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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::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(wxTheApp :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);
- #==============================================================================================================================
- # volumes: reference to vector of Slic3r::GUI::3DScene::Volume.
- #==============================================================================================================================
- #__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
- #
- # _legend_enabled
- # _warning_enabled
- # _apply_zoom_to_volumes_filter
- # _mouse_dragging
- #
- # ) );
- #
- #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 => 180;
- #
- #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 =
- ! wxTheApp->{app_config}->get('use_legacy_opengl') &&
- 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.
- # $self->GetContext();
- # }
- #==============================================================================================================================
- #==============================================================================================================================
- Slic3r::GUI::_3DScene::add_canvas($self);
- Slic3r::GUI::_3DScene::allow_multisample($self, $can_multisample);
- # my $context = $self->GetContext;
- # $self->SetCurrent($context);
- # Slic3r::GUI::_3DScene::add_canvas($self, $context);
- #
- # $self->{can_multisample} = $can_multisample;
- # $self->background(1);
- # $self->_quat((0, 0, 0, 1));
- # $self->_stheta(45);
- # $self->_sphi(45);
- # $self->_zoom(1);
- # $self->_legend_enabled(0);
- # $self->_warning_enabled(0);
- # $self->use_plain_shader(0);
- # $self->_apply_zoom_to_volumes_filter(0);
- # $self->_mouse_dragging(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')) {
- # $self->select_view('right');
- # } elsif ($key == ord('z')) {
- # $self->zoom_to_volumes;
- # } elsif ($key == ord('b')) {
- # $self->zoom_to_bed;
- # } 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;
- # $self->_variable_layer_thickness_action(undef);
- # });
- #==============================================================================================================================
-
- return $self;
- }
- #==============================================================================================================================
- #sub set_legend_enabled {
- # my ($self, $value) = @_;
- # $self->_legend_enabled($value);
- #}
- #
- #sub set_warning_enabled {
- # my ($self, $value) = @_;
- # $self->_warning_enabled($value);
- #}
- #==============================================================================================================================
- sub Destroy {
- my ($self) = @_;
- #==============================================================================================================================
- Slic3r::GUI::_3DScene::remove_canvas($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 (! $shader->load_from_text($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;
- #
- # $self->_mouse_dragging($e->Dragging);
- #
- # if ($e->Entering && (&Wx::wxMSW || $^O eq 'linux')) {
- # # 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 {
- # # 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 $pos3d = ($volume_idx == -1) ? undef : $self->mouse_to_3d(@$pos);
- #
- # # 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) {
- # # 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;
- # $self->on_viewport_changed->() if $self->on_viewport_changed;
- # $self->Refresh;
- # }
- #}
- #
- #sub get_zoom_to_bounding_box_factor {
- # my ($self, $bb) = @_;
- # my $max_bb_size = max(@{ $bb->size });
- # return undef if ($max_bb_size == 0);
- #
- # # project the bbox vertices on a plane perpendicular to the camera forward axis
- # # then calculates the vertices coordinate on this plane along the camera xy axes
- #
- # # we need the view matrix, we let opengl calculate it (same as done in render sub)
- # glMatrixMode(GL_MODELVIEW);
- # glLoadIdentity();
- #
- # if (!TURNTABLE_MODE) {
- # # 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 {
- # # Shift the perspective camera.
- # my $camera_pos = Slic3r::Pointf3->new(0,0,-$self->_camera_distance);
- # glTranslatef(@$camera_pos);
- # my @rotmat = quat_to_rotmatrix($self->quat);
- # glMultMatrixd_p(@rotmat[0..15]);
- # }
- # glTranslatef(@{ $self->_camera_target->negative });
- #
- # # get the view matrix back from opengl
- # my @matrix = glGetFloatv_p(GL_MODELVIEW_MATRIX);
- #
- # # camera axes
- # my $right = Slic3r::Pointf3->new($matrix[0], $matrix[4], $matrix[8]);
- # my $up = Slic3r::Pointf3->new($matrix[1], $matrix[5], $matrix[9]);
- # my $forward = Slic3r::Pointf3->new($matrix[2], $matrix[6], $matrix[10]);
- #
- # my $bb_min = $bb->min_point();
- # my $bb_max = $bb->max_point();
- # my $bb_center = $bb->center();
- #
- # # bbox vertices in world space
- # my @vertices = ();
- # push(@vertices, $bb_min);
- # push(@vertices, Slic3r::Pointf3->new($bb_max->x(), $bb_min->y(), $bb_min->z()));
- # push(@vertices, Slic3r::Pointf3->new($bb_max->x(), $bb_max->y(), $bb_min->z()));
- # push(@vertices, Slic3r::Pointf3->new($bb_min->x(), $bb_max->y(), $bb_min->z()));
- # push(@vertices, Slic3r::Pointf3->new($bb_min->x(), $bb_min->y(), $bb_max->z()));
- # push(@vertices, Slic3r::Pointf3->new($bb_max->x(), $bb_min->y(), $bb_max->z()));
- # push(@vertices, $bb_max);
- # push(@vertices, Slic3r::Pointf3->new($bb_min->x(), $bb_max->y(), $bb_max->z()));
- #
- # my $max_x = 0.0;
- # my $max_y = 0.0;
- #
- # # margin factor to give some empty space around the bbox
- # my $margin_factor = 1.25;
- #
- # foreach my $v (@vertices) {
- # # project vertex on the plane perpendicular to camera forward axis
- # my $pos = Slic3r::Pointf3->new($v->x() - $bb_center->x(), $v->y() - $bb_center->y(), $v->z() - $bb_center->z());
- # my $proj_on_normal = $pos->x() * $forward->x() + $pos->y() * $forward->y() + $pos->z() * $forward->z();
- # my $proj_on_plane = Slic3r::Pointf3->new($pos->x() - $proj_on_normal * $forward->x(), $pos->y() - $proj_on_normal * $forward->y(), $pos->z() - $proj_on_normal * $forward->z());
- #
- # # calculates vertex coordinate along camera xy axes
- # my $x_on_plane = $proj_on_plane->x() * $right->x() + $proj_on_plane->y() * $right->y() + $proj_on_plane->z() * $right->z();
- # my $y_on_plane = $proj_on_plane->x() * $up->x() + $proj_on_plane->y() * $up->y() + $proj_on_plane->z() * $up->z();
- #
- # $max_x = max($max_x, $margin_factor * 2 * abs($x_on_plane));
- # $max_y = max($max_y, $margin_factor * 2 * abs($y_on_plane));
- # }
- #
- # return undef if (($max_x == 0) || ($max_y == 0));
- #
- # my ($cw, $ch) = $self->GetSizeWH;
- # my $min_ratio = min($cw / $max_x, $ch / $max_y);
- #
- # return $min_ratio;
- #}
- #
- #sub zoom_to_bounding_box {
- # my ($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;
- # $self->Resize($self->GetSizeWH) if $self->IsShownOnScreen;
- # $self->Refresh;
- # }
- #}
- #
- #sub zoom_to_bed {
- # my ($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->_apply_zoom_to_volumes_filter(1);
- # $self->zoom_to_bounding_box($self->volumes_bounding_box);
- # $self->_apply_zoom_to_volumes_filter(0);
- #}
- #
- #sub volumes_bounding_box {
- # my ($self) = @_;
- #
- # my $bb = Slic3r::Geometry::BoundingBoxf3->new;
- # foreach my $v (@{$self->volumes}) {
- # $bb->merge($v->transformed_bounding_box) if (! $self->_apply_zoom_to_volumes_filter || $v->zoom_to_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, $volume_idx) = @_;
- #
- # return if ($volume_idx >= scalar(@{$self->volumes}));
- #
- # $self->volumes->[$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) = @_;
- #
- # return unless $self->GetContext;
- # $self->SetCurrent($self->GetContext);
- #
- # 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})) {
- # my $use_legacy = wxTheApp->{app_config}->get('use_legacy_opengl');
- # if ($use_legacy eq '1') {
- # # Disable OpenGL 2.0 rendering.
- # $self->{use_VBOs} = 0;
- # # Don't enable the layer editing tool.
- # $self->{layer_editing_enabled} = 0;
- # # 2 means failed
- # $self->{layer_editing_initialized} = 2;
- # return 0;
- # }
- # # 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 = 5.0 * max(@{ $self->max_bounding_box->size });
- # glOrtho(
- # -$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);
- #
- # $self->zoom_to_bed;
- #
- # 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_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();
- #
- # if (!TURNTABLE_MODE) {
- # # 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 && !$self->_mouse_dragging) {
- # if (my $pos = $self->_mouse_pos) {
- # # Render the object for picking.
- # # FIXME This cannot possibly work in a multi-sampled context as the color gets mangled by the anti-aliasing.
- # # Better to use software ray-casting on a bounding-box hierarchy.
- # glPushAttrib(GL_ENABLE_BIT);
- # glDisable(GL_MULTISAMPLE) if ($self->{can_multisample});
- # glDisable(GL_LIGHTING);
- # glDisable(GL_BLEND);
- # $self->draw_volumes(1);
- # glPopAttrib();
- # glFlush();
- # 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 $self->on_hover;
- # }
- # glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- # }
- # }
- #
- # # draw fixed background
- # if ($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 = $self->use_plain_shader ? 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) {
- # if ($self->enable_picking) {
- # $self->mark_volumes_for_layer_height;
- # $self->volumes->set_print_box($self->bed_bounding_box->x_min, $self->bed_bounding_box->y_min, 0.0, $self->bed_bounding_box->x_max, $self->bed_bounding_box->y_max, $self->{config}->get('max_print_height'));
- # $self->volumes->check_outside_state($self->{config});
- # # do not cull backfaces to show broken geometry, if any
- # glDisable(GL_CULL_FACE);
- # }
- # $self->{plain_shader}->enable if $self->{plain_shader};
- # $self->volumes->render_VBOs;
- # $self->{plain_shader}->disable;
- # glEnable(GL_CULL_FACE) if ($self->enable_picking);
- # } else {
- # # do not cull backfaces to show broken geometry, if any
- # glDisable(GL_CULL_FACE) if ($self->enable_picking);
- # $self->volumes->render_legacy;
- # glEnable(GL_CULL_FACE) if ($self->enable_picking);
- # }
- #
- # if (defined $self->cutting_plane_z) {
- # # draw cutting plane
- # 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);
- #
- # # draw cutting contours
- # glEnableClientState(GL_VERTEX_ARRAY);
- # 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);
- # }
- #
- # # draw warning message
- # $self->draw_warning;
- #
- # # draw gcode preview legend
- # $self->draw_legend;
- #
- # $self->draw_active_object_annotations;
- #
- # $self->SwapBuffers();
- #}
- #
- #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) = @_;
- #
- # # do not cull backfaces to show broken geometry, if any
- # glDisable(GL_CULL_FACE);
- #
- # glEnable(GL_BLEND);
- # glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- #
- # glEnableClientState(GL_VERTEX_ARRAY);
- # glEnableClientState(GL_NORMAL_ARRAY);
- #
- # foreach my $volume_idx (0..$#{$self->volumes}) {
- # my $volume = $self->volumes->[$volume_idx];
- #
- # if ($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 });
- # }
- #
- # $volume->render;
- # }
- # glDisableClientState(GL_NORMAL_ARRAY);
- # glDisableClientState(GL_VERTEX_ARRAY);
- #
- # glDisable(GL_BLEND);
- # glEnable(GL_CULL_FACE);
- #}
- #
- #sub mark_volumes_for_layer_height {
- # my ($self) = @_;
- #
- # foreach my $volume_idx (0..$#{$self->volumes}) {
- # my $volume = $self->volumes->[$volume_idx];
- # my $object_id = int($volume->select_group_id / 1000000);
- # if ($self->layer_editing_enabled && $volume->selected && $self->{layer_height_edit_shader} &&
- # $volume->has_layer_height_texture && $object_id < $self->{print}->object_count) {
- # $volume->set_layer_height_texture_data($self->{layer_preview_z_texture_id}, $self->{layer_height_edit_shader}->shader_program_id,
- # $self->{print}->get_object($object_id), $self->_variable_layer_thickness_bar_mouse_cursor_z_relative, $self->{layer_height_edit_band_width});
- # } else {
- # $volume->reset_layer_height_texture_data();
- # }
- # }
- #}
- #
- #sub _load_image_set_texture {
- # my ($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) = @_;
- # $self->_render_texture($image->{texture_id}, $l, $r, $b, $t);
- #}
- #
- #sub _render_texture {
- # my ($self, $tex_id, $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, $tex_id);
- # glBegin(GL_QUADS);
- # glTexCoord2d(0.,1.); glVertex3f($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;
- #
- # my $print_object = $self->{print}->get_object($object_idx);
- # my $z_max = $print_object->model_object->bounding_box->z_max;
- #
- # $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', $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, $z_max);
- # glVertex3f($bar_left, $bar_top, $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 $max_z = unscale($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, $z);
- # }
- # glEnd();
- # # Revert the matrices.
- # glPopMatrix();
- # glEnable(GL_DEPTH_TEST);
- #}
- #
- #sub draw_legend {
- # my ($self) = @_;
- #
- # if (!$self->_legend_enabled) {
- # return;
- # }
- #
- # # If the legend texture has not been loaded into the GPU, do it now.
- # my $tex_id = Slic3r::GUI::_3DScene::finalize_legend_texture;
- # if ($tex_id > 0)
- # {
- # my $tex_w = Slic3r::GUI::_3DScene::get_legend_texture_width;
- # my $tex_h = Slic3r::GUI::_3DScene::get_legend_texture_height;
- # if (($tex_w > 0) && ($tex_h > 0))
- # {
- # glDisable(GL_DEPTH_TEST);
- # glPushMatrix();
- # glLoadIdentity();
- #
- # my ($cw, $ch) = $self->GetSizeWH;
- #
- # my $l = (-0.5 * $cw) / $self->_zoom;
- # my $t = (0.5 * $ch) / $self->_zoom;
- # my $r = $l + $tex_w / $self->_zoom;
- # my $b = $t - $tex_h / $self->_zoom;
- # $self->_render_texture($tex_id, $l, $r, $b, $t);
- #
- # glPopMatrix();
- # glEnable(GL_DEPTH_TEST);
- # }
- # }
- #}
- #
- #sub draw_warning {
- # my ($self) = @_;
- #
- # if (!$self->_warning_enabled) {
- # return;
- # }
- #
- # # If the warning texture has not been loaded into the GPU, do it now.
- # my $tex_id = Slic3r::GUI::_3DScene::finalize_warning_texture;
- # if ($tex_id > 0)
- # {
- # my $tex_w = Slic3r::GUI::_3DScene::get_warning_texture_width;
- # my $tex_h = Slic3r::GUI::_3DScene::get_warning_texture_height;
- # if (($tex_w > 0) && ($tex_h > 0))
- # {
- # glDisable(GL_DEPTH_TEST);
- # glPushMatrix();
- # glLoadIdentity();
- #
- # my ($cw, $ch) = $self->GetSizeWH;
- #
- # my $l = (-0.5 * $tex_w) / $self->_zoom;
- # my $t = (-0.5 * $ch + $tex_h) / $self->_zoom;
- # my $r = $l + $tex_w / $self->_zoom;
- # my $b = $t - $tex_h / $self->_zoom;
- # $self->_render_texture($tex_id, $l, $r, $b, $t);
- #
- # glPopMatrix();
- # glEnable(GL_DEPTH_TEST);
- # }
- # }
- #}
- #
- #sub update_volumes_colors_by_extruder {
- # my ($self, $config) = @_;
- # $self->volumes->update_colors_by_extruder($config);
- #}
- #
- #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 0.6
- #
- #// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
- #const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
- ##define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
- ##define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
- ##define LIGHT_TOP_SHININESS 20.0
- #
- #// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
- #const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
- ##define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
- #//#define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
- #//#define LIGHT_FRONT_SHININESS 5.0
- #
- ##define INTENSITY_AMBIENT 0.3
- #
- #const vec3 ZERO = vec3(0.0, 0.0, 0.0);
- #
- #struct PrintBoxDetection
- #{
- # vec3 min;
- # vec3 max;
- # // xyz contains the offset, if w == 1.0 detection needs to be performed
- # vec4 volume_origin;
- #};
- #
- #uniform PrintBoxDetection print_box;
- #
- #// x = tainted, y = specular;
- #varying vec2 intensity;
- #
- #varying vec3 delta_box_min;
- #varying vec3 delta_box_max;
- #
- #void main()
- #{
- # // First transform the normal into camera space and normalize the result.
- # vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
- #
- # // 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.
- # float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
- #
- # intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
- # intensity.y = 0.0;
- #
- # if (NdotL > 0.0)
- # intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(normal, reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
- #
- # // Perform the same lighting calculation for the 2nd light source (no specular applied).
- # NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
- # intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
- #
- # // compute deltas for out of print volume detection (world coordinates)
- # if (print_box.volume_origin.w == 1.0)
- # {
- # vec3 v = gl_Vertex.xyz + print_box.volume_origin.xyz;
- # delta_box_min = v - print_box.min;
- # delta_box_max = v - print_box.max;
- # }
- # else
- # {
- # delta_box_min = ZERO;
- # delta_box_max = ZERO;
- # }
- #
- # gl_Position = ftransform();
- #}
- #
- #VERTEX
- #}
- #
- #sub _fragment_shader_Gouraud {
- # return <<'FRAGMENT';
- ##version 110
- #
- #const vec3 ZERO = vec3(0.0, 0.0, 0.0);
- #
- #// x = tainted, y = specular;
- #varying vec2 intensity;
- #
- #varying vec3 delta_box_min;
- #varying vec3 delta_box_max;
- #
- #uniform vec4 uniform_color;
- #
- #void main()
- #{
- # // if the fragment is outside the print volume -> use darker color
- # vec3 color = (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) ? mix(uniform_color.rgb, ZERO, 0.3333) : uniform_color.rgb;
- # gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + color * intensity.x, 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 INTENSITY_CORRECTION 0.6
- #
- #const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
- ##define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
- ##define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
- ##define LIGHT_TOP_SHININESS 20.0
- #
- #const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
- ##define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
- #//#define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
- #//#define LIGHT_FRONT_SHININESS 5.0
- #
- ##define INTENSITY_AMBIENT 0.3
- #
- #// x = tainted, y = specular;
- #varying vec2 intensity;
- #
- #varying float object_z;
- #
- #void main()
- #{
- # // First transform the normal into camera space and normalize the result.
- # vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
- #
- # // 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.
- # float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
- #
- # intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
- # intensity.y = 0.0;
- #
- # if (NdotL > 0.0)
- # intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(normal, reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
- #
- # // Perform the same lighting calculation for the 2nd light source (no specular)
- # NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
- #
- # intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
- #
- # // Scaled to widths of the Z texture.
- # object_z = gl_Vertex.z;
- #
- # 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;
- #uniform float z_cursor;
- #uniform float z_cursor_band_width;
- #
- #// x = tainted, y = specular;
- #varying vec2 intensity;
- #
- #varying float object_z;
- #
- #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 =
- # mix(texture2D(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row + 0.5 )), -10000.),
- # texture2D(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row * 2. + 1.)), 10000.), lod);
- #
- # // Mix the final color.
- # gl_FragColor =
- # vec4(intensity.y, intensity.y, intensity.y, 1.0) + intensity.x * mix(color, vec4(1.0, 1.0, 0.0, 1.0), z_blend);
- #}
- #
- #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 $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 load_gcode_preview {
- # my ($self, $print, $gcode_preview_data, $colors) = @_;
- #
- # $self->SetCurrent($self->GetContext) if $self->UseVBOs;
- # Slic3r::GUI::_3DScene::load_gcode_preview($print, $gcode_preview_data, $self->volumes, $colors, $self->UseVBOs);
- #}
- #
- #sub set_toolpaths_range {
- # my ($self, $min_z, $max_z) = @_;
- # $self->volumes->set_range($min_z, $max_z);
- #}
- #
- #sub reset_legend_texture {
- # Slic3r::GUI::_3DScene::reset_legend_texture();
- #}
- #
- #sub get_current_print_zs {
- # my ($self, $active_only) = @_;
- # return $self->volumes->get_current_print_zs($active_only);
- #}
- #==============================================================================================================================
- 1;
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