths {
# my ($self, $print, $colors) = @_;
#
# $self->SetCurrent($self->GetContext) if $self->UseVBOs;
# Slic3r::GUI::_3DScene::_load_print_toolpaths($print, $self->volumes, $colors, $self->UseVBOs)
# if ($print->step_done(STEP_SKIRT) && $print->step_done(STEP_BRIM));
#}
#
## Create 3D thick extrusion lines for object forming extrusions.
## Adds a new Slic3r::GUI::3DScene::Volume to $self->volumes,
## one for perimeters, one for infill and one for supports.
#sub load_print_object_toolpaths {
# my ($self, $object, $colors) = @_;
#
# $self->SetCurrent($self->GetContext) if $self->UseVBOs;
# Slic3r::GUI::_3DScene::_load_print_object_toolpaths($object, $self->volumes, $colors, $self->UseVBOs);
#}
#
## Create 3D thick extrusion lines for wipe tower extrusions.
#sub load_wipe_tower_toolpaths {
# my ($self, $print, $colors) = @_;
#
# $self->SetCurrent($self->GetContext) if $self->UseVBOs;
# Slic3r::GUI::_3DScene::_load_wipe_tower_toolpaths($print, $self->volumes, $colors, $self->UseVBOs)
# if ($print->step_done(STEP_WIPE_TOWER));
#}
#
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#sub load_gcode_preview {
# my ($self, $print, $gcode_preview_data, $colors) = @_;
#
# $self->SetCurrent($self->GetContext) if $self->UseVBOs;
# Slic3r::GUI::_3DScene::load_gcode_preview($print, $gcode_preview_data, $self->volumes, $colors, $self->UseVBOs);
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#}
#
#sub set_toolpaths_range {
# my ($self, $min_z, $max_z) = @_;
# $self->volumes->set_range($min_z, $max_z);
#}
#
#sub reset_legend_texture {
# Slic3r::GUI::_3DScene::reset_legend_texture();
#}
#
#sub get_current_print_zs {
# my ($self, $active_only) = @_;
# return $self->volumes->get_current_print_zs($active_only);
#}
#==============================================================================================================================
1;