#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 DynamicPrintConfig; class GLShader; class ExPolygon; class PrintObject; 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 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 { 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 { struct GLTextureData { unsigned int id; int width; int height; GLTextureData(); GLTextureData(unsigned int id, int width, int height); }; bool m_enabled; mutable GLTextureData m_tooltip_texture; mutable GLTextureData m_reset_texture; public: LayersEditing(); ~LayersEditing(); bool is_enabled() const; void render(const GLCanvas3D& canvas, const PrintObject& print_object) 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; 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; }; 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; }; class Mouse { bool m_dragging; Pointf m_position; public: Mouse(); bool is_dragging() const; void set_dragging(bool dragging); const Pointf& get_position() const; void set_position(const Pointf& position); }; 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; Mouse m_mouse; GLVolumeCollection* m_volumes; DynamicPrintConfig* m_config; bool m_dirty; bool m_apply_zoom_to_volumes_filter; int m_hover_volume_id; bool m_warning_texture_enabled; bool m_legend_texture_enabled; bool m_picking_enabled; bool m_multisample_allowed; PerlCallback m_on_viewport_changed_callback; PerlCallback m_on_mark_volumes_for_layer_height_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(); DynamicPrintConfig* get_config(); void set_config(DynamicPrintConfig* config); // 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; bool is_multisample_allowed() const; void enable_warning_texture(bool enable); void enable_legend_texture(bool enable); void enable_picking(bool enable); void enable_shader(bool enable); void allow_multisample(bool allow); bool is_mouse_dragging() const; void set_mouse_dragging(bool dragging); const Pointf& get_mouse_position() const; void set_mouse_position(const Pointf& position); int get_hover_volume_id() const; void set_hover_volume_id(int id); 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 picking_pass(); void render_background() const; void render_bed() const; void render_axes() const; void render_volumes(bool fake_colors) const; void render_objects(bool useVBOs); 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_texture(unsigned int tex_id, float left, float right, float bottom, float top) const; void register_on_viewport_changed_callback(void* callback); void register_on_mark_volumes_for_layer_height_callback(void* callback); void on_size(wxSizeEvent& evt); void on_idle(wxIdleEvent& evt); void on_char(wxKeyEvent& evt); Size get_canvas_size() const; private: void _zoom_to_bounding_box(const BoundingBoxf3& bbox); float _get_zoom_to_bounding_box_factor(const BoundingBoxf3& bbox) const; void _deregister_callbacks(); }; } // namespace GUI } // namespace Slic3r #endif // slic3r_GLCanvas3D_hpp_