3DScene picking pass moved to c++
This commit is contained in:
parent
486180c422
commit
751b41b94b
8 changed files with 338 additions and 103 deletions
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@ -43,7 +43,6 @@ __PACKAGE__->mk_accessors( qw(_quat init
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on_move
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on_model_update
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volumes
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_hover_volume_idx
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_drag_volume_idx
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_drag_start_pos
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@ -170,13 +169,12 @@ sub new {
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#==============================================================================================================================
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Slic3r::GUI::_3DScene::add_canvas($self, $self->GetContext);
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Slic3r::GUI::_3DScene::allow_multisample($self, $can_multisample);
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# my $context = $self->GetContext;
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# $self->SetCurrent($context);
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# Slic3r::GUI::_3DScene::add_canvas($self, $context);
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#==============================================================================================================================
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$self->{can_multisample} = $can_multisample;
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#==============================================================================================================================
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#
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# $self->{can_multisample} = $can_multisample;
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# $self->background(1);
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#==============================================================================================================================
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$self->_quat((0, 0, 0, 1));
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@ -486,7 +484,10 @@ sub mouse_event {
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} elsif ($e->LeftDown || $e->RightDown) {
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# If user pressed left or right button we first check whether this happened
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# on a volume or not.
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my $volume_idx = $self->_hover_volume_idx // -1;
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#==============================================================================================================================
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my $volume_idx = Slic3r::GUI::_3DScene::get_hover_volume_id($self);
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# my $volume_idx = $self->_hover_volume_idx // -1;
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#==============================================================================================================================
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$self->_layer_height_edited(0);
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if ($object_idx_selected != -1 && $self->_variable_layer_thickness_bar_rect_mouse_inside($e)) {
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# A volume is selected and the mouse is hovering over a layer thickness bar.
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@ -1342,55 +1343,56 @@ sub InitGL {
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$self->zoom_to_bed;
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glClearColor(0, 0, 0, 1);
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glColor3f(1, 0, 0);
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glEnable(GL_DEPTH_TEST);
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glClearDepth(1.0);
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glDepthFunc(GL_LEQUAL);
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glEnable(GL_CULL_FACE);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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# Set antialiasing/multisampling
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glDisable(GL_LINE_SMOOTH);
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glDisable(GL_POLYGON_SMOOTH);
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# See "GL_MULTISAMPLE and GL_ARRAY_BUFFER_ARB messages on failed launch"
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# https://github.com/alexrj/Slic3r/issues/4085
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eval {
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# Disable the multi sampling by default, so the picking by color will work correctly.
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glDisable(GL_MULTISAMPLE);
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};
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# Disable multi sampling if the eval failed.
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$self->{can_multisample} = 0 if $@;
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# ambient lighting
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glLightModelfv_p(GL_LIGHT_MODEL_AMBIENT, 0.3, 0.3, 0.3, 1);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glEnable(GL_LIGHT1);
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# light from camera
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glLightfv_p(GL_LIGHT1, GL_POSITION, 1, 0, 1, 0);
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glLightfv_p(GL_LIGHT1, GL_SPECULAR, 0.3, 0.3, 0.3, 1);
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glLightfv_p(GL_LIGHT1, GL_DIFFUSE, 0.2, 0.2, 0.2, 1);
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# Enables Smooth Color Shading; try GL_FLAT for (lack of) fun.
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glShadeModel(GL_SMOOTH);
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# glMaterialfv_p(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, 0.5, 0.3, 0.3, 1);
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# glMaterialfv_p(GL_FRONT_AND_BACK, GL_SPECULAR, 1, 1, 1, 1);
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# glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 50);
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# glMaterialfv_p(GL_FRONT_AND_BACK, GL_EMISSION, 0.1, 0, 0, 0.9);
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# A handy trick -- have surface material mirror the color.
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glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
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glEnable(GL_COLOR_MATERIAL);
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glEnable(GL_MULTISAMPLE) if ($self->{can_multisample});
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#===================================================================================================================================
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Slic3r::GUI::_3DScene::init($self, $self->UseVBOs);
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# glClearColor(0, 0, 0, 1);
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# glColor3f(1, 0, 0);
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# glEnable(GL_DEPTH_TEST);
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# glClearDepth(1.0);
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# glDepthFunc(GL_LEQUAL);
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# glEnable(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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#
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# # Set antialiasing/multisampling
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# glDisable(GL_LINE_SMOOTH);
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# glDisable(GL_POLYGON_SMOOTH);
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#
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# # See "GL_MULTISAMPLE and GL_ARRAY_BUFFER_ARB messages on failed launch"
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# # https://github.com/alexrj/Slic3r/issues/4085
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# eval {
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# # Disable the multi sampling by default, so the picking by color will work correctly.
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# glDisable(GL_MULTISAMPLE);
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# };
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# # Disable multi sampling if the eval failed.
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# $self->{can_multisample} = 0 if $@;
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#
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# # ambient lighting
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# glLightModelfv_p(GL_LIGHT_MODEL_AMBIENT, 0.3, 0.3, 0.3, 1);
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#
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# glEnable(GL_LIGHTING);
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# glEnable(GL_LIGHT0);
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# glEnable(GL_LIGHT1);
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#
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# # light from camera
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# glLightfv_p(GL_LIGHT1, GL_POSITION, 1, 0, 1, 0);
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# glLightfv_p(GL_LIGHT1, GL_SPECULAR, 0.3, 0.3, 0.3, 1);
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# glLightfv_p(GL_LIGHT1, GL_DIFFUSE, 0.2, 0.2, 0.2, 1);
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#
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# # Enables Smooth Color Shading; try GL_FLAT for (lack of) fun.
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# glShadeModel(GL_SMOOTH);
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#
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## glMaterialfv_p(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, 0.5, 0.3, 0.3, 1);
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## glMaterialfv_p(GL_FRONT_AND_BACK, GL_SPECULAR, 1, 1, 1, 1);
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## glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 50);
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## glMaterialfv_p(GL_FRONT_AND_BACK, GL_EMISSION, 0.1, 0, 0, 0.9);
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#
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# # A handy trick -- have surface material mirror the color.
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# glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
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# glEnable(GL_COLOR_MATERIAL);
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# glEnable(GL_MULTISAMPLE) if ($self->{can_multisample});
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#
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# if ($self->UseVBOs) {
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# my $shader = new Slic3r::GUI::_3DScene::GLShader;
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## if (! $shader->load($self->_fragment_shader_Phong, $self->_vertex_shader_Phong)) {
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@ -1436,7 +1438,9 @@ sub Render {
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glClearColor(1, 1, 1, 1);
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glClearDepth(1);
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glDepthFunc(GL_LESS);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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#==============================================================================================================================
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# glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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#==============================================================================================================================
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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@ -1476,50 +1480,42 @@ sub Render {
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glLightfv_p(GL_LIGHT1, GL_POSITION, 1, 0, 1, 0);
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#==============================================================================================================================
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if (Slic3r::GUI::_3DScene::is_picking_enabled($self) && !Slic3r::GUI::_3DScene::is_mouse_dragging($self)) {
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my $pos = Slic3r::GUI::_3DScene::get_mouse_position($self);
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if ($pos) {
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# if ($self->enable_picking && !$self->_mouse_dragging) {
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# if (my $pos = $self->_mouse_pos) {
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#==============================================================================================================================
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# Render the object for picking.
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# FIXME This cannot possibly work in a multi-sampled context as the color gets mangled by the anti-aliasing.
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# Better to use software ray-casting on a bounding-box hierarchy.
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glPushAttrib(GL_ENABLE_BIT);
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glDisable(GL_MULTISAMPLE) if ($self->{can_multisample});
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glDisable(GL_LIGHTING);
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glDisable(GL_BLEND);
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#==============================================================================================================================
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Slic3r::GUI::_3DScene::render_volumes($self, 1);
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# $self->draw_volumes(1);
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#==============================================================================================================================
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glPopAttrib();
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glFlush();
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my $col = [ glReadPixels_p($pos->x, $self->GetSize->GetHeight - $pos->y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE) ];
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my $volume_idx = $col->[0] + $col->[1]*256 + $col->[2]*256*256;
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$self->_hover_volume_idx(undef);
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$_->set_hover(0) for @{$self->volumes};
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if ($volume_idx <= $#{$self->volumes}) {
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$self->_hover_volume_idx($volume_idx);
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$self->volumes->[$volume_idx]->set_hover(1);
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my $group_id = $self->volumes->[$volume_idx]->select_group_id;
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if ($group_id != -1) {
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$_->set_hover(1) for grep { $_->select_group_id == $group_id } @{$self->volumes};
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}
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#==============================================================================================================================
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# $self->on_hover->($volume_idx) if $self->on_hover;
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#==============================================================================================================================
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}
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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}
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#==============================================================================================================================
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Slic3r::GUI::_3DScene::picking_pass($self);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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Slic3r::GUI::_3DScene::render_background($self);
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Slic3r::GUI::_3DScene::render_bed($self);
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# if ($self->enable_picking && !$self->_mouse_dragging) {
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# if (my $pos = $self->_mouse_pos) {
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# # Render the object for picking.
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# # FIXME This cannot possibly work in a multi-sampled context as the color gets mangled by the anti-aliasing.
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# # Better to use software ray-casting on a bounding-box hierarchy.
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# glPushAttrib(GL_ENABLE_BIT);
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# glDisable(GL_MULTISAMPLE) if ($self->{can_multisample});
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# glDisable(GL_LIGHTING);
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# glDisable(GL_BLEND);
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# $self->draw_volumes(1);
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# glPopAttrib();
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# glFlush();
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# my $col = [ glReadPixels_p($pos->x, $self->GetSize->GetHeight - $pos->y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE) ];
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# my $volume_idx = $col->[0] + $col->[1]*256 + $col->[2]*256*256;
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# $self->_hover_volume_idx(undef);
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# $_->set_hover(0) for @{$self->volumes};
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# if ($volume_idx <= $#{$self->volumes}) {
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# $self->_hover_volume_idx($volume_idx);
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#
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# $self->volumes->[$volume_idx]->set_hover(1);
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# my $group_id = $self->volumes->[$volume_idx]->select_group_id;
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# if ($group_id != -1) {
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# $_->set_hover(1) for grep { $_->select_group_id == $group_id } @{$self->volumes};
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# }
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#
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# $self->on_hover->($volume_idx) if $self->on_hover;
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# }
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# glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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# }
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# }
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#
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# # draw fixed background
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# if ($self->background) {
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# glDisable(GL_LIGHTING);
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@ -1934,6 +1934,11 @@ bool _3DScene::is_shader_enabled(wxGLCanvas* canvas)
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return s_canvas_mgr.is_shader_enabled(canvas);
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}
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bool _3DScene::is_multisample_allowed(wxGLCanvas* canvas)
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{
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return s_canvas_mgr.is_multisample_allowed(canvas);
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}
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void _3DScene::enable_warning_texture(wxGLCanvas* canvas, bool enable)
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{
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s_canvas_mgr.enable_warning_texture(canvas, enable);
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@ -1954,6 +1959,11 @@ void _3DScene::enable_shader(wxGLCanvas* canvas, bool enable)
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s_canvas_mgr.enable_shader(canvas, enable);
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}
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void _3DScene::allow_multisample(wxGLCanvas* canvas, bool allow)
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{
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s_canvas_mgr.allow_multisample(canvas, allow);
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}
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bool _3DScene::is_mouse_dragging(wxGLCanvas* canvas)
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{
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return s_canvas_mgr.is_mouse_dragging(canvas);
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@ -1975,6 +1985,16 @@ void _3DScene::set_mouse_position(wxGLCanvas* canvas, const Pointf* position)
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s_canvas_mgr.set_mouse_position(canvas, *position);
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}
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int _3DScene::get_hover_volume_id(wxGLCanvas* canvas)
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{
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return s_canvas_mgr.get_hover_volume_id(canvas);
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}
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void _3DScene::set_hover_volume_id(wxGLCanvas* canvas, int id)
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{
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s_canvas_mgr.set_hover_volume_id(canvas, id);
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}
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void _3DScene::zoom_to_bed(wxGLCanvas* canvas)
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{
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s_canvas_mgr.zoom_to_bed(canvas);
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@ -2000,6 +2020,11 @@ void _3DScene::stop_using_shader(wxGLCanvas* canvas)
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s_canvas_mgr.stop_using_shader(canvas);
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}
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void _3DScene::picking_pass(wxGLCanvas* canvas)
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{
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s_canvas_mgr.picking_pass(canvas);
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}
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void _3DScene::render_background(wxGLCanvas* canvas)
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{
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s_canvas_mgr.render_background(canvas);
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@ -597,11 +597,13 @@ public:
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static bool is_layers_editing_enabled(wxGLCanvas* canvas);
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static bool is_picking_enabled(wxGLCanvas* canvas);
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static bool is_shader_enabled(wxGLCanvas* canvas);
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static bool is_multisample_allowed(wxGLCanvas* canvas);
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static void enable_warning_texture(wxGLCanvas* canvas, bool enable);
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static void enable_legend_texture(wxGLCanvas* canvas, bool enable);
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static void enable_picking(wxGLCanvas* canvas, bool enable);
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static void enable_shader(wxGLCanvas* canvas, bool enable);
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static void allow_multisample(wxGLCanvas* canvas, bool allow);
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static bool is_mouse_dragging(wxGLCanvas* canvas);
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static void set_mouse_dragging(wxGLCanvas* canvas, bool dragging);
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@ -609,6 +611,9 @@ public:
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static Pointf get_mouse_position(wxGLCanvas* canvas);
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static void set_mouse_position(wxGLCanvas* canvas, const Pointf* position);
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static int get_hover_volume_id(wxGLCanvas* canvas);
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static void set_hover_volume_id(wxGLCanvas* canvas, int id);
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static void zoom_to_bed(wxGLCanvas* canvas);
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static void zoom_to_volumes(wxGLCanvas* canvas);
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static void select_view(wxGLCanvas* canvas, const std::string& direction);
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@ -616,6 +621,8 @@ public:
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static bool start_using_shader(wxGLCanvas* canvas);
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static void stop_using_shader(wxGLCanvas* canvas);
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static void picking_pass(wxGLCanvas* canvas);
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static void render_background(wxGLCanvas* canvas);
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static void render_bed(wxGLCanvas* canvas);
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static void render_axes(wxGLCanvas* canvas);
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@ -5,6 +5,7 @@
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#include "../../libslic3r/ClipperUtils.hpp"
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#include "../../libslic3r/PrintConfig.hpp"
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#include <GL/glew.h>
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#include <wx/glcanvas.h>
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#include <iostream>
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@ -506,9 +507,11 @@ GLCanvas3D::GLCanvas3D(wxGLCanvas* canvas, wxGLContext* context)
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, m_config(nullptr)
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, m_dirty(true)
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, m_apply_zoom_to_volumes_filter(false)
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, m_hover_volume_id(-1)
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, m_warning_texture_enabled(false)
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, m_legend_texture_enabled(false)
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, m_picking_enabled(false)
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, m_multisample_allowed(false)
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{
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}
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@ -520,6 +523,45 @@ GLCanvas3D::~GLCanvas3D()
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bool GLCanvas3D::init(bool useVBOs)
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{
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::glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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// ::glColor3f(1.0f, 0.0f, 0.0f);
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::glEnable(GL_DEPTH_TEST);
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::glClearDepth(1.0f);
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::glDepthFunc(GL_LEQUAL);
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::glEnable(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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// Set antialiasing / multisampling
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::glDisable(GL_LINE_SMOOTH);
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::glDisable(GL_POLYGON_SMOOTH);
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// ambient lighting
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GLfloat ambient[4] = { 0.3f, 0.3f, 0.3f, 1.0f };
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::glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
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// ::glEnable(GL_LIGHTING);
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::glEnable(GL_LIGHT0);
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::glEnable(GL_LIGHT1);
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// light from camera
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GLfloat position[4] = { 1.0f, 0.0f, 1.0f, 0.0f };
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::glLightfv(GL_LIGHT1, GL_POSITION, position);
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GLfloat specular[4] = { 0.3f, 0.3f, 0.3f, 1.0f };
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::glLightfv(GL_LIGHT1, GL_SPECULAR, specular);
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GLfloat diffuse[4] = { 0.2f, 0.2f, 0.2f, 1.0f };
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::glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse);
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// Enables Smooth Color Shading; try GL_FLAT for (lack of) fun.
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::glShadeModel(GL_SMOOTH);
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// A handy trick -- have surface material mirror the color.
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::glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
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::glEnable(GL_COLOR_MATERIAL);
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if (is_multisample_allowed())
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::glEnable(GL_MULTISAMPLE);
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if (useVBOs && !m_shader.init("gouraud.vs", "gouraud.fs"))
|
||||
return false;
|
||||
|
||||
|
@ -809,6 +851,11 @@ bool GLCanvas3D::is_shader_enabled() const
|
|||
return m_shader.is_enabled();
|
||||
}
|
||||
|
||||
bool GLCanvas3D::is_multisample_allowed() const
|
||||
{
|
||||
return m_multisample_allowed;
|
||||
}
|
||||
|
||||
void GLCanvas3D::enable_warning_texture(bool enable)
|
||||
{
|
||||
m_warning_texture_enabled = enable;
|
||||
|
@ -829,6 +876,11 @@ void GLCanvas3D::enable_shader(bool enable)
|
|||
m_shader.set_enabled(enable);
|
||||
}
|
||||
|
||||
void GLCanvas3D::allow_multisample(bool allow)
|
||||
{
|
||||
m_multisample_allowed = allow;
|
||||
}
|
||||
|
||||
bool GLCanvas3D::is_mouse_dragging() const
|
||||
{
|
||||
return m_mouse.is_dragging();
|
||||
|
@ -849,6 +901,16 @@ void GLCanvas3D::set_mouse_position(const Pointf& position)
|
|||
m_mouse.set_position(position);
|
||||
}
|
||||
|
||||
int GLCanvas3D::get_hover_volume_id() const
|
||||
{
|
||||
return m_hover_volume_id;
|
||||
}
|
||||
|
||||
void GLCanvas3D::set_hover_volume_id(int id)
|
||||
{
|
||||
m_hover_volume_id = id;
|
||||
}
|
||||
|
||||
void GLCanvas3D::zoom_to_bed()
|
||||
{
|
||||
_zoom_to_bounding_box(bed_bounding_box());
|
||||
|
@ -902,6 +964,66 @@ void GLCanvas3D::stop_using_shader() const
|
|||
m_shader.stop();
|
||||
}
|
||||
|
||||
void GLCanvas3D::picking_pass()
|
||||
{
|
||||
if (is_picking_enabled() && !is_mouse_dragging() && (m_volumes != nullptr))
|
||||
{
|
||||
const Pointf& pos = get_mouse_position();
|
||||
// if (pos) {
|
||||
// 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);
|
||||
|
||||
// ::glFlush();
|
||||
|
||||
const std::pair<int, int>& cnv_size = _get_canvas_size();
|
||||
|
||||
GLubyte color[4];
|
||||
::glReadPixels(pos.x, cnv_size.second - 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 };
|
||||
|
@ -1059,7 +1181,7 @@ void GLCanvas3D::render_warning_texture() const
|
|||
::glPushMatrix();
|
||||
::glLoadIdentity();
|
||||
|
||||
std::pair<int, int> cnv_size = _get_canvas_size();
|
||||
const std::pair<int, int>& 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;
|
||||
|
@ -1092,7 +1214,7 @@ void GLCanvas3D::render_legend_texture() const
|
|||
::glPushMatrix();
|
||||
::glLoadIdentity();
|
||||
|
||||
std::pair<int, int> cnv_size = _get_canvas_size();
|
||||
const std::pair<int, int>& 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.first) * inv_zoom;
|
||||
|
@ -1156,8 +1278,8 @@ void GLCanvas3D::on_idle(wxIdleEvent& evt)
|
|||
|
||||
if (m_canvas != nullptr)
|
||||
{
|
||||
std::pair<int, int> size = _get_canvas_size();
|
||||
resize((unsigned int)size.first, (unsigned int)size.second);
|
||||
const std::pair<int, int>& cnv_size = _get_canvas_size();
|
||||
resize((unsigned int)cnv_size.first, (unsigned int)cnv_size.second);
|
||||
m_canvas->Refresh();
|
||||
}
|
||||
}
|
||||
|
@ -1211,8 +1333,8 @@ void GLCanvas3D::_zoom_to_bounding_box(const BoundingBoxf3& bbox)
|
|||
|
||||
if (is_shown_on_screen())
|
||||
{
|
||||
std::pair<int, int> size = _get_canvas_size();
|
||||
resize((unsigned int)size.first, (unsigned int)size.second);
|
||||
const std::pair<int, int>& cnv_size = _get_canvas_size();
|
||||
resize((unsigned int)cnv_size.first, (unsigned int)cnv_size.second);
|
||||
if (m_canvas != nullptr)
|
||||
m_canvas->Refresh();
|
||||
}
|
||||
|
@ -1311,8 +1433,8 @@ float GLCanvas3D::_get_zoom_to_bounding_box_factor(const BoundingBoxf3& bbox) co
|
|||
max_x *= 2.0;
|
||||
max_y *= 2.0;
|
||||
|
||||
std::pair<int, int> cvs_size = _get_canvas_size();
|
||||
return (float)std::min((coordf_t)cvs_size.first / max_x, (coordf_t)cvs_size.second / max_y);
|
||||
const std::pair<int, int>& cnv_size = _get_canvas_size();
|
||||
return (float)std::min((coordf_t)cnv_size.first / max_x, (coordf_t)cnv_size.second / max_y);
|
||||
}
|
||||
|
||||
void GLCanvas3D::_deregister_callbacks()
|
||||
|
|
|
@ -192,9 +192,11 @@ private:
|
|||
|
||||
bool m_dirty;
|
||||
bool m_apply_zoom_to_volumes_filter;
|
||||
int m_hover_volume_id;
|
||||
bool m_warning_texture_enabled;
|
||||
bool m_legend_texture_enabled;
|
||||
bool m_picking_enabled;
|
||||
bool m_multisample_allowed;
|
||||
|
||||
PerlCallback m_on_viewport_changed_callback;
|
||||
PerlCallback m_on_mark_volumes_for_layer_height_callback;
|
||||
|
@ -263,11 +265,13 @@ public:
|
|||
bool is_layers_editing_enabled() const;
|
||||
bool is_picking_enabled() const;
|
||||
bool is_shader_enabled() const;
|
||||
bool is_multisample_allowed() const;
|
||||
|
||||
void enable_warning_texture(bool enable);
|
||||
void enable_legend_texture(bool enable);
|
||||
void enable_picking(bool enable);
|
||||
void enable_shader(bool enable);
|
||||
void allow_multisample(bool allow);
|
||||
|
||||
bool is_mouse_dragging() const;
|
||||
void set_mouse_dragging(bool dragging);
|
||||
|
@ -275,6 +279,9 @@ public:
|
|||
const Pointf& get_mouse_position() const;
|
||||
void set_mouse_position(const Pointf& position);
|
||||
|
||||
int get_hover_volume_id() const;
|
||||
void set_hover_volume_id(int id);
|
||||
|
||||
void zoom_to_bed();
|
||||
void zoom_to_volumes();
|
||||
void select_view(const std::string& direction);
|
||||
|
@ -282,6 +289,8 @@ public:
|
|||
bool start_using_shader() const;
|
||||
void stop_using_shader() const;
|
||||
|
||||
void picking_pass();
|
||||
|
||||
void render_background() const;
|
||||
void render_bed() const;
|
||||
void render_axes() const;
|
||||
|
|
|
@ -383,6 +383,12 @@ bool GLCanvas3DManager::is_shader_enabled(wxGLCanvas* canvas) const
|
|||
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_warning_texture(wxGLCanvas* canvas, bool enable)
|
||||
{
|
||||
CanvasesMap::iterator it = _get_canvas(canvas);
|
||||
|
@ -411,6 +417,13 @@ void GLCanvas3DManager::enable_shader(wxGLCanvas* canvas, bool enable)
|
|||
it->second->enable_shader(enable);
|
||||
}
|
||||
|
||||
void GLCanvas3DManager::allow_multisample(wxGLCanvas* canvas, bool allow)
|
||||
{
|
||||
CanvasesMap::iterator it = _get_canvas(canvas);
|
||||
if (it != m_canvases.end())
|
||||
it->second->allow_multisample(allow);
|
||||
}
|
||||
|
||||
bool GLCanvas3DManager::is_mouse_dragging(wxGLCanvas* canvas) const
|
||||
{
|
||||
CanvasesMap::const_iterator it = _get_canvas(canvas);
|
||||
|
@ -437,6 +450,19 @@ void GLCanvas3DManager::set_mouse_position(wxGLCanvas* canvas, const Pointf& pos
|
|||
it->second->set_mouse_position(position);
|
||||
}
|
||||
|
||||
int GLCanvas3DManager::get_hover_volume_id(wxGLCanvas* canvas) const
|
||||
{
|
||||
CanvasesMap::const_iterator it = _get_canvas(canvas);
|
||||
return (it != m_canvases.end()) ? it->second->get_hover_volume_id() : -1;
|
||||
}
|
||||
|
||||
void GLCanvas3DManager::set_hover_volume_id(wxGLCanvas* canvas, int id)
|
||||
{
|
||||
CanvasesMap::iterator it = _get_canvas(canvas);
|
||||
if (it != m_canvases.end())
|
||||
it->second->set_hover_volume_id(id);
|
||||
}
|
||||
|
||||
void GLCanvas3DManager::zoom_to_bed(wxGLCanvas* canvas)
|
||||
{
|
||||
CanvasesMap::iterator it = _get_canvas(canvas);
|
||||
|
@ -471,6 +497,13 @@ void GLCanvas3DManager::stop_using_shader(wxGLCanvas* canvas) const
|
|||
it->second->stop_using_shader();
|
||||
}
|
||||
|
||||
void GLCanvas3DManager::picking_pass(wxGLCanvas* canvas)
|
||||
{
|
||||
CanvasesMap::const_iterator it = _get_canvas(canvas);
|
||||
if (it != m_canvases.end())
|
||||
it->second->picking_pass();
|
||||
}
|
||||
|
||||
void GLCanvas3DManager::render_background(wxGLCanvas* canvas) const
|
||||
{
|
||||
CanvasesMap::const_iterator it = _get_canvas(canvas);
|
||||
|
|
|
@ -105,11 +105,13 @@ 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_warning_texture(wxGLCanvas* canvas, bool enable);
|
||||
void enable_legend_texture(wxGLCanvas* canvas, bool enable);
|
||||
void enable_picking(wxGLCanvas* canvas, bool enable);
|
||||
void enable_shader(wxGLCanvas* canvas, bool enable);
|
||||
void allow_multisample(wxGLCanvas* canvas, bool allow);
|
||||
|
||||
bool is_mouse_dragging(wxGLCanvas* canvas) const;
|
||||
void set_mouse_dragging(wxGLCanvas* canvas, bool dragging);
|
||||
|
@ -117,6 +119,9 @@ public:
|
|||
Pointf get_mouse_position(wxGLCanvas* canvas) const;
|
||||
void set_mouse_position(wxGLCanvas* canvas, const Pointf& position);
|
||||
|
||||
int get_hover_volume_id(wxGLCanvas* canvas) const;
|
||||
void set_hover_volume_id(wxGLCanvas* canvas, int id);
|
||||
|
||||
void zoom_to_bed(wxGLCanvas* canvas);
|
||||
void zoom_to_volumes(wxGLCanvas* canvas);
|
||||
void select_view(wxGLCanvas* canvas, const std::string& direction);
|
||||
|
@ -124,6 +129,8 @@ public:
|
|||
bool start_using_shader(wxGLCanvas* canvas) const;
|
||||
void stop_using_shader(wxGLCanvas* canvas) const;
|
||||
|
||||
void picking_pass(wxGLCanvas* canvas);
|
||||
|
||||
void render_background(wxGLCanvas* canvas) const;
|
||||
void render_bed(wxGLCanvas* canvas) const;
|
||||
void render_axes(wxGLCanvas* canvas) const;
|
||||
|
|
|
@ -455,6 +455,14 @@ is_shader_enabled(canvas)
|
|||
OUTPUT:
|
||||
RETVAL
|
||||
|
||||
bool
|
||||
is_multisample_allowed(canvas)
|
||||
SV *canvas;
|
||||
CODE:
|
||||
RETVAL = _3DScene::is_multisample_allowed((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
|
||||
OUTPUT:
|
||||
RETVAL
|
||||
|
||||
void
|
||||
enable_warning_texture(canvas, enable)
|
||||
SV *canvas;
|
||||
|
@ -483,6 +491,13 @@ enable_shader(canvas, enable)
|
|||
CODE:
|
||||
_3DScene::enable_shader((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), enable);
|
||||
|
||||
void
|
||||
allow_multisample(canvas, allow)
|
||||
SV *canvas;
|
||||
bool allow;
|
||||
CODE:
|
||||
_3DScene::allow_multisample((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), allow);
|
||||
|
||||
bool
|
||||
is_mouse_dragging(canvas)
|
||||
SV *canvas;
|
||||
|
@ -513,6 +528,21 @@ set_mouse_position(canvas, position)
|
|||
CODE:
|
||||
_3DScene::set_mouse_position((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), position);
|
||||
|
||||
int
|
||||
get_hover_volume_id(canvas)
|
||||
SV *canvas;
|
||||
CODE:
|
||||
RETVAL = _3DScene::get_hover_volume_id((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
|
||||
OUTPUT:
|
||||
RETVAL
|
||||
|
||||
void
|
||||
set_hover_volume_id(canvas, id)
|
||||
SV *canvas;
|
||||
int id;
|
||||
CODE:
|
||||
_3DScene::set_hover_volume_id((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), id);
|
||||
|
||||
void
|
||||
zoom_to_bed(canvas)
|
||||
SV *canvas;
|
||||
|
@ -546,6 +576,12 @@ stop_using_shader(canvas)
|
|||
CODE:
|
||||
_3DScene::stop_using_shader((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
|
||||
|
||||
void
|
||||
picking_pass(canvas)
|
||||
SV *canvas;
|
||||
CODE:
|
||||
_3DScene::picking_pass((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
|
||||
|
||||
void
|
||||
render_background(canvas)
|
||||
SV *canvas;
|
||||
|
|
Loading…
Reference in a new issue