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- # Implements pure perl packages
- #
- # Slic3r::GUI::3DScene::Base;
- # Slic3r::GUI::3DScene;
- #
- # Slic3r::GUI::Plater::3D derives from Slic3r::GUI::3DScene,
- # Slic3r::GUI::Plater::3DPreview, Slic3r::GUI::Plater::3DToolpaths,
- # Slic3r::GUI::Plater::ObjectCutDialog and Slic3r::GUI::Plater::ObjectPartsPanel
- # own $self->{canvas} of the Slic3r::GUI::3DScene type.
- #
- # Therefore the 3DScene supports renderng of STLs, extrusions and cutting planes,
- # and camera manipulation.
- package Slic3r::GUI::3DScene::Base;
- use strict;
- use warnings;
- use Wx qw(:timer :bitmap :icon :dialog);
- use Wx::Event qw(EVT_PAINT EVT_SIZE EVT_ERASE_BACKGROUND EVT_IDLE EVT_MOUSEWHEEL EVT_MOUSE_EVENTS EVT_CHAR EVT_TIMER);
- # must load OpenGL *before* Wx::GLCanvas
- use OpenGL qw(:glconstants :glfunctions :glufunctions :gluconstants);
- use base qw(Wx::GLCanvas Class::Accessor);
- use Math::Trig qw(asin tan);
- use List::Util qw(reduce min max first);
- use Slic3r::Geometry qw(X Y normalize scale unscale scaled_epsilon);
- use Slic3r::Geometry::Clipper qw(offset_ex intersection_pl JT_ROUND);
- use Wx::GLCanvas qw(:all);
- use Slic3r::Geometry qw(PI);
- # _dirty: boolean flag indicating, that the screen has to be redrawn on EVT_IDLE.
- # volumes: reference to vector of Slic3r::GUI::3DScene::Volume.
- # _camera_type: 'perspective' or 'ortho'
- __PACKAGE__->mk_accessors( qw(_quat _dirty init
- enable_picking
- enable_moving
- use_plain_shader
- on_viewport_changed
- on_hover
- on_select
- on_double_click
- on_right_click
- on_move
- on_model_update
- volumes
- _sphi _stheta
- cutting_plane_z
- cut_lines_vertices
- bed_shape
- bed_triangles
- bed_grid_lines
- bed_polygon
- background
- origin
- _mouse_pos
- _hover_volume_idx
- _drag_volume_idx
- _drag_start_pos
- _drag_volume_center_offset
- _drag_start_xy
- _dragged
- _layer_height_edited
- _camera_type
- _camera_target
- _camera_distance
- _zoom
- ) );
- use constant TRACKBALLSIZE => 0.8;
- use constant TURNTABLE_MODE => 1;
- use constant GROUND_Z => -0.02;
- # For mesh selection: Not selected - bright yellow.
- use constant DEFAULT_COLOR => [1,1,0];
- # For mesh selection: Selected - bright green.
- use constant SELECTED_COLOR => [0,1,0,1];
- # For mesh selection: Mouse hovers over the object, but object not selected yet - dark green.
- use constant HOVER_COLOR => [0.4,0.9,0,1];
- # phi / theta angles to orient the camera.
- use constant VIEW_DEFAULT => [45.0,45.0];
- use constant VIEW_LEFT => [90.0,90.0];
- use constant VIEW_RIGHT => [-90.0,90.0];
- use constant VIEW_TOP => [0.0,0.0];
- use constant VIEW_BOTTOM => [0.0,180.0];
- use constant VIEW_FRONT => [0.0,90.0];
- use constant VIEW_REAR => [180.0,90.0];
- use constant MANIPULATION_IDLE => 0;
- use constant MANIPULATION_DRAGGING => 1;
- use constant MANIPULATION_LAYER_HEIGHT => 2;
- use constant GIMBALL_LOCK_THETA_MAX => 170;
- use constant VARIABLE_LAYER_THICKNESS_BAR_WIDTH => 70;
- use constant VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT => 22;
- # make OpenGL::Array thread-safe
- {
- no warnings 'redefine';
- *OpenGL::Array::CLONE_SKIP = sub { 1 };
- }
- sub new {
- my ($class, $parent) = @_;
-
- # We can only enable multi sample anti aliasing wih wxWidgets 3.0.3 and with a hacked Wx::GLCanvas,
- # which exports some new WX_GL_XXX constants, namely WX_GL_SAMPLE_BUFFERS and WX_GL_SAMPLES.
- my $can_multisample =
- Wx::wxVERSION >= 3.000003 &&
- defined Wx::GLCanvas->can('WX_GL_SAMPLE_BUFFERS') &&
- defined Wx::GLCanvas->can('WX_GL_SAMPLES');
- my $attrib = [WX_GL_RGBA, WX_GL_DOUBLEBUFFER, WX_GL_DEPTH_SIZE, 24];
- if ($can_multisample) {
- # Request a window with multi sampled anti aliasing. This is a new feature in Wx 3.0.3 (backported from 3.1.0).
- # Use eval to avoid compilation, if the subs WX_GL_SAMPLE_BUFFERS and WX_GL_SAMPLES are missing.
- eval 'push(@$attrib, (WX_GL_SAMPLE_BUFFERS, 1, WX_GL_SAMPLES, 4));';
- }
- # wxWidgets expect the attrib list to be ended by zero.
- push(@$attrib, 0);
- # we request a depth buffer explicitely because it looks like it's not created by
- # default on Linux, causing transparency issues
- my $self = $class->SUPER::new($parent, -1, Wx::wxDefaultPosition, Wx::wxDefaultSize, 0, "", $attrib);
- if (Wx::wxVERSION >= 3.000003) {
- # Wx 3.0.3 contains an ugly hack to support some advanced OpenGL attributes through the attribute list.
- # The attribute list is transferred between the wxGLCanvas and wxGLContext constructors using a single static array s_wglContextAttribs.
- # Immediatelly force creation of the OpenGL context to consume the static variable s_wglContextAttribs.
- $self->GetContext();
- }
- $self->{can_multisample} = $can_multisample;
- $self->background(1);
- $self->_quat((0, 0, 0, 1));
- $self->_stheta(45);
- $self->_sphi(45);
- $self->_zoom(1);
- $self->use_plain_shader(0);
- # Collection of GLVolume objects
- $self->volumes(Slic3r::GUI::_3DScene::GLVolume::Collection->new);
- # 3D point in model space
- $self->_camera_type('ortho');
- # $self->_camera_type('perspective');
- $self->_camera_target(Slic3r::Pointf3->new(0,0,0));
- $self->_camera_distance(0.);
- $self->layer_editing_enabled(0);
- $self->{layer_height_edit_band_width} = 2.;
- $self->{layer_height_edit_strength} = 0.005;
- $self->{layer_height_edit_last_object_id} = -1;
- $self->{layer_height_edit_last_z} = 0.;
- $self->{layer_height_edit_last_action} = 0;
- $self->reset_objects;
-
- EVT_PAINT($self, sub {
- my $dc = Wx::PaintDC->new($self);
- $self->Render($dc);
- });
- EVT_SIZE($self, sub { $self->_dirty(1) });
- EVT_IDLE($self, sub {
- return unless $self->_dirty;
- return if !$self->IsShownOnScreen;
- $self->Resize( $self->GetSizeWH );
- $self->Refresh;
- });
- EVT_MOUSEWHEEL($self, \&mouse_wheel_event);
- EVT_MOUSE_EVENTS($self, \&mouse_event);
- # EVT_KEY_DOWN($self, sub {
- EVT_CHAR($self, sub {
- my ($s, $event) = @_;
- if ($event->HasModifiers) {
- $event->Skip;
- } else {
- my $key = $event->GetKeyCode;
- if ($key == ord('0')) {
- $self->select_view('iso');
- } elsif ($key == ord('1')) {
- $self->select_view('top');
- } elsif ($key == ord('2')) {
- $self->select_view('bottom');
- } elsif ($key == ord('3')) {
- $self->select_view('front');
- } elsif ($key == ord('4')) {
- $self->select_view('rear');
- } elsif ($key == ord('5')) {
- $self->select_view('left');
- } elsif ($key == ord('6')) {
- $self->select_view('right');
- } else {
- $event->Skip;
- }
- }
- });
-
- $self->{layer_height_edit_timer_id} = &Wx::NewId();
- $self->{layer_height_edit_timer} = Wx::Timer->new($self, $self->{layer_height_edit_timer_id});
- EVT_TIMER($self, $self->{layer_height_edit_timer_id}, sub {
- my ($self, $event) = @_;
- return if $self->_layer_height_edited != 1;
- return if $self->{layer_height_edit_last_object_id} == -1;
- $self->_variable_layer_thickness_action(undef);
- });
-
- return $self;
- }
- sub Destroy {
- my ($self) = @_;
- $self->{layer_height_edit_timer}->Stop;
- $self->DestroyGL;
- return $self->SUPER::Destroy;
- }
- sub layer_editing_enabled {
- my ($self, $value) = @_;
- if (@_ == 2) {
- $self->{layer_editing_enabled} = $value;
- if ($value) {
- if (! $self->{layer_editing_initialized}) {
- # Enabling the layer editing for the first time. This triggers compilation of the necessary OpenGL shaders.
- # If compilation fails, a message box is shown with the error codes.
- $self->SetCurrent($self->GetContext);
- my $shader = new Slic3r::GUI::_3DScene::GLShader;
- my $error_message;
- if (! $shader->load($self->_fragment_shader_variable_layer_height, $self->_vertex_shader_variable_layer_height)) {
- # Compilation or linking of the shaders failed.
- $error_message = "Cannot compile an OpenGL Shader, therefore the Variable Layer Editing will be disabled.\n\n"
- . $shader->last_error;
- $shader = undef;
- } else {
- $self->{layer_height_edit_shader} = $shader;
- ($self->{layer_preview_z_texture_id}) = glGenTextures_p(1);
- glBindTexture(GL_TEXTURE_2D, $self->{layer_preview_z_texture_id});
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
- glBindTexture(GL_TEXTURE_2D, 0);
- }
- if (defined($error_message)) {
- # Don't enable the layer editing tool.
- $self->{layer_editing_enabled} = 0;
- # 2 means failed
- $self->{layer_editing_initialized} = 2;
- # Show the error message.
- Wx::MessageBox($error_message, "Slic3r Error", wxOK | wxICON_EXCLAMATION, $self);
- } else {
- $self->{layer_editing_initialized} = 1;
- }
- } elsif ($self->{layer_editing_initialized} == 2) {
- # Initilization failed before. Don't try to initialize and disable layer editing.
- $self->{layer_editing_enabled} = 0;
- }
- }
- }
- return $self->{layer_editing_enabled};
- }
- sub layer_editing_allowed {
- my ($self) = @_;
- # Allow layer editing if either the shaders were not initialized yet and we don't know
- # whether it will be possible to initialize them,
- # or if the initialization was done already and it failed.
- return ! (defined($self->{layer_editing_initialized}) && $self->{layer_editing_initialized} == 2);
- }
- sub _first_selected_object_id_for_variable_layer_height_editing {
- my ($self) = @_;
- for my $i (0..$#{$self->volumes}) {
- if ($self->volumes->[$i]->selected) {
- my $object_id = int($self->volumes->[$i]->select_group_id / 1000000);
- # Objects with object_id >= 1000 have a specific meaning, for example the wipe tower proxy.
- return ($object_id >= $self->{print}->object_count) ? -1 : $object_id
- if $object_id < 10000;
- }
- }
- return -1;
- }
- # Returns an array with (left, top, right, bottom) of the variable layer thickness bar on the screen.
- sub _variable_layer_thickness_bar_rect_screen {
- my ($self) = @_;
- my ($cw, $ch) = $self->GetSizeWH;
- return ($cw - VARIABLE_LAYER_THICKNESS_BAR_WIDTH, 0, $cw, $ch - VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT);
- }
- sub _variable_layer_thickness_bar_rect_viewport {
- my ($self) = @_;
- my ($cw, $ch) = $self->GetSizeWH;
- return ((0.5*$cw-VARIABLE_LAYER_THICKNESS_BAR_WIDTH)/$self->_zoom, (-0.5*$ch+VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT)/$self->_zoom, $cw/(2*$self->_zoom), $ch/(2*$self->_zoom));
- }
- # Returns an array with (left, top, right, bottom) of the variable layer thickness bar on the screen.
- sub _variable_layer_thickness_reset_rect_screen {
- my ($self) = @_;
- my ($cw, $ch) = $self->GetSizeWH;
- return ($cw - VARIABLE_LAYER_THICKNESS_BAR_WIDTH, $ch - VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT, $cw, $ch);
- }
- sub _variable_layer_thickness_reset_rect_viewport {
- my ($self) = @_;
- my ($cw, $ch) = $self->GetSizeWH;
- return ((0.5*$cw-VARIABLE_LAYER_THICKNESS_BAR_WIDTH)/$self->_zoom, -$ch/(2*$self->_zoom), $cw/(2*$self->_zoom), (-0.5*$ch+VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT)/$self->_zoom);
- }
- sub _variable_layer_thickness_bar_rect_mouse_inside {
- my ($self, $mouse_evt) = @_;
- my ($bar_left, $bar_top, $bar_right, $bar_bottom) = $self->_variable_layer_thickness_bar_rect_screen;
- return $mouse_evt->GetX >= $bar_left && $mouse_evt->GetX <= $bar_right && $mouse_evt->GetY >= $bar_top && $mouse_evt->GetY <= $bar_bottom;
- }
- sub _variable_layer_thickness_reset_rect_mouse_inside {
- my ($self, $mouse_evt) = @_;
- my ($bar_left, $bar_top, $bar_right, $bar_bottom) = $self->_variable_layer_thickness_reset_rect_screen;
- return $mouse_evt->GetX >= $bar_left && $mouse_evt->GetX <= $bar_right && $mouse_evt->GetY >= $bar_top && $mouse_evt->GetY <= $bar_bottom;
- }
- sub _variable_layer_thickness_bar_mouse_cursor_z_relative {
- my ($self) = @_;
- my $mouse_pos = $self->ScreenToClientPoint(Wx::GetMousePosition());
- my ($bar_left, $bar_top, $bar_right, $bar_bottom) = $self->_variable_layer_thickness_bar_rect_screen;
- return ($mouse_pos->x >= $bar_left && $mouse_pos->x <= $bar_right && $mouse_pos->y >= $bar_top && $mouse_pos->y <= $bar_bottom) ?
- # Inside the bar.
- ($bar_bottom - $mouse_pos->y - 1.) / ($bar_bottom - $bar_top - 1) :
- # Outside the bar.
- -1000.;
- }
- sub _variable_layer_thickness_action {
- my ($self, $mouse_event, $do_modification) = @_;
- # A volume is selected. Test, whether hovering over a layer thickness bar.
- return if $self->{layer_height_edit_last_object_id} == -1;
- if (defined($mouse_event)) {
- my ($bar_left, $bar_top, $bar_right, $bar_bottom) = $self->_variable_layer_thickness_bar_rect_screen;
- $self->{layer_height_edit_last_z} = unscale($self->{print}->get_object($self->{layer_height_edit_last_object_id})->size->z)
- * ($bar_bottom - $mouse_event->GetY - 1.) / ($bar_bottom - $bar_top);
- $self->{layer_height_edit_last_action} = $mouse_event->ShiftDown ? ($mouse_event->RightIsDown ? 3 : 2) : ($mouse_event->RightIsDown ? 0 : 1);
- }
- # Mark the volume as modified, so Print will pick its layer height profile? Where to mark it?
- # Start a timer to refresh the print? schedule_background_process() ?
- # The PrintObject::adjust_layer_height_profile() call adjusts the profile of its associated ModelObject, it does not modify the profile of the PrintObject itself.
- $self->{print}->get_object($self->{layer_height_edit_last_object_id})->adjust_layer_height_profile(
- $self->{layer_height_edit_last_z},
- $self->{layer_height_edit_strength},
- $self->{layer_height_edit_band_width},
- $self->{layer_height_edit_last_action});
- $self->volumes->[$self->{layer_height_edit_last_object_id}]->generate_layer_height_texture(
- $self->{print}->get_object($self->{layer_height_edit_last_object_id}), 1);
- $self->Refresh;
- # Automatic action on mouse down with the same coordinate.
- $self->{layer_height_edit_timer}->Start(100, wxTIMER_CONTINUOUS);
- }
- sub mouse_event {
- my ($self, $e) = @_;
-
- my $pos = Slic3r::Pointf->new($e->GetPositionXY);
- my $object_idx_selected = $self->{layer_height_edit_last_object_id} = ($self->layer_editing_enabled && $self->{print}) ? $self->_first_selected_object_id_for_variable_layer_height_editing : -1;
- if ($e->Entering && &Wx::wxMSW) {
- # wxMSW needs focus in order to catch mouse wheel events
- $self->SetFocus;
- $self->_drag_start_xy(undef);
- } elsif ($e->LeftDClick) {
- if ($object_idx_selected != -1 && $self->_variable_layer_thickness_bar_rect_mouse_inside($e)) {
- } elsif ($self->on_double_click) {
- $self->on_double_click->();
- }
- } elsif ($e->LeftDown || $e->RightDown) {
- # If user pressed left or right button we first check whether this happened
- # on a volume or not.
- my $volume_idx = $self->_hover_volume_idx // -1;
- $self->_layer_height_edited(0);
- if ($object_idx_selected != -1 && $self->_variable_layer_thickness_bar_rect_mouse_inside($e)) {
- # A volume is selected and the mouse is hovering over a layer thickness bar.
- # Start editing the layer height.
- $self->_layer_height_edited(1);
- $self->_variable_layer_thickness_action($e);
- } elsif ($object_idx_selected != -1 && $self->_variable_layer_thickness_reset_rect_mouse_inside($e)) {
- $self->{print}->get_object($object_idx_selected)->reset_layer_height_profile;
- # Index 2 means no editing, just wait for mouse up event.
- $self->_layer_height_edited(2);
- $self->Refresh;
- $self->Update;
- } else {
- # Select volume in this 3D canvas.
- # Don't deselect a volume if layer editing is enabled. We want the object to stay selected
- # during the scene manipulation.
- if ($self->enable_picking && ($volume_idx != -1 || ! $self->layer_editing_enabled)) {
- $self->deselect_volumes;
- $self->select_volume($volume_idx);
-
- if ($volume_idx != -1) {
- my $group_id = $self->volumes->[$volume_idx]->select_group_id;
- my @volumes;
- if ($group_id != -1) {
- $self->select_volume($_)
- for grep $self->volumes->[$_]->select_group_id == $group_id,
- 0..$#{$self->volumes};
- }
- }
-
- $self->Refresh;
- $self->Update;
- }
-
- # propagate event through callback
- $self->on_select->($volume_idx)
- if $self->on_select;
-
- if ($volume_idx != -1) {
- if ($e->LeftDown && $self->enable_moving) {
- # The mouse_to_3d gets the Z coordinate from the Z buffer at the screen coordinate $pos->x,y,
- # an converts the screen space coordinate to unscaled object space.
- my $pos3d = $self->mouse_to_3d(@$pos);
- # Only accept the initial position, if it is inside the volume bounding box.
- my $volume_bbox = $self->volumes->[$volume_idx]->transformed_bounding_box;
- $volume_bbox->offset(1.);
- if ($volume_bbox->contains_point($pos3d)) {
- # The dragging operation is initiated.
- $self->_drag_volume_idx($volume_idx);
- $self->_drag_start_pos($pos3d);
- # Remember the shift to to the object center. The object center will later be used
- # to limit the object placement close to the bed.
- $self->_drag_volume_center_offset($pos3d->vector_to($volume_bbox->center));
- }
- } elsif ($e->RightDown) {
- # if right clicking on volume, propagate event through callback
- $self->on_right_click->($e->GetPosition)
- if $self->on_right_click;
- }
- }
- }
- } elsif ($e->Dragging && $e->LeftIsDown && ! $self->_layer_height_edited && defined($self->_drag_volume_idx)) {
- # Get new position at the same Z of the initial click point.
- my $cur_pos = Slic3r::Linef3->new(
- $self->mouse_to_3d($e->GetX, $e->GetY, 0),
- $self->mouse_to_3d($e->GetX, $e->GetY, 1))
- ->intersect_plane($self->_drag_start_pos->z);
- # Clip the new position, so the object center remains close to the bed.
- {
- $cur_pos->translate(@{$self->_drag_volume_center_offset});
- my $cur_pos2 = Slic3r::Point->new(scale($cur_pos->x), scale($cur_pos->y));
- if (! $self->bed_polygon->contains_point($cur_pos2)) {
- my $ip = $self->bed_polygon->point_projection($cur_pos2);
- $cur_pos->set_x(unscale($ip->x));
- $cur_pos->set_y(unscale($ip->y));
- }
- $cur_pos->translate(@{$self->_drag_volume_center_offset->negative});
- }
- # Calculate the translation vector.
- my $vector = $self->_drag_start_pos->vector_to($cur_pos);
- # Get the volume being dragged.
- my $volume = $self->volumes->[$self->_drag_volume_idx];
- # Get all volumes belonging to the same group, if any.
- my @volumes = ($volume->drag_group_id == -1) ?
- ($volume) :
- grep $_->drag_group_id == $volume->drag_group_id, @{$self->volumes};
- # Apply new temporary volume origin and ignore Z.
- $_->translate($vector->x, $vector->y, 0) for @volumes;
- $self->_drag_start_pos($cur_pos);
- $self->_dragged(1);
- $self->Refresh;
- $self->Update;
- } elsif ($e->Dragging) {
- if ($self->_layer_height_edited && $object_idx_selected != -1) {
- $self->_variable_layer_thickness_action($e) if ($self->_layer_height_edited == 1);
- } elsif ($e->LeftIsDown) {
- # if dragging over blank area with left button, rotate
- if (defined $self->_drag_start_pos) {
- my $orig = $self->_drag_start_pos;
- if (TURNTABLE_MODE) {
- # Turntable mode is enabled by default.
- $self->_sphi($self->_sphi + ($pos->x - $orig->x) * TRACKBALLSIZE);
- $self->_stheta($self->_stheta - ($pos->y - $orig->y) * TRACKBALLSIZE); #-
- $self->_stheta(GIMBALL_LOCK_THETA_MAX) if $self->_stheta > GIMBALL_LOCK_THETA_MAX;
- $self->_stheta(0) if $self->_stheta < 0;
- } else {
- my $size = $self->GetClientSize;
- my @quat = trackball(
- $orig->x / ($size->width / 2) - 1,
- 1 - $orig->y / ($size->height / 2), #/
- $pos->x / ($size->width / 2) - 1,
- 1 - $pos->y / ($size->height / 2), #/
- );
- $self->_quat(mulquats($self->_quat, \@quat));
- }
- $self->on_viewport_changed->() if $self->on_viewport_changed;
- $self->Refresh;
- $self->Update;
- }
- $self->_drag_start_pos($pos);
- } elsif ($e->MiddleIsDown || $e->RightIsDown) {
- # If dragging over blank area with right button, pan.
- if (defined $self->_drag_start_xy) {
- # get point in model space at Z = 0
- my $cur_pos = $self->mouse_to_3d($e->GetX, $e->GetY, 0);
- my $orig = $self->mouse_to_3d($self->_drag_start_xy->x, $self->_drag_start_xy->y, 0);
- $self->_camera_target->translate(@{$orig->vector_to($cur_pos)->negative});
- $self->on_viewport_changed->() if $self->on_viewport_changed;
- $self->Refresh;
- $self->Update;
- }
- $self->_drag_start_xy($pos);
- }
- } elsif ($e->LeftUp || $e->MiddleUp || $e->RightUp) {
- if ($self->_layer_height_edited) {
- $self->_layer_height_edited(undef);
- $self->{layer_height_edit_timer}->Stop;
- $self->on_model_update->()
- if ($object_idx_selected != -1 && $self->on_model_update);
- } elsif ($self->on_move && defined($self->_drag_volume_idx) && $self->_dragged) {
- # get all volumes belonging to the same group, if any
- my @volume_idxs;
- my $group_id = $self->volumes->[$self->_drag_volume_idx]->drag_group_id;
- if ($group_id == -1) {
- @volume_idxs = ($self->_drag_volume_idx);
- } else {
- @volume_idxs = grep $self->volumes->[$_]->drag_group_id == $group_id,
- 0..$#{$self->volumes};
- }
- $self->on_move->(@volume_idxs);
- }
- $self->_drag_volume_idx(undef);
- $self->_drag_start_pos(undef);
- $self->_drag_start_xy(undef);
- $self->_dragged(undef);
- } elsif ($e->Moving) {
- $self->_mouse_pos($pos);
- # Only refresh if picking is enabled, in that case the objects may get highlighted if the mouse cursor
- # hovers over.
- if ($self->enable_picking) {
- $self->Update;
- $self->Refresh;
- }
- } else {
- $e->Skip();
- }
- }
- sub mouse_wheel_event {
- my ($self, $e) = @_;
- if ($e->MiddleIsDown) {
- # Ignore the wheel events if the middle button is pressed.
- return;
- }
-
- if ($self->layer_editing_enabled && $self->{print}) {
- my $object_idx_selected = $self->_first_selected_object_id_for_variable_layer_height_editing;
- if ($object_idx_selected != -1) {
- # A volume is selected. Test, whether hovering over a layer thickness bar.
- if ($self->_variable_layer_thickness_bar_rect_mouse_inside($e)) {
- # Adjust the width of the selection.
- $self->{layer_height_edit_band_width} = max(min($self->{layer_height_edit_band_width} * (1 + 0.1 * $e->GetWheelRotation() / $e->GetWheelDelta()), 10.), 1.5);
- $self->Refresh;
- return;
- }
- }
- }
- # Calculate the zoom delta and apply it to the current zoom factor
- my $zoom = $e->GetWheelRotation() / $e->GetWheelDelta();
- $zoom = max(min($zoom, 4), -4);
- $zoom /= 10;
- $zoom = $self->_zoom / (1-$zoom);
- # Don't allow to zoom too far outside the scene.
- my $zoom_min = $self->get_zoom_to_bounding_box_factor($self->max_bounding_box);
- $zoom_min *= 0.4 if defined $zoom_min;
- $zoom = $zoom_min if defined $zoom_min && $zoom < $zoom_min;
- $self->_zoom($zoom);
-
- # In order to zoom around the mouse point we need to translate
- # the camera target
- my $size = Slic3r::Pointf->new($self->GetSizeWH);
- my $pos = Slic3r::Pointf->new($e->GetX, $size->y - $e->GetY); #-
- $self->_camera_target->translate(
- # ($pos - $size/2) represents the vector from the viewport center
- # to the mouse point. By multiplying it by $zoom we get the new,
- # transformed, length of such vector.
- # Since we want that point to stay fixed, we move our camera target
- # in the opposite direction by the delta of the length of such vector
- # ($zoom - 1). We then scale everything by 1/$self->_zoom since
- # $self->_camera_target is expressed in terms of model units.
- -($pos->x - $size->x/2) * ($zoom) / $self->_zoom,
- -($pos->y - $size->y/2) * ($zoom) / $self->_zoom,
- 0,
- ) if 0;
- $self->on_viewport_changed->() if $self->on_viewport_changed;
- $self->Resize($self->GetSizeWH) if $self->IsShownOnScreen;
- $self->Refresh;
- }
- # Reset selection.
- sub reset_objects {
- my ($self) = @_;
- if ($self->GetContext) {
- $self->SetCurrent($self->GetContext);
- $self->volumes->release_geometry;
- }
- $self->volumes->erase;
- $self->_dirty(1);
- }
- # Setup camera to view all objects.
- sub set_viewport_from_scene {
- my ($self, $scene) = @_;
-
- $self->_sphi($scene->_sphi);
- $self->_stheta($scene->_stheta);
- $self->_camera_target($scene->_camera_target);
- $self->_zoom($scene->_zoom);
- $self->_quat($scene->_quat);
- $self->_dirty(1);
- }
- # Set the camera to a default orientation,
- # zoom to volumes.
- sub select_view {
- my ($self, $direction) = @_;
- my $dirvec;
- if (ref($direction)) {
- $dirvec = $direction;
- } else {
- if ($direction eq 'iso') {
- $dirvec = VIEW_DEFAULT;
- } elsif ($direction eq 'left') {
- $dirvec = VIEW_LEFT;
- } elsif ($direction eq 'right') {
- $dirvec = VIEW_RIGHT;
- } elsif ($direction eq 'top') {
- $dirvec = VIEW_TOP;
- } elsif ($direction eq 'bottom') {
- $dirvec = VIEW_BOTTOM;
- } elsif ($direction eq 'front') {
- $dirvec = VIEW_FRONT;
- } elsif ($direction eq 'rear') {
- $dirvec = VIEW_REAR;
- }
- }
- my $bb = $self->volumes_bounding_box;
- if (! $bb->empty) {
- $self->_sphi($dirvec->[0]);
- $self->_stheta($dirvec->[1]);
- # Avoid gimball lock.
- $self->_stheta(GIMBALL_LOCK_THETA_MAX) if $self->_stheta > GIMBALL_LOCK_THETA_MAX;
- $self->_stheta(0) if $self->_stheta < 0;
- # View everything.
- $self->zoom_to_bounding_box($bb);
- $self->on_viewport_changed->() if $self->on_viewport_changed;
- $self->Refresh;
- }
- }
- sub get_zoom_to_bounding_box_factor {
- my ($self, $bb) = @_;
- return undef if ($bb->empty);
- my $max_size = max(@{$bb->size}) * 2;
- return ($max_size == 0) ? undef : min($self->GetSizeWH) / $max_size;
- }
- sub zoom_to_bounding_box {
- my ($self, $bb) = @_;
- # Calculate the zoom factor needed to adjust viewport to bounding box.
- my $zoom = $self->get_zoom_to_bounding_box_factor($bb);
- if (defined $zoom) {
- $self->_zoom($zoom);
- # center view around bounding box center
- $self->_camera_target($bb->center);
- $self->on_viewport_changed->() if $self->on_viewport_changed;
- }
- }
- sub zoom_to_bed {
- my ($self) = @_;
-
- if ($self->bed_shape) {
- $self->zoom_to_bounding_box($self->bed_bounding_box);
- }
- }
- sub zoom_to_volume {
- my ($self, $volume_idx) = @_;
-
- my $volume = $self->volumes->[$volume_idx];
- my $bb = $volume->transformed_bounding_box;
- $self->zoom_to_bounding_box($bb);
- }
- sub zoom_to_volumes {
- my ($self) = @_;
- $self->zoom_to_bounding_box($self->volumes_bounding_box);
- }
- sub volumes_bounding_box {
- my ($self) = @_;
-
- my $bb = Slic3r::Geometry::BoundingBoxf3->new;
- $bb->merge($_->transformed_bounding_box) for @{$self->volumes};
- return $bb;
- }
- sub bed_bounding_box {
- my ($self) = @_;
-
- my $bb = Slic3r::Geometry::BoundingBoxf3->new;
- if ($self->bed_shape) {
- $bb->merge_point(Slic3r::Pointf3->new(@$_, 0)) for @{$self->bed_shape};
- }
- return $bb;
- }
- sub max_bounding_box {
- my ($self) = @_;
-
- my $bb = $self->bed_bounding_box;
- $bb->merge($self->volumes_bounding_box);
- return $bb;
- }
- # Used by ObjectCutDialog and ObjectPartsPanel to generate a rectangular ground plane
- # to support the scene objects.
- sub set_auto_bed_shape {
- my ($self, $bed_shape) = @_;
-
- # draw a default square bed around object center
- my $max_size = max(@{ $self->volumes_bounding_box->size });
- my $center = $self->volumes_bounding_box->center;
- $self->set_bed_shape([
- [ $center->x - $max_size, $center->y - $max_size ], #--
- [ $center->x + $max_size, $center->y - $max_size ], #--
- [ $center->x + $max_size, $center->y + $max_size ], #++
- [ $center->x - $max_size, $center->y + $max_size ], #++
- ]);
- # Set the origin for painting of the coordinate system axes.
- $self->origin(Slic3r::Pointf->new(@$center[X,Y]));
- }
- # Set the bed shape to a single closed 2D polygon (array of two element arrays),
- # triangulate the bed and store the triangles into $self->bed_triangles,
- # fills the $self->bed_grid_lines and sets $self->origin.
- # Sets $self->bed_polygon to limit the object placement.
- sub set_bed_shape {
- my ($self, $bed_shape) = @_;
-
- $self->bed_shape($bed_shape);
-
- # triangulate bed
- my $expolygon = Slic3r::ExPolygon->new([ map [map scale($_), @$_], @$bed_shape ]);
- my $bed_bb = $expolygon->bounding_box;
-
- {
- my @points = ();
- foreach my $triangle (@{ $expolygon->triangulate }) {
- push @points, map {+ unscale($_->x), unscale($_->y), GROUND_Z } @$triangle;
- }
- $self->bed_triangles(OpenGL::Array->new_list(GL_FLOAT, @points));
- }
-
- {
- my @polylines = ();
- for (my $x = $bed_bb->x_min; $x <= $bed_bb->x_max; $x += scale 10) {
- push @polylines, Slic3r::Polyline->new([$x,$bed_bb->y_min], [$x,$bed_bb->y_max]);
- }
- for (my $y = $bed_bb->y_min; $y <= $bed_bb->y_max; $y += scale 10) {
- push @polylines, Slic3r::Polyline->new([$bed_bb->x_min,$y], [$bed_bb->x_max,$y]);
- }
- # clip with a slightly grown expolygon because our lines lay on the contours and
- # may get erroneously clipped
- my @lines = map Slic3r::Line->new(@$_[0,-1]),
- @{intersection_pl(\@polylines, [ @{$expolygon->offset(+scaled_epsilon)} ])};
-
- # append bed contours
- push @lines, map @{$_->lines}, @$expolygon;
-
- my @points = ();
- foreach my $line (@lines) {
- push @points, map {+ unscale($_->x), unscale($_->y), GROUND_Z } @$line; #))
- }
- $self->bed_grid_lines(OpenGL::Array->new_list(GL_FLOAT, @points));
- }
-
- # Set the origin for painting of the coordinate system axes.
- $self->origin(Slic3r::Pointf->new(0,0));
- $self->bed_polygon(offset_ex([$expolygon->contour], $bed_bb->radius * 1.7, JT_ROUND, scale(0.5))->[0]->contour->clone);
- }
- sub deselect_volumes {
- my ($self) = @_;
- $_->set_selected(0) for @{$self->volumes};
- }
- sub select_volume {
- my ($self, $volume_idx) = @_;
- $self->volumes->[$volume_idx]->set_selected(1)
- if $volume_idx != -1;
- }
- sub SetCuttingPlane {
- my ($self, $z, $expolygons) = @_;
-
- $self->cutting_plane_z($z);
-
- # grow slices in order to display them better
- $expolygons = offset_ex([ map @$_, @$expolygons ], scale 0.1);
-
- my @verts = ();
- foreach my $line (map @{$_->lines}, map @$_, @$expolygons) {
- push @verts, (
- unscale($line->a->x), unscale($line->a->y), $z, #))
- unscale($line->b->x), unscale($line->b->y), $z, #))
- );
- }
- $self->cut_lines_vertices(OpenGL::Array->new_list(GL_FLOAT, @verts));
- }
- # Given an axis and angle, compute quaternion.
- sub axis_to_quat {
- my ($ax, $phi) = @_;
-
- my $lena = sqrt(reduce { $a + $b } (map { $_ * $_ } @$ax));
- my @q = map { $_ * (1 / $lena) } @$ax;
- @q = map { $_ * sin($phi / 2.0) } @q;
- $q[$#q + 1] = cos($phi / 2.0);
- return @q;
- }
- # Project a point on the virtual trackball.
- # If it is inside the sphere, map it to the sphere, if it outside map it
- # to a hyperbola.
- sub project_to_sphere {
- my ($r, $x, $y) = @_;
-
- my $d = sqrt($x * $x + $y * $y);
- if ($d < $r * 0.70710678118654752440) { # Inside sphere
- return sqrt($r * $r - $d * $d);
- } else { # On hyperbola
- my $t = $r / 1.41421356237309504880;
- return $t * $t / $d;
- }
- }
- sub cross {
- my ($v1, $v2) = @_;
-
- return (@$v1[1] * @$v2[2] - @$v1[2] * @$v2[1],
- @$v1[2] * @$v2[0] - @$v1[0] * @$v2[2],
- @$v1[0] * @$v2[1] - @$v1[1] * @$v2[0]);
- }
- # Simulate a track-ball. Project the points onto the virtual trackball,
- # then figure out the axis of rotation, which is the cross product of
- # P1 P2 and O P1 (O is the center of the ball, 0,0,0) Note: This is a
- # deformed trackball-- is a trackball in the center, but is deformed
- # into a hyperbolic sheet of rotation away from the center.
- # It is assumed that the arguments to this routine are in the range
- # (-1.0 ... 1.0).
- sub trackball {
- my ($p1x, $p1y, $p2x, $p2y) = @_;
-
- if ($p1x == $p2x && $p1y == $p2y) {
- # zero rotation
- return (0.0, 0.0, 0.0, 1.0);
- }
-
- # First, figure out z-coordinates for projection of P1 and P2 to
- # deformed sphere
- my @p1 = ($p1x, $p1y, project_to_sphere(TRACKBALLSIZE, $p1x, $p1y));
- my @p2 = ($p2x, $p2y, project_to_sphere(TRACKBALLSIZE, $p2x, $p2y));
-
- # axis of rotation (cross product of P1 and P2)
- my @a = cross(\@p2, \@p1);
- # Figure out how much to rotate around that axis.
- my @d = map { $_ * $_ } (map { $p1[$_] - $p2[$_] } 0 .. $#p1);
- my $t = sqrt(reduce { $a + $b } @d) / (2.0 * TRACKBALLSIZE);
-
- # Avoid problems with out-of-control values...
- $t = 1.0 if ($t > 1.0);
- $t = -1.0 if ($t < -1.0);
- my $phi = 2.0 * asin($t);
- return axis_to_quat(\@a, $phi);
- }
- # Build a rotation matrix, given a quaternion rotation.
- sub quat_to_rotmatrix {
- my ($q) = @_;
-
- my @m = ();
-
- $m[0] = 1.0 - 2.0 * (@$q[1] * @$q[1] + @$q[2] * @$q[2]);
- $m[1] = 2.0 * (@$q[0] * @$q[1] - @$q[2] * @$q[3]);
- $m[2] = 2.0 * (@$q[2] * @$q[0] + @$q[1] * @$q[3]);
- $m[3] = 0.0;
- $m[4] = 2.0 * (@$q[0] * @$q[1] + @$q[2] * @$q[3]);
- $m[5] = 1.0 - 2.0 * (@$q[2] * @$q[2] + @$q[0] * @$q[0]);
- $m[6] = 2.0 * (@$q[1] * @$q[2] - @$q[0] * @$q[3]);
- $m[7] = 0.0;
- $m[8] = 2.0 * (@$q[2] * @$q[0] - @$q[1] * @$q[3]);
- $m[9] = 2.0 * (@$q[1] * @$q[2] + @$q[0] * @$q[3]);
- $m[10] = 1.0 - 2.0 * (@$q[1] * @$q[1] + @$q[0] * @$q[0]);
- $m[11] = 0.0;
- $m[12] = 0.0;
- $m[13] = 0.0;
- $m[14] = 0.0;
- $m[15] = 1.0;
-
- return @m;
- }
- sub mulquats {
- my ($q1, $rq) = @_;
-
- return (@$q1[3] * @$rq[0] + @$q1[0] * @$rq[3] + @$q1[1] * @$rq[2] - @$q1[2] * @$rq[1],
- @$q1[3] * @$rq[1] + @$q1[1] * @$rq[3] + @$q1[2] * @$rq[0] - @$q1[0] * @$rq[2],
- @$q1[3] * @$rq[2] + @$q1[2] * @$rq[3] + @$q1[0] * @$rq[1] - @$q1[1] * @$rq[0],
- @$q1[3] * @$rq[3] - @$q1[0] * @$rq[0] - @$q1[1] * @$rq[1] - @$q1[2] * @$rq[2])
- }
- # Convert the screen space coordinate to an object space coordinate.
- # If the Z screen space coordinate is not provided, a depth buffer value is substituted.
- sub mouse_to_3d {
- my ($self, $x, $y, $z) = @_;
- my @viewport = glGetIntegerv_p(GL_VIEWPORT); # 4 items
- my @mview = glGetDoublev_p(GL_MODELVIEW_MATRIX); # 16 items
- my @proj = glGetDoublev_p(GL_PROJECTION_MATRIX); # 16 items
-
- $y = $viewport[3] - $y;
- $z //= glReadPixels_p($x, $y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT);
- my @projected = gluUnProject_p($x, $y, $z, @mview, @proj, @viewport);
- return Slic3r::Pointf3->new(@projected);
- }
- sub GetContext {
- my ($self) = @_;
- return $self->{context} ||= Wx::GLContext->new($self);
- }
-
- sub SetCurrent {
- my ($self, $context) = @_;
- return $self->SUPER::SetCurrent($context);
- }
- sub UseVBOs {
- my ($self) = @_;
- if (! defined ($self->{use_VBOs})) {
- # This is a special path for wxWidgets on GTK, where an OpenGL context is initialized
- # first when an OpenGL widget is shown for the first time. How ugly.
- return 0 if (! $self->init && $^O eq 'linux');
- # Don't use VBOs if anything fails.
- $self->{use_VBOs} = 0;
- if ($self->GetContext) {
- $self->SetCurrent($self->GetContext);
- Slic3r::GUI::_3DScene::_glew_init;
- my @gl_version = split(/\./, glGetString(GL_VERSION));
- $self->{use_VBOs} = int($gl_version[0]) >= 2;
- # print "UseVBOs $self OpenGL major: $gl_version[0], minor: $gl_version[1]. Use VBOs: ", $self->{use_VBOs}, "\n";
- }
- }
- return $self->{use_VBOs};
- }
- sub Resize {
- my ($self, $x, $y) = @_;
-
- return unless $self->GetContext;
- $self->_dirty(0);
-
- $self->SetCurrent($self->GetContext);
- glViewport(0, 0, $x, $y);
-
- $x /= $self->_zoom;
- $y /= $self->_zoom;
-
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- if ($self->_camera_type eq 'ortho') {
- #FIXME setting the size of the box 10x larger than necessary
- # is only a workaround for an incorrectly set camera.
- # This workaround harms Z-buffer accuracy!
- # my $depth = 1.05 * $self->max_bounding_box->radius();
- my $depth = 10.0 * $self->max_bounding_box->radius();
- glOrtho(
- -$x/2, $x/2, -$y/2, $y/2,
- -$depth, $depth,
- );
- } else {
- die "Invalid camera type: ", $self->_camera_type, "\n" if ($self->_camera_type ne 'perspective');
- my $bbox_r = $self->max_bounding_box->radius();
- my $fov = PI * 45. / 180.;
- my $fov_tan = tan(0.5 * $fov);
- my $cam_distance = 0.5 * $bbox_r / $fov_tan;
- $self->_camera_distance($cam_distance);
- my $nr = $cam_distance - $bbox_r * 1.1;
- my $fr = $cam_distance + $bbox_r * 1.1;
- $nr = 1 if ($nr < 1);
- $fr = $nr + 1 if ($fr < $nr + 1);
- my $h2 = $fov_tan * $nr;
- my $w2 = $h2 * $x / $y;
- glFrustum(-$w2, $w2, -$h2, $h2, $nr, $fr);
- }
- glMatrixMode(GL_MODELVIEW);
- }
- sub InitGL {
- my $self = shift;
-
- return if $self->init;
- return unless $self->GetContext;
- $self->init(1);
- # This is a special path for wxWidgets on GTK, where an OpenGL context is initialized
- # first when an OpenGL widget is shown for the first time. How ugly.
- # In that case the volumes are wainting to be moved to Vertex Buffer Objects
- # after the OpenGL context is being initialized.
- $self->volumes->finalize_geometry(1)
- if ($^O eq 'linux' && $self->UseVBOs);
- glClearColor(0, 0, 0, 1);
- glColor3f(1, 0, 0);
- glEnable(GL_DEPTH_TEST);
- glClearDepth(1.0);
- glDepthFunc(GL_LEQUAL);
- glEnable(GL_CULL_FACE);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- # Set antialiasing/multisampling
- glDisable(GL_LINE_SMOOTH);
- glDisable(GL_POLYGON_SMOOTH);
- # See "GL_MULTISAMPLE and GL_ARRAY_BUFFER_ARB messages on failed launch"
- # https://github.com/alexrj/Slic3r/issues/4085
- eval {
- # Disable the multi sampling by default, so the picking by color will work correctly.
- glDisable(GL_MULTISAMPLE);
- };
- # Disable multi sampling if the eval failed.
- $self->{can_multisample} = 0 if $@;
-
- # ambient lighting
- glLightModelfv_p(GL_LIGHT_MODEL_AMBIENT, 0.3, 0.3, 0.3, 1);
-
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
- glEnable(GL_LIGHT1);
-
- # light from camera
- glLightfv_p(GL_LIGHT1, GL_POSITION, 1, 0, 1, 0);
- glLightfv_p(GL_LIGHT1, GL_SPECULAR, 0.3, 0.3, 0.3, 1);
- glLightfv_p(GL_LIGHT1, GL_DIFFUSE, 0.2, 0.2, 0.2, 1);
-
- # Enables Smooth Color Shading; try GL_FLAT for (lack of) fun.
- glShadeModel(GL_SMOOTH);
-
- # glMaterialfv_p(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, 0.5, 0.3, 0.3, 1);
- # glMaterialfv_p(GL_FRONT_AND_BACK, GL_SPECULAR, 1, 1, 1, 1);
- # glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 50);
- # glMaterialfv_p(GL_FRONT_AND_BACK, GL_EMISSION, 0.1, 0, 0, 0.9);
-
- # A handy trick -- have surface material mirror the color.
- glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
- glEnable(GL_COLOR_MATERIAL);
- glEnable(GL_MULTISAMPLE) if ($self->{can_multisample});
- if ($self->UseVBOs) {
- my $shader = new Slic3r::GUI::_3DScene::GLShader;
- if (! $shader->load($self->_fragment_shader_Gouraud, $self->_vertex_shader_Gouraud)) {
- # if (! $shader->load($self->_fragment_shader_Phong, $self->_vertex_shader_Phong)) {
- print "Compilaton of path shader failed: \n" . $shader->last_error . "\n";
- $shader = undef;
- } else {
- $self->{plain_shader} = $shader;
- }
- }
- }
- sub DestroyGL {
- my $self = shift;
- if ($self->GetContext) {
- $self->SetCurrent($self->GetContext);
- if ($self->{plain_shader}) {
- $self->{plain_shader}->release;
- delete $self->{plain_shader};
- }
- if ($self->{layer_height_edit_shader}) {
- $self->{layer_height_edit_shader}->release;
- delete $self->{layer_height_edit_shader};
- }
- $self->volumes->release_geometry;
- }
- }
- sub Render {
- my ($self, $dc) = @_;
-
- # prevent calling SetCurrent() when window is not shown yet
- return unless $self->IsShownOnScreen;
- return unless my $context = $self->GetContext;
- $self->SetCurrent($context);
- $self->InitGL;
-
- glClearColor(1, 1, 1, 1);
- glClearDepth(1);
- glDepthFunc(GL_LESS);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- {
- # Shift the perspective camera.
- my $camera_pos = Slic3r::Pointf3->new(0,0,-$self->_camera_distance);
- glTranslatef(@$camera_pos);
- }
-
- if (TURNTABLE_MODE) {
- # Turntable mode is enabled by default.
- glRotatef(-$self->_stheta, 1, 0, 0); # pitch
- glRotatef($self->_sphi, 0, 0, 1); # yaw
- } else {
- my @rotmat = quat_to_rotmatrix($self->quat);
- glMultMatrixd_p(@rotmat[0..15]);
- }
- glTranslatef(@{ $self->_camera_target->negative });
-
- # light from above
- glLightfv_p(GL_LIGHT0, GL_POSITION, -0.5, -0.5, 1, 0);
- glLightfv_p(GL_LIGHT0, GL_SPECULAR, 0.2, 0.2, 0.2, 1);
- glLightfv_p(GL_LIGHT0, GL_DIFFUSE, 0.5, 0.5, 0.5, 1);
- # Head light
- glLightfv_p(GL_LIGHT1, GL_POSITION, 1, 0, 1, 0);
-
- if ($self->enable_picking) {
- # Render the object for picking.
- # FIXME This cannot possibly work in a multi-sampled context as the color gets mangled by the anti-aliasing.
- # Better to use software ray-casting on a bounding-box hierarchy.
- glPushAttrib(GL_ENABLE_BIT);
- glDisable(GL_MULTISAMPLE) if ($self->{can_multisample});
- glDisable(GL_LIGHTING);
- glDisable(GL_BLEND);
- $self->draw_volumes(1);
- glFlush();
- glFinish();
-
- if (my $pos = $self->_mouse_pos) {
- my $col = [ glReadPixels_p($pos->x, $self->GetSize->GetHeight - $pos->y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE) ];
- my $volume_idx = $col->[0] + $col->[1]*256 + $col->[2]*256*256;
- $self->_hover_volume_idx(undef);
- $_->set_hover(0) for @{$self->volumes};
- if ($volume_idx <= $#{$self->volumes}) {
- $self->_hover_volume_idx($volume_idx);
-
- $self->volumes->[$volume_idx]->set_hover(1);
- my $group_id = $self->volumes->[$volume_idx]->select_group_id;
- if ($group_id != -1) {
- $_->set_hover(1) for grep { $_->select_group_id == $group_id } @{$self->volumes};
- }
-
- $self->on_hover->($volume_idx) if $self->on_hover;
- }
- }
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glFlush();
- glFinish();
- glPopAttrib();
- }
-
- # draw fixed background
- if ($self->background) {
- glDisable(GL_LIGHTING);
- glPushMatrix();
- glLoadIdentity();
-
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
-
- # Draws a bluish bottom to top gradient over the complete screen.
- glDisable(GL_DEPTH_TEST);
- glBegin(GL_QUADS);
- glColor3f(0.0,0.0,0.0);
- glVertex3f(-1.0,-1.0, 1.0);
- glVertex3f( 1.0,-1.0, 1.0);
- glColor3f(10/255,98/255,144/255);
- glVertex3f( 1.0, 1.0, 1.0);
- glVertex3f(-1.0, 1.0, 1.0);
- glEnd();
- glPopMatrix();
- glEnable(GL_DEPTH_TEST);
-
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
- glEnable(GL_LIGHTING);
- }
-
- # draw ground and axes
- glDisable(GL_LIGHTING);
-
- # draw ground
- my $ground_z = GROUND_Z;
- if ($self->bed_triangles) {
- glDisable(GL_DEPTH_TEST);
-
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- glEnableClientState(GL_VERTEX_ARRAY);
- glColor4f(0.8, 0.6, 0.5, 0.4);
- glNormal3d(0,0,1);
- glVertexPointer_c(3, GL_FLOAT, 0, $self->bed_triangles->ptr());
- glDrawArrays(GL_TRIANGLES, 0, $self->bed_triangles->elements / 3);
- glDisableClientState(GL_VERTEX_ARRAY);
-
- # we need depth test for grid, otherwise it would disappear when looking
- # the object from below
- glEnable(GL_DEPTH_TEST);
-
- # draw grid
- glLineWidth(3);
- glColor4f(0.2, 0.2, 0.2, 0.4);
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer_c(3, GL_FLOAT, 0, $self->bed_grid_lines->ptr());
- glDrawArrays(GL_LINES, 0, $self->bed_grid_lines->elements / 3);
- glDisableClientState(GL_VERTEX_ARRAY);
-
- glDisable(GL_BLEND);
- }
-
- my $volumes_bb = $self->volumes_bounding_box;
-
- {
- # draw axes
- # disable depth testing so that axes are not covered by ground
- glDisable(GL_DEPTH_TEST);
- my $origin = $self->origin;
- my $axis_len = max(
- 0.3 * max(@{ $self->bed_bounding_box->size }),
- 2 * max(@{ $volumes_bb->size }),
- );
- glLineWidth(2);
- glBegin(GL_LINES);
- # draw line for x axis
- glColor3f(1, 0, 0);
- glVertex3f(@$origin, $ground_z);
- glVertex3f($origin->x + $axis_len, $origin->y, $ground_z); #,,
- # draw line for y axis
- glColor3f(0, 1, 0);
- glVertex3f(@$origin, $ground_z);
- glVertex3f($origin->x, $origin->y + $axis_len, $ground_z); #++
- glEnd();
- # draw line for Z axis
- # (re-enable depth test so that axis is correctly shown when objects are behind it)
- glEnable(GL_DEPTH_TEST);
- glBegin(GL_LINES);
- glColor3f(0, 0, 1);
- glVertex3f(@$origin, $ground_z);
- glVertex3f(@$origin, $ground_z+$axis_len);
- glEnd();
- }
-
- glEnable(GL_LIGHTING);
-
- # draw objects
- if (! $self->use_plain_shader) {
- $self->draw_volumes;
- } elsif ($self->UseVBOs) {
- $self->{plain_shader}->enable if $self->{plain_shader};
- $self->volumes->render_VBOs;
- $self->{plain_shader}->disable;
- } else {
- $self->volumes->render_legacy;
- }
- # draw cutting plane
- if (defined $self->cutting_plane_z) {
- my $plane_z = $self->cutting_plane_z;
- my $bb = $volumes_bb;
- glDisable(GL_CULL_FACE);
- glDisable(GL_LIGHTING);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBegin(GL_QUADS);
- glColor4f(0.8, 0.8, 0.8, 0.5);
- glVertex3f($bb->x_min-20, $bb->y_min-20, $plane_z);
- glVertex3f($bb->x_max+20, $bb->y_min-20, $plane_z);
- glVertex3f($bb->x_max+20, $bb->y_max+20, $plane_z);
- glVertex3f($bb->x_min-20, $bb->y_max+20, $plane_z);
- glEnd();
- glEnable(GL_CULL_FACE);
- glDisable(GL_BLEND);
- }
- $self->draw_active_object_annotations;
-
- $self->SwapBuffers();
- # Calling glFinish has a performance penalty, but it seems to fix some OpenGL driver hang-up with extremely large scenes.
- # glFinish();
- }
- sub draw_volumes {
- # $fakecolor is a boolean indicating, that the objects shall be rendered in a color coding the object index for picking.
- my ($self, $fakecolor) = @_;
-
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_NORMAL_ARRAY);
-
- my $z_cursor_relative = $self->_variable_layer_thickness_bar_mouse_cursor_z_relative;
- foreach my $volume_idx (0..$#{$self->volumes}) {
- my $volume = $self->volumes->[$volume_idx];
- my $shader_active = 0;
- my $object_id = int($volume->select_group_id / 1000000);
- if ($self->layer_editing_enabled && ! $fakecolor && $volume->selected && $self->{layer_height_edit_shader} &&
- $volume->has_layer_height_texture && $object_id < $self->{print}->object_count) {
- # Update the height texture if the ModelObject::layer_height_texture is invalid.
- $volume->generate_layer_height_texture($self->{print}->get_object($object_id), 0);
- $self->{layer_height_edit_shader}->enable;
- $self->{layer_height_edit_shader}->set_uniform('z_to_texture_row', $volume->layer_height_texture_z_to_row_id);
- $self->{layer_height_edit_shader}->set_uniform('z_texture_row_to_normalized', 1. / $volume->layer_height_texture_height);
- $self->{layer_height_edit_shader}->set_uniform('z_cursor', $volume->bounding_box->z_max * $z_cursor_relative);
- $self->{layer_height_edit_shader}->set_uniform('z_cursor_band_width', $self->{layer_height_edit_band_width});
- glBindTexture(GL_TEXTURE_2D, $self->{layer_preview_z_texture_id});
- # glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_LEVEL, 0);
- # glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
- glTexImage2D_c(GL_TEXTURE_2D, 0, GL_RGBA8, $volume->layer_height_texture_width, $volume->layer_height_texture_height,
- 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
- glTexImage2D_c(GL_TEXTURE_2D, 1, GL_RGBA8, $volume->layer_height_texture_width / 2, $volume->layer_height_texture_height / 2,
- 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
- # glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- # glPixelStorei(GL_UNPACK_ROW_LENGTH, $self->{layer_preview_z_texture_width});
- glTexSubImage2D_c(GL_TEXTURE_2D, 0, 0, 0, $volume->layer_height_texture_width, $volume->layer_height_texture_height,
- GL_RGBA, GL_UNSIGNED_BYTE, $volume->layer_height_texture_data_ptr_level0);
- glTexSubImage2D_c(GL_TEXTURE_2D, 1, 0, 0, $volume->layer_height_texture_width / 2, $volume->layer_height_texture_height / 2,
- GL_RGBA, GL_UNSIGNED_BYTE, $volume->layer_height_texture_data_ptr_level1);
- $shader_active = 1;
- } elsif ($fakecolor) {
- # Object picking mode. Render the object with a color encoding the object index.
- my $r = ($volume_idx & 0x000000FF) >> 0;
- my $g = ($volume_idx & 0x0000FF00) >> 8;
- my $b = ($volume_idx & 0x00FF0000) >> 16;
- glColor4f($r/255.0, $g/255.0, $b/255.0, 1);
- } elsif ($volume->selected) {
- glColor4f(@{ &SELECTED_COLOR });
- } elsif ($volume->hover) {
- glColor4f(@{ &HOVER_COLOR });
- } else {
- glColor4f(@{ $volume->color });
- }
- $volume->render;
- if ($shader_active) {
- glBindTexture(GL_TEXTURE_2D, 0);
- $self->{layer_height_edit_shader}->disable;
- }
- }
- glDisableClientState(GL_NORMAL_ARRAY);
- glDisable(GL_BLEND);
-
- if (defined $self->cutting_plane_z) {
- glLineWidth(2);
- glColor3f(0, 0, 0);
- glVertexPointer_c(3, GL_FLOAT, 0, $self->cut_lines_vertices->ptr());
- glDrawArrays(GL_LINES, 0, $self->cut_lines_vertices->elements / 3);
- glVertexPointer_c(3, GL_FLOAT, 0, 0);
- }
- glDisableClientState(GL_VERTEX_ARRAY);
- }
- sub _load_image_set_texture {
- my ($self, $file_name) = @_;
- # Load a PNG with an alpha channel.
- my $img = Wx::Image->new;
- $img->LoadFile(Slic3r::var($file_name), wxBITMAP_TYPE_PNG);
- # Get RGB & alpha raw data from wxImage, interleave them into a Perl array.
- my @rgb = unpack 'C*', $img->GetData();
- my @alpha = $img->HasAlpha ? unpack 'C*', $img->GetAlpha() : (255) x (int(@rgb) / 3);
- my $n_pixels = int(@alpha);
- my @data = (0)x($n_pixels * 4);
- for (my $i = 0; $i < $n_pixels; $i += 1) {
- $data[$i*4 ] = $rgb[$i*3];
- $data[$i*4+1] = $rgb[$i*3+1];
- $data[$i*4+2] = $rgb[$i*3+2];
- $data[$i*4+3] = $alpha[$i];
- }
- # Initialize a raw bitmap data.
- my $params = {
- loaded => 1,
- valid => $n_pixels > 0,
- width => $img->GetWidth,
- height => $img->GetHeight,
- data => OpenGL::Array->new_list(GL_UNSIGNED_BYTE, @data),
- texture_id => glGenTextures_p(1)
- };
- # Create and initialize a texture with the raw data.
- glBindTexture(GL_TEXTURE_2D, $params->{texture_id});
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
- glTexImage2D_c(GL_TEXTURE_2D, 0, GL_RGBA8, $params->{width}, $params->{height}, 0, GL_RGBA, GL_UNSIGNED_BYTE, $params->{data}->ptr);
- glBindTexture(GL_TEXTURE_2D, 0);
- return $params;
- }
- sub _variable_layer_thickness_load_overlay_image {
- my ($self) = @_;
- $self->{layer_preview_annotation} = $self->_load_image_set_texture('variable_layer_height_tooltip.png')
- if (! $self->{layer_preview_annotation}->{loaded});
- return $self->{layer_preview_annotation}->{valid};
- }
- sub _variable_layer_thickness_load_reset_image {
- my ($self) = @_;
- $self->{layer_preview_reset_image} = $self->_load_image_set_texture('variable_layer_height_reset.png')
- if (! $self->{layer_preview_reset_image}->{loaded});
- return $self->{layer_preview_reset_image}->{valid};
- }
- # Paint the tooltip.
- sub _render_image {
- my ($self, $image, $l, $r, $b, $t) = @_;
- glColor4f(1.,1.,1.,1.);
- glDisable(GL_LIGHTING);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, $image->{texture_id});
- glBegin(GL_QUADS);
- glTexCoord2d(0.,1.); glVertex3f($l, $b, 0);
- glTexCoord2d(1.,1.); glVertex3f($r, $b, 0);
- glTexCoord2d(1.,0.); glVertex3f($r, $t, 0);
- glTexCoord2d(0.,0.); glVertex3f($l, $t, 0);
- glEnd();
- glBindTexture(GL_TEXTURE_2D, 0);
- glDisable(GL_TEXTURE_2D);
- glDisable(GL_BLEND);
- glEnable(GL_LIGHTING);
- }
- sub draw_active_object_annotations {
- # $fakecolor is a boolean indicating, that the objects shall be rendered in a color coding the object index for picking.
- my ($self) = @_;
- return if (! $self->{layer_height_edit_shader} || ! $self->layer_editing_enabled);
- # Find the selected volume, over which the layer editing is active.
- my $volume;
- foreach my $volume_idx (0..$#{$self->volumes}) {
- my $v = $self->volumes->[$volume_idx];
- if ($v->selected && $v->has_layer_height_texture) {
- $volume = $v;
- last;
- }
- }
- return if (! $volume);
-
- # If the active object was not allocated at the Print, go away. This should only be a momentary case between an object addition / deletion
- # and an update by Platter::async_apply_config.
- my $object_idx = int($volume->select_group_id / 1000000);
- return if $object_idx >= $self->{print}->object_count;
- # The viewport and camera are set to complete view and glOrtho(-$x/2, $x/2, -$y/2, $y/2, -$depth, $depth),
- # where x, y is the window size divided by $self->_zoom.
- my ($bar_left, $bar_bottom, $bar_right, $bar_top) = $self->_variable_layer_thickness_bar_rect_viewport;
- my ($reset_left, $reset_bottom, $reset_right, $reset_top) = $self->_variable_layer_thickness_reset_rect_viewport;
- my $z_cursor_relative = $self->_variable_layer_thickness_bar_mouse_cursor_z_relative;
- $self->{layer_height_edit_shader}->enable;
- $self->{layer_height_edit_shader}->set_uniform('z_to_texture_row', $volume->layer_height_texture_z_to_row_id);
- $self->{layer_height_edit_shader}->set_uniform('z_texture_row_to_normalized', 1. / $volume->layer_height_texture_height);
- $self->{layer_height_edit_shader}->set_uniform('z_cursor', $volume->bounding_box->z_max * $z_cursor_relative);
- $self->{layer_height_edit_shader}->set_uniform('z_cursor_band_width', $self->{layer_height_edit_band_width});
- glBindTexture(GL_TEXTURE_2D, $self->{layer_preview_z_texture_id});
- glTexImage2D_c(GL_TEXTURE_2D, 0, GL_RGBA8, $volume->layer_height_texture_width, $volume->layer_height_texture_height,
- 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
- glTexImage2D_c(GL_TEXTURE_2D, 1, GL_RGBA8, $volume->layer_height_texture_width / 2, $volume->layer_height_texture_height / 2,
- 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
- glTexSubImage2D_c(GL_TEXTURE_2D, 0, 0, 0, $volume->layer_height_texture_width, $volume->layer_height_texture_height,
- GL_RGBA, GL_UNSIGNED_BYTE, $volume->layer_height_texture_data_ptr_level0);
- glTexSubImage2D_c(GL_TEXTURE_2D, 1, 0, 0, $volume->layer_height_texture_width / 2, $volume->layer_height_texture_height / 2,
- GL_RGBA, GL_UNSIGNED_BYTE, $volume->layer_height_texture_data_ptr_level1);
-
- # Render the color bar.
- glDisable(GL_DEPTH_TEST);
- # The viewport and camera are set to complete view and glOrtho(-$x/2, $x/2, -$y/2, $y/2, -$depth, $depth),
- # where x, y is the window size divided by $self->_zoom.
- glPushMatrix();
- glLoadIdentity();
- # Paint the overlay.
- glBegin(GL_QUADS);
- glVertex3f($bar_left, $bar_bottom, 0);
- glVertex3f($bar_right, $bar_bottom, 0);
- glVertex3f($bar_right, $bar_top, $volume->bounding_box->z_max);
- glVertex3f($bar_left, $bar_top, $volume->bounding_box->z_max);
- glEnd();
- glBindTexture(GL_TEXTURE_2D, 0);
- $self->{layer_height_edit_shader}->disable;
- # Paint the tooltip.
- if ($self->_variable_layer_thickness_load_overlay_image) {
- my $gap = 10/$self->_zoom;
- my ($l, $r, $b, $t) = ($bar_left - $self->{layer_preview_annotation}->{width}/$self->_zoom - $gap, $bar_left - $gap, $reset_bottom + $self->{layer_preview_annotation}->{height}/$self->_zoom + $gap, $reset_bottom + $gap);
- $self->_render_image($self->{layer_preview_annotation}, $l, $r, $t, $b);
- }
- # Paint the reset button.
- if ($self->_variable_layer_thickness_load_reset_image) {
- $self->_render_image($self->{layer_preview_reset_image}, $reset_left, $reset_right, $reset_bottom, $reset_top);
- }
- # Paint the graph.
- #FIXME show some kind of legend.
- my $print_object = $self->{print}->get_object($object_idx);
- my $max_z = unscale($print_object->size->z);
- my $profile = $print_object->model_object->layer_height_profile;
- my $layer_height = $print_object->config->get('layer_height');
- my $layer_height_max = 10000000000.;
- {
- # Get a maximum layer height value.
- #FIXME This is a duplicate code of Slicing.cpp.
- my $nozzle_diameters = $print_object->print->config->get('nozzle_diameter');
- my $layer_heights_min = $print_object->print->config->get('min_layer_height');
- my $layer_heights_max = $print_object->print->config->get('max_layer_height');
- for (my $i = 0; $i < scalar(@{$nozzle_diameters}); $i += 1) {
- my $lh_min = ($layer_heights_min->[$i] == 0.) ? 0.07 : max(0.01, $layer_heights_min->[$i]);
- my $lh_max = ($layer_heights_max->[$i] == 0.) ? (0.75 * $nozzle_diameters->[$i]) : $layer_heights_max->[$i];
- $layer_height_max = min($layer_height_max, max($lh_min, $lh_max));
- }
- }
- # Make the vertical bar a bit wider so the layer height curve does not touch the edge of the bar region.
- $layer_height_max *= 1.12;
- # Baseline
- glColor3f(0., 0., 0.);
- glBegin(GL_LINE_STRIP);
- glVertex2f($bar_left + $layer_height * ($bar_right - $bar_left) / $layer_height_max, $bar_bottom);
- glVertex2f($bar_left + $layer_height * ($bar_right - $bar_left) / $layer_height_max, $bar_top);
- glEnd();
- # Curve
- glColor3f(0., 0., 1.);
- glBegin(GL_LINE_STRIP);
- for (my $i = 0; $i < int(@{$profile}); $i += 2) {
- my $z = $profile->[$i];
- my $h = $profile->[$i+1];
- glVertex3f($bar_left + $h * ($bar_right - $bar_left) / $layer_height_max, $bar_bottom + $z * ($bar_top - $bar_bottom) / $max_z, $z);
- }
- glEnd();
- # Revert the matrices.
- glPopMatrix();
- glEnable(GL_DEPTH_TEST);
- }
- sub opengl_info
- {
- my ($self, %params) = @_;
- my %tag = Slic3r::tags($params{format});
- my $gl_version = glGetString(GL_VERSION);
- my $gl_vendor = glGetString(GL_VENDOR);
- my $gl_renderer = glGetString(GL_RENDERER);
- my $glsl_version = glGetString(GL_SHADING_LANGUAGE_VERSION);
- my $out = '';
- $out .= "$tag{h2start}OpenGL installation$tag{h2end}$tag{eol}";
- $out .= " $tag{bstart}Using POGL$tag{bend} v$OpenGL::BUILD_VERSION$tag{eol}";
- $out .= " $tag{bstart}GL version: $tag{bend}${gl_version}$tag{eol}";
- $out .= " $tag{bstart}vendor: $tag{bend}${gl_vendor}$tag{eol}";
- $out .= " $tag{bstart}renderer: $tag{bend}${gl_renderer}$tag{eol}";
- $out .= " $tag{bstart}GLSL version: $tag{bend}${glsl_version}$tag{eol}";
- # Check for other OpenGL extensions
- $out .= "$tag{h2start}Installed extensions (* implemented in the module):$tag{h2end}$tag{eol}";
- my $extensions = glGetString(GL_EXTENSIONS);
- my @extensions = split(' ',$extensions);
- foreach my $ext (sort @extensions) {
- my $stat = glpCheckExtension($ext);
- $out .= sprintf("%s ${ext}$tag{eol}", $stat?' ':'*');
- $out .= sprintf(" ${stat}$tag{eol}") if ($stat && $stat !~ m|^$ext |);
- }
- return $out;
- }
- sub _report_opengl_state
- {
- my ($self, $comment) = @_;
- my $err = glGetError();
- return 0 if ($err == 0);
-
- # gluErrorString() hangs. Don't use it.
- # my $errorstr = gluErrorString();
- my $errorstr = '';
- if ($err == 0x0500) {
- $errorstr = 'GL_INVALID_ENUM';
- } elsif ($err == GL_INVALID_VALUE) {
- $errorstr = 'GL_INVALID_VALUE';
- } elsif ($err == GL_INVALID_OPERATION) {
- $errorstr = 'GL_INVALID_OPERATION';
- } elsif ($err == GL_STACK_OVERFLOW) {
- $errorstr = 'GL_STACK_OVERFLOW';
- } elsif ($err == GL_OUT_OF_MEMORY) {
- $errorstr = 'GL_OUT_OF_MEMORY';
- } else {
- $errorstr = 'unknown';
- }
- if (defined($comment)) {
- printf("OpenGL error at %s, nr %d (0x%x): %s\n", $comment, $err, $err, $errorstr);
- } else {
- printf("OpenGL error nr %d (0x%x): %s\n", $err, $err, $errorstr);
- }
- }
- sub _vertex_shader_Gouraud {
- return <<'VERTEX';
- #version 110
- #define INTENSITY_CORRECTION 0.7
- #define LIGHT_TOP_DIR -0.6/1.31, 0.6/1.31, 1./1.31
- #define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
- #define LIGHT_TOP_SPECULAR (0.5 * INTENSITY_CORRECTION)
- #define LIGHT_TOP_SHININESS 50.
- #define LIGHT_FRONT_DIR 1./1.43, 0.2/1.43, 1./1.43
- #define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
- #define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
- #define LIGHT_FRONT_SHININESS 50.
- #define INTENSITY_AMBIENT 0.3
- varying float intensity_specular;
- varying float intensity_tainted;
- void main()
- {
- vec3 eye, normal, lightDir, viewVector, halfVector;
- float NdotL, NdotHV;
- eye = vec3(0., 0., 1.);
- // First transform the normal into eye space and normalize the result.
- normal = normalize(gl_NormalMatrix * gl_Normal);
-
- // Now normalize the light's direction. Note that according to the OpenGL specification, the light is stored in eye space.
- // Also since we're talking about a directional light, the position field is actually direction.
- lightDir = vec3(LIGHT_TOP_DIR);
- halfVector = normalize(lightDir + eye);
-
- // Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
- // Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
- NdotL = max(dot(normal, lightDir), 0.0);
- intensity_tainted = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
- intensity_specular = 0.;
- if (NdotL > 0.0)
- intensity_specular = LIGHT_TOP_SPECULAR * pow(max(dot(normal, halfVector), 0.0), LIGHT_TOP_SHININESS);
- // Perform the same lighting calculation for the 2nd light source.
- lightDir = vec3(LIGHT_FRONT_DIR);
- // halfVector = normalize(lightDir + eye);
- NdotL = max(dot(normal, lightDir), 0.0);
- intensity_tainted += NdotL * LIGHT_FRONT_DIFFUSE;
- // compute the specular term if NdotL is larger than zero
- // if (NdotL > 0.0)
- // intensity_specular += LIGHT_FRONT_SPECULAR * pow(max(dot(normal, halfVector), 0.0), LIGHT_FRONT_SHININESS);
- gl_Position = ftransform();
- }
- VERTEX
- }
- sub _fragment_shader_Gouraud {
- return <<'FRAGMENT';
- #version 110
- varying float intensity_specular;
- varying float intensity_tainted;
- uniform vec4 uniform_color;
- void main()
- {
- gl_FragColor =
- vec4(intensity_specular, intensity_specular, intensity_specular, 0.) + uniform_color * intensity_tainted;
- gl_FragColor.a = uniform_color.a;
- }
- FRAGMENT
- }
- sub _vertex_shader_Phong {
- return <<'VERTEX';
- #version 110
- varying vec3 normal;
- varying vec3 eye;
- void main(void)
- {
- eye = normalize(vec3(gl_ModelViewMatrix * gl_Vertex));
- normal = normalize(gl_NormalMatrix * gl_Normal);
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
- }
- VERTEX
- }
- sub _fragment_shader_Phong {
- return <<'FRAGMENT';
- #version 110
- #define INTENSITY_CORRECTION 0.7
- #define LIGHT_TOP_DIR -0.6/1.31, 0.6/1.31, 1./1.31
- #define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
- #define LIGHT_TOP_SPECULAR (0.5 * INTENSITY_CORRECTION)
- //#define LIGHT_TOP_SHININESS 50.
- #define LIGHT_TOP_SHININESS 10.
- #define LIGHT_FRONT_DIR 1./1.43, 0.2/1.43, 1./1.43
- #define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
- #define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
- #define LIGHT_FRONT_SHININESS 50.
- #define INTENSITY_AMBIENT 0.0
- varying vec3 normal;
- varying vec3 eye;
- uniform vec4 uniform_color;
- void main() {
-
- float intensity_specular = 0.;
- float intensity_tainted = 0.;
- float intensity = max(dot(normal,vec3(LIGHT_TOP_DIR)), 0.0);
- // if the vertex is lit compute the specular color
- if (intensity > 0.0) {
- intensity_tainted = LIGHT_TOP_DIFFUSE * intensity;
- // compute the half vector
- vec3 h = normalize(vec3(LIGHT_TOP_DIR) + eye);
- // compute the specular term into spec
- intensity_specular = LIGHT_TOP_SPECULAR * pow(max(dot(h, normal), 0.0), LIGHT_TOP_SHININESS);
- }
- intensity = max(dot(normal,vec3(LIGHT_FRONT_DIR)), 0.0);
- // if the vertex is lit compute the specular color
- if (intensity > 0.0) {
- intensity_tainted += LIGHT_FRONT_DIFFUSE * intensity;
- // compute the half vector
- // vec3 h = normalize(vec3(LIGHT_FRONT_DIR) + eye);
- // compute the specular term into spec
- // intensity_specular += LIGHT_FRONT_SPECULAR * pow(max(dot(h,normal), 0.0), LIGHT_FRONT_SHININESS);
- }
- gl_FragColor = max(
- vec4(intensity_specular, intensity_specular, intensity_specular, 0.) + uniform_color * intensity_tainted,
- INTENSITY_AMBIENT * uniform_color);
- gl_FragColor.a = uniform_color.a;
- }
- FRAGMENT
- }
- sub _vertex_shader_variable_layer_height {
- return <<'VERTEX';
- #version 110
- #define LIGHT_TOP_DIR 0., 1., 0.
- #define LIGHT_TOP_DIFFUSE 0.2
- #define LIGHT_TOP_SPECULAR 0.3
- #define LIGHT_TOP_SHININESS 50.
- #define LIGHT_FRONT_DIR 0., 0., 1.
- #define LIGHT_FRONT_DIFFUSE 0.5
- #define LIGHT_FRONT_SPECULAR 0.3
- #define LIGHT_FRONT_SHININESS 50.
- #define INTENSITY_AMBIENT 0.1
- uniform float z_to_texture_row;
- varying float intensity_specular;
- varying float intensity_tainted;
- varying float object_z;
- void main()
- {
- vec3 eye, normal, lightDir, viewVector, halfVector;
- float NdotL, NdotHV;
- // eye = gl_ModelViewMatrixInverse[3].xyz;
- eye = vec3(0., 0., 1.);
- // First transform the normal into eye space and normalize the result.
- normal = normalize(gl_NormalMatrix * gl_Normal);
-
- // Now normalize the light's direction. Note that according to the OpenGL specification, the light is stored in eye space.
- // Also since we're talking about a directional light, the position field is actually direction.
- lightDir = vec3(LIGHT_TOP_DIR);
- halfVector = normalize(lightDir + eye);
-
- // Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
- // Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
- NdotL = max(dot(normal, lightDir), 0.0);
- intensity_tainted = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
- intensity_specular = 0.;
- // if (NdotL > 0.0)
- // intensity_specular = LIGHT_TOP_SPECULAR * pow(max(dot(normal, halfVector), 0.0), LIGHT_TOP_SHININESS);
- // Perform the same lighting calculation for the 2nd light source.
- lightDir = vec3(LIGHT_FRONT_DIR);
- halfVector = normalize(lightDir + eye);
- NdotL = max(dot(normal, lightDir), 0.0);
- intensity_tainted += NdotL * LIGHT_FRONT_DIFFUSE;
-
- // compute the specular term if NdotL is larger than zero
- if (NdotL > 0.0)
- intensity_specular += LIGHT_FRONT_SPECULAR * pow(max(dot(normal, halfVector), 0.0), LIGHT_FRONT_SHININESS);
- // Scaled to widths of the Z texture.
- object_z = gl_Vertex.z / gl_Vertex.w;
- gl_Position = ftransform();
- }
- VERTEX
- }
- sub _fragment_shader_variable_layer_height {
- return <<'FRAGMENT';
- #version 110
- #define M_PI 3.1415926535897932384626433832795
- // 2D texture (1D texture split by the rows) of color along the object Z axis.
- uniform sampler2D z_texture;
- // Scaling from the Z texture rows coordinate to the normalized texture row coordinate.
- uniform float z_to_texture_row;
- uniform float z_texture_row_to_normalized;
- varying float intensity_specular;
- varying float intensity_tainted;
- varying float object_z;
- uniform float z_cursor;
- uniform float z_cursor_band_width;
- void main()
- {
- float object_z_row = z_to_texture_row * object_z;
- // Index of the row in the texture.
- float z_texture_row = floor(object_z_row);
- // Normalized coordinate from 0. to 1.
- float z_texture_col = object_z_row - z_texture_row;
- float z_blend = 0.25 * cos(min(M_PI, abs(M_PI * (object_z - z_cursor) * 1.8 / z_cursor_band_width))) + 0.25;
- // Calculate level of detail from the object Z coordinate.
- // This makes the slowly sloping surfaces to be show with high detail (with stripes),
- // and the vertical surfaces to be shown with low detail (no stripes)
- float z_in_cells = object_z_row * 190.;
- // Gradient of Z projected on the screen.
- float dx_vtc = dFdx(z_in_cells);
- float dy_vtc = dFdy(z_in_cells);
- float lod = clamp(0.5 * log2(max(dx_vtc*dx_vtc, dy_vtc*dy_vtc)), 0., 1.);
- // Sample the Z texture. Texture coordinates are normalized to <0, 1>.
- vec4 color =
- (1. - lod) * texture2D(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row + 0.5 )), -10000.) +
- lod * texture2D(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row * 2. + 1.)), 10000.);
- // Mix the final color.
- gl_FragColor =
- vec4(intensity_specular, intensity_specular, intensity_specular, 1.) +
- (1. - z_blend) * intensity_tainted * color +
- z_blend * vec4(1., 1., 0., 0.);
- // and reset the transparency.
- gl_FragColor.a = 1.;
- }
- FRAGMENT
- }
- # The 3D canvas to display objects and tool paths.
- package Slic3r::GUI::3DScene;
- use base qw(Slic3r::GUI::3DScene::Base);
- use OpenGL qw(:glconstants :gluconstants :glufunctions);
- use List::Util qw(first min max);
- use Slic3r::Geometry qw(scale unscale epsilon);
- use Slic3r::Print::State ':steps';
- __PACKAGE__->mk_accessors(qw(
- color_by
- select_by
- drag_by
- ));
- sub new {
- my $class = shift;
-
- my $self = $class->SUPER::new(@_);
- $self->color_by('volume'); # object | volume
- $self->select_by('object'); # object | volume | instance
- $self->drag_by('instance'); # object | instance
-
- return $self;
- }
- sub load_object {
- my ($self, $model, $print, $obj_idx, $instance_idxs) = @_;
-
- $self->SetCurrent($self->GetContext) if $self->UseVBOs;
- my $model_object;
- if ($model->isa('Slic3r::Model::Object')) {
- $model_object = $model;
- $model = $model_object->model;
- $obj_idx = 0;
- } else {
- $model_object = $model->get_object($obj_idx);
- }
-
- $instance_idxs ||= [0..$#{$model_object->instances}];
- my $volume_indices = $self->volumes->load_object(
- $model_object, $obj_idx, $instance_idxs, $self->color_by, $self->select_by, $self->drag_by,
- $self->UseVBOs);
- return @{$volume_indices};
- }
- # Create 3D thick extrusion lines for a skirt and brim.
- # Adds a new Slic3r::GUI::3DScene::Volume to $self->volumes.
- sub load_print_toolpaths {
- my ($self, $print, $colors) = @_;
- $self->SetCurrent($self->GetContext) if $self->UseVBOs;
- Slic3r::GUI::_3DScene::_load_print_toolpaths($print, $self->volumes, $colors, $self->UseVBOs)
- if ($print->step_done(STEP_SKIRT) && $print->step_done(STEP_BRIM));
- }
- # Create 3D thick extrusion lines for object forming extrusions.
- # Adds a new Slic3r::GUI::3DScene::Volume to $self->volumes,
- # one for perimeters, one for infill and one for supports.
- sub load_print_object_toolpaths {
- my ($self, $object, $colors) = @_;
- $self->SetCurrent($self->GetContext) if $self->UseVBOs;
- Slic3r::GUI::_3DScene::_load_print_object_toolpaths($object, $self->volumes, $colors, $self->UseVBOs);
- }
- # Create 3D thick extrusion lines for wipe tower extrusions.
- sub load_wipe_tower_toolpaths {
- my ($self, $print, $colors) = @_;
- $self->SetCurrent($self->GetContext) if $self->UseVBOs;
- Slic3r::GUI::_3DScene::_load_wipe_tower_toolpaths($print, $self->volumes, $colors, $self->UseVBOs)
- if ($print->step_done(STEP_WIPE_TOWER));
- }
- sub set_toolpaths_range {
- my ($self, $min_z, $max_z) = @_;
- $self->volumes->set_range($min_z, $max_z);
- }
- 1;
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