%module{Slic3r::XS}; #include #include "slic3r/GUI/GLShader.hpp" #include "slic3r/GUI/3DScene.hpp" %name{Slic3r::GUI::_3DScene::GLShader} class GLShader { GLShader(); ~GLShader(); bool load(const char *fragment_shader, const char *vertex_shader); void release(); int get_attrib_location(const char *name) const; int get_uniform_location(const char *name) const; bool set_uniform(const char *name, float value) const; void enable() const; void disable() const; int shader_program_id() const %code%{ RETVAL = THIS->shader_program_id; %}; std::string last_error() const %code%{ RETVAL = THIS->last_error; %}; }; %name{Slic3r::GUI::_3DScene::GLVolume} class GLVolume { GLVolume(); ~GLVolume(); std::vector color() %code%{ RETVAL.reserve(4); RETVAL.push_back(THIS->color[0]); RETVAL.push_back(THIS->color[1]); RETVAL.push_back(THIS->color[2]); RETVAL.push_back(THIS->color[3]); %}; int select_group_id() %code%{ RETVAL = THIS->select_group_id; %}; int drag_group_id() %code%{ RETVAL = THIS->drag_group_id; %}; int selected() %code%{ RETVAL = THIS->selected; %}; void set_selected(int i) %code%{ THIS->selected = i; %}; int hover() %code%{ RETVAL = THIS->hover; %}; void set_hover(int i) %code%{ THIS->hover = i; %}; int zoom_to_volumes() %code%{ RETVAL = THIS->zoom_to_volumes; %}; void set_layer_height_texture_data(unsigned int texture_id, unsigned int shader_id, PrintObject* print_object, float z_cursor_relative, float edit_band_width); void reset_layer_height_texture_data(); int object_idx() const; int volume_idx() const; int instance_idx() const; Clone origin() const %code%{ RETVAL = THIS->origin; %}; void translate(double x, double y, double z) %code%{ THIS->origin.translate(x, y, z); %}; Clone bounding_box() const %code%{ RETVAL = THIS->bounding_box; %}; Clone transformed_bounding_box() const; bool empty() const; bool indexed() const; void render() const; bool has_layer_height_texture(); int layer_height_texture_width(); int layer_height_texture_height(); int layer_height_texture_cells(); void* layer_height_texture_data_ptr_level0(); void* layer_height_texture_data_ptr_level1(); double layer_height_texture_z_to_row_id() const; void generate_layer_height_texture(PrintObject *print_object, bool force); }; %name{Slic3r::GUI::_3DScene::GLVolume::Collection} class GLVolumeCollection { GLVolumeCollection(); ~GLVolumeCollection(); std::vector load_object(ModelObject *object, int obj_idx, std::vector instance_idxs, std::string color_by, std::string select_by, std::string drag_by, bool use_VBOs); int load_wipe_tower_preview(int obj_idx, float pos_x, float pos_y, float width, float depth, float height, float rotation_angle, bool use_VBOs); void erase() %code{% THIS->clear(); %}; int count() %code{% RETVAL = THIS->volumes.size(); %}; std::vector get_current_print_zs(bool active_only) %code{% RETVAL = THIS->get_current_print_zs(active_only); %}; void set_range(double low, double high); void render_VBOs() const; void render_legacy() const; void finalize_geometry(bool use_VBOs); void release_geometry(); void set_print_box(float min_x, float min_y, float min_z, float max_x, float max_y, float max_z); bool check_outside_state(DynamicPrintConfig* config) %code%{ RETVAL = THIS->check_outside_state(config); %}; void reset_outside_state(); void update_colors_by_extruder(DynamicPrintConfig* config); bool move_volume_up(int idx) %code%{ if (idx > 0 && idx < int(THIS->volumes.size())) { std::swap(THIS->volumes[idx-1], THIS->volumes[idx]); std::swap(THIS->volumes[idx-1]->composite_id, THIS->volumes[idx]->composite_id); std::swap(THIS->volumes[idx-1]->select_group_id, THIS->volumes[idx]->select_group_id); std::swap(THIS->volumes[idx-1]->drag_group_id, THIS->volumes[idx]->drag_group_id); RETVAL = true; } else RETVAL = false; %}; bool move_volume_down(int idx) %code%{ if (idx >= 0 && idx + 1 < int(THIS->volumes.size())) { std::swap(THIS->volumes[idx+1], THIS->volumes[idx]); std::swap(THIS->volumes[idx+1]->composite_id, THIS->volumes[idx]->composite_id); std::swap(THIS->volumes[idx+1]->select_group_id, THIS->volumes[idx]->select_group_id); std::swap(THIS->volumes[idx+1]->drag_group_id, THIS->volumes[idx]->drag_group_id); RETVAL = true; } else RETVAL = false; %}; %{ SV* GLVolumeCollection::arrayref() CODE: AV* av = newAV(); av_fill(av, THIS->volumes.size()-1); int i = 0; for (GLVolume *v : THIS->volumes) { av_store(av, i++, perl_to_SV_ref(*v)); } RETVAL = newRV_noinc((SV*)av); OUTPUT: RETVAL %} }; %package{Slic3r::GUI::_3DScene}; %{ void _glew_init() CODE: _3DScene::_glew_init(); unsigned int finalize_legend_texture() CODE: RETVAL = _3DScene::finalize_legend_texture(); OUTPUT: RETVAL unsigned int get_legend_texture_width() CODE: RETVAL = _3DScene::get_legend_texture_width(); OUTPUT: RETVAL unsigned int get_legend_texture_height() CODE: RETVAL = _3DScene::get_legend_texture_height(); OUTPUT: RETVAL void reset_legend_texture() CODE: _3DScene::reset_legend_texture(); void generate_warning_texture(std::string msg) CODE: _3DScene::generate_warning_texture(msg); unsigned int finalize_warning_texture() CODE: RETVAL = _3DScene::finalize_warning_texture(); OUTPUT: RETVAL unsigned int get_warning_texture_width() CODE: RETVAL = _3DScene::get_warning_texture_width(); OUTPUT: RETVAL unsigned int get_warning_texture_height() CODE: RETVAL = _3DScene::get_warning_texture_height(); OUTPUT: RETVAL void reset_warning_texture() CODE: _3DScene::reset_warning_texture(); void _load_print_toolpaths(print, volumes, tool_colors, use_VBOs) Print *print; GLVolumeCollection *volumes; std::vector tool_colors; int use_VBOs; CODE: _3DScene::_load_print_toolpaths(print, volumes, tool_colors, use_VBOs != 0); void _load_print_object_toolpaths(print_object, volumes, tool_colors, use_VBOs) PrintObject *print_object; GLVolumeCollection *volumes; std::vector tool_colors; int use_VBOs; CODE: _3DScene::_load_print_object_toolpaths(print_object, volumes, tool_colors, use_VBOs != 0); void _load_wipe_tower_toolpaths(print, volumes, tool_colors, use_VBOs) Print *print; GLVolumeCollection *volumes; std::vector tool_colors; int use_VBOs; CODE: _3DScene::_load_wipe_tower_toolpaths(print, volumes, tool_colors, use_VBOs != 0); void load_gcode_preview(print, preview_data, volumes, str_tool_colors, use_VBOs) Print *print; GCodePreviewData *preview_data; GLVolumeCollection *volumes; std::vector str_tool_colors; int use_VBOs; CODE: _3DScene::load_gcode_preview(print, preview_data, volumes, str_tool_colors, use_VBOs != 0); %}