mirror of
https://github.com/SoftFever/OrcaSlicer.git
synced 2025-07-25 15:44:12 -06:00
3DScene render method partially moved to c++
This commit is contained in:
parent
db260a669c
commit
363a964ebb
10 changed files with 326 additions and 450 deletions
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@ -1530,91 +1530,32 @@ void GLCanvas3D::stop_using_shader() const
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m_shader.stop_using();
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}
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void GLCanvas3D::picking_pass()
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void GLCanvas3D::render(bool useVBOs) const
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{
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if (is_picking_enabled() && !is_mouse_dragging() && (m_volumes != nullptr))
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{
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// Render the object for picking.
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// FIXME This cannot possibly work in a multi - sampled context as the color gets mangled by the anti - aliasing.
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// Better to use software ray - casting on a bounding - box hierarchy.
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Pointf3 neg_target = get_camera_target().negative();
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::glTranslatef((GLfloat)neg_target.x, (GLfloat)neg_target.y, (GLfloat)neg_target.z);
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if (is_multisample_allowed())
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::glDisable(GL_MULTISAMPLE);
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// light from above
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GLfloat position0[4] = { -0.5f, -0.5f, 1.0f, 0.0f };
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::glLightfv(GL_LIGHT0, GL_POSITION, position0);
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GLfloat specular[4] = { 0.2f, 0.2f, 0.2f, 1.0f };
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::glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
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GLfloat diffuse[4] = { 0.5f, 0.5f, 0.5f, 1.0f };
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::glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
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::glDisable(GL_LIGHTING);
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::glDisable(GL_BLEND);
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// Head light
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GLfloat position1[4] = { 1.0f, 0.0f, 1.0f, 0.0f };
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::glLightfv(GL_LIGHT1, GL_POSITION, position1);
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::glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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::glPushAttrib(GL_ENABLE_BIT);
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render_volumes(true);
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::glPopAttrib();
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if (is_multisample_allowed())
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::glEnable(GL_MULTISAMPLE);
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const Size& cnv_size = get_canvas_size();
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const Pointf& pos = get_mouse_position();
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GLubyte color[4];
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::glReadPixels(pos.x, cnv_size.get_height() - pos.y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, (void*)color);
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int volume_id = color[0] + color[1] * 256 + color[2] * 256 * 256;
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set_hover_volume_id(-1);
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for (GLVolume* vol : m_volumes->volumes)
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{
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vol->hover = false;
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}
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if (volume_id < m_volumes->volumes.size())
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{
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set_hover_volume_id(volume_id);
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m_volumes->volumes[volume_id]->hover = true;
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int group_id = m_volumes->volumes[volume_id]->select_group_id;
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if (group_id != -1)
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{
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for (GLVolume* vol : m_volumes->volumes)
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{
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if (vol->select_group_id == group_id)
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vol->hover = true;
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}
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}
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}
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}
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}
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void GLCanvas3D::render_background() const
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{
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static const float COLOR[3] = { 10.0f / 255.0f, 98.0f / 255.0f, 144.0f / 255.0f };
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::glDisable(GL_LIGHTING);
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::glPushMatrix();
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::glLoadIdentity();
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::glMatrixMode(GL_PROJECTION);
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::glPushMatrix();
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::glLoadIdentity();
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// Draws a bluish bottom to top gradient over the complete screen.
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::glDisable(GL_DEPTH_TEST);
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::glBegin(GL_QUADS);
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::glColor3f(0.0f, 0.0f, 0.0f);
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::glVertex3f(-1.0f, -1.0f, 1.0f);
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::glVertex3f(1.0f, -1.0f, 1.0f);
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::glColor3f(COLOR[0], COLOR[1], COLOR[2]);
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::glVertex3f(1.0f, 1.0f, 1.0f);
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::glVertex3f(-1.0f, 1.0f, 1.0f);
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::glEnd();
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::glEnable(GL_DEPTH_TEST);
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::glPopMatrix();
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::glMatrixMode(GL_MODELVIEW);
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::glPopMatrix();
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_picking_pass();
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_render_background();
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_render_bed();
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_render_axes();
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_render_objects(useVBOs);
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_render_cutting_plane();
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_render_warning_texture();
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_render_legend_texture();
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_render_layer_editing_overlay();
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}
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unsigned int GLCanvas3D::get_layers_editing_z_texture_id() const
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@ -1697,16 +1638,6 @@ bool GLCanvas3D::reset_rect_contains(float x, float y) const
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return m_layers_editing.reset_rect_contains(*this, x, y);
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}
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void GLCanvas3D::render_bed() const
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{
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m_bed.render();
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}
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void GLCanvas3D::render_axes() const
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{
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m_axes.render();
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}
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void GLCanvas3D::render_volumes(bool fake_colors) const
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{
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static const float INV_255 = 1.0f / 255.0f;
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@ -1756,153 +1687,6 @@ void GLCanvas3D::render_volumes(bool fake_colors) const
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::glEnable(GL_CULL_FACE);
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}
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void GLCanvas3D::render_objects(bool useVBOs)
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{
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if ((m_volumes == nullptr) || m_volumes->empty())
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return;
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::glEnable(GL_LIGHTING);
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if (!m_shader_enabled)
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render_volumes(false);
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else if (useVBOs)
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{
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if (is_picking_enabled())
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{
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m_on_mark_volumes_for_layer_height_callback.call();
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if (m_config != nullptr)
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{
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const BoundingBoxf3& bed_bb = bed_bounding_box();
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m_volumes->set_print_box((float)bed_bb.min.x, (float)bed_bb.min.y, 0.0f, (float)bed_bb.max.x, (float)bed_bb.max.y, (float)m_config->opt_float("max_print_height"));
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m_volumes->check_outside_state(m_config);
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}
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// do not cull backfaces to show broken geometry, if any
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::glDisable(GL_CULL_FACE);
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}
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start_using_shader();
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m_volumes->render_VBOs();
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stop_using_shader();
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if (is_picking_enabled())
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::glEnable(GL_CULL_FACE);
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}
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else
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{
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// do not cull backfaces to show broken geometry, if any
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if (is_picking_enabled())
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::glDisable(GL_CULL_FACE);
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m_volumes->render_legacy();
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if (is_picking_enabled())
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::glEnable(GL_CULL_FACE);
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}
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}
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void GLCanvas3D::render_cutting_plane() const
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{
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m_cutting_plane.render(volumes_bounding_box());
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}
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void GLCanvas3D::render_warning_texture() const
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{
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if (!m_warning_texture_enabled)
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return;
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// If the warning texture has not been loaded into the GPU, do it now.
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unsigned int tex_id = _3DScene::finalize_warning_texture();
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if (tex_id > 0)
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{
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unsigned int w = _3DScene::get_warning_texture_width();
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unsigned int h = _3DScene::get_warning_texture_height();
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if ((w > 0) && (h > 0))
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{
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::glDisable(GL_DEPTH_TEST);
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::glPushMatrix();
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::glLoadIdentity();
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const Size& cnv_size = get_canvas_size();
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float zoom = get_camera_zoom();
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float inv_zoom = (zoom != 0.0f) ? 1.0f / zoom : 0.0f;
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float l = (-0.5f * (float)w) * inv_zoom;
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float t = (-0.5f * (float)cnv_size.get_height() + (float)h) * inv_zoom;
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float r = l + (float)w * inv_zoom;
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float b = t - (float)h * inv_zoom;
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render_texture(tex_id, l, r, b, t);
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::glPopMatrix();
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::glEnable(GL_DEPTH_TEST);
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}
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}
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}
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void GLCanvas3D::render_legend_texture() const
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{
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if (!m_legend_texture_enabled)
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return;
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// If the legend texture has not been loaded into the GPU, do it now.
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unsigned int tex_id = _3DScene::finalize_legend_texture();
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if (tex_id > 0)
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{
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unsigned int w = _3DScene::get_legend_texture_width();
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unsigned int h = _3DScene::get_legend_texture_height();
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if ((w > 0) && (h > 0))
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{
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::glDisable(GL_DEPTH_TEST);
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::glPushMatrix();
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::glLoadIdentity();
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const Size& cnv_size = get_canvas_size();
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float zoom = get_camera_zoom();
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float inv_zoom = (zoom != 0.0f) ? 1.0f / zoom : 0.0f;
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float l = (-0.5f * (float)cnv_size.get_width()) * inv_zoom;
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float t = (0.5f * (float)cnv_size.get_height()) * inv_zoom;
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float r = l + (float)w * inv_zoom;
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float b = t - (float)h * inv_zoom;
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render_texture(tex_id, l, r, b, t);
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::glPopMatrix();
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::glEnable(GL_DEPTH_TEST);
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}
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}
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}
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void GLCanvas3D::render_layer_editing_overlay(const Print& print) const
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{
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if (m_volumes == nullptr)
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return;
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GLVolume* volume = nullptr;
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for (GLVolume* vol : m_volumes->volumes)
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{
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if ((vol != nullptr) && vol->selected && vol->has_layer_height_texture())
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{
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volume = vol;
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break;
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}
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}
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if (volume == nullptr)
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return;
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// If the active object was not allocated at the Print, go away.This should only be a momentary case between an object addition / deletion
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// and an update by Platter::async_apply_config.
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int object_idx = int(volume->select_group_id / 1000000);
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if ((int)print.objects.size() < object_idx)
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return;
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const PrintObject* print_object = print.get_object(object_idx);
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if (print_object == nullptr)
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return;
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m_layers_editing.render(*this, *print_object, *volume);
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}
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void GLCanvas3D::render_texture(unsigned int tex_id, float left, float right, float bottom, float top) const
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{
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::glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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@ -2172,5 +1956,251 @@ void GLCanvas3D::_refresh_if_shown_on_screen()
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}
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}
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void GLCanvas3D::_picking_pass() const
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{
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if (is_picking_enabled() && !is_mouse_dragging() && (m_volumes != nullptr))
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{
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// Render the object for picking.
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// FIXME This cannot possibly work in a multi - sampled context as the color gets mangled by the anti - aliasing.
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// Better to use software ray - casting on a bounding - box hierarchy.
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if (is_multisample_allowed())
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::glDisable(GL_MULTISAMPLE);
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::glDisable(GL_LIGHTING);
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::glDisable(GL_BLEND);
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::glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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::glPushAttrib(GL_ENABLE_BIT);
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render_volumes(true);
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::glPopAttrib();
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if (is_multisample_allowed())
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::glEnable(GL_MULTISAMPLE);
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const Size& cnv_size = get_canvas_size();
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const Pointf& pos = get_mouse_position();
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GLubyte color[4];
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::glReadPixels(pos.x, cnv_size.get_height() - pos.y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, (void*)color);
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int volume_id = color[0] + color[1] * 256 + color[2] * 256 * 256;
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m_hover_volume_id = -1;
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for (GLVolume* vol : m_volumes->volumes)
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{
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vol->hover = false;
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}
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if (volume_id < m_volumes->volumes.size())
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{
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m_hover_volume_id = volume_id;
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m_volumes->volumes[volume_id]->hover = true;
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int group_id = m_volumes->volumes[volume_id]->select_group_id;
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if (group_id != -1)
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{
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for (GLVolume* vol : m_volumes->volumes)
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{
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if (vol->select_group_id == group_id)
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vol->hover = true;
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}
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}
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}
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}
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}
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void GLCanvas3D::_render_background() const
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{
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::glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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static const float COLOR[3] = { 10.0f / 255.0f, 98.0f / 255.0f, 144.0f / 255.0f };
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::glDisable(GL_LIGHTING);
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::glPushMatrix();
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::glLoadIdentity();
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::glMatrixMode(GL_PROJECTION);
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::glPushMatrix();
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::glLoadIdentity();
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// Draws a bluish bottom to top gradient over the complete screen.
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::glDisable(GL_DEPTH_TEST);
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::glBegin(GL_QUADS);
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::glColor3f(0.0f, 0.0f, 0.0f);
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::glVertex3f(-1.0f, -1.0f, 1.0f);
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::glVertex3f(1.0f, -1.0f, 1.0f);
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::glColor3f(COLOR[0], COLOR[1], COLOR[2]);
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::glVertex3f(1.0f, 1.0f, 1.0f);
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::glVertex3f(-1.0f, 1.0f, 1.0f);
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::glEnd();
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::glEnable(GL_DEPTH_TEST);
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::glPopMatrix();
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::glMatrixMode(GL_MODELVIEW);
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::glPopMatrix();
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}
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void GLCanvas3D::_render_bed() const
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{
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m_bed.render();
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}
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void GLCanvas3D::_render_axes() const
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{
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m_axes.render();
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}
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void GLCanvas3D::_render_objects(bool useVBOs) const
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{
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if ((m_volumes == nullptr) || m_volumes->empty())
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return;
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::glEnable(GL_LIGHTING);
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if (!m_shader_enabled)
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render_volumes(false);
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else if (useVBOs)
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{
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if (is_picking_enabled())
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{
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m_on_mark_volumes_for_layer_height_callback.call();
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if (m_config != nullptr)
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{
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const BoundingBoxf3& bed_bb = bed_bounding_box();
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m_volumes->set_print_box((float)bed_bb.min.x, (float)bed_bb.min.y, 0.0f, (float)bed_bb.max.x, (float)bed_bb.max.y, (float)m_config->opt_float("max_print_height"));
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m_volumes->check_outside_state(m_config);
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}
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// do not cull backfaces to show broken geometry, if any
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::glDisable(GL_CULL_FACE);
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}
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start_using_shader();
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m_volumes->render_VBOs();
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stop_using_shader();
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if (is_picking_enabled())
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::glEnable(GL_CULL_FACE);
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}
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else
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{
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// do not cull backfaces to show broken geometry, if any
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if (is_picking_enabled())
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::glDisable(GL_CULL_FACE);
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m_volumes->render_legacy();
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if (is_picking_enabled())
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::glEnable(GL_CULL_FACE);
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}
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}
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void GLCanvas3D::_render_cutting_plane() const
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{
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m_cutting_plane.render(volumes_bounding_box());
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}
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void GLCanvas3D::_render_warning_texture() const
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{
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if (!m_warning_texture_enabled)
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return;
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// If the warning texture has not been loaded into the GPU, do it now.
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unsigned int tex_id = _3DScene::finalize_warning_texture();
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if (tex_id > 0)
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{
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unsigned int w = _3DScene::get_warning_texture_width();
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unsigned int h = _3DScene::get_warning_texture_height();
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if ((w > 0) && (h > 0))
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{
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::glDisable(GL_DEPTH_TEST);
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::glPushMatrix();
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::glLoadIdentity();
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const Size& cnv_size = get_canvas_size();
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float zoom = get_camera_zoom();
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float inv_zoom = (zoom != 0.0f) ? 1.0f / zoom : 0.0f;
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float l = (-0.5f * (float)w) * inv_zoom;
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float t = (-0.5f * (float)cnv_size.get_height() + (float)h) * inv_zoom;
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float r = l + (float)w * inv_zoom;
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float b = t - (float)h * inv_zoom;
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render_texture(tex_id, l, r, b, t);
|
||||
|
||||
::glPopMatrix();
|
||||
::glEnable(GL_DEPTH_TEST);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void GLCanvas3D::_render_legend_texture() const
|
||||
{
|
||||
if (!m_legend_texture_enabled)
|
||||
return;
|
||||
|
||||
// If the legend texture has not been loaded into the GPU, do it now.
|
||||
unsigned int tex_id = _3DScene::finalize_legend_texture();
|
||||
if (tex_id > 0)
|
||||
{
|
||||
unsigned int w = _3DScene::get_legend_texture_width();
|
||||
unsigned int h = _3DScene::get_legend_texture_height();
|
||||
if ((w > 0) && (h > 0))
|
||||
{
|
||||
::glDisable(GL_DEPTH_TEST);
|
||||
::glPushMatrix();
|
||||
::glLoadIdentity();
|
||||
|
||||
const Size& cnv_size = get_canvas_size();
|
||||
float zoom = get_camera_zoom();
|
||||
float inv_zoom = (zoom != 0.0f) ? 1.0f / zoom : 0.0f;
|
||||
float l = (-0.5f * (float)cnv_size.get_width()) * inv_zoom;
|
||||
float t = (0.5f * (float)cnv_size.get_height()) * inv_zoom;
|
||||
float r = l + (float)w * inv_zoom;
|
||||
float b = t - (float)h * inv_zoom;
|
||||
render_texture(tex_id, l, r, b, t);
|
||||
|
||||
::glPopMatrix();
|
||||
::glEnable(GL_DEPTH_TEST);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void GLCanvas3D::_render_layer_editing_overlay() const
|
||||
{
|
||||
if ((m_volumes == nullptr) && (m_print == nullptr))
|
||||
return;
|
||||
|
||||
GLVolume* volume = nullptr;
|
||||
|
||||
for (GLVolume* vol : m_volumes->volumes)
|
||||
{
|
||||
if ((vol != nullptr) && vol->selected && vol->has_layer_height_texture())
|
||||
{
|
||||
volume = vol;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (volume == nullptr)
|
||||
return;
|
||||
|
||||
// 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.
|
||||
int object_idx = int(volume->select_group_id / 1000000);
|
||||
if ((int)m_print->objects.size() < object_idx)
|
||||
return;
|
||||
|
||||
const PrintObject* print_object = m_print->get_object(object_idx);
|
||||
if (print_object == nullptr)
|
||||
return;
|
||||
|
||||
m_layers_editing.render(*this, *print_object, *volume);
|
||||
}
|
||||
|
||||
} // namespace GUI
|
||||
} // namespace Slic3r
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue