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https://github.com/SoftFever/OrcaSlicer.git
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Merge branch 'master' of https://github.com/prusa3d/PrusaSlicer into et_perspective_camera
This commit is contained in:
commit
541f58c656
10 changed files with 54 additions and 44 deletions
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@ -139,7 +139,7 @@ if (MSVC)
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target_compile_definitions(PrusaSlicer_app_gui PRIVATE -DSLIC3R_WRAPPER_NOCONSOLE)
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add_dependencies(PrusaSlicer_app_gui PrusaSlicer)
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set_target_properties(PrusaSlicer_app_gui PROPERTIES OUTPUT_NAME "prusa-slicer")
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target_include_directories(PrusaSlicer_app_gui SYSTEM PUBLIC ${Boost_INCLUDE_DIRS})
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target_link_libraries(PrusaSlicer_app_gui PRIVATE boost_headeronly)
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add_executable(PrusaSlicer_app_console PrusaSlicer_app_msvc.cpp ${CMAKE_CURRENT_BINARY_DIR}/PrusaSlicer.rc)
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# Generate debug symbols even in release mode.
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@ -147,7 +147,7 @@ if (MSVC)
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target_compile_definitions(PrusaSlicer_app_console PRIVATE -DSLIC3R_WRAPPER_CONSOLE)
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add_dependencies(PrusaSlicer_app_console PrusaSlicer)
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set_target_properties(PrusaSlicer_app_console PROPERTIES OUTPUT_NAME "prusa-slicer-console")
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target_include_directories(PrusaSlicer_app_console SYSTEM PUBLIC ${Boost_INCLUDE_DIRS})
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target_link_libraries(PrusaSlicer_app_console PRIVATE boost_headeronly)
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endif ()
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# Link the resources dir to where Slic3r GUI expects it
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@ -11,4 +11,4 @@ add_library(admesh STATIC
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util.cpp
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)
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target_include_directories(admesh SYSTEM PRIVATE ${Boost_INCLUDE_DIRS})
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target_link_libraries(admesh PRIVATE boost_headeronly)
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@ -19,6 +19,6 @@ add_library(nowide STATIC
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nowide/windows.hpp
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)
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target_include_directories(nowide SYSTEM PUBLIC ${Boost_INCLUDE_DIRS})
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target_link_libraries(nowide PUBLIC boost_headeronly)
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@ -56,12 +56,12 @@ endif()
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# Clipper backend is not enough on its own, it still needs some functions
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# from Boost geometry
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if(NOT Boost_INCLUDE_DIRS_FOUND)
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if(NOT Boost_FOUND)
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find_package(Boost 1.58 REQUIRED)
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# TODO automatic download of boost geometry headers
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endif()
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target_include_directories(clipperBackend SYSTEM INTERFACE ${Boost_INCLUDE_DIRS} )
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target_link_libraries(clipperBackend INTERFACE Boost::boost )
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#target_sources(ClipperBackend INTERFACE
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# ${CMAKE_CURRENT_SOURCE_DIR}/geometries.hpp
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# ${CMAKE_CURRENT_SOURCE_DIR}/clipper_polygon.hpp
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@ -182,13 +182,12 @@ if (SLIC3R_PCH AND NOT SLIC3R_SYNTAXONLY)
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endif ()
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target_compile_definitions(libslic3r PUBLIC -DUSE_TBB)
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target_include_directories(libslic3r SYSTEM PUBLIC ${Boost_INCLUDE_DIRS})
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target_include_directories(libslic3r PRIVATE ${CMAKE_CURRENT_SOURCE_DIR} ${LIBNEST2D_INCLUDES} PUBLIC ${CMAKE_CURRENT_BINARY_DIR})
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target_link_libraries(libslic3r
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libnest2d
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admesh
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miniz
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${Boost_LIBRARIES}
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boost_libs
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clipper
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nowide
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${EXPAT_LIBRARIES}
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@ -63,11 +63,6 @@ static const float GROUND_Z = -0.02f;
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static const float GIZMO_RESET_BUTTON_HEIGHT = 22.0f;
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static const float GIZMO_RESET_BUTTON_WIDTH = 70.f;
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static const float UNIT_MATRIX[] = { 1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f };
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static const float DEFAULT_BG_DARK_COLOR[3] = { 0.478f, 0.478f, 0.478f };
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static const float DEFAULT_BG_LIGHT_COLOR[3] = { 0.753f, 0.753f, 0.753f };
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static const float ERROR_BG_DARK_COLOR[3] = { 0.478f, 0.192f, 0.039f };
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@ -440,8 +435,7 @@ void GLCanvas3D::LayersEditing::_render_active_object_annotations(const GLCanvas
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m_shader.set_uniform("z_texture_row_to_normalized", 1.0f / (float)m_layers_texture.height);
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m_shader.set_uniform("z_cursor", m_object_max_z * this->get_cursor_z_relative(canvas));
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m_shader.set_uniform("z_cursor_band_width", band_width);
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// The shader requires the original model coordinates when rendering to the texture, so we pass it the unit matrix
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m_shader.set_uniform("volume_world_matrix", UNIT_MATRIX);
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m_shader.set_uniform("object_max_z", m_object_max_z);
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glsafe(::glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
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glsafe(::glBindTexture(GL_TEXTURE_2D, m_z_texture_id));
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@ -454,10 +448,10 @@ void GLCanvas3D::LayersEditing::_render_active_object_annotations(const GLCanvas
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::glBegin(GL_QUADS);
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::glNormal3f(0.0f, 0.0f, 1.0f);
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::glVertex3f(l, b, 0.0f);
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::glVertex3f(r, b, 0.0f);
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::glVertex3f(r, t, m_object_max_z);
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::glVertex3f(l, t, m_object_max_z);
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::glTexCoord2f(0.0f, 0.0f); ::glVertex2f(l, b);
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::glTexCoord2f(1.0f, 0.0f); ::glVertex2f(r, b);
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::glTexCoord2f(1.0f, 1.0f); ::glVertex2f(r, t);
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::glTexCoord2f(0.0f, 1.0f); ::glVertex2f(l, t);
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glsafe(::glEnd());
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glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
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@ -510,6 +504,7 @@ void GLCanvas3D::LayersEditing::render_volumes(const GLCanvas3D& canvas, const G
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GLint z_cursor_id = ::glGetUniformLocation(shader_id, "z_cursor");
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GLint z_cursor_band_width_id = ::glGetUniformLocation(shader_id, "z_cursor_band_width");
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GLint world_matrix_id = ::glGetUniformLocation(shader_id, "volume_world_matrix");
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GLint object_max_z_id = ::glGetUniformLocation(shader_id, "object_max_z");
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glcheck();
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if (z_to_texture_row_id != -1 && z_texture_row_to_normalized_id != -1 && z_cursor_id != -1 && z_cursor_band_width_id != -1 && world_matrix_id != -1)
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@ -536,7 +531,10 @@ void GLCanvas3D::LayersEditing::render_volumes(const GLCanvas3D& canvas, const G
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// Render the object using the layer editing shader and texture.
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if (! glvolume->is_active || glvolume->composite_id.object_id != this->last_object_id || glvolume->is_modifier)
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continue;
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glsafe(::glUniformMatrix4fv(world_matrix_id, 1, GL_FALSE, (const GLfloat*)glvolume->world_matrix().cast<float>().data()));
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if (world_matrix_id != -1)
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glsafe(::glUniformMatrix4fv(world_matrix_id, 1, GL_FALSE, (const GLfloat*)glvolume->world_matrix().cast<float>().data()));
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if (object_max_z_id != -1)
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glsafe(::glUniform1f(object_max_z_id, GLfloat(0)));
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glvolume->render();
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}
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// Revert back to the previous shader.
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@ -3,6 +3,7 @@
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#include <memory>
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#include <functional>
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#include <string>
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class wxTimer;
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class wxGauge;
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