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- package Slic3r::GUI::PreviewCanvas;
- use strict;
- use warnings;
- use Wx::Event qw(EVT_PAINT EVT_SIZE EVT_ERASE_BACKGROUND EVT_IDLE EVT_MOUSEWHEEL EVT_MOUSE_EVENTS);
- # 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);
- use List::Util qw(reduce min max first);
- use Slic3r::Geometry qw(X Y Z MIN MAX triangle_normal normalize deg2rad tan scale unscale);
- use Slic3r::Geometry::Clipper qw(offset_ex intersection_pl);
- use Wx::GLCanvas qw(:all);
-
- __PACKAGE__->mk_accessors( qw(_quat _dirty init
- enable_picking
- enable_moving
- on_hover
- on_select
- on_double_click
- on_right_click
- on_move
- volumes
- print
- _sphi _stheta
- cutting_plane_z
- cut_lines_vertices
- bed_shape
- bed_triangles
- bed_grid_lines
- origin
- _mouse_pos
- _hover_volume_idx
- _drag_volume_idx
- _drag_start_pos
- _drag_start_xy
- _camera_target
- _zoom
- ) );
- use constant TRACKBALLSIZE => 0.8;
- use constant TURNTABLE_MODE => 1;
- use constant GROUND_Z => 0.02;
- use constant SELECTED_COLOR => [0,1,0,1];
- use constant HOVER_COLOR => [0.8,0.8,0,1];
- use constant COLORS => [ [1,1,0], [1,0.5,0.5], [0.5,1,0.5], [0.5,0.5,1] ];
- # make OpenGL::Array thread-safe
- {
- no warnings 'redefine';
- *OpenGL::Array::CLONE_SKIP = sub { 1 };
- }
- sub new {
- my ($class, $parent) = @_;
-
- # 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, "",
- [WX_GL_RGBA, WX_GL_DOUBLEBUFFER, WX_GL_DEPTH_SIZE, 16, 0]);
-
- $self->_quat((0, 0, 0, 1));
- $self->_stheta(45);
- $self->_sphi(45);
- $self->_zoom(1);
-
- # 3D point in model space
- $self->_camera_target(Slic3r::Pointf3->new(0,0,0));
-
- $self->reset_objects;
-
- EVT_PAINT($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, sub {
- my ($self, $e) = @_;
-
- # 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;
- $self->_zoom($self->_zoom * (1-$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->_dirty(1);
- $self->Refresh;
- });
- EVT_MOUSE_EVENTS($self, \&mouse_event);
-
- return $self;
- }
- sub mouse_event {
- my ($self, $e) = @_;
-
- my $pos = Slic3r::Pointf->new($e->GetPositionXY);
- if ($e->LeftDClick) {
- $self->on_double_click->()
- if $self->on_double_click;
- } elsif ($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 = $self->_hover_volume_idx // -1;
-
- # select volume in this 3D canvas
- if ($self->enable_picking) {
- $self->deselect_volumes;
- $self->select_volume($volume_idx);
- $self->Refresh;
- }
-
- # propagate event through callback
- $self->on_select->($volume_idx)
- if $self->on_select;
-
- if ($volume_idx != -1) {
- if ($e->LeftDown && $self->enable_moving) {
- $self->_drag_volume_idx($volume_idx);
- $self->_drag_start_pos($self->mouse_to_3d(@$pos));
- } elsif ($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 && $e->LeftIsDown && defined($self->_drag_volume_idx)) {
- # get volume being dragged
- my $volume = $self->volumes->[$self->_drag_volume_idx];
-
- # get new position at the same Z of the initial click point
- my $mouse_ray = $self->mouse_ray($e->GetX, $e->GetY);
- my $cur_pos = $mouse_ray->intersect_plane($self->_drag_start_pos->z);
-
- # calculate the translation vector
- my $vector = $self->_drag_start_pos->vector_to($cur_pos);
-
- # apply new temporary volume origin and ignore Z
- $volume->origin->translate($vector->x, $vector->y, 0); #,,
- $self->_drag_start_pos($cur_pos);
- $self->Refresh;
- } elsif ($e->Dragging && !defined $self->_hover_volume_idx) {
- if ($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) {
- $self->_sphi($self->_sphi + ($pos->x - $orig->x) * TRACKBALLSIZE);
- $self->_stheta($self->_stheta - ($pos->y - $orig->y) * TRACKBALLSIZE); #-
- $self->_stheta(150) if $self->_stheta > 150;
- $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->Refresh;
- }
- $self->_drag_start_pos($pos);
- } elsif ($e->RightIsDown) {
- # if dragging over blank area with right button, translate
-
- if (defined $self->_drag_start_xy) {
- # get point in model space at Z = 0
- my $cur_pos = $self->mouse_ray($e->GetX, $e->GetY)->intersect_plane(0);
- my $orig = $self->mouse_ray(@{$self->_drag_start_xy})->intersect_plane(0);
- $self->_camera_target->translate(
- @{$orig->vector_to($cur_pos)->negative},
- );
- $self->Refresh;
- }
- $self->_drag_start_xy($pos);
- }
- } elsif ($e->LeftUp || $e->RightUp) {
- if ($self->on_move && defined $self->_drag_volume_idx) {
- $self->on_move->($self->_drag_volume_idx);
- }
- $self->_drag_volume_idx(undef);
- $self->_drag_start_pos(undef);
- $self->_drag_start_xy(undef);
- } elsif ($e->Moving) {
- $self->_mouse_pos($pos);
- $self->Refresh;
- } else {
- $e->Skip();
- }
- }
- sub reset_objects {
- my ($self) = @_;
-
- $self->volumes([]);
- $self->_dirty(1);
- }
- sub zoom_to_bounding_box {
- my ($self, $bb) = @_;
-
- # calculate the zoom factor needed to adjust viewport to
- # bounding box
- my $max_size = max(@{$bb->size}) * 2;
- my $min_viewport_size = min($self->GetSizeWH);
- $self->_zoom($min_viewport_size / $max_size);
-
- # center view around bounding box center
- $self->_camera_target($bb->center);
- }
- 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->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;
- $bb->merge($_->bounding_box) for @{$self->volumes};
- return $bb;
- }
- sub bed_bounding_box {
- my ($self) = @_;
-
- my $bb = Slic3r::Geometry::BoundingBoxf3->new;
- $bb->merge_point(Slic3r::Pointf3->new(@$_, 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 $bb;
- }
- sub set_auto_bed_shape {
- my ($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 ], #++
- ]);
- $self->origin(Slic3r::Pointf->new(@$center[X,Y]));
- }
- 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 @lines = ();
- for (my $x = $bed_bb->x_min; $x <= $bed_bb->x_max; $x += scale 10) {
- push @lines, Slic3r::Polyline->new([$x,$bed_bb->y_min], [$x,$bed_bb->y_max]);
- }
- for (my $y = $bed_bb->y_min; $y <= $bed_bb->y_max; $y += scale 10) {
- push @lines, Slic3r::Polyline->new([$bed_bb->x_min,$y], [$bed_bb->x_max,$y]);
- }
- @lines = @{intersection_pl(\@lines, [ @$expolygon ])};
- my @points = ();
- foreach my $polyline (@lines) {
- push @points, map {+ unscale($_->x), unscale($_->y), GROUND_Z } @$polyline; #))
- }
- $self->bed_grid_lines(OpenGL::Array->new_list(GL_FLOAT, @points));
- }
-
- $self->origin(Slic3r::Pointf->new(0,0));
- }
- sub load_object {
- my ($self, $object, $all_instances) = @_;
-
- my $z_min = $object->raw_bounding_box->z_min;
-
- # color mesh(es) by material
- my @materials = ();
-
- # sort volumes: non-modifiers first
- my @volumes = sort { ($a->modifier // 0) <=> ($b->modifier // 0) } @{$object->volumes};
- my @volumes_idx = ();
- foreach my $volume (@volumes) {
- my @instance_idxs = $all_instances ? (0..$#{$object->instances}) : (0);
- foreach my $instance_idx (@instance_idxs) {
- my $instance = $object->instances->[$instance_idx];
- my $mesh = $volume->mesh->clone;
- $instance->transform_mesh($mesh);
-
- my $material_id = $volume->material_id // '_';
- my $color_idx = first { $materials[$_] eq $material_id } 0..$#materials;
- if (!defined $color_idx) {
- push @materials, $material_id;
- $color_idx = $#materials;
- }
-
- my $color = [ @{COLORS->[ $color_idx % scalar(@{&COLORS}) ]} ];
- push @$color, $volume->modifier ? 0.5 : 1;
- push @{$self->volumes}, my $v = Slic3r::GUI::PreviewCanvas::Volume->new(
- instance_idx => $instance_idx,
- mesh => $mesh,
- color => $color,
- origin => Slic3r::Pointf3->new(0,0,-$z_min),
- );
- push @volumes_idx, $#{$self->volumes};
-
- {
- my $vertices = $mesh->vertices;
- my @verts = map @{ $vertices->[$_] }, map @$_, @{$mesh->facets};
- $v->verts(OpenGL::Array->new_list(GL_FLOAT, @verts));
- }
-
- {
- my @norms = map { @$_, @$_, @$_ } @{$mesh->normals};
- $v->norms(OpenGL::Array->new_list(GL_FLOAT, @norms));
- }
- }
- }
-
- return @volumes_idx;
- }
- sub deselect_volumes {
- my ($self) = @_;
- $_->selected(0) for @{$self->volumes};
- }
- sub select_volume {
- my ($self, $volume_idx) = @_;
-
- $self->volumes->[$volume_idx]->selected(1)
- if $volume_idx != -1;
- }
- sub SetCuttingPlane {
- my ($self, $z) = @_;
-
- $self->cutting_plane_z($z);
-
- # perform cut and cache section lines
- my @verts = ();
- foreach my $volume (@{$self->volumes}) {
- foreach my $volume (@{$self->volumes}) {
- my $expolygons = $volume->mesh->slice([ $z + $volume->origin->z ])->[0];
- $expolygons = offset_ex([ map @$_, @$expolygons ], scale 0.1);
-
- 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] * @$rq[2])
- }
- sub mouse_to_3d {
- my ($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, $z, @mview, @proj, @viewport);
- return Slic3r::Pointf3->new(@projected);
- }
- sub mouse_ray {
- my ($self, $x, $y) = @_;
-
- return Slic3r::Linef3->new(
- $self->mouse_to_3d($x, $y, 0),
- $self->mouse_to_3d($x, $y, 1),
- );
- }
- sub GetContext {
- my ($self) = @_;
-
- if (Wx::wxVERSION >= 2.009) {
- return $self->{context} ||= Wx::GLContext->new($self);
- } else {
- return $self->SUPER::GetContext;
- }
- }
-
- sub SetCurrent {
- my ($self, $context) = @_;
-
- if (Wx::wxVERSION >= 2.009) {
- return $self->SUPER::SetCurrent($context);
- } else {
- return $self->SUPER::SetCurrent;
- }
- }
- sub Resize {
- my ($self, $x, $y) = @_;
-
- return unless $self->GetContext;
- $self->_dirty(0);
-
- $self->SetCurrent($self->GetContext);
- glViewport(0, 0, $x, $y);
-
- $x /= $self->_zoom;
- $y /= $self->_zoom;
-
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glOrtho(
- -$x/2, $x/2, -$y/2, $y/2,
- -200, 10 * max(@{ $self->max_bounding_box->size }),
- );
-
- glMatrixMode(GL_MODELVIEW);
- }
-
- sub InitGL {
- my $self = shift;
-
- return if $self->init;
- return unless $self->GetContext;
- $self->init(1);
-
- glClearColor(0, 0, 0, 1);
- glColor3f(1, 0, 0);
- glEnable(GL_DEPTH_TEST);
- glClearDepth(1.0);
- glDepthFunc(GL_LEQUAL);
- glEnable(GL_CULL_FACE);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- # Set antialiasing/multisampling
- glDisable(GL_LINE_SMOOTH);
- glDisable(GL_POLYGON_SMOOTH);
- glEnable(GL_MULTISAMPLE);
-
- # ambient lighting
- glLightModelfv_p(GL_LIGHT_MODEL_AMBIENT, 0.1, 0.1, 0.1, 1);
-
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
- glEnable(GL_LIGHT1);
- glLightfv_p(GL_LIGHT0, GL_POSITION, 0.5, 0.5, 1, 0);
- glLightfv_p(GL_LIGHT0, GL_SPECULAR, 0.5, 0.5, 0.5, 1);
- glLightfv_p(GL_LIGHT0, GL_DIFFUSE, 0.8, 0.8, 0.8, 1);
- glLightfv_p(GL_LIGHT1, GL_POSITION, 1, 0, 0.5, 0);
- glLightfv_p(GL_LIGHT1, GL_SPECULAR, 0.5, 0.5, 0.5, 1);
- glLightfv_p(GL_LIGHT1, GL_DIFFUSE, 1, 1, 1, 1);
-
- # Enables Smooth Color Shading; try GL_FLAT for (lack of) fun.
- glShadeModel(GL_SMOOTH);
-
- glMaterialfv_p(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, 0.5, 0.3, 0.3, 1);
- glMaterialfv_p(GL_FRONT_AND_BACK, GL_SPECULAR, 1, 1, 1, 1);
- glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 50);
- glMaterialfv_p(GL_FRONT_AND_BACK, GL_EMISSION, 0.1, 0, 0, 0.9);
-
- # A handy trick -- have surface material mirror the color.
- glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
- glEnable(GL_COLOR_MATERIAL);
- glEnable(GL_MULTISAMPLE);
- }
-
- sub Render {
- my ($self, $dc) = @_;
-
- # prevent calling SetCurrent() when window is not shown yet
- return unless $self->IsShownOnScreen;
- return unless my $context = $self->GetContext;
- $self->SetCurrent($context);
- $self->InitGL;
-
- glClearColor(1, 1, 1, 1);
- glClearDepth(1);
- glDepthFunc(GL_LESS);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-
- if (TURNTABLE_MODE) {
- glRotatef(-$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(@{ $self->_camera_target->negative });
-
- if ($self->enable_picking) {
- glDisable(GL_LIGHTING);
- $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);
- $_->hover(0) for @{$self->volumes};
- if ($volume_idx <= $#{$self->volumes}) {
- $self->_hover_volume_idx($volume_idx);
- $self->volumes->[$volume_idx]->hover(1);
- $self->on_hover->($volume_idx) if $self->on_hover;
- }
- }
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glFlush();
- glFinish();
- glEnable(GL_LIGHTING);
- }
- # draw objects
- $self->draw_volumes;
-
- # draw ground and axes
- glDisable(GL_LIGHTING);
- my $z0 = 0;
-
- {
- # draw ground
- my $ground_z = GROUND_Z;
- if ($self->bed_triangles) {
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- glEnableClientState(GL_VERTEX_ARRAY);
- glColor4f(0.6, 0.7, 0.5, 0.3);
- glNormal3d(0,0,1);
- glVertexPointer_p(3, $self->bed_triangles);
- glDrawArrays(GL_TRIANGLES, 0, $self->bed_triangles->elements / 3);
- glDisableClientState(GL_VERTEX_ARRAY);
-
- glDisable(GL_BLEND);
-
- # draw grid
- glTranslatef(0, 0, 0.02);
- glLineWidth(3);
- glColor3f(0.95, 0.95, 0.95);
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer_p(3, $self->bed_grid_lines);
- glDrawArrays(GL_LINES, 0, $self->bed_grid_lines->elements / 3);
- glDisableClientState(GL_VERTEX_ARRAY);
- }
-
- my $volumes_bb = $self->volumes_bounding_box;
-
- {
- # draw axes
- $ground_z += 0.02;
- 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, $ground_z); #++
- # draw line for Z axis
- glColor3f(0, 0, 1);
- glVertex3f(@$origin, $ground_z);
- glVertex3f(@$origin, $ground_z+$axis_len);
- glEnd();
- }
-
- # draw cutting plane
- if (defined $self->cutting_plane_z) {
- my $plane_z = $z0 + $self->cutting_plane_z;
- my $bb = $volumes_bb;
- glDisable(GL_CULL_FACE);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBegin(GL_QUADS);
- glColor4f(0.8, 0.8, 0.8, 0.5);
- glVertex3f($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);
- }
- }
-
- glEnable(GL_LIGHTING);
-
- glFlush();
-
- $self->SwapBuffers();
- }
- sub draw_volumes {
- my ($self, $fakecolor) = @_;
-
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- if (defined($self->print) && !$fakecolor) {
- my $tess = gluNewTess();
- gluTessCallback($tess, GLU_TESS_BEGIN, 'DEFAULT');
- gluTessCallback($tess, GLU_TESS_END, 'DEFAULT');
- gluTessCallback($tess, GLU_TESS_VERTEX, 'DEFAULT');
- gluTessCallback($tess, GLU_TESS_COMBINE, 'DEFAULT');
- gluTessCallback($tess, GLU_TESS_ERROR, 'DEFAULT');
- gluTessCallback($tess, GLU_TESS_EDGE_FLAG, 'DEFAULT');
-
- foreach my $object (@{$self->print->objects}) {
- foreach my $layer (@{$object->layers}) {
- my $gap = 0;
- my $top_z = $layer->print_z;
- my $bottom_z = $layer->print_z - $layer->height + $gap;
-
- foreach my $copy (@{ $object->_shifted_copies }) {
- glPushMatrix();
- glTranslatef(map unscale($_), @$copy, 0);
-
- foreach my $slice (@{$layer->slices}) {
- glColor3f(@{COLORS->[0]});
- gluTessBeginPolygon($tess);
- glNormal3f(0,0,1);
- foreach my $polygon (@$slice) {
- gluTessBeginContour($tess);
- gluTessVertex_p($tess, (map unscale($_), @$_), $layer->print_z) for @$polygon;
- gluTessEndContour($tess);
- }
- gluTessEndPolygon($tess);
-
- foreach my $polygon (@$slice) {
- foreach my $line (@{$polygon->lines}) {
- if (0) {
- glLineWidth(1);
- glColor3f(0,0,0);
- glBegin(GL_LINES);
- glVertex3f((map unscale($_), @{$line->a}), $bottom_z);
- glVertex3f((map unscale($_), @{$line->b}), $bottom_z);
- glEnd();
- }
-
- glLineWidth(0);
- glColor3f(@{COLORS->[0]});
- glBegin(GL_QUADS);
- glNormal3f((map $_/$line->length, @{$line->normal}), 0);
- glVertex3f((map unscale($_), @{$line->a}), $bottom_z);
- glVertex3f((map unscale($_), @{$line->b}), $bottom_z);
- glVertex3f((map unscale($_), @{$line->b}), $top_z);
- glVertex3f((map unscale($_), @{$line->a}), $top_z);
- glEnd();
- }
- }
- }
-
- glPopMatrix(); # copy
- }
- }
- }
-
- gluDeleteTess($tess);
- return;
- }
-
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_NORMAL_ARRAY);
-
- foreach my $volume_idx (0..$#{$self->volumes}) {
- my $volume = $self->volumes->[$volume_idx];
- glPushMatrix();
- glTranslatef(@{$volume->origin});
-
- glVertexPointer_p(3, $volume->verts);
-
- glCullFace(GL_BACK);
- glNormalPointer_p($volume->norms);
- if ($fakecolor) {
- 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 });
- }
- glDrawArrays(GL_TRIANGLES, 0, $volume->verts->elements / 3);
-
- glPopMatrix();
- }
- glDisableClientState(GL_NORMAL_ARRAY);
- glDisable(GL_BLEND);
-
- if (defined $self->cutting_plane_z) {
- glLineWidth(2);
- glColor3f(0, 0, 0);
- glVertexPointer_p(3, $self->cut_lines_vertices);
- glDrawArrays(GL_LINES, 0, $self->cut_lines_vertices->elements / 3);
- }
- glDisableClientState(GL_VERTEX_ARRAY);
- }
- package Slic3r::GUI::PreviewCanvas::Volume;
- use Moo;
- has 'mesh' => (is => 'ro', required => 1);
- has 'color' => (is => 'ro', required => 1);
- has 'instance_idx' => (is => 'ro', default => sub { 0 });
- has 'origin' => (is => 'rw', default => sub { Slic3r::Pointf3->new(0,0,0) });
- has 'verts' => (is => 'rw');
- has 'norms' => (is => 'rw');
- has 'selected' => (is => 'rw', default => sub { 0 });
- has 'hover' => (is => 'rw', default => sub { 0 });
- sub bounding_box {
- my ($self) = @_;
-
- my $bb = $self->mesh->bounding_box;
- $bb->translate(@{$self->origin});
- return $bb;
- }
- 1;
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