Layers editing shader moved to c++

This commit is contained in:
Enrico Turri 2018-05-25 14:05:08 +02:00
parent bdbc86167c
commit 455076231b
10 changed files with 387 additions and 211 deletions

View file

@ -197,13 +197,10 @@ sub new {
#==============================================================================================================================
# $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_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;
@ -307,54 +304,53 @@ sub Destroy {
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 (! $shader->load_from_file("variable_layer_height.fs", "variable_layer_height.vs")) {
#sub layer_editing_enabled {
# my ($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};
#}
#==============================================================================================================================
# 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) = @_;
@ -463,7 +459,10 @@ 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;
#==============================================================================================================================
my $object_idx_selected = $self->{layer_height_edit_last_object_id} = (Slic3r::GUI::_3DScene::is_layers_editing_enabled($self) && $self->{print}) ? $self->_first_selected_object_id_for_variable_layer_height_editing : -1;
# my $object_idx_selected = $self->{layer_height_edit_last_object_id} = ($self->layer_editing_enabled && $self->{print}) ? $self->_first_selected_object_id_for_variable_layer_height_editing : -1;
#==============================================================================================================================
#==============================================================================================================================
Slic3r::GUI::_3DScene::set_mouse_dragging($self, $e->Dragging);
@ -507,7 +506,9 @@ sub mouse_event {
# Don't deselect a volume if layer editing is enabled. We want the object to stay selected
# during the scene manipulation.
#==============================================================================================================================
if (Slic3r::GUI::_3DScene::is_picking_enabled($self) && ($volume_idx != -1 || ! $self->layer_editing_enabled)) {
#==============================================================================================================================
if (Slic3r::GUI::_3DScene::is_picking_enabled($self) && ($volume_idx != -1 || ! Slic3r::GUI::_3DScene::is_layers_editing_enabled($self))) {
Slic3r::GUI::_3DScene::deselect_volumes($self);
Slic3r::GUI::_3DScene::select_volume($self, $volume_idx);
# if ($self->enable_picking && ($volume_idx != -1 || ! $self->layer_editing_enabled)) {
@ -690,8 +691,10 @@ sub mouse_wheel_event {
# Ignore the wheel events if the middle button is pressed.
return;
}
if ($self->layer_editing_enabled && $self->{print}) {
#==============================================================================================================================
if (Slic3r::GUI::_3DScene::is_layers_editing_enabled($self) && $self->{print}) {
# if ($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.
@ -1393,11 +1396,11 @@ sub DestroyGL {
# $self->{plain_shader}->release;
# delete $self->{plain_shader};
# }
# if ($self->{layer_height_edit_shader}) {
# $self->{layer_height_edit_shader}->release;
# delete $self->{layer_height_edit_shader};
# }
#===================================================================================================================================
if ($self->{layer_height_edit_shader}) {
$self->{layer_height_edit_shader}->release;
delete $self->{layer_height_edit_shader};
}
$self->volumes->release_geometry;
}
}
@ -1702,10 +1705,19 @@ sub mark_volumes_for_layer_height {
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} &&
#==============================================================================================================================
my $shader = Slic3r::GUI::_3DScene::get_layers_editing_shader($self);
if (Slic3r::GUI::_3DScene::is_layers_editing_enabled($self) && $shader && $volume->selected &&
$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});
$volume->set_layer_height_texture_data(Slic3r::GUI::_3DScene::get_layers_editing_z_texture_id($self), $shader->shader_program_id,
$self->{print}->get_object($object_id), $self->_variable_layer_thickness_bar_mouse_cursor_z_relative, $self->{layer_height_edit_band_width});
# if ($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();
}
@ -1794,7 +1806,10 @@ 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} || ! $self->layer_editing_enabled);
#==============================================================================================================================
return if (!Slic3r::GUI::_3DScene::is_layers_editing_enabled($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;
@ -1821,12 +1836,25 @@ sub draw_active_object_annotations {
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});
#==============================================================================================================================
my $shader = Slic3r::GUI::_3DScene::get_layers_editing_shader($self);
$shader->enable;
$shader->set_uniform('z_to_texture_row', $volume->layer_height_texture_z_to_row_id);
$shader->set_uniform('z_texture_row_to_normalized', 1. / $volume->layer_height_texture_height);
$shader->set_uniform('z_cursor', $z_max * $z_cursor_relative);
$shader->set_uniform('z_cursor_band_width', $self->{layer_height_edit_band_width});
# $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', $self->{layer_height_edit_band_width});
#==============================================================================================================================
#==============================================================================================================================
glBindTexture(GL_TEXTURE_2D, Slic3r::GUI::_3DScene::get_layers_editing_z_texture_id($self));
# 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, $volume->layer_height_texture_height / 2,
@ -1850,7 +1878,10 @@ sub draw_active_object_annotations {
glVertex3f($bar_left, $bar_top, $z_max);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
$self->{layer_height_edit_shader}->disable;
#==============================================================================================================================
$shader->disable;
# $self->{layer_height_edit_shader}->disable;
#==============================================================================================================================
#==============================================================================================================================
Slic3r::GUI::_3DScene::render_layer_editing_textures($self, $print_object);