3DScene layer editing overlay textures rendering moved to c++

This commit is contained in:
Enrico Turri 2018-05-24 13:46:17 +02:00
parent 751b41b94b
commit f31c55ceed
8 changed files with 403 additions and 71 deletions

View File

@ -1484,6 +1484,11 @@ sub Render {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
Slic3r::GUI::_3DScene::render_background($self); Slic3r::GUI::_3DScene::render_background($self);
Slic3r::GUI::_3DScene::render_bed($self); Slic3r::GUI::_3DScene::render_bed($self);
Slic3r::GUI::_3DScene::render_axes($self);
Slic3r::GUI::_3DScene::render_objects($self, $self->UseVBOs);
Slic3r::GUI::_3DScene::render_cutting_plane($self);
Slic3r::GUI::_3DScene::render_warning_texture($self);
Slic3r::GUI::_3DScene::render_legend_texture($self);
# if ($self->enable_picking && !$self->_mouse_dragging) { # if ($self->enable_picking && !$self->_mouse_dragging) {
# if (my $pos = $self->_mouse_pos) { # if (my $pos = $self->_mouse_pos) {
@ -1577,17 +1582,9 @@ sub Render {
# #
# glDisable(GL_BLEND); # glDisable(GL_BLEND);
# } # }
#============================================================================================================================== #
# my $volumes_bb = $self->volumes_bounding_box;
my $volumes_bb = $self->volumes_bounding_box; #
#==============================================================================================================================
Slic3r::GUI::_3DScene::render_axes($self);
Slic3r::GUI::_3DScene::render_objects($self, $self->UseVBOs);
Slic3r::GUI::_3DScene::render_cutting_plane($self);
Slic3r::GUI::_3DScene::render_warning_texture($self);
Slic3r::GUI::_3DScene::render_legend_texture($self);
# { # {
# # draw axes # # draw axes
# # disable depth testing so that axes are not covered by ground # # disable depth testing so that axes are not covered by ground
@ -1771,21 +1768,21 @@ sub _load_image_set_texture {
return $params; return $params;
} }
sub _variable_layer_thickness_load_overlay_image {
my ($self) = @_;
$self->{layer_preview_annotation} = $self->_load_image_set_texture('variable_layer_height_tooltip.png')
if (! $self->{layer_preview_annotation}->{loaded});
return $self->{layer_preview_annotation}->{valid};
}
sub _variable_layer_thickness_load_reset_image {
my ($self) = @_;
$self->{layer_preview_reset_image} = $self->_load_image_set_texture('variable_layer_height_reset.png')
if (! $self->{layer_preview_reset_image}->{loaded});
return $self->{layer_preview_reset_image}->{valid};
}
#============================================================================================================================== #==============================================================================================================================
#sub _variable_layer_thickness_load_overlay_image {
# my ($self) = @_;
# $self->{layer_preview_annotation} = $self->_load_image_set_texture('variable_layer_height_tooltip.png')
# if (! $self->{layer_preview_annotation}->{loaded});
# return $self->{layer_preview_annotation}->{valid};
#}
#
#sub _variable_layer_thickness_load_reset_image {
# my ($self) = @_;
# $self->{layer_preview_reset_image} = $self->_load_image_set_texture('variable_layer_height_reset.png')
# if (! $self->{layer_preview_reset_image}->{loaded});
# return $self->{layer_preview_reset_image}->{valid};
#}
#
## Paint the tooltip. ## Paint the tooltip.
#sub _render_image { #sub _render_image {
# my ($self, $image, $l, $r, $b, $t) = @_; # my ($self, $image, $l, $r, $b, $t) = @_;
@ -1876,27 +1873,21 @@ sub draw_active_object_annotations {
glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, 0);
$self->{layer_height_edit_shader}->disable; $self->{layer_height_edit_shader}->disable;
# Paint the tooltip.
if ($self->_variable_layer_thickness_load_overlay_image) {
#============================================================================================================================== #==============================================================================================================================
my $zoom = Slic3r::GUI::_3DScene::get_camera_zoom($self); Slic3r::GUI::_3DScene::render_layer_editing_textures($self);
my $gap = 10/$zoom;
my ($l, $r, $b, $t) = ($bar_left - $self->{layer_preview_annotation}->{width}/$zoom - $gap, $bar_left - $gap, $reset_bottom + $self->{layer_preview_annotation}->{height}/$zoom + $gap, $reset_bottom + $gap); # # Paint the tooltip.
Slic3r::GUI::_3DScene::render_texture($self, $self->{layer_preview_annotation}->{texture_id}, $l, $r, $t, $b); # if ($self->_variable_layer_thickness_load_overlay_image)
# my $gap = 10/$self->_zoom; # my $gap = 10/$self->_zoom;
# my ($l, $r, $b, $t) = ($bar_left - $self->{layer_preview_annotation}->{width}/$self->_zoom - $gap, $bar_left - $gap, $reset_bottom + $self->{layer_preview_annotation}->{height}/$self->_zoom + $gap, $reset_bottom + $gap); # my ($l, $r, $b, $t) = ($bar_left - $self->{layer_preview_annotation}->{width}/$self->_zoom - $gap, $bar_left - $gap, $reset_bottom + $self->{layer_preview_annotation}->{height}/$self->_zoom + $gap, $reset_bottom + $gap);
# $self->_render_image($self->{layer_preview_annotation}, $l, $r, $t, $b); # $self->_render_image($self->{layer_preview_annotation}, $l, $r, $t, $b);
#============================================================================================================================== # }
} #
# # Paint the reset button.
# Paint the reset button. # if ($self->_variable_layer_thickness_load_reset_image) {
if ($self->_variable_layer_thickness_load_reset_image) {
#==============================================================================================================================
Slic3r::GUI::_3DScene::render_texture($self, $self->{layer_preview_reset_image}->{texture_id}, $reset_left, $reset_right, $reset_bottom, $reset_top);
# $self->_render_image($self->{layer_preview_reset_image}, $reset_left, $reset_right, $reset_bottom, $reset_top); # $self->_render_image($self->{layer_preview_reset_image}, $reset_left, $reset_right, $reset_bottom, $reset_top);
# }
#============================================================================================================================== #==============================================================================================================================
}
# Paint the graph. # Paint the graph.
#FIXME show some kind of legend. #FIXME show some kind of legend.

View File

@ -2065,6 +2065,11 @@ void _3DScene::render_legend_texture(wxGLCanvas* canvas)
s_canvas_mgr.render_legend_texture(canvas); s_canvas_mgr.render_legend_texture(canvas);
} }
void _3DScene::render_layer_editing_textures(wxGLCanvas* canvas)
{
s_canvas_mgr.render_layer_editing_textures(canvas);
}
void _3DScene::render_texture(wxGLCanvas* canvas, unsigned int tex_id, float left, float right, float bottom, float top) void _3DScene::render_texture(wxGLCanvas* canvas, unsigned int tex_id, float left, float right, float bottom, float top)
{ {
s_canvas_mgr.render_texture(canvas, tex_id, left, right, bottom, top); s_canvas_mgr.render_texture(canvas, tex_id, left, right, bottom, top);

View File

@ -631,6 +631,7 @@ public:
static void render_cutting_plane(wxGLCanvas* canvas); static void render_cutting_plane(wxGLCanvas* canvas);
static void render_warning_texture(wxGLCanvas* canvas); static void render_warning_texture(wxGLCanvas* canvas);
static void render_legend_texture(wxGLCanvas* canvas); static void render_legend_texture(wxGLCanvas* canvas);
static void render_layer_editing_textures(wxGLCanvas* canvas);
static void render_texture(wxGLCanvas* canvas, unsigned int tex_id, float left, float right, float bottom, float top); static void render_texture(wxGLCanvas* canvas, unsigned int tex_id, float left, float right, float bottom, float top);

View File

@ -6,7 +6,9 @@
#include "../../libslic3r/PrintConfig.hpp" #include "../../libslic3r/PrintConfig.hpp"
#include <GL/glew.h> #include <GL/glew.h>
#include <wx/glcanvas.h> #include <wx/glcanvas.h>
#include <wx/image.h>
#include <iostream> #include <iostream>
@ -23,6 +25,9 @@ static const float VIEW_BOTTOM[2] = { 0.0f, 180.0f };
static const float VIEW_FRONT[2] = { 0.0f, 90.0f }; static const float VIEW_FRONT[2] = { 0.0f, 90.0f };
static const float VIEW_REAR[2] = { 180.0f, 90.0f }; static const float VIEW_REAR[2] = { 180.0f, 90.0f };
static const float VARIABLE_LAYER_THICKNESS_BAR_WIDTH = 70.0f;
static const float VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT = 22.0f;
namespace Slic3r { namespace Slic3r {
namespace GUI { namespace GUI {
@ -85,6 +90,94 @@ unsigned int GeometryBuffer::get_data_size() const
return (unsigned int)m_data.size(); return (unsigned int)m_data.size();
} }
Size::Size()
: m_width(0)
, m_height(0)
{
}
Size::Size(int width, int height)
: m_width(width)
, m_height(height)
{
}
int Size::get_width() const
{
return m_width;
}
void Size::set_width(int width)
{
m_width = width;
}
int Size::get_height() const
{
return m_height;
}
void Size::set_height(int height)
{
m_height = height;
}
Rect::Rect()
: m_left(0.0f)
, m_top(0.0f)
, m_right(0.0f)
, m_bottom(0.0f)
{
}
Rect::Rect(float left, float top, float right, float bottom)
: m_left(left)
, m_top(top)
, m_right(right)
, m_bottom(bottom)
{
}
float Rect::get_left() const
{
return m_left;
}
void Rect::set_left(float left)
{
m_left = left;
}
float Rect::get_top() const
{
return m_top;
}
void Rect::set_top(float top)
{
m_top = top;
}
float Rect::get_right() const
{
return m_right;
}
void Rect::set_right(float right)
{
m_right = right;
}
float Rect::get_bottom() const
{
return m_bottom;
}
void Rect::set_bottom(float bottom)
{
m_bottom = bottom;
}
GLCanvas3D::Camera::Camera() GLCanvas3D::Camera::Camera()
: m_type(CT_Ortho) : m_type(CT_Ortho)
, m_zoom(1.0f) , m_zoom(1.0f)
@ -406,16 +499,178 @@ void GLCanvas3D::CuttingPlane::_render_contour() const
::glDisableClientState(GL_VERTEX_ARRAY); ::glDisableClientState(GL_VERTEX_ARRAY);
} }
GLCanvas3D::LayersEditing::GLTextureData::GLTextureData()
: id(0)
, width(0)
, height(0)
{
}
GLCanvas3D::LayersEditing::GLTextureData::GLTextureData(unsigned int id, int width, int height)
: id(id)
, width(width)
, height(height)
{
}
GLCanvas3D::LayersEditing::LayersEditing() GLCanvas3D::LayersEditing::LayersEditing()
: m_enabled(false) : m_enabled(false)
{ {
} }
GLCanvas3D::LayersEditing::~LayersEditing()
{
if (m_tooltip_texture.id != 0)
{
::glDeleteTextures(1, &m_tooltip_texture.id);
m_tooltip_texture = GLTextureData();
}
if (m_reset_texture.id != 0)
{
::glDeleteTextures(1, &m_reset_texture.id);
m_reset_texture = GLTextureData();
}
}
bool GLCanvas3D::LayersEditing::is_enabled() const bool GLCanvas3D::LayersEditing::is_enabled() const
{ {
return m_enabled; return m_enabled;
} }
void GLCanvas3D::LayersEditing::render(const GLCanvas3D& canvas) const
{
const Rect& bar_rect = _get_bar_rect_viewport(canvas);
const Rect& reset_rect = _get_reset_rect_viewport(canvas);
_render_tooltip_texture(canvas, bar_rect, reset_rect);
_render_reset_texture(canvas, reset_rect);
}
GLCanvas3D::LayersEditing::GLTextureData GLCanvas3D::LayersEditing::_load_texture_from_file(const std::string& filename) const
{
const std::string& path = resources_dir() + "/icons/";
// Load a PNG with an alpha channel.
wxImage image;
if (!image.LoadFile(path + filename, wxBITMAP_TYPE_PNG))
return GLTextureData();
int width = image.GetWidth();
int height = image.GetHeight();
int n_pixels = width * height;
if (n_pixels <= 0)
return GLTextureData();
// Get RGB & alpha raw data from wxImage, pack them into an array.
unsigned char* img_rgb = image.GetData();
if (img_rgb == nullptr)
return GLTextureData();
unsigned char* img_alpha = image.GetAlpha();
std::vector<unsigned char> data(n_pixels * 4, 0);
for (int i = 0; i < n_pixels; ++i)
{
int data_id = i * 4;
int img_id = i * 3;
data[data_id + 0] = img_rgb[img_id + 0];
data[data_id + 1] = img_rgb[img_id + 1];
data[data_id + 2] = img_rgb[img_id + 2];
data[data_id + 3] = (img_alpha != nullptr) ? img_alpha[i] : 255;
}
// sends data to gpu
GLuint tex_id;
::glGenTextures(1, &tex_id);
::glBindTexture(GL_TEXTURE_2D, tex_id);
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, (GLsizei)width, (GLsizei)height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data());
::glBindTexture(GL_TEXTURE_2D, 0);
return GLTextureData((unsigned int)tex_id, width, height);
}
void GLCanvas3D::LayersEditing::_render_tooltip_texture(const GLCanvas3D& canvas, const Rect& bar_rect, const Rect& reset_rect) const
{
if (m_tooltip_texture.id == 0)
{
m_tooltip_texture = _load_texture_from_file("variable_layer_height_tooltip.png");
if (m_tooltip_texture.id == 0)
return;
}
float zoom = canvas.get_camera_zoom();
float inv_zoom = (zoom != 0.0f) ? 1.0f / zoom : 0.0f;
float gap = 10.0f * inv_zoom;
float bar_left = bar_rect.get_left();
float reset_bottom = reset_rect.get_bottom();
float l = bar_left - (float)m_tooltip_texture.width * inv_zoom - gap;
float r = bar_left - gap;
float t = reset_bottom + (float)m_tooltip_texture.height * inv_zoom + gap;
float b = reset_bottom + gap;
canvas.render_texture(m_tooltip_texture.id, l, r, b, t);
}
void GLCanvas3D::LayersEditing::_render_reset_texture(const GLCanvas3D& canvas, const Rect& reset_rect) const
{
if (m_reset_texture.id == 0)
{
m_reset_texture = _load_texture_from_file("variable_layer_height_reset.png");
if (m_reset_texture.id == 0)
return;
}
canvas.render_texture(m_reset_texture.id, reset_rect.get_left(), reset_rect.get_right(), reset_rect.get_bottom(), reset_rect.get_top());
}
Rect GLCanvas3D::LayersEditing::_get_bar_rect_screen(const GLCanvas3D& canvas) const
{
const Size& cnv_size = canvas.get_canvas_size();
float w = (float)cnv_size.get_width();
float h = (float)cnv_size.get_height();
return Rect(w - VARIABLE_LAYER_THICKNESS_BAR_WIDTH, 0.0f, w, h - VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT);
}
Rect GLCanvas3D::LayersEditing::_get_reset_rect_screen(const GLCanvas3D& canvas) const
{
const Size& cnv_size = canvas.get_canvas_size();
float w = (float)cnv_size.get_width();
float h = (float)cnv_size.get_height();
return Rect(w - VARIABLE_LAYER_THICKNESS_BAR_WIDTH, h - VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT, w, h);
}
Rect GLCanvas3D::LayersEditing::_get_bar_rect_viewport(const GLCanvas3D& canvas) const
{
const Size& cnv_size = canvas.get_canvas_size();
float half_w = 0.5f * (float)cnv_size.get_width();
float half_h = 0.5f * (float)cnv_size.get_height();
float zoom = canvas.get_camera_zoom();
float inv_zoom = (zoom != 0.0f) ? 1.0f / zoom : 0.0f;
return Rect((half_w - VARIABLE_LAYER_THICKNESS_BAR_WIDTH) * inv_zoom, half_h * inv_zoom, half_w * inv_zoom, (-half_h + VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT) * inv_zoom);
}
Rect GLCanvas3D::LayersEditing::_get_reset_rect_viewport(const GLCanvas3D& canvas) const
{
const Size& cnv_size = canvas.get_canvas_size();
float half_w = 0.5f * (float)cnv_size.get_width();
float half_h = 0.5f * (float)cnv_size.get_height();
float zoom = canvas.get_camera_zoom();
float inv_zoom = (zoom != 0.0f) ? 1.0f / zoom : 0.0f;
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);
}
GLCanvas3D::Shader::Shader() GLCanvas3D::Shader::Shader()
: m_enabled(false) : m_enabled(false)
, m_shader(nullptr) , m_shader(nullptr)
@ -524,7 +779,6 @@ GLCanvas3D::~GLCanvas3D()
bool GLCanvas3D::init(bool useVBOs) bool GLCanvas3D::init(bool useVBOs)
{ {
::glClearColor(0.0f, 0.0f, 0.0f, 1.0f); ::glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
// ::glColor3f(1.0f, 0.0f, 0.0f);
::glEnable(GL_DEPTH_TEST); ::glEnable(GL_DEPTH_TEST);
::glClearDepth(1.0f); ::glClearDepth(1.0f);
::glDepthFunc(GL_LEQUAL); ::glDepthFunc(GL_LEQUAL);
@ -540,7 +794,6 @@ bool GLCanvas3D::init(bool useVBOs)
GLfloat ambient[4] = { 0.3f, 0.3f, 0.3f, 1.0f }; GLfloat ambient[4] = { 0.3f, 0.3f, 0.3f, 1.0f };
::glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient); ::glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
// ::glEnable(GL_LIGHTING);
::glEnable(GL_LIGHT0); ::glEnable(GL_LIGHT0);
::glEnable(GL_LIGHT1); ::glEnable(GL_LIGHT1);
@ -968,8 +1221,6 @@ void GLCanvas3D::picking_pass()
{ {
if (is_picking_enabled() && !is_mouse_dragging() && (m_volumes != nullptr)) if (is_picking_enabled() && !is_mouse_dragging() && (m_volumes != nullptr))
{ {
const Pointf& pos = get_mouse_position();
// if (pos) {
// Render the object for picking. // Render the object for picking.
// FIXME This cannot possibly work in a multi - sampled context as the color gets mangled by the anti - aliasing. // FIXME This cannot possibly work in a multi - sampled context as the color gets mangled by the anti - aliasing.
// Better to use software ray - casting on a bounding - box hierarchy. // Better to use software ray - casting on a bounding - box hierarchy.
@ -991,12 +1242,11 @@ void GLCanvas3D::picking_pass()
if (is_multisample_allowed()) if (is_multisample_allowed())
::glEnable(GL_MULTISAMPLE); ::glEnable(GL_MULTISAMPLE);
// ::glFlush(); const Size& cnv_size = get_canvas_size();
const std::pair<int, int>& cnv_size = _get_canvas_size();
const Pointf& pos = get_mouse_position();
GLubyte color[4]; GLubyte color[4];
::glReadPixels(pos.x, cnv_size.second - pos.y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, (void*)color); ::glReadPixels(pos.x, cnv_size.get_height() - pos.y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, (void*)color);
int volume_id = color[0] + color[1] * 256 + color[2] * 256 * 256; int volume_id = color[0] + color[1] * 256 + color[2] * 256 * 256;
set_hover_volume_id(-1); set_hover_volume_id(-1);
@ -1021,7 +1271,6 @@ void GLCanvas3D::picking_pass()
} }
} }
} }
// }
} }
void GLCanvas3D::render_background() const void GLCanvas3D::render_background() const
@ -1181,11 +1430,11 @@ void GLCanvas3D::render_warning_texture() const
::glPushMatrix(); ::glPushMatrix();
::glLoadIdentity(); ::glLoadIdentity();
const std::pair<int, int>& cnv_size = _get_canvas_size(); const Size& cnv_size = get_canvas_size();
float zoom = get_camera_zoom(); float zoom = get_camera_zoom();
float inv_zoom = (zoom != 0.0f) ? 1.0f / zoom : 0.0f; float inv_zoom = (zoom != 0.0f) ? 1.0f / zoom : 0.0f;
float l = (-0.5f * (float)w) * inv_zoom; float l = (-0.5f * (float)w) * inv_zoom;
float t = (-0.5f * (float)cnv_size.second + (float)h) * inv_zoom; float t = (-0.5f * (float)cnv_size.get_height() + (float)h) * inv_zoom;
float r = l + (float)w * inv_zoom; float r = l + (float)w * inv_zoom;
float b = t - (float)h * inv_zoom; float b = t - (float)h * inv_zoom;
@ -1214,11 +1463,11 @@ void GLCanvas3D::render_legend_texture() const
::glPushMatrix(); ::glPushMatrix();
::glLoadIdentity(); ::glLoadIdentity();
const std::pair<int, int>& cnv_size = _get_canvas_size(); const Size& cnv_size = get_canvas_size();
float zoom = get_camera_zoom(); float zoom = get_camera_zoom();
float inv_zoom = (zoom != 0.0f) ? 1.0f / zoom : 0.0f; float inv_zoom = (zoom != 0.0f) ? 1.0f / zoom : 0.0f;
float l = (-0.5f * (float)cnv_size.first) * inv_zoom; float l = (-0.5f * (float)cnv_size.get_width()) * inv_zoom;
float t = (0.5f * (float)cnv_size.second) * inv_zoom; float t = (0.5f * (float)cnv_size.get_height()) * inv_zoom;
float r = l + (float)w * inv_zoom; float r = l + (float)w * inv_zoom;
float b = t - (float)h * inv_zoom; float b = t - (float)h * inv_zoom;
render_texture(tex_id, l, r, b, t); render_texture(tex_id, l, r, b, t);
@ -1229,6 +1478,11 @@ void GLCanvas3D::render_legend_texture() const
} }
} }
void GLCanvas3D::render_layer_editing_textures() const
{
m_layers_editing.render(*this);
}
void GLCanvas3D::render_texture(unsigned int tex_id, float left, float right, float bottom, float top) const void GLCanvas3D::render_texture(unsigned int tex_id, float left, float right, float bottom, float top) const
{ {
::glColor4f(1.0f, 1.0f, 1.0f, 1.0f); ::glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
@ -1278,8 +1532,8 @@ void GLCanvas3D::on_idle(wxIdleEvent& evt)
if (m_canvas != nullptr) if (m_canvas != nullptr)
{ {
const std::pair<int, int>& cnv_size = _get_canvas_size(); const Size& cnv_size = get_canvas_size();
resize((unsigned int)cnv_size.first, (unsigned int)cnv_size.second); resize((unsigned int)cnv_size.get_width(), (unsigned int)cnv_size.get_height());
m_canvas->Refresh(); m_canvas->Refresh();
} }
} }
@ -1319,6 +1573,17 @@ void GLCanvas3D::on_char(wxKeyEvent& evt)
} }
} }
Size GLCanvas3D::get_canvas_size() const
{
int w = 0;
int h = 0;
if (m_canvas != nullptr)
m_canvas->GetSize(&w, &h);
return Size(w, h);
}
void GLCanvas3D::_zoom_to_bounding_box(const BoundingBoxf3& bbox) void GLCanvas3D::_zoom_to_bounding_box(const BoundingBoxf3& bbox)
{ {
// Calculate the zoom factor needed to adjust viewport to bounding box. // Calculate the zoom factor needed to adjust viewport to bounding box.
@ -1333,24 +1598,14 @@ void GLCanvas3D::_zoom_to_bounding_box(const BoundingBoxf3& bbox)
if (is_shown_on_screen()) if (is_shown_on_screen())
{ {
const std::pair<int, int>& cnv_size = _get_canvas_size(); const Size& cnv_size = get_canvas_size();
resize((unsigned int)cnv_size.first, (unsigned int)cnv_size.second); resize((unsigned int)cnv_size.get_width(), (unsigned int)cnv_size.get_height());
if (m_canvas != nullptr) if (m_canvas != nullptr)
m_canvas->Refresh(); m_canvas->Refresh();
} }
} }
} }
std::pair<int, int> GLCanvas3D::_get_canvas_size() const
{
std::pair<int, int> ret(0, 0);
if (m_canvas != nullptr)
m_canvas->GetSize(&ret.first, &ret.second);
return ret;
}
float GLCanvas3D::_get_zoom_to_bounding_box_factor(const BoundingBoxf3& bbox) const float GLCanvas3D::_get_zoom_to_bounding_box_factor(const BoundingBoxf3& bbox) const
{ {
float max_bb_size = bbox.max_size(); float max_bb_size = bbox.max_size();
@ -1433,8 +1688,8 @@ float GLCanvas3D::_get_zoom_to_bounding_box_factor(const BoundingBoxf3& bbox) co
max_x *= 2.0; max_x *= 2.0;
max_y *= 2.0; max_y *= 2.0;
const std::pair<int, int>& cnv_size = _get_canvas_size(); const Size& cnv_size = get_canvas_size();
return (float)std::min((coordf_t)cnv_size.first / max_x, (coordf_t)cnv_size.second / max_y); return (float)std::min((coordf_t)cnv_size.get_width() / max_x, (coordf_t)cnv_size.get_height() / max_y);
} }
void GLCanvas3D::_deregister_callbacks() void GLCanvas3D::_deregister_callbacks()

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@ -32,6 +32,46 @@ public:
unsigned int get_data_size() const; unsigned int get_data_size() const;
}; };
class Size
{
int m_width;
int m_height;
public:
Size();
Size(int width, int height);
int get_width() const;
void set_width(int width);
int get_height() const;
void set_height(int height);
};
class Rect
{
float m_left;
float m_top;
float m_right;
float m_bottom;
public:
Rect();
Rect(float left, float top, float right, float bottom);
float get_left() const;
void set_left(float left);
float get_top() const;
void set_top(float top);
float get_right() const;
void set_right(float right);
float get_bottom() const;
void set_bottom(float bottom);
};
class GLCanvas3D class GLCanvas3D
{ {
public: public:
@ -135,12 +175,36 @@ public:
class LayersEditing class LayersEditing
{ {
struct GLTextureData
{
unsigned int id;
int width;
int height;
GLTextureData();
GLTextureData(unsigned int id, int width, int height);
};
bool m_enabled; bool m_enabled;
mutable GLTextureData m_tooltip_texture;
mutable GLTextureData m_reset_texture;
public: public:
LayersEditing(); LayersEditing();
~LayersEditing();
bool is_enabled() const; bool is_enabled() const;
void render(const GLCanvas3D& canvas) const;
private:
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;
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;
}; };
class Shader class Shader
@ -299,6 +363,7 @@ public:
void render_cutting_plane() const; void render_cutting_plane() const;
void render_warning_texture() const; void render_warning_texture() const;
void render_legend_texture() const; void render_legend_texture() const;
void render_layer_editing_textures() const;
void render_texture(unsigned int tex_id, float left, float right, float bottom, float top) const; void render_texture(unsigned int tex_id, float left, float right, float bottom, float top) const;
@ -309,9 +374,10 @@ public:
void on_idle(wxIdleEvent& evt); void on_idle(wxIdleEvent& evt);
void on_char(wxKeyEvent& evt); void on_char(wxKeyEvent& evt);
Size get_canvas_size() const;
private: private:
void _zoom_to_bounding_box(const BoundingBoxf3& bbox); void _zoom_to_bounding_box(const BoundingBoxf3& bbox);
std::pair<int, int> _get_canvas_size() const;
float _get_zoom_to_bounding_box_factor(const BoundingBoxf3& bbox) const; float _get_zoom_to_bounding_box_factor(const BoundingBoxf3& bbox) const;
void _deregister_callbacks(); void _deregister_callbacks();

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@ -560,6 +560,13 @@ void GLCanvas3DManager::render_legend_texture(wxGLCanvas* canvas) const
it->second->render_legend_texture(); it->second->render_legend_texture();
} }
void GLCanvas3DManager::render_layer_editing_textures(wxGLCanvas* canvas) const
{
CanvasesMap::const_iterator it = _get_canvas(canvas);
if (it != m_canvases.end())
it->second->render_layer_editing_textures();
}
void GLCanvas3DManager::render_texture(wxGLCanvas* canvas, unsigned int tex_id, float left, float right, float bottom, float top) const void GLCanvas3DManager::render_texture(wxGLCanvas* canvas, unsigned int tex_id, float left, float right, float bottom, float top) const
{ {
CanvasesMap::const_iterator it = _get_canvas(canvas); CanvasesMap::const_iterator it = _get_canvas(canvas);

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@ -139,6 +139,7 @@ public:
void render_cutting_plane(wxGLCanvas* canvas) const; void render_cutting_plane(wxGLCanvas* canvas) const;
void render_warning_texture(wxGLCanvas* canvas) const; void render_warning_texture(wxGLCanvas* canvas) const;
void render_legend_texture(wxGLCanvas* canvas) const; void render_legend_texture(wxGLCanvas* canvas) const;
void render_layer_editing_textures(wxGLCanvas* canvas) const;
void render_texture(wxGLCanvas* canvas, unsigned int tex_id, float left, float right, float bottom, float top) const; void render_texture(wxGLCanvas* canvas, unsigned int tex_id, float left, float right, float bottom, float top) const;

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@ -632,6 +632,12 @@ render_legend_texture(canvas)
CODE: CODE:
_3DScene::render_legend_texture((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas")); _3DScene::render_legend_texture((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
void
render_layer_editing_textures(canvas)
SV *canvas;
CODE:
_3DScene::render_layer_editing_textures((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
void void
render_texture(canvas, tex_id, left, right, bottom, top) render_texture(canvas, tex_id, left, right, bottom, top)
SV *canvas; SV *canvas;