#ifndef slic3r_GLCanvas3DManager_hpp_ #define slic3r_GLCanvas3DManager_hpp_ #include "../../slic3r/GUI/GLCanvas3D.hpp" #include namespace Slic3r { namespace GUI { class GLCanvas3DManager { struct GLVersion { unsigned int vn_major; unsigned int vn_minor; GLVersion(); bool detect(); bool is_greater_or_equal_to(unsigned int major, unsigned int minor) const; }; typedef std::map CanvasesMap; CanvasesMap m_canvases; GLVersion m_gl_version; bool m_gl_initialized; bool m_use_legacy_opengl; bool m_use_VBOs; public: GLCanvas3DManager(); bool add(wxGLCanvas* canvas, wxGLContext* context); bool remove(wxGLCanvas* canvas); void remove_all(); unsigned int count() const; void init_gl(); bool use_VBOs() const; bool layer_editing_allowed() const; bool init(wxGLCanvas* canvas, bool useVBOs); bool is_dirty(wxGLCanvas* canvas) const; void set_dirty(wxGLCanvas* canvas, bool dirty); bool is_shown_on_screen(wxGLCanvas* canvas) const; void resize(wxGLCanvas* canvas, unsigned int w, unsigned int h); GLVolumeCollection* get_volumes(wxGLCanvas* canvas); void set_volumes(wxGLCanvas* canvas, GLVolumeCollection* volumes); void reset_volumes(wxGLCanvas* canvas); void deselect_volumes(wxGLCanvas* canvas); void select_volume(wxGLCanvas* canvas, unsigned int id); void set_config(wxGLCanvas* canvas, DynamicPrintConfig* config); void set_print(wxGLCanvas* canvas, Print* print); void set_bed_shape(wxGLCanvas* canvas, const Pointfs& shape); void set_auto_bed_shape(wxGLCanvas* canvas); BoundingBoxf3 get_bed_bounding_box(wxGLCanvas* canvas); BoundingBoxf3 get_volumes_bounding_box(wxGLCanvas* canvas); BoundingBoxf3 get_max_bounding_box(wxGLCanvas* canvas); Pointf3 get_axes_origin(wxGLCanvas* canvas) const; void set_axes_origin(wxGLCanvas* canvas, const Pointf3& origin); float get_axes_length(wxGLCanvas* canvas) const; void set_axes_length(wxGLCanvas* canvas, float length); void set_cutting_plane(wxGLCanvas* canvas, float z, const ExPolygons& polygons); unsigned int get_camera_type(wxGLCanvas* canvas) const; void set_camera_type(wxGLCanvas* canvas, unsigned int type); std::string get_camera_type_as_string(wxGLCanvas* canvas) const; float get_camera_zoom(wxGLCanvas* canvas) const; void set_camera_zoom(wxGLCanvas* canvas, float zoom); float get_camera_phi(wxGLCanvas* canvas) const; void set_camera_phi(wxGLCanvas* canvas, float phi); float get_camera_theta(wxGLCanvas* canvas) const; void set_camera_theta(wxGLCanvas* canvas, float theta); float get_camera_distance(wxGLCanvas* canvas) const; void set_camera_distance(wxGLCanvas* canvas, float distance); Pointf3 get_camera_target(wxGLCanvas* canvas) const; void set_camera_target(wxGLCanvas* canvas, const Pointf3& target); bool is_layers_editing_enabled(wxGLCanvas* canvas) const; bool is_picking_enabled(wxGLCanvas* canvas) const; bool is_layers_editing_allowed(wxGLCanvas* canvas) const; bool is_multisample_allowed(wxGLCanvas* canvas) const; void enable_layers_editing(wxGLCanvas* canvas, bool enable); void enable_warning_texture(wxGLCanvas* canvas, bool enable); void enable_legend_texture(wxGLCanvas* canvas, bool enable); void enable_picking(wxGLCanvas* canvas, bool enable); void enable_shader(wxGLCanvas* canvas, bool enable); void allow_multisample(wxGLCanvas* canvas, bool allow); bool is_mouse_dragging(wxGLCanvas* canvas) const; void set_mouse_dragging(wxGLCanvas* canvas, bool dragging); Pointf get_mouse_position(wxGLCanvas* canvas) const; void set_mouse_position(wxGLCanvas* canvas, const Pointf& position); int get_hover_volume_id(wxGLCanvas* canvas) const; 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); float get_layers_editing_strength(wxGLCanvas* canvas) const; void set_layers_editing_strength(wxGLCanvas* canvas, float strength); int get_layers_editing_last_object_id(wxGLCanvas* canvas) const; void set_layers_editing_last_object_id(wxGLCanvas* canvas, int id); float get_layers_editing_last_z(wxGLCanvas* canvas) const; void set_layers_editing_last_z(wxGLCanvas* canvas, float z); unsigned int get_layers_editing_last_action(wxGLCanvas* canvas) const; void set_layers_editing_last_action(wxGLCanvas* canvas, unsigned int action); GLShader* get_layers_editing_shader(wxGLCanvas* canvas); float get_layers_editing_cursor_z_relative(wxGLCanvas* canvas) const; int get_layers_editing_first_selected_object_id(wxGLCanvas* canvas, unsigned int objects_count) const; bool bar_rect_contains(wxGLCanvas* canvas, float x, float y) const; bool reset_rect_contains(wxGLCanvas* canvas, float x, float y) const; void zoom_to_bed(wxGLCanvas* canvas); void zoom_to_volumes(wxGLCanvas* canvas); void select_view(wxGLCanvas* canvas, const std::string& direction); bool start_using_shader(wxGLCanvas* canvas) const; void stop_using_shader(wxGLCanvas* canvas) const; void render(wxGLCanvas* canvas) const; void render_volumes(wxGLCanvas* canvas, bool fake_colors) const; void render_texture(wxGLCanvas* canvas, unsigned int tex_id, float left, float right, float bottom, float top) const; void register_on_viewport_changed_callback(wxGLCanvas* canvas, void* callback); void register_on_mark_volumes_for_layer_height_callback(wxGLCanvas* canvas, void* callback); private: CanvasesMap::iterator _get_canvas(wxGLCanvas* canvas); CanvasesMap::const_iterator _get_canvas(wxGLCanvas* canvas) const; }; } // namespace GUI } // namespace Slic3r #endif // slic3r_GLCanvas3DManager_hpp_