diff --git a/src/slic3r/GUI/Camera.cpp b/src/slic3r/GUI/Camera.cpp index cebd49ce75..420ac15c9e 100644 --- a/src/slic3r/GUI/Camera.cpp +++ b/src/slic3r/GUI/Camera.cpp @@ -121,14 +121,7 @@ double Camera::get_fov() const void Camera::apply_viewport(int x, int y, unsigned int w, unsigned int h) { glsafe(::glViewport(0, 0, w, h)); - glsafe(::glGetIntegerv(GL_VIEWPORT, m_viewport.data())); -} - -void Camera::apply_view_matrix() -{ - glsafe(::glMatrixMode(GL_MODELVIEW)); - glsafe(::glLoadIdentity()); - glsafe(::glMultMatrixd(m_view_matrix.data())); + m_viewport = { 0, 0, int(w), int(h) }; } void Camera::apply_projection(const BoundingBoxf3& box, double near_z, double far_z) @@ -136,11 +129,7 @@ void Camera::apply_projection(const BoundingBoxf3& box, double near_z, double fa double w = 0.0; double h = 0.0; - const double old_distance = m_distance; m_frustrum_zs = calc_tight_frustrum_zs_around(box); - if (m_distance != old_distance) - // the camera has been moved re-apply view matrix - apply_view_matrix(); if (near_z > 0.0) m_frustrum_zs.first = std::max(std::min(m_frustrum_zs.first, near_z), FrustrumMinNearZ); @@ -174,26 +163,33 @@ void Camera::apply_projection(const BoundingBoxf3& box, double near_z, double fa } } - glsafe(::glMatrixMode(GL_PROJECTION)); - glsafe(::glLoadIdentity()); - switch (m_type) { default: case EType::Ortho: { - glsafe(::glOrtho(-w, w, -h, h, m_frustrum_zs.first, m_frustrum_zs.second)); + const double dz = m_frustrum_zs.second - m_frustrum_zs.first; + const double zz = m_frustrum_zs.first + m_frustrum_zs.second; + m_projection_matrix.matrix() << 1.0 / w, 0.0, 0.0, 0.0, + 0.0, 1.0 / h, 0.0, 0.0, + 0.0, 0.0, -2.0 / dz, -zz / dz, + 0.0, 0.0, 0.0, 1.0; break; } case EType::Perspective: { - glsafe(::glFrustum(-w, w, -h, h, m_frustrum_zs.first, m_frustrum_zs.second)); + const double n = m_frustrum_zs.first; + const double f = m_frustrum_zs.second; + const double dz = f - n; + const double zz = n + f; + const double fn = n * f; + m_projection_matrix.matrix() << n / w, 0.0, 0.0, 0.0, + 0.0, n / h, 0.0, 0.0, + 0.0, 0.0, -zz / dz, -2.0 * fn / dz, + 0.0, 0.0, -1.0, 0.0; break; } } - - glsafe(::glGetDoublev(GL_PROJECTION_MATRIX, m_projection_matrix.data())); - glsafe(::glMatrixMode(GL_MODELVIEW)); } void Camera::zoom_to_box(const BoundingBoxf3& box, double margin_factor) @@ -351,8 +347,8 @@ std::pair Camera::calc_tight_frustrum_zs_around(const BoundingBo // box in eye space const BoundingBoxf3 eye_box = box.transformed(m_view_matrix); - near_z = -eye_box.max(2); - far_z = -eye_box.min(2); + near_z = -eye_box.max.z(); + far_z = -eye_box.min.z(); // apply margin near_z -= FrustrumZMargin; @@ -533,19 +529,19 @@ void Camera::look_at(const Vec3d& position, const Vec3d& target, const Vec3d& up m_distance = (position - target).norm(); const Vec3d new_position = m_target + m_distance * unit_z; - m_view_matrix(0, 0) = unit_x(0); - m_view_matrix(0, 1) = unit_x(1); - m_view_matrix(0, 2) = unit_x(2); + m_view_matrix(0, 0) = unit_x.x(); + m_view_matrix(0, 1) = unit_x.y(); + m_view_matrix(0, 2) = unit_x.z(); m_view_matrix(0, 3) = -unit_x.dot(new_position); - m_view_matrix(1, 0) = unit_y(0); - m_view_matrix(1, 1) = unit_y(1); - m_view_matrix(1, 2) = unit_y(2); + m_view_matrix(1, 0) = unit_y.x(); + m_view_matrix(1, 1) = unit_y.y(); + m_view_matrix(1, 2) = unit_y.z(); m_view_matrix(1, 3) = -unit_y.dot(new_position); - m_view_matrix(2, 0) = unit_z(0); - m_view_matrix(2, 1) = unit_z(1); - m_view_matrix(2, 2) = unit_z(2); + m_view_matrix(2, 0) = unit_z.x(); + m_view_matrix(2, 1) = unit_z.y(); + m_view_matrix(2, 2) = unit_z.z(); m_view_matrix(2, 3) = -unit_z.dot(new_position); m_view_matrix(3, 0) = 0.0; diff --git a/src/slic3r/GUI/Camera.hpp b/src/slic3r/GUI/Camera.hpp index 401365ad4e..2fdd16461e 100644 --- a/src/slic3r/GUI/Camera.hpp +++ b/src/slic3r/GUI/Camera.hpp @@ -110,7 +110,6 @@ public: double get_fov() const; void apply_viewport(int x, int y, unsigned int w, unsigned int h); - void apply_view_matrix(); // Calculates and applies the projection matrix tighting the frustrum z range around the given box. // If larger z span is needed, pass the desired values of near and far z (negative values are ignored) void apply_projection(const BoundingBoxf3& box, double near_z = -1.0, double far_z = -1.0); diff --git a/src/slic3r/GUI/GCodeViewer.cpp b/src/slic3r/GUI/GCodeViewer.cpp index 43424d9751..f0aa295d9e 100644 --- a/src/slic3r/GUI/GCodeViewer.cpp +++ b/src/slic3r/GUI/GCodeViewer.cpp @@ -1308,7 +1308,6 @@ void GCodeViewer::_render_calibration_thumbnail_internal(ThumbnailData& thumbnai camera.set_type(Camera::EType::Ortho); camera.set_target(center); camera.select_view("top"); - camera.apply_view_matrix(); camera.zoom_to_box(plate_box, 1.0f); camera.apply_projection(plate_box); diff --git a/src/slic3r/GUI/GLCanvas3D.cpp b/src/slic3r/GUI/GLCanvas3D.cpp index e77aac4a2c..f2e4269965 100644 --- a/src/slic3r/GUI/GLCanvas3D.cpp +++ b/src/slic3r/GUI/GLCanvas3D.cpp @@ -1807,14 +1807,8 @@ void GLCanvas3D::render(bool only_init) camera.requires_zoom_to_volumes = false; } - camera.apply_view_matrix(); camera.apply_projection(_max_bounding_box(true, true, true)); - GLfloat position_cam[4] = { 1.0f, 0.0f, 1.0f, 0.0f }; - glsafe(::glLightfv(GL_LIGHT1, GL_POSITION, position_cam)); - GLfloat position_top[4] = { -0.5f, -0.5f, 1.0f, 0.0f }; - glsafe(::glLightfv(GL_LIGHT0, GL_POSITION, position_top)); - wxGetApp().imgui()->new_frame(); if (m_picking_enabled) { @@ -5551,7 +5545,6 @@ void GLCanvas3D::render_thumbnail_internal(ThumbnailData& thumbnail_data, const camera.zoom_to_box(volumes_box); camera.select_view("iso"); } - camera.apply_view_matrix(); const Transform3d &view_matrix = camera.get_view_matrix();