Merge remote-tracking branch 'origin/scene_manipulators'
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commit
00324a14b8
@ -1316,12 +1316,18 @@ sub Render {
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$self->mark_volumes_for_layer_height;
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$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, $self->{config}->get('max_print_height'));
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$self->volumes->update_outside_state($self->{config}, 0);
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# do not cull backfaces to show broken geometry, if any
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glDisable(GL_CULL_FACE);
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}
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$self->{plain_shader}->enable if $self->{plain_shader};
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$self->volumes->render_VBOs;
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$self->{plain_shader}->disable;
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glEnable(GL_CULL_FACE) if ($self->enable_picking);
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} else {
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# do not cull backfaces to show broken geometry, if any
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glDisable(GL_CULL_FACE) if ($self->enable_picking);
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$self->volumes->render_legacy;
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glEnable(GL_CULL_FACE) if ($self->enable_picking);
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}
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# draw cutting plane
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@ -1358,6 +1364,9 @@ sub draw_volumes {
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# $fakecolor is a boolean indicating, that the objects shall be rendered in a color coding the object index for picking.
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my ($self, $fakecolor) = @_;
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# do not cull backfaces to show broken geometry, if any
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glDisable(GL_CULL_FACE);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@ -1385,6 +1394,8 @@ sub draw_volumes {
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}
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glDisableClientState(GL_NORMAL_ARRAY);
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glDisable(GL_BLEND);
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glEnable(GL_CULL_FACE);
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if (defined $self->cutting_plane_z) {
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glLineWidth(2);
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@ -1812,6 +1823,7 @@ sub _fragment_shader_Gouraud {
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return <<'FRAGMENT';
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#version 110
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const vec4 OUTSIDE_COLOR = vec4(0.24, 0.42, 0.62, 1.0);
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const vec3 ZERO = vec3(0.0, 0.0, 0.0);
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// x = tainted, y = specular;
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@ -1824,13 +1836,11 @@ uniform vec4 uniform_color;
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void main()
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{
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gl_FragColor = vec4(intensity.y, intensity.y, intensity.y, 0.0) + uniform_color * intensity.x;
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// if the fragment is outside the print volume use predefined color
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vec4 color = (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) ? OUTSIDE_COLOR : uniform_color;
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// if the fragment is outside the print volume darken it and set it as transparent
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if (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO)))
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gl_FragColor = vec4(mix(gl_FragColor.xyz, ZERO, 0.5), 0.5 * uniform_color.a);
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else
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gl_FragColor.a = uniform_color.a;
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gl_FragColor = vec4(intensity.y, intensity.y, intensity.y, 0.0) + color * intensity.x;
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gl_FragColor.a = color.a;
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}
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FRAGMENT
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@ -98,6 +98,16 @@ sub new {
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$self->update;
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};
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# callback to enable/disable action buttons
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my $enable_action_buttons = sub {
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my ($enable) = @_;
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$self->{btn_export_gcode}->Enable($enable);
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$self->{btn_reslice}->Enable($enable);
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$self->{btn_print}->Enable($enable);
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$self->{btn_send_gcode}->Enable($enable);
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$self->{btn_export_stl}->Enable($enable);
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};
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# Initialize 3D plater
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if ($Slic3r::GUI::have_OpenGL) {
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$self->{canvas3D} = Slic3r::GUI::Plater::3D->new($self->{preview_notebook}, $self->{objects}, $self->{model}, $self->{print}, $self->{config});
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@ -113,6 +123,7 @@ sub new {
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$self->{canvas3D}->set_on_decrease_objects(sub { $self->decrease() });
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$self->{canvas3D}->set_on_remove_object(sub { $self->remove() });
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$self->{canvas3D}->set_on_instances_moved($on_instances_moved);
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$self->{canvas3D}->set_on_enable_action_buttons($enable_action_buttons);
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$self->{canvas3D}->use_plain_shader(1);
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$self->{canvas3D}->set_on_wipe_tower_moved(sub {
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my ($new_pos_3f) = @_;
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@ -12,7 +12,7 @@ use Wx::Locale gettext => 'L';
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__PACKAGE__->mk_accessors(qw(
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on_arrange on_rotate_object_left on_rotate_object_right on_scale_object_uniformly
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on_remove_object on_increase_objects on_decrease_objects));
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on_remove_object on_increase_objects on_decrease_objects on_enable_action_buttons));
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sub new {
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my $class = shift;
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@ -176,6 +176,11 @@ sub set_on_model_update {
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$self->on_model_update($cb);
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}
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sub set_on_enable_action_buttons {
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my ($self, $cb) = @_;
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$self->on_enable_action_buttons($cb);
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}
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sub reload_scene {
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my ($self, $force) = @_;
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@ -217,10 +222,12 @@ sub reload_scene {
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if (!$self->{model}->fits_print_volume($self->{config})) {
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$self->set_warning_enabled(1);
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Slic3r::GUI::_3DScene::generate_warning_texture(L("Detected object outside print volume"));
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$self->on_enable_action_buttons->(0) if ($self->on_enable_action_buttons);
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} else {
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$self->set_warning_enabled(0);
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$self->volumes->update_outside_state($self->{config}, 1);
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Slic3r::GUI::_3DScene::reset_warning_texture();
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$self->on_enable_action_buttons->(1) if ($self->on_enable_action_buttons);
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}
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}
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}
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@ -450,6 +450,8 @@ bool Model::fits_print_volume(const DynamicPrintConfig* config) const
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BoundingBox bed_box_2D = get_extents(Polygon::new_scale(opt->values));
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BoundingBoxf3 print_volume(Pointf3(unscale(bed_box_2D.min.x), unscale(bed_box_2D.min.y), 0.0), Pointf3(unscale(bed_box_2D.max.x), unscale(bed_box_2D.max.y), config->opt_float("max_print_height")));
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// Allow the objects to protrude below the print bed
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print_volume.min.z = -1e10;
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return print_volume.contains(transformed_bounding_box());
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}
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@ -459,6 +461,8 @@ bool Model::fits_print_volume(const FullPrintConfig &config) const
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return true;
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BoundingBox bed_box_2D = get_extents(Polygon::new_scale(config.bed_shape.values));
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BoundingBoxf3 print_volume(Pointf3(unscale(bed_box_2D.min.x), unscale(bed_box_2D.min.y), 0.0), Pointf3(unscale(bed_box_2D.max.x), unscale(bed_box_2D.max.y), config.max_print_height));
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// Allow the objects to protrude below the print bed
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print_volume.min.z = -1e10;
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return print_volume.contains(transformed_bounding_box());
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}
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@ -194,8 +194,8 @@ void GLIndexedVertexArray::render(
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const float GLVolume::SELECTED_COLOR[4] = { 0.0f, 1.0f, 0.0f, 1.0f };
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const float GLVolume::HOVER_COLOR[4] = { 0.4f, 0.9f, 0.1f, 1.0f };
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const float GLVolume::OUTSIDE_COLOR[4] = { 0.75f, 0.0f, 0.75f, 1.0f };
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const float GLVolume::SELECTED_OUTSIDE_COLOR[4] = { 1.0f, 0.0f, 1.0f, 1.0f };
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const float GLVolume::OUTSIDE_COLOR[4] = { 0.0f, 0.38f, 0.8f, 1.0f };
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const float GLVolume::SELECTED_OUTSIDE_COLOR[4] = { 0.19f, 0.58f, 1.0f, 1.0f };
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void GLVolume::set_render_color(float r, float g, float b, float a)
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{
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@ -627,6 +627,8 @@ void GLVolumeCollection::update_outside_state(const DynamicPrintConfig* config,
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BoundingBox bed_box_2D = get_extents(Polygon::new_scale(opt->values));
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BoundingBoxf3 print_volume(Pointf3(unscale(bed_box_2D.min.x), unscale(bed_box_2D.min.y), 0.0), Pointf3(unscale(bed_box_2D.max.x), unscale(bed_box_2D.max.y), config->opt_float("max_print_height")));
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// Allow the objects to protrude below the print bed
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print_volume.min.z = -1e10;
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for (GLVolume* volume : this->volumes)
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{
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