3DScene render method partially moved to c++

This commit is contained in:
Enrico Turri 2018-05-29 13:54:34 +02:00
parent db260a669c
commit 363a964ebb
10 changed files with 326 additions and 450 deletions

View File

@ -1482,31 +1482,20 @@ sub Render {
my @rotmat = quat_to_rotmatrix($self->quat); my @rotmat = quat_to_rotmatrix($self->quat);
glMultMatrixd_p(@rotmat[0..15]); glMultMatrixd_p(@rotmat[0..15]);
} }
#============================================================================================================================== #==============================================================================================================================
glTranslatef(@{ Slic3r::GUI::_3DScene::get_camera_target($self)->negative }); Slic3r::GUI::_3DScene::render($self);
# glTranslatef(@{ $self->_camera_target->negative }); # glTranslatef(@{ $self->_camera_target->negative });
#============================================================================================================================== #
# # light from above
# light from above # glLightfv_p(GL_LIGHT0, GL_POSITION, -0.5, -0.5, 1, 0);
glLightfv_p(GL_LIGHT0, GL_POSITION, -0.5, -0.5, 1, 0); # glLightfv_p(GL_LIGHT0, GL_SPECULAR, 0.2, 0.2, 0.2, 1);
glLightfv_p(GL_LIGHT0, GL_SPECULAR, 0.2, 0.2, 0.2, 1); # glLightfv_p(GL_LIGHT0, GL_DIFFUSE, 0.5, 0.5, 0.5, 1);
glLightfv_p(GL_LIGHT0, GL_DIFFUSE, 0.5, 0.5, 0.5, 1); #
# # Head light
# Head light # glLightfv_p(GL_LIGHT1, GL_POSITION, 1, 0, 1, 0);
glLightfv_p(GL_LIGHT1, GL_POSITION, 1, 0, 1, 0); #
#==============================================================================================================================
Slic3r::GUI::_3DScene::picking_pass($self);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
Slic3r::GUI::_3DScene::render_background($self);
Slic3r::GUI::_3DScene::render_bed($self);
Slic3r::GUI::_3DScene::render_axes($self);
Slic3r::GUI::_3DScene::render_objects($self, $self->UseVBOs);
Slic3r::GUI::_3DScene::render_cutting_plane($self);
Slic3r::GUI::_3DScene::render_warning_texture($self);
Slic3r::GUI::_3DScene::render_legend_texture($self);
Slic3r::GUI::_3DScene::render_layer_editing_overlay($self, $self->{print});
# if ($self->enable_picking && !$self->_mouse_dragging) { # if ($self->enable_picking && !$self->_mouse_dragging) {
# if (my $pos = $self->_mouse_pos) { # if (my $pos = $self->_mouse_pos) {
# # Render the object for picking. # # Render the object for picking.

View File

@ -91,10 +91,16 @@ public:
~PerlCallback() { this->deregister_callback(); } ~PerlCallback() { this->deregister_callback(); }
void register_callback(void *sv); void register_callback(void *sv);
void deregister_callback(); void deregister_callback();
void call(); //##############################################################################################################
void call(int i); void call() const;
void call(int i, int j); void call(int i) const;
// void call(const std::vector<int> &ints); void call(int i, int j) const;
// void call(const std::vector<int> &ints);
// void call();
// void call(int i);
// void call(int i, int j);
//// void call(const std::vector<int> &ints);
//##############################################################################################################
private: private:
void *m_callback; void *m_callback;
}; };

View File

@ -184,7 +184,10 @@ void PerlCallback::deregister_callback()
} }
} }
void PerlCallback::call() //##############################################################################################################
void PerlCallback::call() const
//void PerlCallback::call()
//##############################################################################################################
{ {
if (! m_callback) if (! m_callback)
return; return;
@ -198,7 +201,10 @@ void PerlCallback::call()
LEAVE; LEAVE;
} }
void PerlCallback::call(int i) //##############################################################################################################
void PerlCallback::call(int i) const
//void PerlCallback::call(int i)
//##############################################################################################################
{ {
if (! m_callback) if (! m_callback)
return; return;
@ -213,7 +219,10 @@ void PerlCallback::call(int i)
LEAVE; LEAVE;
} }
void PerlCallback::call(int i, int j) //##############################################################################################################
void PerlCallback::call(int i, int j) const
//void PerlCallback::call(int i, int j)
//##############################################################################################################
{ {
if (! m_callback) if (! m_callback)
return; return;
@ -230,7 +239,10 @@ void PerlCallback::call(int i, int j)
} }
/* /*
void PerlCallback::call(const std::vector<int> &ints) //##############################################################################################################
void PerlCallback::call(const std::vector<int> &ints) const
//void PerlCallback::call(const std::vector<int> &ints)
//##############################################################################################################
{ {
if (! m_callback) if (! m_callback)
return; return;

View File

@ -2115,24 +2115,9 @@ void _3DScene::stop_using_shader(wxGLCanvas* canvas)
s_canvas_mgr.stop_using_shader(canvas); s_canvas_mgr.stop_using_shader(canvas);
} }
void _3DScene::picking_pass(wxGLCanvas* canvas) void _3DScene::render(wxGLCanvas* canvas)
{ {
s_canvas_mgr.picking_pass(canvas); s_canvas_mgr.render(canvas);
}
void _3DScene::render_background(wxGLCanvas* canvas)
{
s_canvas_mgr.render_background(canvas);
}
void _3DScene::render_bed(wxGLCanvas* canvas)
{
s_canvas_mgr.render_bed(canvas);
}
void _3DScene::render_axes(wxGLCanvas* canvas)
{
s_canvas_mgr.render_axes(canvas);
} }
void _3DScene::render_volumes(wxGLCanvas* canvas, bool fake_colors) void _3DScene::render_volumes(wxGLCanvas* canvas, bool fake_colors)
@ -2140,32 +2125,6 @@ void _3DScene::render_volumes(wxGLCanvas* canvas, bool fake_colors)
s_canvas_mgr.render_volumes(canvas, fake_colors); s_canvas_mgr.render_volumes(canvas, fake_colors);
} }
void _3DScene::render_objects(wxGLCanvas* canvas, bool useVBOs)
{
s_canvas_mgr.render_objects(canvas, useVBOs);
}
void _3DScene::render_cutting_plane(wxGLCanvas* canvas)
{
s_canvas_mgr.render_cutting_plane(canvas);
}
void _3DScene::render_warning_texture(wxGLCanvas* canvas)
{
s_canvas_mgr.render_warning_texture(canvas);
}
void _3DScene::render_legend_texture(wxGLCanvas* canvas)
{
s_canvas_mgr.render_legend_texture(canvas);
}
void _3DScene::render_layer_editing_overlay(wxGLCanvas* canvas, const Print* print)
{
if (print != nullptr)
s_canvas_mgr.render_layer_editing_overlay(canvas, *print);
}
void _3DScene::render_texture(wxGLCanvas* canvas, unsigned int tex_id, float left, float right, float bottom, float top) void _3DScene::render_texture(wxGLCanvas* canvas, unsigned int tex_id, float left, float right, float bottom, float top)
{ {
s_canvas_mgr.render_texture(canvas, tex_id, left, right, bottom, top); s_canvas_mgr.render_texture(canvas, tex_id, left, right, bottom, top);

View File

@ -648,17 +648,9 @@ public:
static bool start_using_shader(wxGLCanvas* canvas); static bool start_using_shader(wxGLCanvas* canvas);
static void stop_using_shader(wxGLCanvas* canvas); static void stop_using_shader(wxGLCanvas* canvas);
static void picking_pass(wxGLCanvas* canvas); static void render(wxGLCanvas* canvas);
static void render_background(wxGLCanvas* canvas);
static void render_bed(wxGLCanvas* canvas);
static void render_axes(wxGLCanvas* canvas);
static void render_volumes(wxGLCanvas* canvas, bool fake_colors); static void render_volumes(wxGLCanvas* canvas, bool fake_colors);
static void render_objects(wxGLCanvas* canvas, bool useVBOs);
static void render_cutting_plane(wxGLCanvas* canvas);
static void render_warning_texture(wxGLCanvas* canvas);
static void render_legend_texture(wxGLCanvas* canvas);
static void render_layer_editing_overlay(wxGLCanvas* canvas, const Print* print);
static void render_texture(wxGLCanvas* canvas, unsigned int tex_id, float left, float right, float bottom, float top); static void render_texture(wxGLCanvas* canvas, unsigned int tex_id, float left, float right, float bottom, float top);

View File

@ -1530,91 +1530,32 @@ void GLCanvas3D::stop_using_shader() const
m_shader.stop_using(); m_shader.stop_using();
} }
void GLCanvas3D::picking_pass() void GLCanvas3D::render(bool useVBOs) const
{ {
if (is_picking_enabled() && !is_mouse_dragging() && (m_volumes != nullptr)) Pointf3 neg_target = get_camera_target().negative();
{ ::glTranslatef((GLfloat)neg_target.x, (GLfloat)neg_target.y, (GLfloat)neg_target.z);
// 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.
if (is_multisample_allowed()) // light from above
::glDisable(GL_MULTISAMPLE); GLfloat position0[4] = { -0.5f, -0.5f, 1.0f, 0.0f };
::glLightfv(GL_LIGHT0, GL_POSITION, position0);
GLfloat specular[4] = { 0.2f, 0.2f, 0.2f, 1.0f };
::glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
GLfloat diffuse[4] = { 0.5f, 0.5f, 0.5f, 1.0f };
::glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
::glDisable(GL_LIGHTING); // Head light
::glDisable(GL_BLEND); GLfloat position1[4] = { 1.0f, 0.0f, 1.0f, 0.0f };
::glLightfv(GL_LIGHT1, GL_POSITION, position1);
::glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); _picking_pass();
_render_background();
::glPushAttrib(GL_ENABLE_BIT); _render_bed();
_render_axes();
render_volumes(true); _render_objects(useVBOs);
_render_cutting_plane();
::glPopAttrib(); _render_warning_texture();
_render_legend_texture();
if (is_multisample_allowed()) _render_layer_editing_overlay();
::glEnable(GL_MULTISAMPLE);
const Size& cnv_size = get_canvas_size();
const Pointf& pos = get_mouse_position();
GLubyte color[4];
::glReadPixels(pos.x, cnv_size.get_height() - pos.y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, (void*)color);
int volume_id = color[0] + color[1] * 256 + color[2] * 256 * 256;
set_hover_volume_id(-1);
for (GLVolume* vol : m_volumes->volumes)
{
vol->hover = false;
}
if (volume_id < m_volumes->volumes.size())
{
set_hover_volume_id(volume_id);
m_volumes->volumes[volume_id]->hover = true;
int group_id = m_volumes->volumes[volume_id]->select_group_id;
if (group_id != -1)
{
for (GLVolume* vol : m_volumes->volumes)
{
if (vol->select_group_id == group_id)
vol->hover = true;
}
}
}
}
}
void GLCanvas3D::render_background() const
{
static const float COLOR[3] = { 10.0f / 255.0f, 98.0f / 255.0f, 144.0f / 255.0f };
::glDisable(GL_LIGHTING);
::glPushMatrix();
::glLoadIdentity();
::glMatrixMode(GL_PROJECTION);
::glPushMatrix();
::glLoadIdentity();
// Draws a bluish bottom to top gradient over the complete screen.
::glDisable(GL_DEPTH_TEST);
::glBegin(GL_QUADS);
::glColor3f(0.0f, 0.0f, 0.0f);
::glVertex3f(-1.0f, -1.0f, 1.0f);
::glVertex3f(1.0f, -1.0f, 1.0f);
::glColor3f(COLOR[0], COLOR[1], COLOR[2]);
::glVertex3f(1.0f, 1.0f, 1.0f);
::glVertex3f(-1.0f, 1.0f, 1.0f);
::glEnd();
::glEnable(GL_DEPTH_TEST);
::glPopMatrix();
::glMatrixMode(GL_MODELVIEW);
::glPopMatrix();
} }
unsigned int GLCanvas3D::get_layers_editing_z_texture_id() const unsigned int GLCanvas3D::get_layers_editing_z_texture_id() const
@ -1697,16 +1638,6 @@ bool GLCanvas3D::reset_rect_contains(float x, float y) const
return m_layers_editing.reset_rect_contains(*this, x, y); return m_layers_editing.reset_rect_contains(*this, x, y);
} }
void GLCanvas3D::render_bed() const
{
m_bed.render();
}
void GLCanvas3D::render_axes() const
{
m_axes.render();
}
void GLCanvas3D::render_volumes(bool fake_colors) const void GLCanvas3D::render_volumes(bool fake_colors) const
{ {
static const float INV_255 = 1.0f / 255.0f; static const float INV_255 = 1.0f / 255.0f;
@ -1756,153 +1687,6 @@ void GLCanvas3D::render_volumes(bool fake_colors) const
::glEnable(GL_CULL_FACE); ::glEnable(GL_CULL_FACE);
} }
void GLCanvas3D::render_objects(bool useVBOs)
{
if ((m_volumes == nullptr) || m_volumes->empty())
return;
::glEnable(GL_LIGHTING);
if (!m_shader_enabled)
render_volumes(false);
else if (useVBOs)
{
if (is_picking_enabled())
{
m_on_mark_volumes_for_layer_height_callback.call();
if (m_config != nullptr)
{
const BoundingBoxf3& bed_bb = bed_bounding_box();
m_volumes->set_print_box((float)bed_bb.min.x, (float)bed_bb.min.y, 0.0f, (float)bed_bb.max.x, (float)bed_bb.max.y, (float)m_config->opt_float("max_print_height"));
m_volumes->check_outside_state(m_config);
}
// do not cull backfaces to show broken geometry, if any
::glDisable(GL_CULL_FACE);
}
start_using_shader();
m_volumes->render_VBOs();
stop_using_shader();
if (is_picking_enabled())
::glEnable(GL_CULL_FACE);
}
else
{
// do not cull backfaces to show broken geometry, if any
if (is_picking_enabled())
::glDisable(GL_CULL_FACE);
m_volumes->render_legacy();
if (is_picking_enabled())
::glEnable(GL_CULL_FACE);
}
}
void GLCanvas3D::render_cutting_plane() const
{
m_cutting_plane.render(volumes_bounding_box());
}
void GLCanvas3D::render_warning_texture() const
{
if (!m_warning_texture_enabled)
return;
// If the warning texture has not been loaded into the GPU, do it now.
unsigned int tex_id = _3DScene::finalize_warning_texture();
if (tex_id > 0)
{
unsigned int w = _3DScene::get_warning_texture_width();
unsigned int h = _3DScene::get_warning_texture_height();
if ((w > 0) && (h > 0))
{
::glDisable(GL_DEPTH_TEST);
::glPushMatrix();
::glLoadIdentity();
const Size& cnv_size = get_canvas_size();
float zoom = get_camera_zoom();
float inv_zoom = (zoom != 0.0f) ? 1.0f / zoom : 0.0f;
float l = (-0.5f * (float)w) * inv_zoom;
float t = (-0.5f * (float)cnv_size.get_height() + (float)h) * inv_zoom;
float r = l + (float)w * inv_zoom;
float b = t - (float)h * inv_zoom;
render_texture(tex_id, l, r, b, t);
::glPopMatrix();
::glEnable(GL_DEPTH_TEST);
}
}
}
void GLCanvas3D::render_legend_texture() const
{
if (!m_legend_texture_enabled)
return;
// If the legend texture has not been loaded into the GPU, do it now.
unsigned int tex_id = _3DScene::finalize_legend_texture();
if (tex_id > 0)
{
unsigned int w = _3DScene::get_legend_texture_width();
unsigned int h = _3DScene::get_legend_texture_height();
if ((w > 0) && (h > 0))
{
::glDisable(GL_DEPTH_TEST);
::glPushMatrix();
::glLoadIdentity();
const Size& cnv_size = get_canvas_size();
float zoom = get_camera_zoom();
float inv_zoom = (zoom != 0.0f) ? 1.0f / zoom : 0.0f;
float l = (-0.5f * (float)cnv_size.get_width()) * inv_zoom;
float t = (0.5f * (float)cnv_size.get_height()) * inv_zoom;
float r = l + (float)w * inv_zoom;
float b = t - (float)h * inv_zoom;
render_texture(tex_id, l, r, b, t);
::glPopMatrix();
::glEnable(GL_DEPTH_TEST);
}
}
}
void GLCanvas3D::render_layer_editing_overlay(const Print& print) const
{
if (m_volumes == nullptr)
return;
GLVolume* volume = nullptr;
for (GLVolume* vol : m_volumes->volumes)
{
if ((vol != nullptr) && vol->selected && vol->has_layer_height_texture())
{
volume = vol;
break;
}
}
if (volume == nullptr)
return;
// If the active object was not allocated at the Print, go away.This should only be a momentary case between an object addition / deletion
// and an update by Platter::async_apply_config.
int object_idx = int(volume->select_group_id / 1000000);
if ((int)print.objects.size() < object_idx)
return;
const PrintObject* print_object = print.get_object(object_idx);
if (print_object == nullptr)
return;
m_layers_editing.render(*this, *print_object, *volume);
}
void GLCanvas3D::render_texture(unsigned int tex_id, float left, float right, float bottom, float top) const void GLCanvas3D::render_texture(unsigned int tex_id, float left, float right, float bottom, float top) const
{ {
::glColor4f(1.0f, 1.0f, 1.0f, 1.0f); ::glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
@ -2172,5 +1956,251 @@ void GLCanvas3D::_refresh_if_shown_on_screen()
} }
} }
void GLCanvas3D::_picking_pass() const
{
if (is_picking_enabled() && !is_mouse_dragging() && (m_volumes != nullptr))
{
// Render the object for picking.
// FIXME This cannot possibly work in a multi - sampled context as the color gets mangled by the anti - aliasing.
// Better to use software ray - casting on a bounding - box hierarchy.
if (is_multisample_allowed())
::glDisable(GL_MULTISAMPLE);
::glDisable(GL_LIGHTING);
::glDisable(GL_BLEND);
::glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
::glPushAttrib(GL_ENABLE_BIT);
render_volumes(true);
::glPopAttrib();
if (is_multisample_allowed())
::glEnable(GL_MULTISAMPLE);
const Size& cnv_size = get_canvas_size();
const Pointf& pos = get_mouse_position();
GLubyte color[4];
::glReadPixels(pos.x, cnv_size.get_height() - pos.y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, (void*)color);
int volume_id = color[0] + color[1] * 256 + color[2] * 256 * 256;
m_hover_volume_id = -1;
for (GLVolume* vol : m_volumes->volumes)
{
vol->hover = false;
}
if (volume_id < m_volumes->volumes.size())
{
m_hover_volume_id = volume_id;
m_volumes->volumes[volume_id]->hover = true;
int group_id = m_volumes->volumes[volume_id]->select_group_id;
if (group_id != -1)
{
for (GLVolume* vol : m_volumes->volumes)
{
if (vol->select_group_id == group_id)
vol->hover = true;
}
}
}
}
}
void GLCanvas3D::_render_background() const
{
::glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
static const float COLOR[3] = { 10.0f / 255.0f, 98.0f / 255.0f, 144.0f / 255.0f };
::glDisable(GL_LIGHTING);
::glPushMatrix();
::glLoadIdentity();
::glMatrixMode(GL_PROJECTION);
::glPushMatrix();
::glLoadIdentity();
// Draws a bluish bottom to top gradient over the complete screen.
::glDisable(GL_DEPTH_TEST);
::glBegin(GL_QUADS);
::glColor3f(0.0f, 0.0f, 0.0f);
::glVertex3f(-1.0f, -1.0f, 1.0f);
::glVertex3f(1.0f, -1.0f, 1.0f);
::glColor3f(COLOR[0], COLOR[1], COLOR[2]);
::glVertex3f(1.0f, 1.0f, 1.0f);
::glVertex3f(-1.0f, 1.0f, 1.0f);
::glEnd();
::glEnable(GL_DEPTH_TEST);
::glPopMatrix();
::glMatrixMode(GL_MODELVIEW);
::glPopMatrix();
}
void GLCanvas3D::_render_bed() const
{
m_bed.render();
}
void GLCanvas3D::_render_axes() const
{
m_axes.render();
}
void GLCanvas3D::_render_objects(bool useVBOs) const
{
if ((m_volumes == nullptr) || m_volumes->empty())
return;
::glEnable(GL_LIGHTING);
if (!m_shader_enabled)
render_volumes(false);
else if (useVBOs)
{
if (is_picking_enabled())
{
m_on_mark_volumes_for_layer_height_callback.call();
if (m_config != nullptr)
{
const BoundingBoxf3& bed_bb = bed_bounding_box();
m_volumes->set_print_box((float)bed_bb.min.x, (float)bed_bb.min.y, 0.0f, (float)bed_bb.max.x, (float)bed_bb.max.y, (float)m_config->opt_float("max_print_height"));
m_volumes->check_outside_state(m_config);
}
// do not cull backfaces to show broken geometry, if any
::glDisable(GL_CULL_FACE);
}
start_using_shader();
m_volumes->render_VBOs();
stop_using_shader();
if (is_picking_enabled())
::glEnable(GL_CULL_FACE);
}
else
{
// do not cull backfaces to show broken geometry, if any
if (is_picking_enabled())
::glDisable(GL_CULL_FACE);
m_volumes->render_legacy();
if (is_picking_enabled())
::glEnable(GL_CULL_FACE);
}
}
void GLCanvas3D::_render_cutting_plane() const
{
m_cutting_plane.render(volumes_bounding_box());
}
void GLCanvas3D::_render_warning_texture() const
{
if (!m_warning_texture_enabled)
return;
// If the warning texture has not been loaded into the GPU, do it now.
unsigned int tex_id = _3DScene::finalize_warning_texture();
if (tex_id > 0)
{
unsigned int w = _3DScene::get_warning_texture_width();
unsigned int h = _3DScene::get_warning_texture_height();
if ((w > 0) && (h > 0))
{
::glDisable(GL_DEPTH_TEST);
::glPushMatrix();
::glLoadIdentity();
const Size& cnv_size = get_canvas_size();
float zoom = get_camera_zoom();
float inv_zoom = (zoom != 0.0f) ? 1.0f / zoom : 0.0f;
float l = (-0.5f * (float)w) * inv_zoom;
float t = (-0.5f * (float)cnv_size.get_height() + (float)h) * inv_zoom;
float r = l + (float)w * inv_zoom;
float b = t - (float)h * inv_zoom;
render_texture(tex_id, l, r, b, t);
::glPopMatrix();
::glEnable(GL_DEPTH_TEST);
}
}
}
void GLCanvas3D::_render_legend_texture() const
{
if (!m_legend_texture_enabled)
return;
// If the legend texture has not been loaded into the GPU, do it now.
unsigned int tex_id = _3DScene::finalize_legend_texture();
if (tex_id > 0)
{
unsigned int w = _3DScene::get_legend_texture_width();
unsigned int h = _3DScene::get_legend_texture_height();
if ((w > 0) && (h > 0))
{
::glDisable(GL_DEPTH_TEST);
::glPushMatrix();
::glLoadIdentity();
const Size& cnv_size = get_canvas_size();
float zoom = get_camera_zoom();
float inv_zoom = (zoom != 0.0f) ? 1.0f / zoom : 0.0f;
float l = (-0.5f * (float)cnv_size.get_width()) * inv_zoom;
float t = (0.5f * (float)cnv_size.get_height()) * inv_zoom;
float r = l + (float)w * inv_zoom;
float b = t - (float)h * inv_zoom;
render_texture(tex_id, l, r, b, t);
::glPopMatrix();
::glEnable(GL_DEPTH_TEST);
}
}
}
void GLCanvas3D::_render_layer_editing_overlay() const
{
if ((m_volumes == nullptr) && (m_print == nullptr))
return;
GLVolume* volume = nullptr;
for (GLVolume* vol : m_volumes->volumes)
{
if ((vol != nullptr) && vol->selected && vol->has_layer_height_texture())
{
volume = vol;
break;
}
}
if (volume == nullptr)
return;
// If the active object was not allocated at the Print, go away.This should only be a momentary case between an object addition / deletion
// and an update by Platter::async_apply_config.
int object_idx = int(volume->select_group_id / 1000000);
if ((int)m_print->objects.size() < object_idx)
return;
const PrintObject* print_object = m_print->get_object(object_idx);
if (print_object == nullptr)
return;
m_layers_editing.render(*this, *print_object, *volume);
}
} // namespace GUI } // namespace GUI
} // namespace Slic3r } // namespace Slic3r

View File

@ -307,7 +307,7 @@ private:
bool m_dirty; bool m_dirty;
bool m_apply_zoom_to_volumes_filter; bool m_apply_zoom_to_volumes_filter;
int m_hover_volume_id; mutable int m_hover_volume_id;
bool m_warning_texture_enabled; bool m_warning_texture_enabled;
bool m_legend_texture_enabled; bool m_legend_texture_enabled;
bool m_picking_enabled; bool m_picking_enabled;
@ -432,17 +432,9 @@ public:
bool start_using_shader() const; bool start_using_shader() const;
void stop_using_shader() const; void stop_using_shader() const;
void picking_pass(); void render(bool useVBOs) const;
void render_background() const;
void render_bed() const;
void render_axes() const;
void render_volumes(bool fake_colors) const; void render_volumes(bool fake_colors) const;
void render_objects(bool useVBOs);
void render_cutting_plane() const;
void render_warning_texture() const;
void render_legend_texture() const;
void render_layer_editing_overlay(const Print& print) const;
void render_texture(unsigned int tex_id, float left, float right, float bottom, float top) const; void render_texture(unsigned int tex_id, float left, float right, float bottom, float top) const;
@ -464,6 +456,16 @@ private:
void _deregister_callbacks(); void _deregister_callbacks();
void _refresh_if_shown_on_screen(); void _refresh_if_shown_on_screen();
void _picking_pass() const;
void _render_background() const;
void _render_bed() const;
void _render_axes() const;
void _render_objects(bool useVBOs) const;
void _render_cutting_plane() const;
void _render_warning_texture() const;
void _render_legend_texture() const;
void _render_layer_editing_overlay() const;
}; };
} // namespace GUI } // namespace GUI

View File

@ -610,32 +610,11 @@ void GLCanvas3DManager::stop_using_shader(wxGLCanvas* canvas) const
it->second->stop_using_shader(); it->second->stop_using_shader();
} }
void GLCanvas3DManager::picking_pass(wxGLCanvas* canvas) void GLCanvas3DManager::render(wxGLCanvas* canvas) const
{ {
CanvasesMap::const_iterator it = _get_canvas(canvas); CanvasesMap::const_iterator it = _get_canvas(canvas);
if (it != m_canvases.end()) if (it != m_canvases.end())
it->second->picking_pass(); it->second->render(m_use_VBOs);
}
void GLCanvas3DManager::render_background(wxGLCanvas* canvas) const
{
CanvasesMap::const_iterator it = _get_canvas(canvas);
if (it != m_canvases.end())
it->second->render_background();
}
void GLCanvas3DManager::render_bed(wxGLCanvas* canvas) const
{
CanvasesMap::const_iterator it = _get_canvas(canvas);
if (it != m_canvases.end())
it->second->render_bed();
}
void GLCanvas3DManager::render_axes(wxGLCanvas* canvas) const
{
CanvasesMap::const_iterator it = _get_canvas(canvas);
if (it != m_canvases.end())
it->second->render_axes();
} }
void GLCanvas3DManager::render_volumes(wxGLCanvas* canvas, bool fake_colors) const void GLCanvas3DManager::render_volumes(wxGLCanvas* canvas, bool fake_colors) const
@ -645,41 +624,6 @@ void GLCanvas3DManager::render_volumes(wxGLCanvas* canvas, bool fake_colors) con
it->second->render_volumes(fake_colors); it->second->render_volumes(fake_colors);
} }
void GLCanvas3DManager::render_objects(wxGLCanvas* canvas, bool useVBOs)
{
CanvasesMap::const_iterator it = _get_canvas(canvas);
if (it != m_canvases.end())
it->second->render_objects(useVBOs);
}
void GLCanvas3DManager::render_cutting_plane(wxGLCanvas* canvas) const
{
CanvasesMap::const_iterator it = _get_canvas(canvas);
if (it != m_canvases.end())
it->second->render_cutting_plane();
}
void GLCanvas3DManager::render_warning_texture(wxGLCanvas* canvas) const
{
CanvasesMap::const_iterator it = _get_canvas(canvas);
if (it != m_canvases.end())
it->second->render_warning_texture();
}
void GLCanvas3DManager::render_legend_texture(wxGLCanvas* canvas) const
{
CanvasesMap::const_iterator it = _get_canvas(canvas);
if (it != m_canvases.end())
it->second->render_legend_texture();
}
void GLCanvas3DManager::render_layer_editing_overlay(wxGLCanvas* canvas, const Print& print) const
{
CanvasesMap::const_iterator it = _get_canvas(canvas);
if (it != m_canvases.end())
it->second->render_layer_editing_overlay(print);
}
void GLCanvas3DManager::render_texture(wxGLCanvas* canvas, unsigned int tex_id, float left, float right, float bottom, float top) const void GLCanvas3DManager::render_texture(wxGLCanvas* canvas, unsigned int tex_id, float left, float right, float bottom, float top) const
{ {
CanvasesMap::const_iterator it = _get_canvas(canvas); CanvasesMap::const_iterator it = _get_canvas(canvas);

View File

@ -148,17 +148,9 @@ public:
bool start_using_shader(wxGLCanvas* canvas) const; bool start_using_shader(wxGLCanvas* canvas) const;
void stop_using_shader(wxGLCanvas* canvas) const; void stop_using_shader(wxGLCanvas* canvas) const;
void picking_pass(wxGLCanvas* canvas); void render(wxGLCanvas* canvas) const;
void render_background(wxGLCanvas* canvas) const;
void render_bed(wxGLCanvas* canvas) const;
void render_axes(wxGLCanvas* canvas) const;
void render_volumes(wxGLCanvas* canvas, bool fake_colors) const; void render_volumes(wxGLCanvas* canvas, bool fake_colors) const;
void render_objects(wxGLCanvas* canvas, bool useVBOs);
void render_cutting_plane(wxGLCanvas* canvas) const;
void render_warning_texture(wxGLCanvas* canvas) const;
void render_legend_texture(wxGLCanvas* canvas) const;
void render_layer_editing_overlay(wxGLCanvas* canvas, const Print& print) const;
void render_texture(wxGLCanvas* canvas, unsigned int tex_id, float left, float right, float bottom, float top) const; void render_texture(wxGLCanvas* canvas, unsigned int tex_id, float left, float right, float bottom, float top) const;

View File

@ -732,28 +732,10 @@ stop_using_shader(canvas)
_3DScene::stop_using_shader((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas")); _3DScene::stop_using_shader((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
void void
picking_pass(canvas) render(canvas)
SV *canvas; SV *canvas;
CODE: CODE:
_3DScene::picking_pass((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas")); _3DScene::render((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
void
render_background(canvas)
SV *canvas;
CODE:
_3DScene::render_background((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
void
render_bed(canvas)
SV *canvas;
CODE:
_3DScene::render_bed((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
void
render_axes(canvas)
SV *canvas;
CODE:
_3DScene::render_axes((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
void void
render_volumes(canvas, fake_colors) render_volumes(canvas, fake_colors)
@ -762,38 +744,6 @@ render_volumes(canvas, fake_colors)
CODE: CODE:
_3DScene::render_volumes((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), fake_colors); _3DScene::render_volumes((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), fake_colors);
void
render_objects(canvas, useVBOs)
SV *canvas;
bool useVBOs;
CODE:
_3DScene::render_objects((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), useVBOs);
void
render_cutting_plane(canvas)
SV *canvas;
CODE:
_3DScene::render_cutting_plane((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
void
render_warning_texture(canvas)
SV *canvas;
CODE:
_3DScene::render_warning_texture((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
void
render_legend_texture(canvas)
SV *canvas;
CODE:
_3DScene::render_legend_texture((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
void
render_layer_editing_overlay(canvas, print)
SV *canvas;
Print *print;
CODE:
_3DScene::render_layer_editing_overlay((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), print);
void void
render_texture(canvas, tex_id, left, right, bottom, top) render_texture(canvas, tex_id, left, right, bottom, top)
SV *canvas; SV *canvas;