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Use OpenGL 2.0 shaders for the layer height rendering.
Use OpenGL 2.0 shaders for the print path rendering for performance reasons.
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56f845f3c1
commit
045de596e2
10 changed files with 403 additions and 324 deletions
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@ -1,8 +1,28 @@
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%module{Slic3r::XS};
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#include <xsinit.h>
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#include "slic3r/GUI/GLShader.hpp"
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#include "slic3r/GUI/3DScene.hpp"
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%name{Slic3r::GUI::_3DScene::GLShader} class GLShader {
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GLShader();
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~GLShader();
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bool load(const char *fragment_shader, const char *vertex_shader);
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void release();
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int get_attrib_location(const char *name) const;
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int get_uniform_location(const char *name) const;
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bool set_uniform(const char *name, float value) const;
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void enable() const;
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void disable() const;
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std::string last_error() const
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%code%{ RETVAL = THIS->last_error; %};
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};
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%name{Slic3r::GUI::_3DScene::GLVolume} class GLVolume {
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GLVolume();
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~GLVolume();
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@ -55,7 +75,7 @@
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GLVolumeCollection();
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~GLVolumeCollection();
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std::vector<int> load_object(ModelObject *object, int obj_idx, std::vector<int> instance_idxs, std::string color_by, std::string select_by, std::string drag_by);
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std::vector<int> load_object(ModelObject *object, int obj_idx, std::vector<int> instance_idxs, std::string color_by, std::string select_by, std::string drag_by, bool use_VBOs);
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void erase()
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%code{% THIS->clear(); %};
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@ -65,7 +85,9 @@
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void set_range(double low, double high);
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void release_geometry();
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void render_VBOs() const;
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void render_legacy() const;
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void release_geometry();
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%{
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SV*
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@ -97,16 +119,16 @@ void
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_load_print_toolpaths(print, volumes, use_VBOs)
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Print *print;
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GLVolumeCollection *volumes;
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bool use_VBOs;
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int use_VBOs;
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CODE:
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_3DScene::_load_print_toolpaths(print, volumes, use_VBOs);
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_3DScene::_load_print_toolpaths(print, volumes, use_VBOs != 0);
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void
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_load_print_object_toolpaths(print_object, volumes, use_VBOs)
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PrintObject *print_object;
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GLVolumeCollection *volumes;
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bool use_VBOs;
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int use_VBOs;
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CODE:
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_3DScene::_load_print_object_toolpaths(print_object, volumes, use_VBOs);
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_3DScene::_load_print_object_toolpaths(print_object, volumes, use_VBOs != 0);
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%}
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