#ifndef slic3r_GLCanvas3D_hpp_ #define slic3r_GLCanvas3D_hpp_ #include "../../libslic3r/BoundingBox.hpp" #include "../../libslic3r/Utils.hpp" #include "../../libslic3r/ExPolygon.hpp" class wxGLCanvas; class wxGLContext; class wxSizeEvent; class wxIdleEvent; class wxKeyEvent; namespace Slic3r { class GLVolumeCollection; class GLShader; class ExPolygon; namespace GUI { class GeometryBuffer { std::vector m_data; public: bool set_from_triangles(const Polygons& triangles, float z); bool set_from_lines(const Lines& lines, float z); const float* get_data() const; unsigned int get_data_size() const; }; class GLCanvas3D { public: class Camera { public: enum EType : unsigned char { CT_Unknown, CT_Perspective, CT_Ortho, CT_Count }; private: EType m_type; float m_zoom; float m_phi; float m_theta; float m_distance; Pointf3 m_target; public: Camera(); Camera::EType get_type() const; void set_type(Camera::EType type); std::string get_type_as_string() const; float get_zoom() const; void set_zoom(float zoom); float get_phi() const; void set_phi(float phi); float get_theta() const; void set_theta(float theta); float get_distance() const; void set_distance(float distance); const Pointf3& get_target() const; void set_target(const Pointf3& target); }; class Bed { Pointfs m_shape; BoundingBoxf3 m_bounding_box; Polygon m_polygon; GeometryBuffer m_triangles; GeometryBuffer m_gridlines; public: const Pointfs& get_shape() const; void set_shape(const Pointfs& shape); const BoundingBoxf3& get_bounding_box() const; void render() const; private: void _calc_bounding_box(); void _calc_triangles(const ExPolygon& poly); void _calc_gridlines(const ExPolygon& poly, const BoundingBox& bed_bbox); }; class Axes { Pointf3 m_origin; float m_length; public: Axes(); const Pointf3& get_origin() const; void set_origin(const Pointf3& origin); float get_length() const; void set_length(float length); void render() const; }; class CuttingPlane { float m_z; GeometryBuffer m_lines; public: CuttingPlane(); bool set(float z, const ExPolygons& polygons); void render(const BoundingBoxf3& bb) const; private: void _render_plane(const BoundingBoxf3& bb) const; void _render_contour() const; }; class LayersEditing { bool m_enabled; public: LayersEditing(); bool is_enabled() const; }; class Shader { bool m_enabled; GLShader* m_shader; public: Shader(); bool init(const std::string& vertex_shader_filename, const std::string& fragment_shader_filename); void reset(); bool is_enabled() const; void set_enabled(bool enabled); bool start() const; void stop() const; }; private: wxGLCanvas* m_canvas; wxGLContext* m_context; Camera m_camera; Bed m_bed; Axes m_axes; CuttingPlane m_cutting_plane; LayersEditing m_layers_editing; Shader m_shader; GLVolumeCollection* m_volumes; bool m_dirty; bool m_apply_zoom_to_volumes_filter; bool m_warning_texture_enabled; bool m_legend_texture_enabled; bool m_picking_enabled; PerlCallback m_on_viewport_changed_callback; public: GLCanvas3D(wxGLCanvas* canvas, wxGLContext* context); ~GLCanvas3D(); bool init(bool useVBOs); bool set_current(); bool is_dirty() const; void set_dirty(bool dirty); bool is_shown_on_screen() const; void resize(unsigned int w, unsigned int h); GLVolumeCollection* get_volumes(); void set_volumes(GLVolumeCollection* volumes); void reset_volumes(); // Set the bed shape to a single closed 2D polygon(array of two element arrays), // triangulate the bed and store the triangles into m_bed.m_triangles, // fills the m_bed.m_grid_lines and sets m_bed.m_origin. // Sets m_bed.m_polygon to limit the object placement. void set_bed_shape(const Pointfs& shape); // Used by ObjectCutDialog and ObjectPartsPanel to generate a rectangular ground plane to support the scene objects. void set_auto_bed_shape(); const Pointf3& get_axes_origin() const; void set_axes_origin(const Pointf3& origin); float get_axes_length() const; void set_axes_length(float length); void set_cutting_plane(float z, const ExPolygons& polygons); Camera::EType get_camera_type() const; void set_camera_type(Camera::EType type); std::string get_camera_type_as_string() const; float get_camera_zoom() const; void set_camera_zoom(float zoom); float get_camera_phi() const; void set_camera_phi(float phi); float get_camera_theta() const; void set_camera_theta(float theta); float get_camera_distance() const; void set_camera_distance(float distance); const Pointf3& get_camera_target() const; void set_camera_target(const Pointf3& target); BoundingBoxf3 bed_bounding_box() const; BoundingBoxf3 volumes_bounding_box() const; BoundingBoxf3 max_bounding_box() const; bool is_layers_editing_enabled() const; bool is_picking_enabled() const; bool is_shader_enabled() const; void enable_warning_texture(bool enable); void enable_legend_texture(bool enable); void enable_picking(bool enable); void enable_shader(bool enable); void zoom_to_bed(); void zoom_to_volumes(); void select_view(const std::string& direction); bool start_using_shader() const; void stop_using_shader() const; void render_background() const; void render_bed() const; void render_axes() const; void render_volumes(bool fake_colors) const; void render_cutting_plane() const; void render_warning_texture() const; void render_legend_texture() const; void render_texture(unsigned int tex_id, float left, float right, float bottom, float top) const; void register_on_viewport_changed_callback(void* callback); void on_size(wxSizeEvent& evt); void on_idle(wxIdleEvent& evt); void on_char(wxKeyEvent& evt); private: void _zoom_to_bounding_box(const BoundingBoxf3& bbox); std::pair _get_canvas_size() const; float _get_zoom_to_bounding_box_factor(const BoundingBoxf3& bbox) const; void _deregister_callbacks(); }; } // namespace GUI } // namespace Slic3r #endif // slic3r_GLCanvas3D_hpp_