3DScene picking pass moved to c++

This commit is contained in:
Enrico Turri 2018-05-23 15:35:11 +02:00
parent 486180c422
commit 751b41b94b
8 changed files with 338 additions and 103 deletions

View file

@ -43,7 +43,6 @@ __PACKAGE__->mk_accessors( qw(_quat init
on_move
on_model_update
volumes
_hover_volume_idx
_drag_volume_idx
_drag_start_pos
@ -170,13 +169,12 @@ sub new {
#==============================================================================================================================
Slic3r::GUI::_3DScene::add_canvas($self, $self->GetContext);
Slic3r::GUI::_3DScene::allow_multisample($self, $can_multisample);
# my $context = $self->GetContext;
# $self->SetCurrent($context);
# Slic3r::GUI::_3DScene::add_canvas($self, $context);
#==============================================================================================================================
$self->{can_multisample} = $can_multisample;
#==============================================================================================================================
#
# $self->{can_multisample} = $can_multisample;
# $self->background(1);
#==============================================================================================================================
$self->_quat((0, 0, 0, 1));
@ -486,7 +484,10 @@ sub mouse_event {
} elsif ($e->LeftDown || $e->RightDown) {
# If user pressed left or right button we first check whether this happened
# on a volume or not.
my $volume_idx = $self->_hover_volume_idx // -1;
#==============================================================================================================================
my $volume_idx = Slic3r::GUI::_3DScene::get_hover_volume_id($self);
# my $volume_idx = $self->_hover_volume_idx // -1;
#==============================================================================================================================
$self->_layer_height_edited(0);
if ($object_idx_selected != -1 && $self->_variable_layer_thickness_bar_rect_mouse_inside($e)) {
# A volume is selected and the mouse is hovering over a layer thickness bar.
@ -1342,55 +1343,56 @@ sub InitGL {
$self->zoom_to_bed;
glClearColor(0, 0, 0, 1);
glColor3f(1, 0, 0);
glEnable(GL_DEPTH_TEST);
glClearDepth(1.0);
glDepthFunc(GL_LEQUAL);
glEnable(GL_CULL_FACE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
# Set antialiasing/multisampling
glDisable(GL_LINE_SMOOTH);
glDisable(GL_POLYGON_SMOOTH);
# See "GL_MULTISAMPLE and GL_ARRAY_BUFFER_ARB messages on failed launch"
# https://github.com/alexrj/Slic3r/issues/4085
eval {
# Disable the multi sampling by default, so the picking by color will work correctly.
glDisable(GL_MULTISAMPLE);
};
# Disable multi sampling if the eval failed.
$self->{can_multisample} = 0 if $@;
# ambient lighting
glLightModelfv_p(GL_LIGHT_MODEL_AMBIENT, 0.3, 0.3, 0.3, 1);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
# light from camera
glLightfv_p(GL_LIGHT1, GL_POSITION, 1, 0, 1, 0);
glLightfv_p(GL_LIGHT1, GL_SPECULAR, 0.3, 0.3, 0.3, 1);
glLightfv_p(GL_LIGHT1, GL_DIFFUSE, 0.2, 0.2, 0.2, 1);
# Enables Smooth Color Shading; try GL_FLAT for (lack of) fun.
glShadeModel(GL_SMOOTH);
# glMaterialfv_p(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, 0.5, 0.3, 0.3, 1);
# glMaterialfv_p(GL_FRONT_AND_BACK, GL_SPECULAR, 1, 1, 1, 1);
# glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 50);
# glMaterialfv_p(GL_FRONT_AND_BACK, GL_EMISSION, 0.1, 0, 0, 0.9);
# A handy trick -- have surface material mirror the color.
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_MULTISAMPLE) if ($self->{can_multisample});
#===================================================================================================================================
Slic3r::GUI::_3DScene::init($self, $self->UseVBOs);
# glClearColor(0, 0, 0, 1);
# glColor3f(1, 0, 0);
# glEnable(GL_DEPTH_TEST);
# glClearDepth(1.0);
# glDepthFunc(GL_LEQUAL);
# glEnable(GL_CULL_FACE);
# glEnable(GL_BLEND);
# glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
#
# # Set antialiasing/multisampling
# glDisable(GL_LINE_SMOOTH);
# glDisable(GL_POLYGON_SMOOTH);
#
# # See "GL_MULTISAMPLE and GL_ARRAY_BUFFER_ARB messages on failed launch"
# # https://github.com/alexrj/Slic3r/issues/4085
# eval {
# # Disable the multi sampling by default, so the picking by color will work correctly.
# glDisable(GL_MULTISAMPLE);
# };
# # Disable multi sampling if the eval failed.
# $self->{can_multisample} = 0 if $@;
#
# # ambient lighting
# glLightModelfv_p(GL_LIGHT_MODEL_AMBIENT, 0.3, 0.3, 0.3, 1);
#
# glEnable(GL_LIGHTING);
# glEnable(GL_LIGHT0);
# glEnable(GL_LIGHT1);
#
# # light from camera
# glLightfv_p(GL_LIGHT1, GL_POSITION, 1, 0, 1, 0);
# glLightfv_p(GL_LIGHT1, GL_SPECULAR, 0.3, 0.3, 0.3, 1);
# glLightfv_p(GL_LIGHT1, GL_DIFFUSE, 0.2, 0.2, 0.2, 1);
#
# # Enables Smooth Color Shading; try GL_FLAT for (lack of) fun.
# glShadeModel(GL_SMOOTH);
#
## glMaterialfv_p(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, 0.5, 0.3, 0.3, 1);
## glMaterialfv_p(GL_FRONT_AND_BACK, GL_SPECULAR, 1, 1, 1, 1);
## glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 50);
## glMaterialfv_p(GL_FRONT_AND_BACK, GL_EMISSION, 0.1, 0, 0, 0.9);
#
# # A handy trick -- have surface material mirror the color.
# glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
# glEnable(GL_COLOR_MATERIAL);
# glEnable(GL_MULTISAMPLE) if ($self->{can_multisample});
#
# if ($self->UseVBOs) {
# my $shader = new Slic3r::GUI::_3DScene::GLShader;
## if (! $shader->load($self->_fragment_shader_Phong, $self->_vertex_shader_Phong)) {
@ -1436,7 +1438,9 @@ sub Render {
glClearColor(1, 1, 1, 1);
glClearDepth(1);
glDepthFunc(GL_LESS);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
#==============================================================================================================================
# glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
#==============================================================================================================================
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
@ -1476,50 +1480,42 @@ sub Render {
glLightfv_p(GL_LIGHT1, GL_POSITION, 1, 0, 1, 0);
#==============================================================================================================================
if (Slic3r::GUI::_3DScene::is_picking_enabled($self) && !Slic3r::GUI::_3DScene::is_mouse_dragging($self)) {
my $pos = Slic3r::GUI::_3DScene::get_mouse_position($self);
if ($pos) {
# if ($self->enable_picking && !$self->_mouse_dragging) {
# if (my $pos = $self->_mouse_pos) {
#==============================================================================================================================
# Render the object for picking.
# FIXME This cannot possibly work in a multi-sampled context as the color gets mangled by the anti-aliasing.
# Better to use software ray-casting on a bounding-box hierarchy.
glPushAttrib(GL_ENABLE_BIT);
glDisable(GL_MULTISAMPLE) if ($self->{can_multisample});
glDisable(GL_LIGHTING);
glDisable(GL_BLEND);
#==============================================================================================================================
Slic3r::GUI::_3DScene::render_volumes($self, 1);
# $self->draw_volumes(1);
#==============================================================================================================================
glPopAttrib();
glFlush();
my $col = [ glReadPixels_p($pos->x, $self->GetSize->GetHeight - $pos->y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE) ];
my $volume_idx = $col->[0] + $col->[1]*256 + $col->[2]*256*256;
$self->_hover_volume_idx(undef);
$_->set_hover(0) for @{$self->volumes};
if ($volume_idx <= $#{$self->volumes}) {
$self->_hover_volume_idx($volume_idx);
$self->volumes->[$volume_idx]->set_hover(1);
my $group_id = $self->volumes->[$volume_idx]->select_group_id;
if ($group_id != -1) {
$_->set_hover(1) for grep { $_->select_group_id == $group_id } @{$self->volumes};
}
#==============================================================================================================================
# $self->on_hover->($volume_idx) if $self->on_hover;
#==============================================================================================================================
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
}
#==============================================================================================================================
Slic3r::GUI::_3DScene::picking_pass($self);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
Slic3r::GUI::_3DScene::render_background($self);
Slic3r::GUI::_3DScene::render_bed($self);
# if ($self->enable_picking && !$self->_mouse_dragging) {
# if (my $pos = $self->_mouse_pos) {
# # Render the object for picking.
# # FIXME This cannot possibly work in a multi-sampled context as the color gets mangled by the anti-aliasing.
# # Better to use software ray-casting on a bounding-box hierarchy.
# glPushAttrib(GL_ENABLE_BIT);
# glDisable(GL_MULTISAMPLE) if ($self->{can_multisample});
# glDisable(GL_LIGHTING);
# glDisable(GL_BLEND);
# $self->draw_volumes(1);
# glPopAttrib();
# glFlush();
# my $col = [ glReadPixels_p($pos->x, $self->GetSize->GetHeight - $pos->y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE) ];
# my $volume_idx = $col->[0] + $col->[1]*256 + $col->[2]*256*256;
# $self->_hover_volume_idx(undef);
# $_->set_hover(0) for @{$self->volumes};
# if ($volume_idx <= $#{$self->volumes}) {
# $self->_hover_volume_idx($volume_idx);
#
# $self->volumes->[$volume_idx]->set_hover(1);
# my $group_id = $self->volumes->[$volume_idx]->select_group_id;
# if ($group_id != -1) {
# $_->set_hover(1) for grep { $_->select_group_id == $group_id } @{$self->volumes};
# }
#
# $self->on_hover->($volume_idx) if $self->on_hover;
# }
# glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
# }
# }
#
# # draw fixed background
# if ($self->background) {
# glDisable(GL_LIGHTING);

View file

@ -1934,6 +1934,11 @@ 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_warning_texture(wxGLCanvas* canvas, bool enable)
{
s_canvas_mgr.enable_warning_texture(canvas, enable);
@ -1954,6 +1959,11 @@ void _3DScene::enable_shader(wxGLCanvas* canvas, bool enable)
s_canvas_mgr.enable_shader(canvas, enable);
}
void _3DScene::allow_multisample(wxGLCanvas* canvas, bool allow)
{
s_canvas_mgr.allow_multisample(canvas, allow);
}
bool _3DScene::is_mouse_dragging(wxGLCanvas* canvas)
{
return s_canvas_mgr.is_mouse_dragging(canvas);
@ -1975,6 +1985,16 @@ void _3DScene::set_mouse_position(wxGLCanvas* canvas, const Pointf* position)
s_canvas_mgr.set_mouse_position(canvas, *position);
}
int _3DScene::get_hover_volume_id(wxGLCanvas* canvas)
{
return s_canvas_mgr.get_hover_volume_id(canvas);
}
void _3DScene::set_hover_volume_id(wxGLCanvas* canvas, int id)
{
s_canvas_mgr.set_hover_volume_id(canvas, id);
}
void _3DScene::zoom_to_bed(wxGLCanvas* canvas)
{
s_canvas_mgr.zoom_to_bed(canvas);
@ -2000,6 +2020,11 @@ void _3DScene::stop_using_shader(wxGLCanvas* canvas)
s_canvas_mgr.stop_using_shader(canvas);
}
void _3DScene::picking_pass(wxGLCanvas* canvas)
{
s_canvas_mgr.picking_pass(canvas);
}
void _3DScene::render_background(wxGLCanvas* canvas)
{
s_canvas_mgr.render_background(canvas);

View file

@ -597,11 +597,13 @@ 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_warning_texture(wxGLCanvas* canvas, bool enable);
static void enable_legend_texture(wxGLCanvas* canvas, bool enable);
static void enable_picking(wxGLCanvas* canvas, bool enable);
static void enable_shader(wxGLCanvas* canvas, bool enable);
static void allow_multisample(wxGLCanvas* canvas, bool allow);
static bool is_mouse_dragging(wxGLCanvas* canvas);
static void set_mouse_dragging(wxGLCanvas* canvas, bool dragging);
@ -609,6 +611,9 @@ public:
static Pointf get_mouse_position(wxGLCanvas* canvas);
static void set_mouse_position(wxGLCanvas* canvas, const Pointf* position);
static int get_hover_volume_id(wxGLCanvas* canvas);
static void set_hover_volume_id(wxGLCanvas* canvas, int id);
static void zoom_to_bed(wxGLCanvas* canvas);
static void zoom_to_volumes(wxGLCanvas* canvas);
static void select_view(wxGLCanvas* canvas, const std::string& direction);
@ -616,6 +621,8 @@ public:
static bool start_using_shader(wxGLCanvas* canvas);
static void stop_using_shader(wxGLCanvas* canvas);
static void picking_pass(wxGLCanvas* canvas);
static void render_background(wxGLCanvas* canvas);
static void render_bed(wxGLCanvas* canvas);
static void render_axes(wxGLCanvas* canvas);

View file

@ -5,6 +5,7 @@
#include "../../libslic3r/ClipperUtils.hpp"
#include "../../libslic3r/PrintConfig.hpp"
#include <GL/glew.h>
#include <wx/glcanvas.h>
#include <iostream>
@ -506,9 +507,11 @@ GLCanvas3D::GLCanvas3D(wxGLCanvas* canvas, wxGLContext* context)
, m_config(nullptr)
, m_dirty(true)
, m_apply_zoom_to_volumes_filter(false)
, m_hover_volume_id(-1)
, m_warning_texture_enabled(false)
, m_legend_texture_enabled(false)
, m_picking_enabled(false)
, m_multisample_allowed(false)
{
}
@ -520,6 +523,45 @@ GLCanvas3D::~GLCanvas3D()
bool GLCanvas3D::init(bool useVBOs)
{
::glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
// ::glColor3f(1.0f, 0.0f, 0.0f);
::glEnable(GL_DEPTH_TEST);
::glClearDepth(1.0f);
::glDepthFunc(GL_LEQUAL);
::glEnable(GL_CULL_FACE);
::glEnable(GL_BLEND);
::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Set antialiasing / multisampling
::glDisable(GL_LINE_SMOOTH);
::glDisable(GL_POLYGON_SMOOTH);
// ambient lighting
GLfloat ambient[4] = { 0.3f, 0.3f, 0.3f, 1.0f };
::glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
// ::glEnable(GL_LIGHTING);
::glEnable(GL_LIGHT0);
::glEnable(GL_LIGHT1);
// light from camera
GLfloat position[4] = { 1.0f, 0.0f, 1.0f, 0.0f };
::glLightfv(GL_LIGHT1, GL_POSITION, position);
GLfloat specular[4] = { 0.3f, 0.3f, 0.3f, 1.0f };
::glLightfv(GL_LIGHT1, GL_SPECULAR, specular);
GLfloat diffuse[4] = { 0.2f, 0.2f, 0.2f, 1.0f };
::glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse);
// Enables Smooth Color Shading; try GL_FLAT for (lack of) fun.
::glShadeModel(GL_SMOOTH);
// A handy trick -- have surface material mirror the color.
::glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
::glEnable(GL_COLOR_MATERIAL);
if (is_multisample_allowed())
::glEnable(GL_MULTISAMPLE);
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()

View file

@ -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;

View file

@ -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);

View file

@ -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;

View file

@ -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;