diff --git a/src/slic3r/GUI/Camera.cpp b/src/slic3r/GUI/Camera.cpp index dd6cbefe1..5f7a7ce4b 100644 --- a/src/slic3r/GUI/Camera.cpp +++ b/src/slic3r/GUI/Camera.cpp @@ -28,6 +28,8 @@ Camera::Camera() , inverted_phi(false) , m_theta(45.0f) , m_target(Vec3d::Zero()) + , m_view_matrix(Transform3d::Identity()) + , m_projection_matrix(Transform3d::Identity()) { } @@ -65,11 +67,6 @@ void Camera::set_theta(float theta, bool apply_limit) } } -void Camera::set_scene_box(const BoundingBoxf3& box) -{ - m_scene_box = box; -} - bool Camera::select_view(const std::string& direction) { const float* dir_vec = nullptr; @@ -111,13 +108,43 @@ void Camera::apply_view_matrix() const glsafe(::glLoadIdentity()); glsafe(::glRotatef(-m_theta, 1.0f, 0.0f, 0.0f)); // pitch - glsafe(::glRotatef(phi, 0.0f, 0.0f, 1.0f)); // yaw - glsafe(::glTranslated(-m_target(0), -m_target(1), -m_target(2))); + glsafe(::glRotatef(phi, 0.0f, 0.0f, 1.0f)); // yaw + + glsafe(::glTranslated(-m_target(0), -m_target(1), -m_target(2))); // target to origin glsafe(::glGetDoublev(GL_MODELVIEW_MATRIX, m_view_matrix.data())); } -void Camera::apply_ortho_projection(float x_min, float x_max, float y_min, float y_max, float z_min, float z_max) const +void Camera::apply_projection(const BoundingBoxf3& box) const +{ + switch (type) + { + case Ortho: + { + double w2 = (double)m_viewport[2]; + double h2 = (double)m_viewport[3]; + double two_zoom = 2.0 * zoom; + if (two_zoom != 0.0) + { + double inv_two_zoom = 1.0 / two_zoom; + w2 *= inv_two_zoom; + h2 *= inv_two_zoom; + } + + // FIXME: calculate a tighter value for depth will improve z-fighting + // Set at least some minimum depth in case the bounding box is empty to avoid an OpenGL driver error. + double depth = std::max(1.0, 5.0 * box.max_size()); + apply_ortho_projection(-w2, w2, -h2, h2, -depth, depth); + + break; + } +// case Perspective: +// { +// } + } +} + +void Camera::apply_ortho_projection(double x_min, double x_max, double y_min, double y_max, double z_min, double z_max) const { glsafe(::glMatrixMode(GL_PROJECTION)); glsafe(::glLoadIdentity()); diff --git a/src/slic3r/GUI/Camera.hpp b/src/slic3r/GUI/Camera.hpp index 6e1b539ab..f0d22fd67 100644 --- a/src/slic3r/GUI/Camera.hpp +++ b/src/slic3r/GUI/Camera.hpp @@ -46,7 +46,7 @@ public: void set_theta(float theta, bool apply_limit); const BoundingBoxf3& get_scene_box() const { return m_scene_box; } - void set_scene_box(const BoundingBoxf3& box); + void set_scene_box(const BoundingBoxf3& box){ m_scene_box = box; } bool select_view(const std::string& direction); @@ -62,7 +62,10 @@ public: void apply_viewport(int x, int y, unsigned int w, unsigned int h) const; void apply_view_matrix() const; - void apply_ortho_projection(float x_min, float x_max, float y_min, float y_max, float z_min, float z_max) const; + void apply_projection(const BoundingBoxf3& box) const; + +private: + void apply_ortho_projection(double x_min, double x_max, double y_min, double y_max, double z_min, double z_max) const; }; } // GUI diff --git a/src/slic3r/GUI/GLCanvas3D.cpp b/src/slic3r/GUI/GLCanvas3D.cpp index bb2cb5e2d..ed9c1bd60 100644 --- a/src/slic3r/GUI/GLCanvas3D.cpp +++ b/src/slic3r/GUI/GLCanvas3D.cpp @@ -1472,6 +1472,7 @@ BoundingBoxf3 GLCanvas3D::scene_bounding_box() const bb.min(2) = std::min(bb.min(2), -h); bb.max(2) = std::max(bb.max(2), h); } + return bb; } @@ -3593,59 +3594,10 @@ void GLCanvas3D::_resize(unsigned int w, unsigned int h) // ensures that this canvas is current _set_current(); + + // updates camera m_camera.apply_viewport(0, 0, w, h); - - const BoundingBoxf3& bbox = _max_bounding_box(); - - switch (m_camera.type) - { - case Camera::Ortho: - { - float w2 = w; - float h2 = h; - float two_zoom = 2.0f * m_camera.zoom; - if (two_zoom != 0.0f) - { - float inv_two_zoom = 1.0f / two_zoom; - w2 *= inv_two_zoom; - h2 *= inv_two_zoom; - } - - // FIXME: calculate a tighter value for depth will improve z-fighting - // Set at least some minimum depth in case the bounding box is empty to avoid an OpenGL driver error. - float depth = std::max(1.f, 5.0f * (float)bbox.max_size()); - m_camera.apply_ortho_projection(-w2, w2, -h2, h2, -depth, depth); - - break; - } -// case Camera::Perspective: -// { -// float bbox_r = (float)bbox.radius(); -// float fov = PI * 45.0f / 180.0f; -// float fov_tan = tan(0.5f * fov); -// float cam_distance = 0.5f * bbox_r / fov_tan; -// m_camera.distance = cam_distance; -// -// float nr = cam_distance - bbox_r * 1.1f; -// float fr = cam_distance + bbox_r * 1.1f; -// if (nr < 1.0f) -// nr = 1.0f; -// -// if (fr < nr + 1.0f) -// fr = nr + 1.0f; -// -// float h2 = fov_tan * nr; -// float w2 = h2 * w / h; -// ::glFrustum(-w2, w2, -h2, h2, nr, fr); -// -// break; -// } - default: - { - throw std::runtime_error("Invalid camera type."); - break; - } - } + m_camera.apply_projection(_max_bounding_box()); m_dirty = false; }