PrusaSlicer-NonPlainar/sandboxes/opencsg/main.cpp
Vojtech Bubnik e185bf58b7 Replaced "Simple shorthands for smart pointers" shptr, uqptr, wkptr
with their original names. Using weird shorthands makes the code
unreadable for anyone but the original author.

template<class T> using shptr = std::shared_ptr<T>;
template<class T> using uqptr = std::unique_ptr<T>;
template<class T> using wkptr = std::weak_ptr<T>;
2021-10-04 16:56:26 +02:00

735 lines
24 KiB
C++

#include <iostream>
#include <utility>
#include <memory>
#include "Engine.hpp"
#include "ShaderCSGDisplay.hpp"
#include <GL/glew.h>
#include <opencsg/opencsg.h>
// For compilers that support precompilation, includes "wx/wx.h".
#include <wx/wxprec.h>
#ifndef WX_PRECOMP
#include <wx/wx.h>
#endif
#include <wx/slider.h>
#include <wx/tglbtn.h>
#include <wx/combobox.h>
#include <wx/spinctrl.h>
#include <wx/msgdlg.h>
#include <wx/glcanvas.h>
#include <wx/cmdline.h>
#include "libslic3r/Model.hpp"
#include "libslic3r/Format/3mf.hpp"
#include "libslic3r/SLAPrint.hpp"
#include "slic3r/GUI/Jobs/Job.hpp"
#include "slic3r/GUI/ProgressStatusBar.hpp"
using namespace Slic3r::GL;
class Renderer {
protected:
wxGLCanvas *m_canvas;
std::shared_ptr<wxGLContext> m_context;
public:
Renderer(wxGLCanvas *c): m_canvas{c} {
auto ctx = new wxGLContext(m_canvas);
if (!ctx || !ctx->IsOK()) {
wxMessageBox("Could not create OpenGL context.", "Error",
wxOK | wxICON_ERROR);
return;
}
m_context.reset(ctx);
}
wxGLContext * context() { return m_context.get(); }
const wxGLContext * context() const { return m_context.get(); }
};
// Tell the CSGDisplay how to swap buffers and set the gl context.
class OCSGRenderer: public Renderer, public Slic3r::GL::CSGDisplay {
public:
OCSGRenderer(wxGLCanvas *c): Renderer{c} {}
void set_active(long w, long h) override
{
m_canvas->SetCurrent(*m_context);
Slic3r::GL::Display::set_active(w, h);
}
void swap_buffers() override { m_canvas->SwapBuffers(); }
};
// Tell the CSGDisplay how to swap buffers and set the gl context.
class ShaderCSGRenderer : public Renderer, public Slic3r::GL::ShaderCSGDisplay {
public:
ShaderCSGRenderer(wxGLCanvas *c): Renderer{c} {}
void set_active(long w, long h) override
{
m_canvas->SetCurrent(*m_context);
Slic3r::GL::Display::set_active(w, h);
}
void swap_buffers() override { m_canvas->SwapBuffers(); }
};
// The opengl rendering facility. Here we implement the rendering objects.
class Canvas: public wxGLCanvas
{
// One display is active at a time, the OCSGRenderer by default.
std::shared_ptr<Slic3r::GL::Display> m_display;
public:
template<class...Args>
Canvas(Args &&...args): wxGLCanvas(std::forward<Args>(args)...) {}
std::shared_ptr<Slic3r::GL::Display> get_display() const { return m_display; }
void set_display(std::shared_ptr<Slic3r::GL::Display> d) { m_display = d; }
};
// Enumerate possible mouse events, we will record them.
enum EEvents { LCLK_U, RCLK_U, LCLK_D, RCLK_D, DDCLK, SCRL, MV };
struct Event
{
EEvents type;
long a, b;
Event(EEvents t, long x = 0, long y = 0) : type{t}, a{x}, b{y} {}
};
// Create a special mouse input adapter, which can store (record) the received
// mouse signals into a file and play back the stored events later.
class RecorderMouseInput: public MouseInput {
std::vector<Event> m_events;
bool m_recording = false, m_playing = false;
public:
void left_click_down() override
{
if (m_recording) m_events.emplace_back(LCLK_D);
if (!m_playing) MouseInput::left_click_down();
}
void left_click_up() override
{
if (m_recording) m_events.emplace_back(LCLK_U);
if (!m_playing) MouseInput::left_click_up();
}
void right_click_down() override
{
if (m_recording) m_events.emplace_back(RCLK_D);
if (!m_playing) MouseInput::right_click_down();
}
void right_click_up() override
{
if (m_recording) m_events.emplace_back(RCLK_U);
if (!m_playing) MouseInput::right_click_up();
}
void double_click() override
{
if (m_recording) m_events.emplace_back(DDCLK);
if (!m_playing) MouseInput::double_click();
}
void scroll(long v, long d, WheelAxis wa) override
{
if (m_recording) m_events.emplace_back(SCRL, v, d);
if (!m_playing) MouseInput::scroll(v, d, wa);
}
void move_to(long x, long y) override
{
if (m_recording) m_events.emplace_back(MV, x, y);
if (!m_playing) MouseInput::move_to(x, y);
}
void save(std::ostream &stream)
{
for (const Event &evt : m_events)
stream << evt.type << " " << evt.a << " " << evt.b << std::endl;
}
void load(std::istream &stream)
{
m_events.clear();
while (stream.good()) {
int type; long a, b;
stream >> type >> a >> b;
m_events.emplace_back(EEvents(type), a, b);
}
}
void record(bool r) { m_recording = r; if (r) m_events.clear(); }
void play()
{
m_playing = true;
for (const Event &evt : m_events) {
switch (evt.type) {
case LCLK_U: MouseInput::left_click_up(); break;
case LCLK_D: MouseInput::left_click_down(); break;
case RCLK_U: MouseInput::right_click_up(); break;
case RCLK_D: MouseInput::right_click_down(); break;
case DDCLK: MouseInput::double_click(); break;
case SCRL: MouseInput::scroll(evt.a, evt.b, WheelAxis::waVertical); break;
case MV: MouseInput::move_to(evt.a, evt.b); break;
}
wxTheApp->Yield();
if (!m_playing)
break;
}
m_playing = false;
}
void stop() { m_playing = false; }
bool is_playing() const { return m_playing; }
};
// The top level frame of the application.
class MyFrame: public wxFrame
{
// Instantiate the 3D engine.
std::shared_ptr<Scene> m_scene; // Model
std::shared_ptr<Canvas> m_canvas; // Views store
std::shared_ptr<OCSGRenderer> m_ocsgdisplay; // View
std::shared_ptr<ShaderCSGRenderer> m_shadercsg_display; // Another view
std::shared_ptr<Controller> m_ctl; // Controller
// Add a status bar with progress indication.
std::shared_ptr<Slic3r::GUI::ProgressStatusBar> m_stbar;
RecorderMouseInput m_mouse;
// When loading a Model from 3mf and preparing it, we use a separate thread.
class SLAJob: public Slic3r::GUI::Job {
MyFrame *m_parent;
std::unique_ptr<Slic3r::SLAPrint> m_print;
std::string m_fname;
public:
SLAJob(MyFrame *frame, const std::string &fname)
: Slic3r::GUI::Job{frame->m_stbar}
, m_parent{frame}
, m_fname{fname}
{}
// Runs in separate thread
void process() override;
const std::string & get_project_fname() const { return m_fname; }
protected:
// Runs in the UI thread.
void finalize() override
{
m_parent->m_scene->set_print(std::move(m_print));
m_parent->m_stbar->set_status_text(
wxString::Format("Model %s loaded.", m_fname));
}
};
std::unique_ptr<SLAJob> m_ui_job;
// To keep track of the running average of measured fps values.
double m_fps_avg = 0.;
// We need the record button across methods
wxToggleButton *m_record_btn;
wxComboBox * m_alg_select;
wxComboBox * m_depth_select;
wxComboBox * m_optimization_select;
wxSpinCtrl * m_convexity_spin;
wxToggleButton *m_csg_toggle;
wxToggleButton *m_ms_toggle;
wxStaticText *m_fpstext;
CSGSettings m_csg_settings;
void read_csg_settings(const wxCmdLineParser &parser);
void set_renderer_algorithm(const wxString &alg);
void activate_canvas_display();
public:
MyFrame(const wxString & title,
const wxPoint & pos,
const wxSize & size,
const wxCmdLineParser &parser);
// Grab a 3mf and load (hollow it out) within the UI job.
void load_model(const std::string &fname) {
m_ui_job = std::make_unique<SLAJob>(this, fname);
m_ui_job->start();
}
// Load a previously stored mouse event log and play it back.
void play_back_mouse(const std::string &events_fname)
{
std::fstream stream(events_fname, std::fstream::in);
if (stream.good()) {
std::string model_name;
std::getline(stream, model_name);
load_model(model_name);
while (!m_ui_job->is_finalized())
wxTheApp->Yield();;
int w, h;
stream >> w >> h;
SetSize(w, h);
m_mouse.load(stream);
if (m_record_btn) m_record_btn->Disable();
m_mouse.play();
}
}
Canvas * canvas() { return m_canvas.get(); }
const Canvas * canvas() const { return m_canvas.get(); }
// Bind the canvas mouse events to a class implementing MouseInput interface
void bind_canvas_events(MouseInput &msinput);
double get_fps_average() const { return m_fps_avg; }
};
// Possible OpenCSG configuration values. Will be used on the command line and
// on the UI widgets.
static const std::vector<wxString> CSG_ALGS = {"Auto", "Goldfeather", "SCS", "EnricoShader"};
static const std::vector<wxString> CSG_DEPTH = {"Off", "OcclusionQuery", "On"};
static const std::vector<wxString> CSG_OPT = { "Default", "ForceOn", "On", "Off" };
inline long get_idx(const wxString &a, const std::vector<wxString> &v)
{
auto it = std::find(v.begin(), v.end(), a.ToStdString());
return it - v.begin();
};
class App : public wxApp {
MyFrame *m_frame = nullptr;
wxString m_fname;
public:
bool OnInit() override {
wxCmdLineParser parser(argc, argv);
parser.AddOption("p", "play", "play back file", wxCMD_LINE_VAL_STRING, wxCMD_LINE_PARAM_OPTIONAL);
parser.AddOption("a", "algorithm", "OpenCSG algorithm [Auto|Goldfeather|SCS]", wxCMD_LINE_VAL_STRING, wxCMD_LINE_PARAM_OPTIONAL);
parser.AddOption("d", "depth", "OpenCSG depth strategy [Off|OcclusionQuery|On]", wxCMD_LINE_VAL_STRING, wxCMD_LINE_PARAM_OPTIONAL);
parser.AddOption("o", "optimization", "OpenCSG optimization strategy [Default|ForceOn|On|Off]", wxCMD_LINE_VAL_STRING, wxCMD_LINE_PARAM_OPTIONAL);
parser.AddOption("c", "convexity", "OpenCSG convexity parameter for generic meshes", wxCMD_LINE_VAL_NUMBER, wxCMD_LINE_PARAM_OPTIONAL);
parser.AddSwitch("", "disable-csg", "Disable csg rendering", wxCMD_LINE_PARAM_OPTIONAL);
parser.Parse();
bool is_play = parser.Found("play", &m_fname);
m_frame = new MyFrame("PrusaSlicer OpenCSG Demo", wxDefaultPosition, wxSize(1024, 768), parser);
if (is_play) {
Bind(wxEVT_IDLE, &App::Play, this);
m_frame->Show( true );
} else m_frame->Show( true );
return true;
}
void Play(wxIdleEvent &) {
Unbind(wxEVT_IDLE, &App::Play, this);
m_frame->play_back_mouse(m_fname.ToStdString());
m_frame->Destroy();
}
};
wxIMPLEMENT_APP(App);
void MyFrame::read_csg_settings(const wxCmdLineParser &parser)
{
wxString alg;
parser.Found("algorithm", &alg);
wxString depth;
parser.Found("depth", &depth);
wxString opt;
parser.Found("optimization", &opt);
long convexity = 1;
parser.Found("convexity", &convexity);
bool csg_off = parser.Found("disable-csg");
if (auto a = get_idx(alg, CSG_ALGS) < OpenCSG::AlgorithmUnused)
m_csg_settings.set_algo(OpenCSG::Algorithm(a));
if (auto a = get_idx(depth, CSG_DEPTH) < OpenCSG::DepthComplexityAlgorithmUnused)
m_csg_settings.set_depth_algo(OpenCSG::DepthComplexityAlgorithm(a));
if (auto a = get_idx(opt, CSG_OPT) < OpenCSG::OptimizationUnused)
m_csg_settings.set_optimization(OpenCSG::Optimization(a));
m_csg_settings.set_convexity(unsigned(convexity));
m_csg_settings.enable_csg(!csg_off);
if (m_ocsgdisplay) m_ocsgdisplay->apply_csgsettings(m_csg_settings);
}
void MyFrame::set_renderer_algorithm(const wxString &alg)
{
long alg_idx = get_idx(alg, CSG_ALGS);
if (alg_idx < 0 || alg_idx >= long(CSG_ALGS.size())) return;
// If there is a valid display in place, save its camera.
auto cam = m_canvas->get_display() ?
m_canvas->get_display()->get_camera() : nullptr;
if (alg == "EnricoShader") {
m_alg_select->SetSelection(int(alg_idx));
m_depth_select->Disable();
m_optimization_select->Disable();
m_csg_toggle->Disable();
m_ocsgdisplay.reset();
canvas()->set_display(nullptr);
m_shadercsg_display = std::make_shared<ShaderCSGRenderer>(canvas());
canvas()->set_display(m_shadercsg_display);
} else {
if (m_csg_settings.get_algo() > 0) m_depth_select->Enable(true);
m_alg_select->SetSelection(m_csg_settings.get_algo());
m_depth_select->SetSelection(m_csg_settings.get_depth_algo());
m_optimization_select->SetSelection(m_csg_settings.get_optimization());
m_convexity_spin->SetValue(int(m_csg_settings.get_convexity()));
m_csg_toggle->SetValue(m_csg_settings.is_enabled());
m_optimization_select->Enable();
m_csg_toggle->Enable();
m_shadercsg_display.reset();
canvas()->set_display(nullptr);
m_ocsgdisplay = std::make_shared<OCSGRenderer>(canvas());
m_ocsgdisplay->apply_csgsettings(m_csg_settings);
canvas()->set_display(m_ocsgdisplay);
}
if (cam)
m_canvas->get_display()->set_camera(cam);
m_ctl->remove_displays();
m_ctl->add_display(m_canvas->get_display());
m_canvas->get_display()->get_fps_counter().add_listener([this](double fps) {
m_fpstext->SetLabel(wxString::Format("fps: %.2f", fps));
m_fps_avg = 0.9 * m_fps_avg + 0.1 * fps;
});
if (IsShown()) {
activate_canvas_display();
m_canvas->get_display()->on_scene_updated(*m_scene);
}
}
void MyFrame::activate_canvas_display()
{
const wxSize ClientSize = m_canvas->GetClientSize();
m_canvas->get_display()->set_active(ClientSize.x, ClientSize.y);
enable_multisampling(m_ms_toggle->GetValue());
m_canvas->Bind(wxEVT_PAINT, [this](wxPaintEvent &) {
// This is required even though dc is not used otherwise.
wxPaintDC dc(m_canvas.get());
const wxSize csize = m_canvas->GetClientSize();
m_canvas->get_display()->set_screen_size(csize.x, csize.y);
m_canvas->get_display()->repaint();
});
m_canvas->Bind(wxEVT_SIZE, [this](wxSizeEvent &) {
const wxSize csize = m_canvas->GetClientSize();
m_canvas->get_display()->set_screen_size(csize.x, csize.y);
m_canvas->get_display()->repaint();
});
// Do the repaint continuously
m_canvas->Bind(wxEVT_IDLE, [this](wxIdleEvent &evt) {
m_canvas->get_display()->repaint();
evt.RequestMore();
});
bind_canvas_events(m_mouse);
}
MyFrame::MyFrame(const wxString &title, const wxPoint &pos, const wxSize &size,
const wxCmdLineParser &parser):
wxFrame(nullptr, wxID_ANY, title, pos, size)
{
wxMenu *menuFile = new wxMenu;
menuFile->Append(wxID_OPEN);
menuFile->Append(wxID_EXIT);
wxMenuBar *menuBar = new wxMenuBar;
menuBar->Append( menuFile, "&File" );
SetMenuBar( menuBar );
m_stbar = std::make_shared<Slic3r::GUI::ProgressStatusBar>(this);
m_stbar->embed(this);
SetStatusText( "Welcome to wxWidgets!" );
int attribList[] =
{WX_GL_RGBA, WX_GL_DOUBLEBUFFER,
// RGB channels each should be allocated with 8 bit depth. One
// should almost certainly get these bit depths by default.
WX_GL_MIN_RED, 8, WX_GL_MIN_GREEN, 8, WX_GL_MIN_BLUE, 8,
// Requesting an 8 bit alpha channel. Interestingly, the NVIDIA
// drivers would most likely work with some alpha plane, but
// glReadPixels would not return the alpha channel on NVIDIA if
// not requested when the GL context is created.
WX_GL_MIN_ALPHA, 8, WX_GL_DEPTH_SIZE, 8, WX_GL_STENCIL_SIZE, 8,
WX_GL_SAMPLE_BUFFERS, GL_TRUE, WX_GL_SAMPLES, 4, 0};
m_scene = std::make_shared<Scene>();
m_ctl = std::make_shared<Controller>();
m_ctl->set_scene(m_scene);
m_canvas = std::make_shared<Canvas>(this, wxID_ANY, attribList,
wxDefaultPosition, wxDefaultSize,
wxWANTS_CHARS | wxFULL_REPAINT_ON_RESIZE);
read_csg_settings(parser);
wxPanel *control_panel = new wxPanel(this);
auto controlsizer = new wxBoxSizer(wxHORIZONTAL);
auto slider_sizer = new wxBoxSizer(wxVERTICAL);
auto console_sizer = new wxBoxSizer(wxVERTICAL);
auto slider = new wxSlider(control_panel, wxID_ANY, 0, 0, 100,
wxDefaultPosition, wxDefaultSize,
wxSL_VERTICAL);
slider_sizer->Add(slider, 1, wxEXPAND);
m_ms_toggle = new wxToggleButton(control_panel, wxID_ANY, "Multisampling");
console_sizer->Add(m_ms_toggle, 0, wxALL | wxEXPAND, 5);
m_csg_toggle = new wxToggleButton(control_panel, wxID_ANY, "CSG");
m_csg_toggle->SetValue(true);
console_sizer->Add(m_csg_toggle, 0, wxALL | wxEXPAND, 5);
auto add_combobox = [control_panel, console_sizer]
(const wxString &label, const std::vector<wxString> &list)
{
auto widget = new wxComboBox(control_panel, wxID_ANY, list[0],
wxDefaultPosition, wxDefaultSize,
int(list.size()), list.data());
auto sz = new wxBoxSizer(wxHORIZONTAL);
sz->Add(new wxStaticText(control_panel, wxID_ANY, label), 0,
wxALL | wxALIGN_CENTER, 5);
sz->Add(widget, 1, wxALL | wxEXPAND, 5);
console_sizer->Add(sz, 0, wxEXPAND);
return widget;
};
auto add_spinctl = [control_panel, console_sizer]
(const wxString &label, int initial, int min, int max)
{
auto widget = new wxSpinCtrl(
control_panel, wxID_ANY,
wxString::Format("%d", initial),
wxDefaultPosition, wxDefaultSize, wxSP_ARROW_KEYS, min, max,
initial);
auto sz = new wxBoxSizer(wxHORIZONTAL);
sz->Add(new wxStaticText(control_panel, wxID_ANY, label), 0,
wxALL | wxALIGN_CENTER, 5);
sz->Add(widget, 1, wxALL | wxEXPAND, 5);
console_sizer->Add(sz, 0, wxEXPAND);
return widget;
};
m_convexity_spin = add_spinctl("Convexity", CSGSettings::DEFAULT_CONVEXITY, 0, 100);
m_alg_select = add_combobox("Algorithm", CSG_ALGS);
m_depth_select = add_combobox("Depth Complexity", CSG_DEPTH);
m_optimization_select = add_combobox("Optimization", CSG_OPT);
m_fpstext = new wxStaticText(control_panel, wxID_ANY, "");
console_sizer->Add(m_fpstext, 0, wxALL, 5);
m_record_btn = new wxToggleButton(control_panel, wxID_ANY, "Record");
console_sizer->Add(m_record_btn, 0, wxALL | wxEXPAND, 5);
controlsizer->Add(slider_sizer, 0, wxEXPAND);
controlsizer->Add(console_sizer, 1, wxEXPAND);
control_panel->SetSizer(controlsizer);
auto sizer = new wxBoxSizer(wxHORIZONTAL);
sizer->Add(m_canvas.get(), 1, wxEXPAND);
sizer->Add(control_panel, 0, wxEXPAND);
SetSizer(sizer);
wxString alg;
if (!parser.Found("algorithm", &alg)) alg = "Auto";
set_renderer_algorithm(alg);
Bind(wxEVT_CLOSE_WINDOW, [this](wxCloseEvent &evt){
if (m_canvas) RemoveChild(m_canvas.get());
m_canvas.reset();
if (!m_mouse.is_playing()) evt.Skip();
else m_mouse.stop();
});
Bind(wxEVT_MENU, [this](wxCommandEvent &) {
wxFileDialog dlg(this, "Select project file", wxEmptyString,
wxEmptyString, "*.3mf", wxFD_OPEN|wxFD_FILE_MUST_EXIST);
if (dlg.ShowModal() == wxID_OK) load_model(dlg.GetPath().ToStdString());
}, wxID_OPEN);
Bind(wxEVT_MENU, [this](wxCommandEvent &) { Close(true); }, wxID_EXIT);
Bind(wxEVT_SHOW, [this](wxShowEvent &) {
activate_canvas_display();
});
Bind(wxEVT_SLIDER, [this, slider](wxCommandEvent &) {
m_ctl->move_clip_plane(double(slider->GetValue()));
});
m_ms_toggle->Bind(wxEVT_TOGGLEBUTTON, [this](wxCommandEvent &){
enable_multisampling(m_ms_toggle->GetValue());
m_canvas->get_display()->repaint();
});
m_csg_toggle->Bind(wxEVT_TOGGLEBUTTON, [this](wxCommandEvent &){
CSGSettings stt = m_ocsgdisplay->get_csgsettings();
stt.enable_csg(m_csg_toggle->GetValue());
m_ocsgdisplay->apply_csgsettings(stt);
});
m_alg_select->Bind(wxEVT_COMBOBOX, [this](wxCommandEvent &) {
wxString alg = m_alg_select->GetValue();
int sel = m_alg_select->GetSelection();
m_csg_settings.set_algo(sel);
set_renderer_algorithm(alg);
});
m_depth_select->Bind(wxEVT_COMBOBOX, [this](wxCommandEvent &) {
int sel = m_depth_select->GetSelection();
m_csg_settings.set_depth_algo(sel);
if (m_ocsgdisplay) m_ocsgdisplay->apply_csgsettings(m_csg_settings);
});
m_optimization_select->Bind(wxEVT_COMBOBOX, [this](wxCommandEvent &) {
int sel = m_optimization_select->GetSelection();
m_csg_settings.set_optimization(sel);
if (m_ocsgdisplay) m_ocsgdisplay->apply_csgsettings(m_csg_settings);
});
m_convexity_spin->Bind(wxEVT_SPINCTRL, [this](wxSpinEvent &) {
int c = m_convexity_spin->GetValue();
if (c > 0) {
m_csg_settings.set_convexity(unsigned(c));
if (m_ocsgdisplay) m_ocsgdisplay->apply_csgsettings(m_csg_settings);
}
});
m_record_btn->Bind(wxEVT_TOGGLEBUTTON, [this](wxCommandEvent &) {
if (!m_ui_job) {
m_stbar->set_status_text("No project loaded!");
return;
}
if (m_record_btn->GetValue()) {
if (auto c = m_canvas->get_display()->get_camera()) reset(*c);
m_ctl->on_scene_updated(*m_scene);
m_mouse.record(true);
} else {
m_mouse.record(false);
wxFileDialog dlg(this, "Select output file",
wxEmptyString, wxEmptyString, "*.events",
wxFD_SAVE|wxFD_OVERWRITE_PROMPT);
if (dlg.ShowModal() == wxID_OK) {
std::fstream stream(dlg.GetPath().ToStdString(),
std::fstream::out);
if (stream.good()) {
stream << m_ui_job->get_project_fname() << "\n";
wxSize winsize = GetSize();
stream << winsize.x << " " << winsize.y << "\n";
m_mouse.save(stream);
}
}
}
});
}
void MyFrame::bind_canvas_events(MouseInput &ms)
{
m_canvas->Bind(wxEVT_MOUSEWHEEL, [&ms](wxMouseEvent &evt) {
ms.scroll(evt.GetWheelRotation(), evt.GetWheelDelta(),
evt.GetWheelAxis() == wxMOUSE_WHEEL_VERTICAL ?
Slic3r::GL::MouseInput::waVertical :
Slic3r::GL::MouseInput::waHorizontal);
});
m_canvas->Bind(wxEVT_MOTION, [&ms](wxMouseEvent &evt) {
ms.move_to(evt.GetPosition().x, evt.GetPosition().y);
});
m_canvas->Bind(wxEVT_RIGHT_DOWN, [&ms](wxMouseEvent & /*evt*/) {
ms.right_click_down();
});
m_canvas->Bind(wxEVT_RIGHT_UP, [&ms](wxMouseEvent & /*evt*/) {
ms.right_click_up();
});
m_canvas->Bind(wxEVT_LEFT_DOWN, [&ms](wxMouseEvent & /*evt*/) {
ms.left_click_down();
});
m_canvas->Bind(wxEVT_LEFT_UP, [&ms](wxMouseEvent & /*evt*/) {
ms.left_click_up();
});
ms.add_listener(m_ctl);
}
void MyFrame::SLAJob::process()
{
using SlStatus = Slic3r::PrintBase::SlicingStatus;
Slic3r::DynamicPrintConfig cfg;
auto model = Slic3r::Model::read_from_file(m_fname, &cfg);
m_print = std::make_unique<Slic3r::SLAPrint>();
m_print->apply(model, cfg);
Slic3r::PrintBase::TaskParams params;
params.to_object_step = Slic3r::slaposHollowing;
m_print->set_task(params);
m_print->set_status_callback([this](const SlStatus &status) {
update_status(status.percent, status.text);
});
try {
m_print->process();
} catch(std::exception &e) {
update_status(0, wxString("Exception during processing: ") + e.what());
}
}
//int main() {}