Add boilerplate for shader based csg
This commit is contained in:
parent
4f97a7122f
commit
93d0bbd7ef
7 changed files with 282 additions and 122 deletions
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@ -2,7 +2,10 @@ cmake_minimum_required(VERSION 3.0)
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project(OpenCSG-example)
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add_executable(opencsg_example WIN32 main.cpp Engine.hpp Engine.cpp
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add_executable(opencsg_example WIN32
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main.cpp
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Engine.hpp Engine.cpp
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ShaderCSGDisplay.hpp ShaderCSGDisplay.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/../../src/slic3r/GUI/ProgressStatusBar.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/../../src/slic3r/GUI/I18N.hpp
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${CMAKE_CURRENT_SOURCE_DIR}/../../src/slic3r/GUI/I18N.cpp)
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@ -1,7 +1,6 @@
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#include "Engine.hpp"
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#include <libslic3r/Utils.hpp>
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#include <libslic3r/SLAPrint.hpp>
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#include <libslic3r/MTUtils.hpp>
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#include <GL/glew.h>
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@ -66,22 +65,6 @@ void CSGDisplay::render_scene()
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glFlush();
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}
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template<class It,
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class Trafo,
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class GetPt,
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class V = typename std::iterator_traits<It>::value_type>
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std::vector<V> transform_pts(
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It from, It to, Trafo &&tr, GetPt &&point)
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{
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auto ret = reserve_vector<V>(to - from);
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for(auto it = from; it != to; ++it) {
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V v = *it;
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v.pos = tr * point(*it);
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ret.emplace_back(std::move(v));
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}
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return ret;
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}
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void Scene::set_print(uqptr<SLAPrint> &&print)
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{
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m_print = std::move(print);
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@ -287,7 +270,7 @@ void IndexedVertexArray::shrink_to_fit() {
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this->quad_indices.shrink_to_fit();
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}
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void Primitive::render()
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void Volume::render()
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{
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glsafe(::glPushMatrix());
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glsafe(::glMultMatrixd(m_trafo.get_matrix().data()));
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@ -1,5 +1,5 @@
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#ifndef SLIC3R_OCSG_EXMP_ENGINE_HPP
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#define SLIC3R_OCSG_EXMP_ENGINE_HPP_HPP
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#define SLIC3R_OCSG_EXMP_ENGINE_HPP
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#include <vector>
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#include <memory>
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@ -25,7 +25,7 @@ template<class T> using wkptr = std::weak_ptr<T>;
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template<class T, class A = std::allocator<T>> using vector = std::vector<T, A>;
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// remove empty weak pointers from a vector
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template<class L> void cleanup(vector<std::weak_ptr<L>> &listeners) {
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template<class L> inline void cleanup(vector<std::weak_ptr<L>> &listeners) {
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auto it = std::remove_if(listeners.begin(), listeners.end(),
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[](auto &l) { return !l.lock(); });
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listeners.erase(it, listeners.end());
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@ -34,7 +34,7 @@ template<class L> void cleanup(vector<std::weak_ptr<L>> &listeners) {
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// Call a class method on each element of a vector of objects (weak pointers)
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// of the same type.
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template<class F, class L, class...Args>
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void call(F &&f, vector<std::weak_ptr<L>> &listeners, Args&&... args) {
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inline void call(F &&f, vector<std::weak_ptr<L>> &listeners, Args&&... args) {
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for (auto &l : listeners)
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if (auto p = l.lock()) ((p.get())->*f)(std::forward<Args>(args)...);
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}
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@ -171,19 +171,30 @@ public:
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// Try to enable or disable multisampling.
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bool enable_multisampling(bool e = true);
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// A primitive that can be used with OpenCSG rendering algorithms.
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// Does a similar job to GLVolume.
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class Primitive : public OpenCSG::Primitive
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template<class It,
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class Trafo,
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class GetPt,
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class V = typename std::iterator_traits<It>::value_type>
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inline std::vector<V> transform_pts(
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It from, It to, Trafo &&tr, GetPt &&point)
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{
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vector<V> ret;
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ret.reserve(to - from);
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for(auto it = from; it != to; ++it) {
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V v = *it;
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v.pos = tr * point(*it);
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ret.emplace_back(std::move(v));
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}
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return ret;
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}
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class Volume {
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IndexedVertexArray m_geom;
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Geometry::Transformation m_trafo;
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public:
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using OpenCSG::Primitive::Primitive;
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Primitive() : OpenCSG::Primitive(OpenCSG::Intersection, 1) {}
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void render() override;
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void render();
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void translation(const Vec3d &offset) { m_trafo.set_offset(offset); }
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void rotation(const Vec3d &rot) { m_trafo.set_rotation(rot); }
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@ -197,6 +208,18 @@ public:
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}
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};
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// A primitive that can be used with OpenCSG rendering algorithms.
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// Does a similar job to GLVolume.
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class Primitive : public Volume, public OpenCSG::Primitive
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{
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public:
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using OpenCSG::Primitive::Primitive;
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Primitive() : OpenCSG::Primitive(OpenCSG::Intersection, 1) {}
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void render() override { Volume::render(); }
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};
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// A simple representation of a camera in a 3D scene
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class Camera {
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protected:
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81
sandboxes/opencsg/ShaderCSGDisplay.cpp
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81
sandboxes/opencsg/ShaderCSGDisplay.cpp
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@ -0,0 +1,81 @@
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#include "ShaderCSGDisplay.hpp"
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#include "libslic3r/SLAPrint.hpp"
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#include <GL/glew.h>
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namespace Slic3r { namespace GL {
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void ShaderCSGDisplay::add_mesh(const TriangleMesh &mesh)
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{
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auto v = std::make_shared<CSGVolume>();
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v->load_mesh(mesh);
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m_volumes.emplace_back(v);
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}
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void ShaderCSGDisplay::render_scene()
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{
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GLfloat color[] = {1.f, 1.f, 0.f, 0.f};
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glColor4fv(color);
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glDepthFunc(GL_LESS);
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for (auto &v : m_volumes) v->render();
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glFlush();
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}
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void ShaderCSGDisplay::on_scene_updated(const Scene &scene)
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{
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// TriangleMesh mesh = print->objects().front()->hollowed_interior_mesh();
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// Look at CSGDisplay::on_scene_updated to see how its done there.
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const SLAPrint *print = scene.get_print();
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if (!print) return;
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m_volumes.clear();
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for (const SLAPrintObject *po : print->objects()) {
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const ModelObject *mo = po->model_object();
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TriangleMesh msh = mo->raw_mesh();
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sla::DrainHoles holedata = mo->sla_drain_holes;
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for (const ModelInstance *mi : mo->instances) {
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TriangleMesh mshinst = msh;
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auto interior = po->hollowed_interior_mesh();
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interior.transform(po->trafo().inverse());
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mshinst.merge(interior);
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mshinst.require_shared_vertices();
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mi->transform_mesh(&mshinst);
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auto bb = mshinst.bounding_box();
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auto center = bb.center().cast<float>();
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mshinst.translate(-center);
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mshinst.require_shared_vertices();
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add_mesh(mshinst);
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auto tr = Transform3f::Identity();
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tr.translate(-center);
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transform_pts(holedata.begin(), holedata.end(), tr,
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[](const sla::DrainHole &dh) {
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return dh.pos;
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});
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transform_pts(holedata.begin(), holedata.end(), tr,
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[](const sla::DrainHole &dh) {
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return dh.normal;
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});
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}
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for (const sla::DrainHole &holept : holedata) {
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TriangleMesh holemesh = sla::to_triangle_mesh(holept.to_mesh());
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holemesh.require_shared_vertices();
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add_mesh(holemesh);
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}
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}
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repaint();
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}
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}} // namespace Slic3r::GL
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26
sandboxes/opencsg/ShaderCSGDisplay.hpp
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26
sandboxes/opencsg/ShaderCSGDisplay.hpp
Normal file
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#ifndef SHADERCSGDISPLAY_HPP
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#define SHADERCSGDISPLAY_HPP
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#include "Engine.hpp"
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namespace Slic3r { namespace GL {
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class CSGVolume: public Volume
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{
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// Extend...
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};
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class ShaderCSGDisplay: public Display {
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vector<shptr<CSGVolume>> m_volumes;
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void add_mesh(const TriangleMesh &mesh);
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public:
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void render_scene() override;
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void on_scene_updated(const Scene &scene) override;
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};
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}}
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#endif // SHADERCSGDISPLAY_HPP
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@ -3,6 +3,7 @@
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#include <memory>
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#include "Engine.hpp"
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#include "ShaderCSGDisplay.hpp"
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#include <GL/glew.h>
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@ -30,41 +31,64 @@
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using namespace Slic3r::GL;
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class Renderer {
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protected:
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wxGLCanvas *m_canvas;
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shptr<wxGLContext> m_context;
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public:
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Renderer(wxGLCanvas *c): m_canvas{c} {
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auto ctx = new wxGLContext(m_canvas);
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if (!ctx || !ctx->IsOK()) {
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wxMessageBox("Could not create OpenGL context.", "Error",
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wxOK | wxICON_ERROR);
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return;
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}
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m_context.reset(ctx);
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}
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wxGLContext * context() { return m_context.get(); }
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const wxGLContext * context() const { return m_context.get(); }
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};
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// Tell the CSGDisplay how to swap buffers and set the gl context.
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class OCSGRenderer: public Renderer, public Slic3r::GL::CSGDisplay {
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public:
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OCSGRenderer(wxGLCanvas *c): Renderer{c} {}
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void set_active(long w, long h) override
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{
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m_canvas->SetCurrent(*m_context);
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Slic3r::GL::Display::set_active(w, h);
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}
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void swap_buffers() override { m_canvas->SwapBuffers(); }
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~OCSGRenderer() override { m_scene_cache.clear(); }
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};
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// Tell the CSGDisplay how to swap buffers and set the gl context.
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class ShaderCSGRenderer : public Renderer,
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public Slic3r::GL::ShaderCSGDisplay
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{
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public:
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ShaderCSGRenderer(wxGLCanvas *c): Renderer{c} {}
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void set_active(long w, long h) override
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{
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m_canvas->SetCurrent(*m_context);
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Slic3r::GL::Display::set_active(w, h);
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}
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void swap_buffers() override { m_canvas->SwapBuffers(); }
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};
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// The opengl rendering facility. Here we implement the rendering objects.
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class Canvas: public wxGLCanvas
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{
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// Tell the CSGDisplay how to swap buffers and set the gl context.
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class OCSGRenderer: public Slic3r::GL::CSGDisplay {
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Canvas *m_canvas;
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shptr<wxGLContext> m_context;
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public:
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OCSGRenderer(Canvas *c): m_canvas{c} {
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auto ctx = new wxGLContext(m_canvas);
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if (!ctx || !ctx->IsOK()) {
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wxMessageBox("Could not create OpenGL context.", "Error",
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wxOK | wxICON_ERROR);
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return;
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}
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m_context.reset(ctx);
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}
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void set_active(long w, long h) override
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{
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m_canvas->SetCurrent(*m_context);
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Slic3r::GL::Display::set_active(w, h);
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}
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wxGLContext * context() { return m_context.get(); }
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const wxGLContext * context() const { return m_context.get(); }
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void swap_buffers() override { m_canvas->SwapBuffers(); }
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~OCSGRenderer() override { m_scene_cache.clear(); }
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};
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// Create the OCSGDisplay for rendering with OpenCSG algorithms
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shptr<OCSGRenderer> m_ocsgdisplay = std::make_shared<OCSGRenderer>(this);
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const wxSize ClientSize = GetClientSize();
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m_display->set_screen_size(ClientSize.x, ClientSize.y);
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m_display->repaint();
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});
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}
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shptr<Slic3r::GL::Display> get_display() const { return m_display; }
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void set_display(shptr<Slic3r::GL::Display> d) { m_display = d; }
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shptr<Slic3r::GL::CSGDisplay> get_ocsg_display() const { return m_ocsgdisplay; }
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};
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void play()
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{
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m_playing = true;
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std::cout << "Mouse is playing back" << std::endl;
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for (const Event &evt : m_events) {
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switch (evt.type) {
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case LCLK_U: MouseInput::left_click_up(); break;
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@ -233,6 +260,7 @@ class MyFrame: public wxFrame
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m_parent->m_scene->set_print(std::move(m_print));
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m_parent->m_stbar->set_status_text(
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wxString::Format("Model %s loaded.", m_fname));
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std::cout << "Model loaded" << std::endl;
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}
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};
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MyFrame(const wxString & title,
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const wxPoint & pos,
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const wxSize & size,
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const Slic3r::GL::CSGSettings &settings);
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const wxCmdLineParser &settings);
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// Grab a 3mf and load (hollow it out) within the UI job.
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void load_model(const std::string &fname) {
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std::string model_name;
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std::getline(stream, model_name);
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load_model(model_name);
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while (!m_ui_job->is_finalized()) {
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wxYield();
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}
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int w, h;
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stream >> w >> h;
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// Possible OpenCSG configuration values. Will be used on the command line and
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// on the UI widgets.
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static const std::vector<wxString> CSG_ALGS = {"Auto", "Goldfeather", "SCS"};
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static const std::vector<wxString> CSG_ALGS = {"Auto", "Goldfeather", "SCS", "EnricoShader"};
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static const std::vector<wxString> CSG_DEPTH = {"Off", "OcclusionQuery", "On"};
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static const std::vector<wxString> CSG_OPT = { "Default", "ForceOn", "On", "Off" };
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wxString fname;
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bool is_play = parser.Found("play", &fname);
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wxString alg;
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parser.Found("algorithm", &alg);
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wxString depth;
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parser.Found("depth", &depth);
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wxString opt;
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parser.Found("optimization", &opt);
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long convexity = 1;
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parser.Found("convexity", &convexity);
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bool csg_off = parser.Found("disable-csg");
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auto get_idx = [](const wxString &a, const std::vector<wxString> &v) {
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auto it = std::find(v.begin(), v.end(), a.ToStdString());
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return it - v.begin();
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};
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Slic3r::GL::CSGSettings settings;
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if (auto a = get_idx(alg, CSG_ALGS) < OpenCSG::AlgorithmUnused)
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settings.set_algo(OpenCSG::Algorithm(a));
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if (auto a = get_idx(depth, CSG_DEPTH) < OpenCSG::DepthComplexityAlgorithmUnused)
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settings.set_depth_algo(OpenCSG::DepthComplexityAlgorithm(a));
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if (auto a = get_idx(opt, CSG_OPT) < OpenCSG::OptimizationUnused)
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settings.set_optimization(OpenCSG::Optimization(a));
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settings.set_convexity(unsigned(convexity));
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settings.enable_csg(!csg_off);
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m_frame = new MyFrame("PrusaSlicer OpenCSG Demo", wxDefaultPosition, wxSize(1024, 768), settings);
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m_frame = new MyFrame("PrusaSlicer OpenCSG Demo", wxDefaultPosition, wxSize(1024, 768), parser);
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if (is_play) {
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m_frame->Show( true );
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m_frame->play_back_mouse(fname.ToStdString());
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@ -361,7 +359,7 @@ public:
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wxIMPLEMENT_APP(App);
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MyFrame::MyFrame(const wxString &title, const wxPoint &pos, const wxSize &size,
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const Slic3r::GL::CSGSettings &settings):
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const wxCmdLineParser &parser):
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wxFrame(nullptr, wxID_ANY, title, pos, size)
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{
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wxMenu *menuFile = new wxMenu;
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@ -396,9 +394,40 @@ MyFrame::MyFrame(const wxString &title, const wxPoint &pos, const wxSize &size,
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wxDefaultPosition, wxDefaultSize,
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wxWANTS_CHARS | wxFULL_REPAINT_ON_RESIZE);
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m_canvas->get_ocsg_display()->apply_csgsettings(settings);
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wxString alg;
|
||||
parser.Found("algorithm", &alg);
|
||||
|
||||
m_ctl->add_display(m_canvas->get_display());
|
||||
wxString depth;
|
||||
parser.Found("depth", &depth);
|
||||
|
||||
wxString opt;
|
||||
parser.Found("optimization", &opt);
|
||||
|
||||
long convexity = 1;
|
||||
parser.Found("convexity", &convexity);
|
||||
|
||||
bool csg_off = parser.Found("disable-csg");
|
||||
|
||||
auto get_idx = [](const wxString &a, const std::vector<wxString> &v) {
|
||||
auto it = std::find(v.begin(), v.end(), a.ToStdString());
|
||||
return it - v.begin();
|
||||
};
|
||||
|
||||
Slic3r::GL::CSGSettings settings;
|
||||
|
||||
if (auto a = get_idx(alg, CSG_ALGS) < OpenCSG::AlgorithmUnused)
|
||||
settings.set_algo(OpenCSG::Algorithm(a));
|
||||
|
||||
if (auto a = get_idx(depth, CSG_DEPTH) < OpenCSG::DepthComplexityAlgorithmUnused)
|
||||
settings.set_depth_algo(OpenCSG::DepthComplexityAlgorithm(a));
|
||||
|
||||
if (auto a = get_idx(opt, CSG_OPT) < OpenCSG::OptimizationUnused)
|
||||
settings.set_optimization(OpenCSG::Optimization(a));
|
||||
|
||||
settings.set_convexity(unsigned(convexity));
|
||||
settings.enable_csg(!csg_off);
|
||||
|
||||
m_canvas->get_ocsg_display()->apply_csgsettings(settings);
|
||||
|
||||
wxPanel *control_panel = new wxPanel(this);
|
||||
|
||||
|
@ -459,10 +488,6 @@ MyFrame::MyFrame(const wxString &title, const wxPoint &pos, const wxSize &size,
|
|||
|
||||
auto fpstext = new wxStaticText(control_panel, wxID_ANY, "");
|
||||
console_sizer->Add(fpstext, 0, wxALL, 5);
|
||||
m_canvas->get_ocsg_display()->get_fps_counter().add_listener([this, fpstext](double fps) {
|
||||
fpstext->SetLabel(wxString::Format("fps: %.2f", fps) );
|
||||
m_fps_avg = 0.9 * m_fps_avg + 0.1 * fps;
|
||||
});
|
||||
|
||||
m_record_btn = new wxToggleButton(control_panel, wxID_ANY, "Record");
|
||||
console_sizer->Add(m_record_btn, 0, wxALL | wxEXPAND, 5);
|
||||
|
@ -477,12 +502,28 @@ MyFrame::MyFrame(const wxString &title, const wxPoint &pos, const wxSize &size,
|
|||
sizer->Add(control_panel, 0, wxEXPAND);
|
||||
SetSizer(sizer);
|
||||
|
||||
if (settings.get_algo() > 0) depth_select->Enable(true);
|
||||
alg_select->SetSelection(settings.get_algo());
|
||||
depth_select->SetSelection(settings.get_depth_algo());
|
||||
optimization_select->SetSelection(settings.get_optimization());
|
||||
convexity_spin->SetValue(int(settings.get_convexity()));
|
||||
csg_toggle->SetValue(settings.is_enabled());
|
||||
if (alg != "EnricoShader") {
|
||||
if (settings.get_algo() > 0) depth_select->Enable(true);
|
||||
alg_select->SetSelection(settings.get_algo());
|
||||
depth_select->SetSelection(settings.get_depth_algo());
|
||||
optimization_select->SetSelection(settings.get_optimization());
|
||||
convexity_spin->SetValue(int(settings.get_convexity()));
|
||||
csg_toggle->SetValue(settings.is_enabled());
|
||||
} else {
|
||||
alg_select->SetSelection(int(get_idx("EnricoShader", CSG_ALGS)));
|
||||
depth_select->Disable();
|
||||
optimization_select->Disable();
|
||||
convexity_spin->Disable();
|
||||
csg_toggle->Disable();
|
||||
auto renderer = std::make_shared<ShaderCSGRenderer>(canvas());
|
||||
canvas()->set_display(renderer);
|
||||
}
|
||||
|
||||
m_ctl->add_display(m_canvas->get_display());
|
||||
m_canvas->get_display()->get_fps_counter().add_listener([this, fpstext](double fps) {
|
||||
fpstext->SetLabel(wxString::Format("fps: %.2f", fps) );
|
||||
m_fps_avg = 0.9 * m_fps_avg + 0.1 * fps;
|
||||
});
|
||||
|
||||
Bind(wxEVT_CLOSE_WINDOW, [this](wxCloseEvent &evt){
|
||||
if (m_canvas) RemoveChild(m_canvas.get());
|
||||
|
@ -504,6 +545,16 @@ MyFrame::MyFrame(const wxString &title, const wxPoint &pos, const wxSize &size,
|
|||
const wxSize ClientSize = GetClientSize();
|
||||
m_canvas->get_display()->set_active(ClientSize.x, ClientSize.y);
|
||||
enable_multisampling(ms_toggle->GetValue());
|
||||
|
||||
// Do the repaint continuously
|
||||
m_canvas->Bind(wxEVT_IDLE, [this](wxIdleEvent &evt) {
|
||||
if (IsShown() && m_canvas->IsShown())
|
||||
m_canvas->get_display()->repaint();
|
||||
|
||||
evt.RequestMore();
|
||||
});
|
||||
|
||||
bind_canvas_events(m_mouse);
|
||||
});
|
||||
|
||||
Bind(wxEVT_SLIDER, [this, slider](wxCommandEvent &) {
|
||||
|
@ -585,14 +636,6 @@ MyFrame::MyFrame(const wxString &title, const wxPoint &pos, const wxSize &size,
|
|||
}
|
||||
}
|
||||
});
|
||||
|
||||
// Do the repaint continuously
|
||||
m_canvas->Bind(wxEVT_IDLE, [this](wxIdleEvent &evt) {
|
||||
if (m_canvas->IsShown()) m_canvas->get_display()->repaint();
|
||||
evt.RequestMore();
|
||||
});
|
||||
|
||||
bind_canvas_events(m_mouse);
|
||||
}
|
||||
|
||||
void MyFrame::bind_canvas_events(MouseInput &ms)
|
||||
|
|
|
@ -62,7 +62,6 @@ protected:
|
|||
// Launched when the job is finished. It refreshes the 3Dscene by def.
|
||||
virtual void finalize() { m_finalized = true; }
|
||||
|
||||
bool is_finalized() const { return m_finalized; }
|
||||
|
||||
public:
|
||||
Job(std::shared_ptr<ProgressIndicator> pri) : m_progress(pri)
|
||||
|
@ -89,6 +88,8 @@ public:
|
|||
});
|
||||
}
|
||||
|
||||
bool is_finalized() const { return m_finalized; }
|
||||
|
||||
Job(const Job &) = delete;
|
||||
Job(Job &&) = delete;
|
||||
Job &operator=(const Job &) = delete;
|
||||
|
|
Loading…
Reference in a new issue