Layers editing shader moved to c++

This commit is contained in:
Enrico Turri 2018-05-25 14:05:08 +02:00
parent bdbc86167c
commit 455076231b
10 changed files with 387 additions and 211 deletions

View File

@ -197,13 +197,10 @@ sub new {
#==============================================================================================================================
# $self->_camera_type('ortho');
## $self->_camera_type('perspective');
#==============================================================================================================================
#==============================================================================================================================
# $self->_camera_target(Slic3r::Pointf3->new(0,0,0));
# $self->_camera_distance(0.);
# $self->layer_editing_enabled(0);
#==============================================================================================================================
$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;
@ -307,54 +304,53 @@ sub Destroy {
return $self->SUPER::Destroy;
}
sub layer_editing_enabled {
my ($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;
#==============================================================================================================================
if (! $shader->load_from_file("variable_layer_height.fs", "variable_layer_height.vs")) {
#sub layer_editing_enabled {
# my ($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;
# if (! $shader->load_from_text($self->_fragment_shader_variable_layer_height, $self->_vertex_shader_variable_layer_height)) {
# # 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};
#}
#==============================================================================================================================
# 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) = @_;
@ -463,7 +459,10 @@ sub mouse_event {
my ($self, $e) = @_;
my $pos = Slic3r::Pointf->new($e->GetPositionXY);
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;
#==============================================================================================================================
my $object_idx_selected = $self->{layer_height_edit_last_object_id} = (Slic3r::GUI::_3DScene::is_layers_editing_enabled($self) && $self->{print}) ? $self->_first_selected_object_id_for_variable_layer_height_editing : -1;
# my $object_idx_selected = $self->{layer_height_edit_last_object_id} = ($self->layer_editing_enabled && $self->{print}) ? $self->_first_selected_object_id_for_variable_layer_height_editing : -1;
#==============================================================================================================================
#==============================================================================================================================
Slic3r::GUI::_3DScene::set_mouse_dragging($self, $e->Dragging);
@ -507,7 +506,9 @@ sub mouse_event {
# Don't deselect a volume if layer editing is enabled. We want the object to stay selected
# during the scene manipulation.
#==============================================================================================================================
if (Slic3r::GUI::_3DScene::is_picking_enabled($self) && ($volume_idx != -1 || ! $self->layer_editing_enabled)) {
#==============================================================================================================================
if (Slic3r::GUI::_3DScene::is_picking_enabled($self) && ($volume_idx != -1 || ! Slic3r::GUI::_3DScene::is_layers_editing_enabled($self))) {
Slic3r::GUI::_3DScene::deselect_volumes($self);
Slic3r::GUI::_3DScene::select_volume($self, $volume_idx);
# if ($self->enable_picking && ($volume_idx != -1 || ! $self->layer_editing_enabled)) {
@ -690,8 +691,10 @@ sub mouse_wheel_event {
# Ignore the wheel events if the middle button is pressed.
return;
}
if ($self->layer_editing_enabled && $self->{print}) {
#==============================================================================================================================
if (Slic3r::GUI::_3DScene::is_layers_editing_enabled($self) && $self->{print}) {
# if ($self->layer_editing_enabled && $self->{print}) {
#==============================================================================================================================
my $object_idx_selected = $self->_first_selected_object_id_for_variable_layer_height_editing;
if ($object_idx_selected != -1) {
# A volume is selected. Test, whether hovering over a layer thickness bar.
@ -1393,11 +1396,11 @@ sub DestroyGL {
# $self->{plain_shader}->release;
# delete $self->{plain_shader};
# }
# if ($self->{layer_height_edit_shader}) {
# $self->{layer_height_edit_shader}->release;
# delete $self->{layer_height_edit_shader};
# }
#===================================================================================================================================
if ($self->{layer_height_edit_shader}) {
$self->{layer_height_edit_shader}->release;
delete $self->{layer_height_edit_shader};
}
$self->volumes->release_geometry;
}
}
@ -1702,10 +1705,19 @@ sub mark_volumes_for_layer_height {
foreach my $volume_idx (0..$#{$self->volumes}) {
my $volume = $self->volumes->[$volume_idx];
my $object_id = int($volume->select_group_id / 1000000);
if ($self->layer_editing_enabled && $volume->selected && $self->{layer_height_edit_shader} &&
#==============================================================================================================================
my $shader = Slic3r::GUI::_3DScene::get_layers_editing_shader($self);
if (Slic3r::GUI::_3DScene::is_layers_editing_enabled($self) && $shader && $volume->selected &&
$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});
$volume->set_layer_height_texture_data(Slic3r::GUI::_3DScene::get_layers_editing_z_texture_id($self), $shader->shader_program_id,
$self->{print}->get_object($object_id), $self->_variable_layer_thickness_bar_mouse_cursor_z_relative, $self->{layer_height_edit_band_width});
# if ($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();
}
@ -1794,7 +1806,10 @@ 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) = @_;
return if (! $self->{layer_height_edit_shader} || ! $self->layer_editing_enabled);
#==============================================================================================================================
return if (!Slic3r::GUI::_3DScene::is_layers_editing_enabled($self));
# return if (! $self->{layer_height_edit_shader} || ! $self->layer_editing_enabled);
#==============================================================================================================================
# Find the selected volume, over which the layer editing is active.
my $volume;
@ -1821,12 +1836,25 @@ sub draw_active_object_annotations {
my $print_object = $self->{print}->get_object($object_idx);
my $z_max = $print_object->model_object->bounding_box->z_max;
$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});
#==============================================================================================================================
my $shader = Slic3r::GUI::_3DScene::get_layers_editing_shader($self);
$shader->enable;
$shader->set_uniform('z_to_texture_row', $volume->layer_height_texture_z_to_row_id);
$shader->set_uniform('z_texture_row_to_normalized', 1. / $volume->layer_height_texture_height);
$shader->set_uniform('z_cursor', $z_max * $z_cursor_relative);
$shader->set_uniform('z_cursor_band_width', $self->{layer_height_edit_band_width});
# $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', $self->{layer_height_edit_band_width});
#==============================================================================================================================
#==============================================================================================================================
glBindTexture(GL_TEXTURE_2D, Slic3r::GUI::_3DScene::get_layers_editing_z_texture_id($self));
# 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, $volume->layer_height_texture_height / 2,
@ -1850,7 +1878,10 @@ sub draw_active_object_annotations {
glVertex3f($bar_left, $bar_top, $z_max);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
$self->{layer_height_edit_shader}->disable;
#==============================================================================================================================
$shader->disable;
# $self->{layer_height_edit_shader}->disable;
#==============================================================================================================================
#==============================================================================================================================
Slic3r::GUI::_3DScene::render_layer_editing_textures($self, $print_object);

View File

@ -329,7 +329,10 @@ sub new {
EVT_TOOL($self, TB_CUT, sub { $_[0]->object_cut_dialog });
EVT_TOOL($self, TB_SETTINGS, sub { $_[0]->object_settings_dialog });
EVT_TOOL($self, TB_LAYER_EDITING, sub {
my $state = $self->{canvas3D}->layer_editing_enabled;
#==============================================================================================================================
my $state = Slic3r::GUI::_3DScene::is_layers_editing_enabled($self->{canvas3D});
# my $state = $self->{canvas3D}->layer_editing_enabled;
#==============================================================================================================================
$self->{htoolbar}->ToggleTool(TB_LAYER_EDITING, ! $state);
$self->on_layer_editing_toggled(! $state);
});
@ -608,8 +611,12 @@ sub _on_select_preset {
sub on_layer_editing_toggled {
my ($self, $new_state) = @_;
$self->{canvas3D}->layer_editing_enabled($new_state);
if ($new_state && ! $self->{canvas3D}->layer_editing_enabled) {
#==============================================================================================================================
Slic3r::GUI::_3DScene::enable_layers_editing($self->{canvas3D}, $new_state);
if ($new_state && ! Slic3r::GUI::_3DScene::is_layers_editing_enabled($self->{canvas3D})) {
# $self->{canvas3D}->layer_editing_enabled($new_state);
# if ($new_state && ! $self->{canvas3D}->layer_editing_enabled) {
#==============================================================================================================================
# Initialization of the OpenGL shaders failed. Disable the tool.
if ($self->{htoolbar}) {
$self->{htoolbar}->EnableTool(TB_LAYER_EDITING, 0);
@ -1237,8 +1244,12 @@ sub async_apply_config {
my $invalidated = $self->{print}->apply_config(wxTheApp->{preset_bundle}->full_config);
# Just redraw the 3D canvas without reloading the scene.
# $self->{canvas3D}->Refresh if ($invalidated && $self->{canvas3D}->layer_editing_enabled);
$self->{canvas3D}->Refresh if ($self->{canvas3D}->layer_editing_enabled);
#==============================================================================================================================
# $self->{canvas3D}->Refresh if ($invalidated && Slic3r::GUI::_3DScene::is_layers_editing_enabled($self->{canvas3D}));
$self->{canvas3D}->Refresh if Slic3r::GUI::_3DScene::is_layers_editing_enabled($self->{canvas3D});
## $self->{canvas3D}->Refresh if ($invalidated && $self->{canvas3D}->layer_editing_enabled);
# $self->{canvas3D}->Refresh if ($self->{canvas3D}->layer_editing_enabled);
#==============================================================================================================================
# Hide the slicing results if the current slicing status is no more valid.
$self->{"print_info_box_show"}->(0) if $invalidated;
@ -1819,7 +1830,10 @@ sub on_config_change {
$self->{"btn_layer_editing"}->Disable;
$self->{"btn_layer_editing"}->SetValue(0);
}
$self->{canvas3D}->layer_editing_enabled(0);
#==============================================================================================================================
Slic3r::GUI::_3DScene::enable_layers_editing($self->{canvas3D}, 0);
# $self->{canvas3D}->layer_editing_enabled(0);
#==============================================================================================================================
$self->{canvas3D}->Refresh;
$self->{canvas3D}->Update;
} elsif ($self->{canvas3D}->layer_editing_allowed) {

View File

@ -282,6 +282,7 @@ for my $class (qw(
Slic3r::Geometry::BoundingBox
Slic3r::Geometry::BoundingBoxf
Slic3r::Geometry::BoundingBoxf3
Slic3r::GUI::_3DScene::GLShader
Slic3r::GUI::_3DScene::GLVolume
Slic3r::GUI::Preset
Slic3r::GUI::PresetCollection

View File

@ -1939,16 +1939,16 @@ bool _3DScene::is_picking_enabled(wxGLCanvas* canvas)
return s_canvas_mgr.is_picking_enabled(canvas);
}
bool _3DScene::is_shader_enabled(wxGLCanvas* canvas)
{
return s_canvas_mgr.is_shader_enabled(canvas);
}
bool _3DScene::is_multisample_allowed(wxGLCanvas* canvas)
{
return s_canvas_mgr.is_multisample_allowed(canvas);
}
void _3DScene::enable_layers_editing(wxGLCanvas* canvas, bool enable)
{
s_canvas_mgr.enable_layers_editing(canvas, enable);
}
void _3DScene::enable_warning_texture(wxGLCanvas* canvas, bool enable)
{
s_canvas_mgr.enable_warning_texture(canvas, enable);
@ -2005,6 +2005,16 @@ void _3DScene::set_hover_volume_id(wxGLCanvas* canvas, int id)
s_canvas_mgr.set_hover_volume_id(canvas, id);
}
unsigned int _3DScene::get_layers_editing_z_texture_id(wxGLCanvas* canvas)
{
return s_canvas_mgr.get_layers_editing_z_texture_id(canvas);
}
GLShader* _3DScene::get_layers_editing_shader(wxGLCanvas* canvas)
{
return s_canvas_mgr.get_layers_editing_shader(canvas);
}
void _3DScene::zoom_to_bed(wxGLCanvas* canvas)
{
s_canvas_mgr.zoom_to_bed(canvas);

View File

@ -598,9 +598,9 @@ public:
static bool is_layers_editing_enabled(wxGLCanvas* canvas);
static bool is_picking_enabled(wxGLCanvas* canvas);
static bool is_shader_enabled(wxGLCanvas* canvas);
static bool is_multisample_allowed(wxGLCanvas* canvas);
static void enable_layers_editing(wxGLCanvas* canvas, bool enable);
static void enable_warning_texture(wxGLCanvas* canvas, bool enable);
static void enable_legend_texture(wxGLCanvas* canvas, bool enable);
static void enable_picking(wxGLCanvas* canvas, bool enable);
@ -616,6 +616,9 @@ public:
static int get_hover_volume_id(wxGLCanvas* canvas);
static void set_hover_volume_id(wxGLCanvas* canvas, int id);
static unsigned int get_layers_editing_z_texture_id(wxGLCanvas* canvas);
static GLShader* get_layers_editing_shader(wxGLCanvas* canvas);
static void zoom_to_bed(wxGLCanvas* canvas);
static void zoom_to_volumes(wxGLCanvas* canvas);
static void select_view(wxGLCanvas* canvas, const std::string& direction);

View File

@ -501,6 +501,73 @@ void GLCanvas3D::CuttingPlane::_render_contour() const
::glDisableClientState(GL_VERTEX_ARRAY);
}
GLCanvas3D::Shader::Shader()
: m_shader(nullptr)
{
}
GLCanvas3D::Shader::~Shader()
{
_reset();
}
bool GLCanvas3D::Shader::init(const std::string& vertex_shader_filename, const std::string& fragment_shader_filename)
{
if (is_initialized())
return true;
m_shader = new GLShader();
if (m_shader != nullptr)
{
if (!m_shader->load_from_file(fragment_shader_filename.c_str(), vertex_shader_filename.c_str()))
{
std::cout << "Compilaton of shader failed:" << std::endl;
std::cout << m_shader->last_error << std::endl;
_reset();
return false;
}
}
return true;
}
bool GLCanvas3D::Shader::is_initialized() const
{
return (m_shader != nullptr);
}
bool GLCanvas3D::Shader::start_using() const
{
if (is_initialized())
{
m_shader->enable();
return true;
}
else
return false;
}
void GLCanvas3D::Shader::stop_using() const
{
if (m_shader != nullptr)
m_shader->disable();
}
GLShader* GLCanvas3D::Shader::get_shader()
{
return m_shader;
}
void GLCanvas3D::Shader::_reset()
{
if (m_shader != nullptr)
{
m_shader->release();
delete m_shader;
m_shader = nullptr;
}
}
GLCanvas3D::LayersEditing::GLTextureData::GLTextureData()
: id(0)
, width(0)
@ -516,7 +583,9 @@ GLCanvas3D::LayersEditing::GLTextureData::GLTextureData(unsigned int id, int wid
}
GLCanvas3D::LayersEditing::LayersEditing()
: m_enabled(false)
: m_allowed(false)
, m_enabled(false)
, m_z_texture_id(0)
{
}
@ -533,6 +602,39 @@ GLCanvas3D::LayersEditing::~LayersEditing()
::glDeleteTextures(1, &m_reset_texture.id);
m_reset_texture = GLTextureData();
}
if (m_z_texture_id != 0)
{
::glDeleteTextures(1, &m_z_texture_id);
m_z_texture_id = 0;
}
}
bool GLCanvas3D::LayersEditing::init(const std::string& vertex_shader_filename, const std::string& fragment_shader_filename)
{
if (!m_shader.init(vertex_shader_filename, fragment_shader_filename))
return false;
::glGenTextures(1, (GLuint*)&m_z_texture_id);
::glBindTexture(GL_TEXTURE_2D, m_z_texture_id);
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
::glBindTexture(GL_TEXTURE_2D, 0);
return true;
}
bool GLCanvas3D::LayersEditing::is_allowed() const
{
return m_allowed;
}
void GLCanvas3D::LayersEditing::set_allowed(bool allowed)
{
m_allowed = allowed;
}
bool GLCanvas3D::LayersEditing::is_enabled() const
@ -540,6 +642,16 @@ bool GLCanvas3D::LayersEditing::is_enabled() const
return m_enabled;
}
void GLCanvas3D::LayersEditing::set_enabled(bool enabled)
{
m_enabled = m_allowed && m_shader.is_initialized() && enabled;
}
unsigned int GLCanvas3D::LayersEditing::get_z_texture_id() const
{
return m_z_texture_id;
}
void GLCanvas3D::LayersEditing::render(const GLCanvas3D& canvas, const PrintObject& print_object) const
{
const Rect& bar_rect = _get_bar_rect_viewport(canvas);
@ -549,6 +661,16 @@ void GLCanvas3D::LayersEditing::render(const GLCanvas3D& canvas, const PrintObje
_render_profile(print_object, bar_rect);
}
GLShader* GLCanvas3D::LayersEditing::get_shader()
{
return m_shader.get_shader();
}
bool GLCanvas3D::LayersEditing::_is_initialized() const
{
return m_shader.is_initialized();
}
GLCanvas3D::LayersEditing::GLTextureData GLCanvas3D::LayersEditing::_load_texture_from_file(const std::string& filename) const
{
const std::string& path = resources_dir() + "/icons/";
@ -729,65 +851,6 @@ Rect GLCanvas3D::LayersEditing::_get_reset_rect_viewport(const GLCanvas3D& canva
return Rect((half_w - VARIABLE_LAYER_THICKNESS_BAR_WIDTH) * inv_zoom, (-half_h + VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT) * inv_zoom, half_w * inv_zoom, -half_h * inv_zoom);
}
GLCanvas3D::Shader::Shader()
: m_enabled(false)
, m_shader(nullptr)
{
}
bool GLCanvas3D::Shader::init(const std::string& vertex_shader_filename, const std::string& fragment_shader_filename)
{
m_shader = new GLShader();
if (m_shader != nullptr)
{
if (!m_shader->load_from_file(fragment_shader_filename.c_str(), vertex_shader_filename.c_str()))
{
std::cout << "Compilaton of path shader failed:" << std::endl;
std::cout << m_shader->last_error << std::endl;
reset();
return false;
}
}
return true;
}
void GLCanvas3D::Shader::reset()
{
if (m_shader != nullptr)
{
delete m_shader;
m_shader = nullptr;
}
}
bool GLCanvas3D::Shader::is_enabled() const
{
return m_enabled;
}
void GLCanvas3D::Shader::set_enabled(bool enabled)
{
m_enabled = enabled;
}
bool GLCanvas3D::Shader::start() const
{
if (m_enabled && (m_shader != nullptr))
{
m_shader->enable();
return true;
}
else
return false;
}
void GLCanvas3D::Shader::stop() const
{
if (m_shader != nullptr)
m_shader->disable();
}
GLCanvas3D::Mouse::Mouse()
: m_dragging(false)
{
@ -824,6 +887,7 @@ GLCanvas3D::GLCanvas3D(wxGLCanvas* canvas, wxGLContext* context)
, m_warning_texture_enabled(false)
, m_legend_texture_enabled(false)
, m_picking_enabled(false)
, m_shader_enabled(false)
, m_multisample_allowed(false)
{
}
@ -831,10 +895,9 @@ GLCanvas3D::GLCanvas3D(wxGLCanvas* canvas, wxGLContext* context)
GLCanvas3D::~GLCanvas3D()
{
_deregister_callbacks();
m_shader.reset();
}
bool GLCanvas3D::init(bool useVBOs)
bool GLCanvas3D::init(bool useVBOs, bool use_legacy_opengl)
{
::glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
::glEnable(GL_DEPTH_TEST);
@ -876,6 +939,11 @@ bool GLCanvas3D::init(bool useVBOs)
if (useVBOs && !m_shader.init("gouraud.vs", "gouraud.fs"))
return false;
if (useVBOs && !m_layers_editing.init("variable_layer_height.vs", "variable_layer_height.fs"))
return false;
m_layers_editing.set_allowed(!use_legacy_opengl);
return true;
}
@ -1179,16 +1247,16 @@ bool GLCanvas3D::is_picking_enabled() const
return m_picking_enabled;
}
bool GLCanvas3D::is_shader_enabled() const
{
return m_shader.is_enabled();
}
bool GLCanvas3D::is_multisample_allowed() const
{
return m_multisample_allowed;
}
void GLCanvas3D::enable_layers_editing(bool enable)
{
m_layers_editing.set_enabled(enable);
}
void GLCanvas3D::enable_warning_texture(bool enable)
{
m_warning_texture_enabled = enable;
@ -1206,9 +1274,8 @@ void GLCanvas3D::enable_picking(bool enable)
void GLCanvas3D::enable_shader(bool enable)
{
m_shader.set_enabled(enable);
m_shader_enabled = enable;
}
void GLCanvas3D::allow_multisample(bool allow)
{
m_multisample_allowed = allow;
@ -1289,12 +1356,12 @@ void GLCanvas3D::select_view(const std::string& direction)
bool GLCanvas3D::start_using_shader() const
{
return m_shader.start();
return m_shader.start_using();
}
void GLCanvas3D::stop_using_shader() const
{
m_shader.stop();
m_shader.stop_using();
}
void GLCanvas3D::picking_pass()
@ -1384,6 +1451,16 @@ void GLCanvas3D::render_background() const
::glPopMatrix();
}
unsigned int GLCanvas3D::get_layers_editing_z_texture_id() const
{
return m_layers_editing.get_z_texture_id();
}
GLShader* GLCanvas3D::get_layers_editing_shader()
{
return m_layers_editing.get_shader();
}
void GLCanvas3D::render_bed() const
{
m_bed.render();
@ -1445,12 +1522,12 @@ void GLCanvas3D::render_volumes(bool fake_colors) const
void GLCanvas3D::render_objects(bool useVBOs)
{
if (m_volumes == nullptr)
if ((m_volumes == nullptr) || m_volumes->empty())
return;
::glEnable(GL_LIGHTING);
if (!is_shader_enabled())
if (!m_shader_enabled)
render_volumes(false);
else if (useVBOs)
{

View File

@ -174,6 +174,27 @@ public:
void _render_contour() const;
};
class Shader
{
GLShader* m_shader;
public:
Shader();
~Shader();
bool init(const std::string& vertex_shader_filename, const std::string& fragment_shader_filename);
bool is_initialized() const;
bool start_using() const;
void stop_using() const;
GLShader* get_shader();
private:
void _reset();
};
class LayersEditing
{
struct GLTextureData
@ -186,7 +207,10 @@ public:
GLTextureData(unsigned int id, int width, int height);
};
bool m_allowed;
bool m_enabled;
Shader m_shader;
unsigned int m_z_texture_id;
mutable GLTextureData m_tooltip_texture;
mutable GLTextureData m_reset_texture;
@ -194,11 +218,22 @@ public:
LayersEditing();
~LayersEditing();
bool init(const std::string& vertex_shader_filename, const std::string& fragment_shader_filename);
bool is_allowed() const;
void set_allowed(bool allowed);
bool is_enabled() const;
void set_enabled(bool enabled);
unsigned int get_z_texture_id() const;
void render(const GLCanvas3D& canvas, const PrintObject& print_object) const;
GLShader* get_shader();
private:
bool _is_initialized() const;
GLTextureData _load_texture_from_file(const std::string& filename) const;
void _render_tooltip_texture(const GLCanvas3D& canvas, const Rect& bar_rect, const Rect& reset_rect) const;
void _render_reset_texture(const GLCanvas3D& canvas, const Rect& reset_rect) const;
@ -209,24 +244,6 @@ public:
Rect _get_reset_rect_viewport(const GLCanvas3D& canvas) const;
};
class Shader
{
bool m_enabled;
GLShader* m_shader;
public:
Shader();
bool init(const std::string& vertex_shader_filename, const std::string& fragment_shader_filename);
void reset();
bool is_enabled() const;
void set_enabled(bool enabled);
bool start() const;
void stop() const;
};
class Mouse
{
bool m_dragging;
@ -262,6 +279,7 @@ private:
bool m_warning_texture_enabled;
bool m_legend_texture_enabled;
bool m_picking_enabled;
bool m_shader_enabled;
bool m_multisample_allowed;
PerlCallback m_on_viewport_changed_callback;
@ -271,7 +289,7 @@ public:
GLCanvas3D(wxGLCanvas* canvas, wxGLContext* context);
~GLCanvas3D();
bool init(bool useVBOs);
bool init(bool useVBOs, bool use_legacy_opengl);
bool set_current();
@ -332,9 +350,9 @@ public:
bool is_layers_editing_enabled() const;
bool is_picking_enabled() const;
bool is_shader_enabled() const;
bool is_multisample_allowed() const;
void enable_layers_editing(bool enable);
void enable_warning_texture(bool enable);
void enable_legend_texture(bool enable);
void enable_picking(bool enable);
@ -350,6 +368,9 @@ public:
int get_hover_volume_id() const;
void set_hover_volume_id(int id);
unsigned int get_layers_editing_z_texture_id() const;
GLShader* get_layers_editing_shader();
void zoom_to_bed();
void zoom_to_volumes();
void select_view(const std::string& direction);

View File

@ -56,11 +56,6 @@ bool GLCanvas3DManager::GLVersion::is_greater_or_equal_to(unsigned int major, un
return vn_minor >= minor;
}
GLCanvas3DManager::LayerEditing::LayerEditing()
: allowed(false)
{
}
GLCanvas3DManager::GLCanvas3DManager()
: m_gl_initialized(false)
, m_use_legacy_opengl(false)
@ -129,12 +124,11 @@ void GLCanvas3DManager::init_gl()
const AppConfig* config = GUI::get_app_config();
m_use_legacy_opengl = (config == nullptr) || (config->get("use_legacy_opengl") == "1");
m_use_VBOs = !m_use_legacy_opengl && m_gl_version.is_greater_or_equal_to(2, 0);
m_layer_editing.allowed = !m_use_legacy_opengl;
m_gl_initialized = true;
std::cout << "DETECTED OPENGL: " << m_gl_version.vn_major << "." << m_gl_version.vn_minor << std::endl;
std::cout << "USE VBOS = " << (m_use_VBOs ? "YES" : "NO") << std::endl;
std::cout << "LAYER EDITING ALLOWED = " << (m_layer_editing.allowed ? "YES" : "NO") << std::endl;
std::cout << "LAYER EDITING ALLOWED = " << (!m_use_legacy_opengl ? "YES" : "NO") << std::endl;
}
}
@ -143,15 +137,10 @@ bool GLCanvas3DManager::use_VBOs() const
return m_use_VBOs;
}
bool GLCanvas3DManager::layer_editing_allowed() const
{
return m_layer_editing.allowed;
}
bool GLCanvas3DManager::init(wxGLCanvas* canvas, bool useVBOs)
{
CanvasesMap::const_iterator it = _get_canvas(canvas);
return (it != m_canvases.end()) ? it->second->init(useVBOs) : false;
return (it != m_canvases.end()) ? it->second->init(useVBOs, m_use_legacy_opengl) : false;
}
bool GLCanvas3DManager::is_dirty(wxGLCanvas* canvas) const
@ -391,18 +380,19 @@ bool GLCanvas3DManager::is_picking_enabled(wxGLCanvas* canvas) const
return (it != m_canvases.end()) ? it->second->is_picking_enabled() : false;
}
bool GLCanvas3DManager::is_shader_enabled(wxGLCanvas* canvas) const
{
CanvasesMap::const_iterator it = _get_canvas(canvas);
return (it != m_canvases.end()) ? it->second->is_shader_enabled() : false;
}
bool GLCanvas3DManager::is_multisample_allowed(wxGLCanvas* canvas) const
{
CanvasesMap::const_iterator it = _get_canvas(canvas);
return (it != m_canvases.end()) ? it->second->is_multisample_allowed() : false;
}
void GLCanvas3DManager::enable_layers_editing(wxGLCanvas* canvas, bool enable)
{
CanvasesMap::iterator it = _get_canvas(canvas);
if (it != m_canvases.end())
it->second->enable_layers_editing(enable);
}
void GLCanvas3DManager::enable_warning_texture(wxGLCanvas* canvas, bool enable)
{
CanvasesMap::iterator it = _get_canvas(canvas);
@ -477,6 +467,18 @@ void GLCanvas3DManager::set_hover_volume_id(wxGLCanvas* canvas, int id)
it->second->set_hover_volume_id(id);
}
unsigned int GLCanvas3DManager::get_layers_editing_z_texture_id(wxGLCanvas* canvas) const
{
CanvasesMap::const_iterator it = _get_canvas(canvas);
return (it != m_canvases.end()) ? it->second->get_layers_editing_z_texture_id() : 0;
}
GLShader* GLCanvas3DManager::get_layers_editing_shader(wxGLCanvas* canvas)
{
CanvasesMap::const_iterator it = _get_canvas(canvas);
return (it != m_canvases.end()) ? it->second->get_layers_editing_shader() : nullptr;
}
void GLCanvas3DManager::zoom_to_bed(wxGLCanvas* canvas)
{
CanvasesMap::iterator it = _get_canvas(canvas);

View File

@ -21,18 +21,10 @@ class GLCanvas3DManager
bool is_greater_or_equal_to(unsigned int major, unsigned int minor) const;
};
struct LayerEditing
{
bool allowed;
LayerEditing();
};
typedef std::map<wxGLCanvas*, GLCanvas3D*> CanvasesMap;
CanvasesMap m_canvases;
GLVersion m_gl_version;
LayerEditing m_layer_editing;
bool m_gl_initialized;
bool m_use_legacy_opengl;
bool m_use_VBOs;
@ -106,9 +98,9 @@ public:
bool is_layers_editing_enabled(wxGLCanvas* canvas) const;
bool is_picking_enabled(wxGLCanvas* canvas) const;
bool is_shader_enabled(wxGLCanvas* canvas) const;
bool is_multisample_allowed(wxGLCanvas* canvas) const;
void enable_layers_editing(wxGLCanvas* canvas, bool enable);
void enable_warning_texture(wxGLCanvas* canvas, bool enable);
void enable_legend_texture(wxGLCanvas* canvas, bool enable);
void enable_picking(wxGLCanvas* canvas, bool enable);
@ -124,6 +116,9 @@ public:
int get_hover_volume_id(wxGLCanvas* canvas) const;
void set_hover_volume_id(wxGLCanvas* canvas, int id);
unsigned int get_layers_editing_z_texture_id(wxGLCanvas* canvas) const;
GLShader* get_layers_editing_shader(wxGLCanvas* canvas);
void zoom_to_bed(wxGLCanvas* canvas);
void zoom_to_volumes(wxGLCanvas* canvas);
void select_view(wxGLCanvas* canvas, const std::string& direction);

View File

@ -453,18 +453,18 @@ set_camera_target(canvas, target)
_3DScene::set_camera_target((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), target);
bool
is_picking_enabled(canvas)
is_layers_editing_enabled(canvas)
SV *canvas;
CODE:
RETVAL = _3DScene::is_picking_enabled((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
RETVAL = _3DScene::is_layers_editing_enabled((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
OUTPUT:
RETVAL
bool
is_shader_enabled(canvas)
is_picking_enabled(canvas)
SV *canvas;
CODE:
RETVAL = _3DScene::is_shader_enabled((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
RETVAL = _3DScene::is_picking_enabled((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
OUTPUT:
RETVAL
@ -476,6 +476,13 @@ is_multisample_allowed(canvas)
OUTPUT:
RETVAL
void
enable_layers_editing(canvas, enable)
SV *canvas;
bool enable;
CODE:
_3DScene::enable_layers_editing((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), enable);
void
enable_warning_texture(canvas, enable)
SV *canvas;
@ -556,6 +563,22 @@ set_hover_volume_id(canvas, id)
CODE:
_3DScene::set_hover_volume_id((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), id);
unsigned int
get_layers_editing_z_texture_id(canvas)
SV *canvas;
CODE:
RETVAL = _3DScene::get_layers_editing_z_texture_id((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
OUTPUT:
RETVAL
Ref<GLShader>
get_layers_editing_shader(canvas)
SV *canvas;
CODE:
RETVAL = _3DScene::get_layers_editing_shader((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
OUTPUT:
RETVAL
void
zoom_to_bed(canvas)
SV *canvas;
@ -679,7 +702,6 @@ register_on_mark_volumes_for_layer_height_callback(canvas, callback)
unsigned int
finalize_legend_texture()
CODE: