3DScene layer editing overlay completely moved to c++
This commit is contained in:
parent
455076231b
commit
c51ce63b9b
10 changed files with 331 additions and 146 deletions
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@ -200,8 +200,8 @@ sub new {
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# $self->_camera_target(Slic3r::Pointf3->new(0,0,0));
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# $self->_camera_distance(0.);
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# $self->layer_editing_enabled(0);
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# $self->{layer_height_edit_band_width} = 2.;
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#==============================================================================================================================
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$self->{layer_height_edit_band_width} = 2.;
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$self->{layer_height_edit_strength} = 0.005;
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$self->{layer_height_edit_last_object_id} = -1;
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$self->{layer_height_edit_last_z} = 0.;
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@ -446,7 +446,10 @@ sub _variable_layer_thickness_action {
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$self->{print}->get_object($self->{layer_height_edit_last_object_id})->adjust_layer_height_profile(
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$self->{layer_height_edit_last_z},
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$self->{layer_height_edit_strength},
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$self->{layer_height_edit_band_width},
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#==============================================================================================================================
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Slic3r::GUI::_3DScene::get_layers_editing_band_width($self),
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# $self->{layer_height_edit_band_width},
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#==============================================================================================================================
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$self->{layer_height_edit_last_action});
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$self->volumes->[$self->{layer_height_edit_last_object_id}]->generate_layer_height_texture(
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$self->{print}->get_object($self->{layer_height_edit_last_object_id}), 1);
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@ -700,7 +703,10 @@ sub mouse_wheel_event {
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# A volume is selected. Test, whether hovering over a layer thickness bar.
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if ($self->_variable_layer_thickness_bar_rect_mouse_inside($e)) {
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# Adjust the width of the selection.
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$self->{layer_height_edit_band_width} = max(min($self->{layer_height_edit_band_width} * (1 + 0.1 * $e->GetWheelRotation() / $e->GetWheelDelta()), 10.), 1.5);
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#==============================================================================================================================
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Slic3r::GUI::_3DScene::set_layers_editing_band_width($self, max(min(Slic3r::GUI::_3DScene::get_layers_editing_band_width($self) * (1 + 0.1 * $e->GetWheelRotation() / $e->GetWheelDelta()), 10.), 1.5));
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# $self->{layer_height_edit_band_width} = max(min($self->{layer_height_edit_band_width} * (1 + 0.1 * $e->GetWheelRotation() / $e->GetWheelDelta()), 10.), 1.5);
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#==============================================================================================================================
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$self->Refresh;
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return;
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}
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@ -1471,6 +1477,7 @@ sub Render {
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Slic3r::GUI::_3DScene::render_cutting_plane($self);
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Slic3r::GUI::_3DScene::render_warning_texture($self);
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Slic3r::GUI::_3DScene::render_legend_texture($self);
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Slic3r::GUI::_3DScene::render_layer_editing_overlay($self, $self->{print});
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# if ($self->enable_picking && !$self->_mouse_dragging) {
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# if (my $pos = $self->_mouse_pos) {
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@ -1651,10 +1658,10 @@ sub Render {
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#
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# # draw gcode preview legend
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# $self->draw_legend;
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#
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# $self->draw_active_object_annotations;
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#==============================================================================================================================
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$self->draw_active_object_annotations;
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$self->SwapBuffers();
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}
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@ -1711,7 +1718,7 @@ sub mark_volumes_for_layer_height {
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if (Slic3r::GUI::_3DScene::is_layers_editing_enabled($self) && $shader && $volume->selected &&
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$volume->has_layer_height_texture && $object_id < $self->{print}->object_count) {
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$volume->set_layer_height_texture_data(Slic3r::GUI::_3DScene::get_layers_editing_z_texture_id($self), $shader->shader_program_id,
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$self->{print}->get_object($object_id), $self->_variable_layer_thickness_bar_mouse_cursor_z_relative, $self->{layer_height_edit_band_width});
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$self->{print}->get_object($object_id), $self->_variable_layer_thickness_bar_mouse_cursor_z_relative, Slic3r::GUI::_3DScene::get_layers_editing_band_width($self));
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# if ($self->layer_editing_enabled && $volume->selected && $self->{layer_height_edit_shader} &&
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# $volume->has_layer_height_texture && $object_id < $self->{print}->object_count) {
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@ -1724,42 +1731,42 @@ sub mark_volumes_for_layer_height {
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}
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}
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sub _load_image_set_texture {
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my ($self, $file_name) = @_;
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# Load a PNG with an alpha channel.
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my $img = Wx::Image->new;
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$img->LoadFile(Slic3r::var($file_name), wxBITMAP_TYPE_PNG);
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# Get RGB & alpha raw data from wxImage, interleave them into a Perl array.
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my @rgb = unpack 'C*', $img->GetData();
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my @alpha = $img->HasAlpha ? unpack 'C*', $img->GetAlpha() : (255) x (int(@rgb) / 3);
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my $n_pixels = int(@alpha);
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my @data = (0)x($n_pixels * 4);
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for (my $i = 0; $i < $n_pixels; $i += 1) {
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$data[$i*4 ] = $rgb[$i*3];
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$data[$i*4+1] = $rgb[$i*3+1];
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$data[$i*4+2] = $rgb[$i*3+2];
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$data[$i*4+3] = $alpha[$i];
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}
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# Initialize a raw bitmap data.
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my $params = {
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loaded => 1,
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valid => $n_pixels > 0,
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width => $img->GetWidth,
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height => $img->GetHeight,
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data => OpenGL::Array->new_list(GL_UNSIGNED_BYTE, @data),
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texture_id => glGenTextures_p(1)
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};
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# Create and initialize a texture with the raw data.
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glBindTexture(GL_TEXTURE_2D, $params->{texture_id});
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
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glTexImage2D_c(GL_TEXTURE_2D, 0, GL_RGBA8, $params->{width}, $params->{height}, 0, GL_RGBA, GL_UNSIGNED_BYTE, $params->{data}->ptr);
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glBindTexture(GL_TEXTURE_2D, 0);
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return $params;
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}
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#==============================================================================================================================
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#sub _load_image_set_texture {
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# my ($self, $file_name) = @_;
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# # Load a PNG with an alpha channel.
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# my $img = Wx::Image->new;
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# $img->LoadFile(Slic3r::var($file_name), wxBITMAP_TYPE_PNG);
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# # Get RGB & alpha raw data from wxImage, interleave them into a Perl array.
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# my @rgb = unpack 'C*', $img->GetData();
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# my @alpha = $img->HasAlpha ? unpack 'C*', $img->GetAlpha() : (255) x (int(@rgb) / 3);
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# my $n_pixels = int(@alpha);
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# my @data = (0)x($n_pixels * 4);
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# for (my $i = 0; $i < $n_pixels; $i += 1) {
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# $data[$i*4 ] = $rgb[$i*3];
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# $data[$i*4+1] = $rgb[$i*3+1];
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# $data[$i*4+2] = $rgb[$i*3+2];
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# $data[$i*4+3] = $alpha[$i];
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# }
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# # Initialize a raw bitmap data.
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# my $params = {
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# loaded => 1,
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# valid => $n_pixels > 0,
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# width => $img->GetWidth,
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# height => $img->GetHeight,
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# data => OpenGL::Array->new_list(GL_UNSIGNED_BYTE, @data),
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# texture_id => glGenTextures_p(1)
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# };
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# # Create and initialize a texture with the raw data.
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# glBindTexture(GL_TEXTURE_2D, $params->{texture_id});
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# glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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# glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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# glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
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# glTexImage2D_c(GL_TEXTURE_2D, 0, GL_RGBA8, $params->{width}, $params->{height}, 0, GL_RGBA, GL_UNSIGNED_BYTE, $params->{data}->ptr);
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# glBindTexture(GL_TEXTURE_2D, 0);
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# return $params;
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#}
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#
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#sub _variable_layer_thickness_load_overlay_image {
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# my ($self) = @_;
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# $self->{layer_preview_annotation} = $self->_load_image_set_texture('variable_layer_height_tooltip.png')
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@ -1800,92 +1807,69 @@ sub _load_image_set_texture {
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# glDisable(GL_BLEND);
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# glEnable(GL_LIGHTING);
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#}
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#==============================================================================================================================
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sub draw_active_object_annotations {
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# $fakecolor is a boolean indicating, that the objects shall be rendered in a color coding the object index for picking.
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my ($self) = @_;
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#==============================================================================================================================
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return if (!Slic3r::GUI::_3DScene::is_layers_editing_enabled($self));
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#
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#sub draw_active_object_annotations {
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# # $fakecolor is a boolean indicating, that the objects shall be rendered in a color coding the object index for picking.
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# my ($self) = @_;
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#
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# return if (! $self->{layer_height_edit_shader} || ! $self->layer_editing_enabled);
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#==============================================================================================================================
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# Find the selected volume, over which the layer editing is active.
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my $volume;
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foreach my $volume_idx (0..$#{$self->volumes}) {
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my $v = $self->volumes->[$volume_idx];
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if ($v->selected && $v->has_layer_height_texture) {
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$volume = $v;
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last;
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}
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}
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return if (! $volume);
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# If the active object was not allocated at the Print, go away. This should only be a momentary case between an object addition / deletion
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# and an update by Platter::async_apply_config.
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my $object_idx = int($volume->select_group_id / 1000000);
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return if $object_idx >= $self->{print}->object_count;
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# The viewport and camera are set to complete view and glOrtho(-$x/2, $x/2, -$y/2, $y/2, -$depth, $depth),
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# where x, y is the window size divided by $self->_zoom.
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my ($bar_left, $bar_bottom, $bar_right, $bar_top) = $self->_variable_layer_thickness_bar_rect_viewport;
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my ($reset_left, $reset_bottom, $reset_right, $reset_top) = $self->_variable_layer_thickness_reset_rect_viewport;
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my $z_cursor_relative = $self->_variable_layer_thickness_bar_mouse_cursor_z_relative;
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my $print_object = $self->{print}->get_object($object_idx);
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my $z_max = $print_object->model_object->bounding_box->z_max;
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#==============================================================================================================================
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my $shader = Slic3r::GUI::_3DScene::get_layers_editing_shader($self);
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$shader->enable;
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$shader->set_uniform('z_to_texture_row', $volume->layer_height_texture_z_to_row_id);
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$shader->set_uniform('z_texture_row_to_normalized', 1. / $volume->layer_height_texture_height);
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$shader->set_uniform('z_cursor', $z_max * $z_cursor_relative);
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$shader->set_uniform('z_cursor_band_width', $self->{layer_height_edit_band_width});
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#
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# # Find the selected volume, over which the layer editing is active.
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# my $volume;
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# foreach my $volume_idx (0..$#{$self->volumes}) {
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# my $v = $self->volumes->[$volume_idx];
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# if ($v->selected && $v->has_layer_height_texture) {
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# $volume = $v;
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# last;
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# }
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# }
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# return if (! $volume);
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#
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# # If the active object was not allocated at the Print, go away. This should only be a momentary case between an object addition / deletion
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# # and an update by Platter::async_apply_config.
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# my $object_idx = int($volume->select_group_id / 1000000);
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# return if $object_idx >= $self->{print}->object_count;
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#
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# # The viewport and camera are set to complete view and glOrtho(-$x/2, $x/2, -$y/2, $y/2, -$depth, $depth),
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# # where x, y is the window size divided by $self->_zoom.
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# my ($bar_left, $bar_bottom, $bar_right, $bar_top) = $self->_variable_layer_thickness_bar_rect_viewport;
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# my ($reset_left, $reset_bottom, $reset_right, $reset_top) = $self->_variable_layer_thickness_reset_rect_viewport;
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# my $z_cursor_relative = $self->_variable_layer_thickness_bar_mouse_cursor_z_relative;
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#
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# my $print_object = $self->{print}->get_object($object_idx);
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# my $z_max = $print_object->model_object->bounding_box->z_max;
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#
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# $self->{layer_height_edit_shader}->enable;
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# $self->{layer_height_edit_shader}->set_uniform('z_to_texture_row', $volume->layer_height_texture_z_to_row_id);
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# $self->{layer_height_edit_shader}->set_uniform('z_texture_row_to_normalized', 1. / $volume->layer_height_texture_height);
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# $self->{layer_height_edit_shader}->set_uniform('z_cursor', $z_max * $z_cursor_relative);
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# $self->{layer_height_edit_shader}->set_uniform('z_cursor_band_width', $self->{layer_height_edit_band_width});
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#==============================================================================================================================
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#==============================================================================================================================
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glBindTexture(GL_TEXTURE_2D, Slic3r::GUI::_3DScene::get_layers_editing_z_texture_id($self));
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# glBindTexture(GL_TEXTURE_2D, $self->{layer_preview_z_texture_id});
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#==============================================================================================================================
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glTexImage2D_c(GL_TEXTURE_2D, 0, GL_RGBA8, $volume->layer_height_texture_width, $volume->layer_height_texture_height,
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0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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glTexImage2D_c(GL_TEXTURE_2D, 1, GL_RGBA8, $volume->layer_height_texture_width / 2, $volume->layer_height_texture_height / 2,
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0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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glTexSubImage2D_c(GL_TEXTURE_2D, 0, 0, 0, $volume->layer_height_texture_width, $volume->layer_height_texture_height,
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GL_RGBA, GL_UNSIGNED_BYTE, $volume->layer_height_texture_data_ptr_level0);
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glTexSubImage2D_c(GL_TEXTURE_2D, 1, 0, 0, $volume->layer_height_texture_width / 2, $volume->layer_height_texture_height / 2,
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GL_RGBA, GL_UNSIGNED_BYTE, $volume->layer_height_texture_data_ptr_level1);
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# Render the color bar.
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glDisable(GL_DEPTH_TEST);
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# The viewport and camera are set to complete view and glOrtho(-$x/2, $x/2, -$y/2, $y/2, -$depth, $depth),
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# where x, y is the window size divided by $self->_zoom.
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glPushMatrix();
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glLoadIdentity();
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# Paint the overlay.
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glBegin(GL_QUADS);
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glVertex3f($bar_left, $bar_bottom, 0);
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glVertex3f($bar_right, $bar_bottom, 0);
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glVertex3f($bar_right, $bar_top, $z_max);
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glVertex3f($bar_left, $bar_top, $z_max);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, 0);
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#==============================================================================================================================
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$shader->disable;
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# glTexImage2D_c(GL_TEXTURE_2D, 0, GL_RGBA8, $volume->layer_height_texture_width, $volume->layer_height_texture_height,
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# 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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# glTexImage2D_c(GL_TEXTURE_2D, 1, GL_RGBA8, $volume->layer_height_texture_width / 2, $volume->layer_height_texture_height / 2,
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# 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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# glTexSubImage2D_c(GL_TEXTURE_2D, 0, 0, 0, $volume->layer_height_texture_width, $volume->layer_height_texture_height,
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# GL_RGBA, GL_UNSIGNED_BYTE, $volume->layer_height_texture_data_ptr_level0);
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# glTexSubImage2D_c(GL_TEXTURE_2D, 1, 0, 0, $volume->layer_height_texture_width / 2, $volume->layer_height_texture_height / 2,
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# GL_RGBA, GL_UNSIGNED_BYTE, $volume->layer_height_texture_data_ptr_level1);
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#
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# # Render the color bar.
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# glDisable(GL_DEPTH_TEST);
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# # The viewport and camera are set to complete view and glOrtho(-$x/2, $x/2, -$y/2, $y/2, -$depth, $depth),
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# # where x, y is the window size divided by $self->_zoom.
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# glPushMatrix();
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# glLoadIdentity();
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# # Paint the overlay.
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# glBegin(GL_QUADS);
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# glVertex3f($bar_left, $bar_bottom, 0);
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# glVertex3f($bar_right, $bar_bottom, 0);
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# glVertex3f($bar_right, $bar_top, $z_max);
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# glVertex3f($bar_left, $bar_top, $z_max);
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# glEnd();
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# glBindTexture(GL_TEXTURE_2D, 0);
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# $self->{layer_height_edit_shader}->disable;
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#==============================================================================================================================
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#==============================================================================================================================
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Slic3r::GUI::_3DScene::render_layer_editing_textures($self, $print_object);
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#
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# # Paint the tooltip.
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# if ($self->_variable_layer_thickness_load_overlay_image)
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# my $gap = 10/$self->_zoom;
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@ -1933,13 +1917,11 @@ sub draw_active_object_annotations {
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# glVertex3f($bar_left + $h * ($bar_right - $bar_left) / $layer_height_max, $bar_bottom + $z * ($bar_top - $bar_bottom) / $max_z, $z);
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# }
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# glEnd();
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#==============================================================================================================================
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# Revert the matrices.
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glPopMatrix();
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glEnable(GL_DEPTH_TEST);
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}
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#==============================================================================================================================
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# # Revert the matrices.
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# glPopMatrix();
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# glEnable(GL_DEPTH_TEST);
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#}
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#
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#sub draw_legend {
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# my ($self) = @_;
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#
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@ -603,7 +603,10 @@ void ModelObject::clear_instances()
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// Returns the bounding box of the transformed instances.
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// This bounding box is approximate and not snug.
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const BoundingBoxf3& ModelObject::bounding_box()
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//========================================================================================================
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const BoundingBoxf3& ModelObject::bounding_box() const
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//const BoundingBoxf3& ModelObject::bounding_box()
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//========================================================================================================
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{
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if (! m_bounding_box_valid) {
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BoundingBoxf3 raw_bbox;
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@ -103,7 +103,10 @@ public:
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// Returns the bounding box of the transformed instances.
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// This bounding box is approximate and not snug.
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// This bounding box is being cached.
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const BoundingBoxf3& bounding_box();
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//========================================================================================================
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const BoundingBoxf3& bounding_box() const;
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// const BoundingBoxf3& bounding_box();
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//========================================================================================================
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void invalidate_bounding_box() { m_bounding_box_valid = false; }
|
||||
// Returns a snug bounding box of the transformed instances.
|
||||
// This bounding box is not being cached.
|
||||
|
@ -145,8 +148,10 @@ private:
|
|||
// Parent object, owning this ModelObject.
|
||||
Model *m_model;
|
||||
// Bounding box, cached.
|
||||
BoundingBoxf3 m_bounding_box;
|
||||
bool m_bounding_box_valid;
|
||||
//========================================================================================================
|
||||
mutable BoundingBoxf3 m_bounding_box;
|
||||
mutable bool m_bounding_box_valid;
|
||||
//========================================================================================================
|
||||
};
|
||||
|
||||
// An object STL, or a modifier volume, over which a different set of parameters shall be applied.
|
||||
|
|
|
@ -2010,6 +2010,16 @@ unsigned int _3DScene::get_layers_editing_z_texture_id(wxGLCanvas* canvas)
|
|||
return s_canvas_mgr.get_layers_editing_z_texture_id(canvas);
|
||||
}
|
||||
|
||||
float _3DScene::get_layers_editing_band_width(wxGLCanvas* canvas)
|
||||
{
|
||||
return s_canvas_mgr.get_layers_editing_band_width(canvas);
|
||||
}
|
||||
|
||||
void _3DScene::set_layers_editing_band_width(wxGLCanvas* canvas, float band_width)
|
||||
{
|
||||
s_canvas_mgr.set_layers_editing_band_width(canvas, band_width);
|
||||
}
|
||||
|
||||
GLShader* _3DScene::get_layers_editing_shader(wxGLCanvas* canvas)
|
||||
{
|
||||
return s_canvas_mgr.get_layers_editing_shader(canvas);
|
||||
|
@ -2085,10 +2095,10 @@ void _3DScene::render_legend_texture(wxGLCanvas* canvas)
|
|||
s_canvas_mgr.render_legend_texture(canvas);
|
||||
}
|
||||
|
||||
void _3DScene::render_layer_editing_textures(wxGLCanvas* canvas, const PrintObject* print_object)
|
||||
void _3DScene::render_layer_editing_overlay(wxGLCanvas* canvas, const Print* print)
|
||||
{
|
||||
if (print_object != nullptr)
|
||||
s_canvas_mgr.render_layer_editing_textures(canvas, *print_object);
|
||||
if (print != nullptr)
|
||||
s_canvas_mgr.render_layer_editing_overlay(canvas, *print);
|
||||
}
|
||||
|
||||
void _3DScene::render_texture(wxGLCanvas* canvas, unsigned int tex_id, float left, float right, float bottom, float top)
|
||||
|
|
|
@ -617,6 +617,10 @@ public:
|
|||
static void set_hover_volume_id(wxGLCanvas* canvas, int id);
|
||||
|
||||
static unsigned int get_layers_editing_z_texture_id(wxGLCanvas* canvas);
|
||||
|
||||
static float get_layers_editing_band_width(wxGLCanvas* canvas);
|
||||
static void set_layers_editing_band_width(wxGLCanvas* canvas, float band_width);
|
||||
|
||||
static GLShader* get_layers_editing_shader(wxGLCanvas* canvas);
|
||||
|
||||
static void zoom_to_bed(wxGLCanvas* canvas);
|
||||
|
@ -636,7 +640,7 @@ public:
|
|||
static void render_cutting_plane(wxGLCanvas* canvas);
|
||||
static void render_warning_texture(wxGLCanvas* canvas);
|
||||
static void render_legend_texture(wxGLCanvas* canvas);
|
||||
static void render_layer_editing_textures(wxGLCanvas* canvas, const PrintObject* print_object);
|
||||
static void render_layer_editing_overlay(wxGLCanvas* canvas, const Print* print);
|
||||
|
||||
static void render_texture(wxGLCanvas* canvas, unsigned int tex_id, float left, float right, float bottom, float top);
|
||||
|
||||
|
|
|
@ -553,6 +553,12 @@ void GLCanvas3D::Shader::stop_using() const
|
|||
m_shader->disable();
|
||||
}
|
||||
|
||||
void GLCanvas3D::Shader::set_uniform(const std::string& name, float value) const
|
||||
{
|
||||
if (m_shader != nullptr)
|
||||
m_shader->set_uniform(name.c_str(), value);
|
||||
}
|
||||
|
||||
GLShader* GLCanvas3D::Shader::get_shader()
|
||||
{
|
||||
return m_shader;
|
||||
|
@ -586,6 +592,7 @@ GLCanvas3D::LayersEditing::LayersEditing()
|
|||
: m_allowed(false)
|
||||
, m_enabled(false)
|
||||
, m_z_texture_id(0)
|
||||
, m_band_width(2.0f)
|
||||
{
|
||||
}
|
||||
|
||||
|
@ -652,13 +659,40 @@ unsigned int GLCanvas3D::LayersEditing::get_z_texture_id() const
|
|||
return m_z_texture_id;
|
||||
}
|
||||
|
||||
void GLCanvas3D::LayersEditing::render(const GLCanvas3D& canvas, const PrintObject& print_object) const
|
||||
float GLCanvas3D::LayersEditing::get_band_width() const
|
||||
{
|
||||
return m_band_width;
|
||||
}
|
||||
|
||||
void GLCanvas3D::LayersEditing::set_band_width(float band_width)
|
||||
{
|
||||
m_band_width = band_width;
|
||||
}
|
||||
|
||||
void GLCanvas3D::LayersEditing::render(const GLCanvas3D& canvas, const PrintObject& print_object, const GLVolume& volume) const
|
||||
{
|
||||
if (!m_enabled)
|
||||
return;
|
||||
|
||||
const Rect& bar_rect = _get_bar_rect_viewport(canvas);
|
||||
const Rect& reset_rect = _get_reset_rect_viewport(canvas);
|
||||
|
||||
::glDisable(GL_DEPTH_TEST);
|
||||
|
||||
// The viewport and camera are set to complete view and glOrtho(-$x / 2, $x / 2, -$y / 2, $y / 2, -$depth, $depth),
|
||||
// where x, y is the window size divided by $self->_zoom.
|
||||
::glPushMatrix();
|
||||
::glLoadIdentity();
|
||||
|
||||
_render_tooltip_texture(canvas, bar_rect, reset_rect);
|
||||
_render_reset_texture(canvas, reset_rect);
|
||||
_render_active_object_annotations(canvas, volume, print_object, bar_rect);
|
||||
_render_profile(print_object, bar_rect);
|
||||
|
||||
// Revert the matrices.
|
||||
glPopMatrix();
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
}
|
||||
|
||||
GLShader* GLCanvas3D::LayersEditing::get_shader()
|
||||
|
@ -754,6 +788,45 @@ void GLCanvas3D::LayersEditing::_render_reset_texture(const GLCanvas3D& canvas,
|
|||
canvas.render_texture(m_reset_texture.id, reset_rect.get_left(), reset_rect.get_right(), reset_rect.get_bottom(), reset_rect.get_top());
|
||||
}
|
||||
|
||||
void GLCanvas3D::LayersEditing::_render_active_object_annotations(const GLCanvas3D& canvas, const GLVolume& volume, const PrintObject& print_object, const Rect& bar_rect) const
|
||||
{
|
||||
float max_z = print_object.model_object()->bounding_box().max.z;
|
||||
|
||||
m_shader.start_using();
|
||||
|
||||
m_shader.set_uniform("z_to_texture_row", (float)volume.layer_height_texture_z_to_row_id());
|
||||
m_shader.set_uniform("z_texture_row_to_normalized", 1.0f / (float)volume.layer_height_texture_height());
|
||||
m_shader.set_uniform("z_cursor", max_z * _cursor_z_relative(canvas));
|
||||
m_shader.set_uniform("z_cursor_band_width", get_band_width());
|
||||
|
||||
GLsizei w = (GLsizei)volume.layer_height_texture_width();
|
||||
GLsizei h = (GLsizei)volume.layer_height_texture_height();
|
||||
GLsizei half_w = w / 2;
|
||||
GLsizei half_h = h / 2;
|
||||
|
||||
::glBindTexture(GL_TEXTURE_2D, m_z_texture_id);
|
||||
::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
|
||||
::glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, half_w, half_h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
|
||||
::glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, volume.layer_height_texture_data_ptr_level0());
|
||||
::glTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, half_w, half_h, GL_RGBA, GL_UNSIGNED_BYTE, volume.layer_height_texture_data_ptr_level1());
|
||||
|
||||
// Render the color bar
|
||||
float l = bar_rect.get_left();
|
||||
float r = bar_rect.get_right();
|
||||
float t = bar_rect.get_top();
|
||||
float b = bar_rect.get_bottom();
|
||||
|
||||
::glBegin(GL_QUADS);
|
||||
::glVertex3f(l, b, 0.0f);
|
||||
::glVertex3f(r, b, 0.0f);
|
||||
::glVertex3f(r, t, max_z);
|
||||
::glVertex3f(l, t, max_z);
|
||||
::glEnd();
|
||||
::glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
m_shader.stop_using();
|
||||
}
|
||||
|
||||
void GLCanvas3D::LayersEditing::_render_profile(const PrintObject& print_object, const Rect& bar_rect) const
|
||||
{
|
||||
// FIXME show some kind of legend.
|
||||
|
@ -851,6 +924,21 @@ Rect GLCanvas3D::LayersEditing::_get_reset_rect_viewport(const GLCanvas3D& canva
|
|||
return Rect((half_w - VARIABLE_LAYER_THICKNESS_BAR_WIDTH) * inv_zoom, (-half_h + VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT) * inv_zoom, half_w * inv_zoom, -half_h * inv_zoom);
|
||||
}
|
||||
|
||||
float GLCanvas3D::LayersEditing::_cursor_z_relative(const GLCanvas3D& canvas) const
|
||||
{
|
||||
const Point& mouse_pos = canvas.get_local_mouse_position();
|
||||
const Rect& bar_rect = _get_bar_rect_screen(canvas);
|
||||
float x = (float)mouse_pos.x;
|
||||
float y = (float)mouse_pos.y;
|
||||
float t = bar_rect.get_top();
|
||||
float b = bar_rect.get_bottom();
|
||||
return ((bar_rect.get_left() <= x) && (x <= bar_rect.get_right()) && (t <= y) && (y <= b)) ?
|
||||
// Inside the bar.
|
||||
(b - y - 1.0f) / (b - t - 1.0f) :
|
||||
// Outside the bar.
|
||||
- 1000.0f;
|
||||
}
|
||||
|
||||
GLCanvas3D::Mouse::Mouse()
|
||||
: m_dragging(false)
|
||||
{
|
||||
|
@ -1456,6 +1544,16 @@ unsigned int GLCanvas3D::get_layers_editing_z_texture_id() const
|
|||
return m_layers_editing.get_z_texture_id();
|
||||
}
|
||||
|
||||
float GLCanvas3D::get_layers_editing_band_width() const
|
||||
{
|
||||
return m_layers_editing.get_band_width();
|
||||
}
|
||||
|
||||
void GLCanvas3D::set_layers_editing_band_width(float band_width)
|
||||
{
|
||||
m_layers_editing.set_band_width(band_width);
|
||||
}
|
||||
|
||||
GLShader* GLCanvas3D::get_layers_editing_shader()
|
||||
{
|
||||
return m_layers_editing.get_shader();
|
||||
|
@ -1635,9 +1733,36 @@ void GLCanvas3D::render_legend_texture() const
|
|||
}
|
||||
}
|
||||
|
||||
void GLCanvas3D::render_layer_editing_textures(const PrintObject& print_object) const
|
||||
void GLCanvas3D::render_layer_editing_overlay(const Print& print) const
|
||||
{
|
||||
m_layers_editing.render(*this, print_object);
|
||||
if (m_volumes == nullptr)
|
||||
return;
|
||||
|
||||
GLVolume* volume = nullptr;
|
||||
|
||||
for (GLVolume* vol : m_volumes->volumes)
|
||||
{
|
||||
if ((vol != nullptr) && vol->selected && vol->has_layer_height_texture())
|
||||
{
|
||||
volume = vol;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (volume == nullptr)
|
||||
return;
|
||||
|
||||
// If the active object was not allocated at the Print, go away.This should only be a momentary case between an object addition / deletion
|
||||
// and an update by Platter::async_apply_config.
|
||||
int object_idx = int(volume->select_group_id / 1000000);
|
||||
if ((int)print.objects.size() < object_idx)
|
||||
return;
|
||||
|
||||
const PrintObject* print_object = print.get_object(object_idx);
|
||||
if (print_object == nullptr)
|
||||
return;
|
||||
|
||||
m_layers_editing.render(*this, *print_object, *volume);
|
||||
}
|
||||
|
||||
void GLCanvas3D::render_texture(unsigned int tex_id, float left, float right, float bottom, float top) const
|
||||
|
@ -1741,6 +1866,15 @@ Size GLCanvas3D::get_canvas_size() const
|
|||
return Size(w, h);
|
||||
}
|
||||
|
||||
Point GLCanvas3D::get_local_mouse_position() const
|
||||
{
|
||||
if (m_canvas == nullptr)
|
||||
return Point();
|
||||
|
||||
wxPoint mouse_pos = m_canvas->ScreenToClient(wxGetMousePosition());
|
||||
return Point(mouse_pos.x, mouse_pos.x);
|
||||
}
|
||||
|
||||
void GLCanvas3D::_zoom_to_bounding_box(const BoundingBoxf3& bbox)
|
||||
{
|
||||
// Calculate the zoom factor needed to adjust viewport to bounding box.
|
||||
|
|
|
@ -14,9 +14,11 @@ class wxKeyEvent;
|
|||
namespace Slic3r {
|
||||
|
||||
class GLVolumeCollection;
|
||||
class GLVolume;
|
||||
class DynamicPrintConfig;
|
||||
class GLShader;
|
||||
class ExPolygon;
|
||||
class Print;
|
||||
class PrintObject;
|
||||
|
||||
namespace GUI {
|
||||
|
@ -189,6 +191,8 @@ public:
|
|||
bool start_using() const;
|
||||
void stop_using() const;
|
||||
|
||||
void set_uniform(const std::string& name, float value) const;
|
||||
|
||||
GLShader* get_shader();
|
||||
|
||||
private:
|
||||
|
@ -213,6 +217,7 @@ public:
|
|||
unsigned int m_z_texture_id;
|
||||
mutable GLTextureData m_tooltip_texture;
|
||||
mutable GLTextureData m_reset_texture;
|
||||
float m_band_width;
|
||||
|
||||
public:
|
||||
LayersEditing();
|
||||
|
@ -228,7 +233,10 @@ public:
|
|||
|
||||
unsigned int get_z_texture_id() const;
|
||||
|
||||
void render(const GLCanvas3D& canvas, const PrintObject& print_object) const;
|
||||
float get_band_width() const;
|
||||
void set_band_width(float band_width);
|
||||
|
||||
void render(const GLCanvas3D& canvas, const PrintObject& print_object, const GLVolume& volume) const;
|
||||
|
||||
GLShader* get_shader();
|
||||
|
||||
|
@ -237,11 +245,13 @@ public:
|
|||
GLTextureData _load_texture_from_file(const std::string& filename) const;
|
||||
void _render_tooltip_texture(const GLCanvas3D& canvas, const Rect& bar_rect, const Rect& reset_rect) const;
|
||||
void _render_reset_texture(const GLCanvas3D& canvas, const Rect& reset_rect) const;
|
||||
void _render_active_object_annotations(const GLCanvas3D& canvas, const GLVolume& volume, const PrintObject& print_object, const Rect& bar_rect) const;
|
||||
void _render_profile(const PrintObject& print_object, const Rect& bar_rect) const;
|
||||
Rect _get_bar_rect_screen(const GLCanvas3D& canvas) const;
|
||||
Rect _get_reset_rect_screen(const GLCanvas3D& canvas) const;
|
||||
Rect _get_bar_rect_viewport(const GLCanvas3D& canvas) const;
|
||||
Rect _get_reset_rect_viewport(const GLCanvas3D& canvas) const;
|
||||
float _cursor_z_relative(const GLCanvas3D& canvas) const;
|
||||
};
|
||||
|
||||
class Mouse
|
||||
|
@ -369,6 +379,10 @@ public:
|
|||
void set_hover_volume_id(int id);
|
||||
|
||||
unsigned int get_layers_editing_z_texture_id() const;
|
||||
|
||||
float get_layers_editing_band_width() const;
|
||||
void set_layers_editing_band_width(float band_width);
|
||||
|
||||
GLShader* get_layers_editing_shader();
|
||||
|
||||
void zoom_to_bed();
|
||||
|
@ -388,7 +402,7 @@ public:
|
|||
void render_cutting_plane() const;
|
||||
void render_warning_texture() const;
|
||||
void render_legend_texture() const;
|
||||
void render_layer_editing_textures(const PrintObject& print_object) const;
|
||||
void render_layer_editing_overlay(const Print& print) const;
|
||||
|
||||
void render_texture(unsigned int tex_id, float left, float right, float bottom, float top) const;
|
||||
|
||||
|
@ -400,6 +414,7 @@ public:
|
|||
void on_char(wxKeyEvent& evt);
|
||||
|
||||
Size get_canvas_size() const;
|
||||
Point get_local_mouse_position() const;
|
||||
|
||||
private:
|
||||
void _zoom_to_bounding_box(const BoundingBoxf3& bbox);
|
||||
|
|
|
@ -473,6 +473,19 @@ unsigned int GLCanvas3DManager::get_layers_editing_z_texture_id(wxGLCanvas* canv
|
|||
return (it != m_canvases.end()) ? it->second->get_layers_editing_z_texture_id() : 0;
|
||||
}
|
||||
|
||||
float GLCanvas3DManager::get_layers_editing_band_width(wxGLCanvas* canvas) const
|
||||
{
|
||||
CanvasesMap::const_iterator it = _get_canvas(canvas);
|
||||
return (it != m_canvases.end()) ? it->second->get_layers_editing_band_width() : 0.0f;
|
||||
}
|
||||
|
||||
void GLCanvas3DManager::set_layers_editing_band_width(wxGLCanvas* canvas, float band_width)
|
||||
{
|
||||
CanvasesMap::iterator it = _get_canvas(canvas);
|
||||
if (it != m_canvases.end())
|
||||
it->second->set_layers_editing_band_width(band_width);
|
||||
}
|
||||
|
||||
GLShader* GLCanvas3DManager::get_layers_editing_shader(wxGLCanvas* canvas)
|
||||
{
|
||||
CanvasesMap::const_iterator it = _get_canvas(canvas);
|
||||
|
@ -576,11 +589,11 @@ void GLCanvas3DManager::render_legend_texture(wxGLCanvas* canvas) const
|
|||
it->second->render_legend_texture();
|
||||
}
|
||||
|
||||
void GLCanvas3DManager::render_layer_editing_textures(wxGLCanvas* canvas, const PrintObject& print_object) const
|
||||
void GLCanvas3DManager::render_layer_editing_overlay(wxGLCanvas* canvas, const Print& print) const
|
||||
{
|
||||
CanvasesMap::const_iterator it = _get_canvas(canvas);
|
||||
if (it != m_canvases.end())
|
||||
it->second->render_layer_editing_textures(print_object);
|
||||
it->second->render_layer_editing_overlay(print);
|
||||
}
|
||||
|
||||
void GLCanvas3DManager::render_texture(wxGLCanvas* canvas, unsigned int tex_id, float left, float right, float bottom, float top) const
|
||||
|
|
|
@ -117,6 +117,10 @@ public:
|
|||
void set_hover_volume_id(wxGLCanvas* canvas, int id);
|
||||
|
||||
unsigned int get_layers_editing_z_texture_id(wxGLCanvas* canvas) const;
|
||||
|
||||
float get_layers_editing_band_width(wxGLCanvas* canvas) const;
|
||||
void set_layers_editing_band_width(wxGLCanvas* canvas, float band_width);
|
||||
|
||||
GLShader* get_layers_editing_shader(wxGLCanvas* canvas);
|
||||
|
||||
void zoom_to_bed(wxGLCanvas* canvas);
|
||||
|
@ -136,7 +140,7 @@ public:
|
|||
void render_cutting_plane(wxGLCanvas* canvas) const;
|
||||
void render_warning_texture(wxGLCanvas* canvas) const;
|
||||
void render_legend_texture(wxGLCanvas* canvas) const;
|
||||
void render_layer_editing_textures(wxGLCanvas* canvas, const PrintObject& print_object) const;
|
||||
void render_layer_editing_overlay(wxGLCanvas* canvas, const Print& print) const;
|
||||
|
||||
void render_texture(wxGLCanvas* canvas, unsigned int tex_id, float left, float right, float bottom, float top) const;
|
||||
|
||||
|
|
|
@ -571,6 +571,21 @@ get_layers_editing_z_texture_id(canvas)
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OUTPUT:
|
||||
RETVAL
|
||||
|
||||
float
|
||||
get_layers_editing_band_width(canvas)
|
||||
SV *canvas;
|
||||
CODE:
|
||||
RETVAL = _3DScene::get_layers_editing_band_width((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
|
||||
OUTPUT:
|
||||
RETVAL
|
||||
|
||||
void
|
||||
set_layers_editing_band_width(canvas, band_width)
|
||||
SV *canvas;
|
||||
float band_width;
|
||||
CODE:
|
||||
_3DScene::set_layers_editing_band_width((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), band_width);
|
||||
|
||||
Ref<GLShader>
|
||||
get_layers_editing_shader(canvas)
|
||||
SV *canvas;
|
||||
|
@ -669,11 +684,11 @@ render_legend_texture(canvas)
|
|||
_3DScene::render_legend_texture((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
|
||||
|
||||
void
|
||||
render_layer_editing_textures(canvas, print_object)
|
||||
SV *canvas;
|
||||
PrintObject *print_object;
|
||||
render_layer_editing_overlay(canvas, print)
|
||||
SV *canvas;
|
||||
Print *print;
|
||||
CODE:
|
||||
_3DScene::render_layer_editing_textures((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), print_object);
|
||||
_3DScene::render_layer_editing_overlay((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), print);
|
||||
|
||||
void
|
||||
render_texture(canvas, tex_id, left, right, bottom, top)
|
||||
|
|
Loading…
Reference in a new issue