208 lines
5.6 KiB
Perl
208 lines
5.6 KiB
Perl
package Slic3r::GUI::PreviewCanvas;
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use strict;
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use warnings;
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use Wx::Event qw(EVT_PAINT EVT_SIZE EVT_ERASE_BACKGROUND EVT_IDLE EVT_TIMER EVT_MOUSEWHEEL);
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# must load OpenGL *before* Wx::GLCanvas
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use OpenGL qw(:glconstants :glfunctions :glufunctions);
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use base qw(Wx::GLCanvas Class::Accessor);
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use Slic3r::Geometry qw(X Y Z MIN MAX triangle_normal normalize deg2rad tan);
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use Wx::GLCanvas qw(:all);
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__PACKAGE__->mk_accessors( qw(timer x_rot y_rot dirty init mesh_center zoom
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verts norms) );
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sub new {
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my ($class, $parent, $mesh) = @_;
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my $self = $class->SUPER::new($parent);
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# prepare mesh
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{
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$self->mesh_center($mesh->center);
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my @verts = map @{ $mesh->vertices->[$_] }, map @$_, @{$mesh->facets};
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$self->verts(OpenGL::Array->new_list(GL_FLOAT, @verts));
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my @norms = map { @$_, @$_, @$_ } map normalize(triangle_normal(map $mesh->vertices->[$_], @$_)), @{$mesh->facets};
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$self->norms(OpenGL::Array->new_list(GL_FLOAT, @norms));
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}
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$self->x_rot(0);
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$self->y_rot(0);
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EVT_PAINT($self, sub {
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my $dc = Wx::PaintDC->new($self);
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$self->Render($dc);
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});
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EVT_SIZE($self, sub { $self->dirty(1) });
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EVT_IDLE($self, sub {
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return unless $self->dirty;
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return if !$self->IsShownOnScreen;
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$self->Resize( $self->GetSizeWH );
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$self->Refresh;
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});
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EVT_MOUSEWHEEL($self, sub {
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my ($self, $e) = @_;
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my $zoom = ($e->GetWheelRotation() / $e->GetWheelDelta() / 10);
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$zoom = $zoom > 0 ? (1.0 + $zoom) : 1 / (1.0 - $zoom);
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my @pos3d = $self->mouse_to_3d($e->GetX(), $e->GetY());
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$self->ZoomTo($zoom, $pos3d[0], $pos3d[1]);
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$self->Refresh;
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});
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return $self;
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}
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sub mouse_to_3d {
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my ($self, $x, $y) = @_;
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my @viewport = glGetIntegerv_p(GL_VIEWPORT);
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my @mview = glGetDoublev_p(GL_MODELVIEW_MATRIX);
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my @proj = glGetDoublev_p(GL_PROJECTION_MATRIX);
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my @projected = gluUnProject_p($x, $viewport[3] - $y, 1.0,
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$mview[0], $mview[1], $mview[2], $mview[3],
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$mview[4], $mview[5], $mview[6], $mview[7],
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$mview[8], $mview[9], $mview[10], $mview[11],
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$mview[12], $mview[13], $mview[14], $mview[15],
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$proj[0], $proj[1], $proj[2], $proj[3],
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$proj[4], $proj[5], $proj[6], $proj[7],
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$proj[8], $proj[9], $proj[10], $proj[11],
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$proj[12], $proj[13], $proj[14], $proj[15],
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$viewport[0], $viewport[1], $viewport[2], $viewport[3]);
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return @projected;
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}
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sub ZoomTo {
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my ($self, $factor, $tox, $toy) = @_;
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glTranslatef($tox, $toy, 0);
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glMatrixMode(GL_MODELVIEW);
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$self->Zoom($factor);
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glTranslatef(-$tox, -$toy, 0);
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}
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sub Zoom {
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my ($self, $factor) = @_;
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glScalef($factor, $factor, 1);
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}
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sub GetContext {
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my ($self) = @_;
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if (Wx::wxVERSION >= 2.009) {
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return $self->{context} ||= Wx::GLContext->new($self);
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} else {
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return $self->SUPER::GetContext;
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}
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}
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sub SetCurrent {
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my ($self, $context) = @_;
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if (Wx::wxVERSION >= 2.009) {
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return $self->SUPER::SetCurrent($context);
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} else {
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return $self->SUPER::SetCurrent;
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}
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}
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sub Resize {
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my ($self, $x, $y) = @_;
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return unless $self->GetContext;
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$self->dirty(0);
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$self->SetCurrent($self->GetContext);
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glViewport(0, 0, $x, $y);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(-$x/2, $x/2, -$y/2, $y/2, 0.5, 100);
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glMatrixMode(GL_MODELVIEW);
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}
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sub DESTROY {
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my $self = shift;
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}
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sub InitGL {
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my $self = shift;
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return if $self->init;
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return unless $self->GetContext;
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$self->init(1);
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glEnable(GL_NORMALIZE);
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glEnable(GL_LIGHTING);
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glDepthFunc(GL_LESS);
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glEnable(GL_DEPTH_TEST);
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# Settings for our light.
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my @LightPos = (0, 0, 2, 1.0);
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my @LightAmbient = (0.1, 0.1, 0.1, 1.0);
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my @LightDiffuse = (0.7, 0.5, 0.5, 1.0);
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my @LightSpecular = (0.1, 0.1, 0.1, 0.1);
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# Enables Smooth Color Shading; try GL_FLAT for (lack of) fun.
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glShadeModel(GL_SMOOTH);
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# Set up a light, turn it on.
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glLightfv_p(GL_LIGHT1, GL_POSITION, @LightPos);
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glLightfv_p(GL_LIGHT1, GL_AMBIENT, @LightAmbient);
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glLightfv_p(GL_LIGHT1, GL_DIFFUSE, @LightDiffuse);
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glLightfv_p(GL_LIGHT1, GL_SPECULAR, @LightSpecular);
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glEnable(GL_LIGHT1);
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# A handy trick -- have surface material mirror the color.
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glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
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glEnable(GL_COLOR_MATERIAL);
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}
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sub Render {
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my ($self, $dc) = @_;
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return unless $self->GetContext;
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$self->SetCurrent($self->GetContext);
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$self->InitGL;
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glPushMatrix();
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# this needs to get a lot better...
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glRotatef( $self->x_rot, 1, 0, 0 );
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glRotatef( $self->y_rot, 0, 0, 1 );
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glTranslatef(map -$_, @{ $self->mesh_center });
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$self->draw_mesh;
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glPopMatrix();
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glFlush();
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$self->SwapBuffers();
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}
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sub draw_mesh {
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my $self = shift;
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glEnable(GL_CULL_FACE);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_NORMAL_ARRAY);
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glVertexPointer_p(3, $self->verts);
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glCullFace(GL_BACK);
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glNormalPointer_p($self->norms);
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glDrawArrays(GL_TRIANGLES, 0, $self->verts->elements / 3);
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glDisableClientState(GL_NORMAL_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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}
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1;
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