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https://github.com/SoftFever/OrcaSlicer.git
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Very basic implementation of 3D preview - install Wx::GLCanvas to get it working
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7 changed files with 221 additions and 149 deletions
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@ -1,90 +1,111 @@
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package Slic3r::GUI::PreviewCanvas;
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use strict;
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use warnings;
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use Wx::Event qw(EVT_PAINT EVT_SIZE EVT_ERASE_BACKGROUND EVT_IDLE EVT_TIMER);
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use Wx::Event qw(EVT_PAINT EVT_SIZE EVT_ERASE_BACKGROUND EVT_IDLE EVT_TIMER EVT_MOUSEWHEEL);
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# must load OpenGL *before* Wx::GLCanvas
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use OpenGL qw(:glconstants :glfunctions);
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use base qw(Wx::GLCanvas Class::Accessor::Fast);
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use base qw(Wx::GLCanvas Class::Accessor);
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use Slic3r::Geometry qw(X Y Z MIN MAX triangle_normal normalize deg2rad tan);
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use Wx::GLCanvas qw(:all);
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__PACKAGE__->mk_accessors( qw(timer x_rot y_rot dirty init mesh) );
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__PACKAGE__->mk_accessors( qw(timer x_rot y_rot dirty init mesh_center zoom
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verts norms) );
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sub new {
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my( $class, $parent, $mesh ) = @_;
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my ($class, $parent, $mesh) = @_;
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my $self = $class->SUPER::new($parent);
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$self->mesh($mesh);
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my $timer = $self->timer( Wx::Timer->new( $self ) );
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$timer->Start( 50 );
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$self->x_rot( 0 );
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$self->y_rot( 0 );
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EVT_PAINT( $self,
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sub {
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my $dc = Wx::PaintDC->new( $self );
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$self->Render( $dc );
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} );
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EVT_SIZE( $self, sub { $self->dirty( 1 ) } );
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EVT_IDLE( $self, sub {
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return unless $self->dirty;
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$self->Resize( $self->GetSizeWH );
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$self->Refresh;
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} );
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EVT_TIMER( $self, -1, sub {
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my( $self, $e ) = @_;
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$self->x_rot( $self->x_rot - 1 );
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$self->y_rot( $self->y_rot + 2 );
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$self->dirty( 1 );
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Wx::WakeUpIdle;
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} );
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# prepare mesh
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{
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$self->mesh_center($mesh->center);
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$self->zoom(0.1);
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my @verts = map $self->zoom * $_, map @{ $mesh->vertices->[$_] }, map @$_, @{$mesh->facets};
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$self->verts(OpenGL::Array->new_list(GL_FLOAT, @verts));
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my @norms = map { @$_, @$_, @$_ } map normalize(triangle_normal(map $mesh->vertices->[$_], @$_)), @{$mesh->facets};
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$self->norms(OpenGL::Array->new_list(GL_FLOAT, @norms));
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}
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my $timer = $self->timer( Wx::Timer->new($self) );
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$timer->Start(50);
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$self->x_rot(0);
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$self->y_rot(0);
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EVT_PAINT($self, sub {
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my $dc = Wx::PaintDC->new($self);
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$self->Render($dc);
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});
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EVT_SIZE($self, sub { $self->dirty(1) });
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EVT_IDLE($self, sub {
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return unless $self->dirty;
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return if !$self->IsShownOnScreen;
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$self->Resize( $self->GetSizeWH );
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$self->Refresh;
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});
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EVT_TIMER($self, -1, sub {
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my ($self, $e) = @_;
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$self->x_rot( $self->x_rot - 1 );
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$self->y_rot( $self->y_rot + 2 );
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$self->dirty(1);
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Wx::WakeUpIdle;
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});
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EVT_MOUSEWHEEL($self, sub {
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my ($self, $e) = @_;
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my $zoom = $self->zoom * (1.0 - $e->GetWheelRotation() / $e->GetWheelDelta() / 10);
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$zoom = 0.001 if $zoom < 0.001;
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$zoom = 0.1 if $zoom > 0.1;
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$self->zoom($zoom);
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$self->Refresh;
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});
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return $self;
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}
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sub GetContext {
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my( $self ) = @_;
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if( Wx::wxVERSION >= 2.009 ) {
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return $self->{context} ||= Wx::GLContext->new( $self );
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my ($self) = @_;
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if (Wx::wxVERSION >= 2.009) {
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return $self->{context} ||= Wx::GLContext->new($self);
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} else {
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return $self->SUPER::GetContext;
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}
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}
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sub SetCurrent {
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my( $self, $context ) = @_;
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if( Wx::wxVERSION >= 2.009 ) {
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return $self->SUPER::SetCurrent( $context );
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my ($self, $context) = @_;
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if (Wx::wxVERSION >= 2.009) {
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return $self->SUPER::SetCurrent($context);
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} else {
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return $self->SUPER::SetCurrent;
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}
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}
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sub Resize {
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my( $self, $x, $y ) = @_;
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my ($self, $x, $y) = @_;
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return unless $self->GetContext;
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$self->dirty( 0 );
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$self->dirty(0);
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$self->SetCurrent( $self->GetContext );
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glViewport( 0, 0, $x, $y );
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$self->SetCurrent($self->GetContext);
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glViewport(0, 0, $x, $y);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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my_gluPerspective( 45, $x/$y, .5, 100 );
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my_gluPerspective(45, $x/$y, .5, 100);
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glMatrixMode(GL_MODELVIEW);
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}
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use Math::Trig;
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sub my_gluPerspective {
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my( $fov, $ratio, $near, $far ) = @_;
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my ($fov, $ratio, $near, $far) = @_;
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my $top = tan(deg2rad($fov)*0.5) * $near;
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my $bottom = -$top;
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}
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sub DESTROY {
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my( $self ) = @_;
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my $self = shift;
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$self->timer->Stop;
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$self->timer( undef );
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}
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package Slic3r::GUI::PreviewCanvas::Cube;
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# must load OpenGL *before* Wx::GLCanvas
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use OpenGL qw(:glconstants :glfunctions);
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use base qw(Slic3r::GUI::PreviewCanvas);
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use Slic3r::Geometry qw(X Y Z MIN MAX);
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sub cube {
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my( @v ) = ( [ 1, 1, 1 ], [ -1, 1, 1 ],
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[ -1, -1, 1 ], [ 1, -1, 1 ],
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[ 1, 1, -1 ], [ -1, 1, -1 ],
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[ -1, -1, -1 ], [ 1, -1, -1 ] );
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my( @c ) = ( [ 1, 1, 0 ], [ 1, 0, 1 ],
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[ 0, 1, 1 ], [ 1, 1, 1 ],
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[ 0, 0, 1 ], [ 0, 1, 0 ],
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[ 1, 0, 1 ], [ 1, 1, 0 ] );
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my( @s ) = ( [ 0, 1, 2, 3 ], [ 4, 5, 6, 7 ],
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[ 0, 1, 5, 4 ], [ 2, 3, 7, 6 ],
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[ 1, 2, 6, 5 ], [ 0, 3, 7, 4 ] );
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for my $i ( 0 .. 5 ) {
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my $s = $s[$i];
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glBegin(GL_QUADS);
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foreach my $j ( @$s ) {
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glColor3f( @{$c[$j]} );
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glVertex3f( @{$v[$j]} );
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}
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glEnd();
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}
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}
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sub draw_mesh {
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my $self = shift;
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my $mesh = $self->mesh;
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#glEnable(GL_CULL_FACE);
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glEnableClientState(GL_VERTEX_ARRAY);
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#glEnableClientState(GL_NORMAL_ARRAY);
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my @verts = map 0.1 * $_, map @{ $mesh->vertices->[$_] }, map @$_, @{$mesh->facets};
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my $verts = OpenGL::Array->new_list(GL_FLOAT, @verts);
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#my @norms = map @$_, map {my $f = $_; Slic3r::Geometry::triangle_normal(map $mesh->vertices->[$_], @$f) } @{$mesh->facets};
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#my $norms = OpenGL::Array->new_list(GL_FLOAT, @norms);
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#my @inv_norms = map @$_, map {my $f = $_; Slic3r::Geometry::triangle_normal(reverse map $mesh->vertices->[$_], @$f) } @{$mesh->facets};
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#my $inv_norms = OpenGL::Array->new_list(GL_FLOAT, @inv_norms);
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glVertexPointer_p(3, $verts);
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#glCullFace(GL_BACK);
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#glNormalPointer_p($norms);
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glDrawArrays(GL_TRIANGLES, 0, scalar @verts);
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#glCullFace(GL_FRONT);
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#glNormalPointer_p($inv_norms);
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#glDrawArrays(GL_TRIANGLES, 0, scalar @verts);
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#glDisableClientState(GL_NORMAL_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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$self->timer(undef);
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}
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sub InitGL {
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return if $self->init;
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return unless $self->GetContext;
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$self->init( 1 );
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$self->mesh->align_to_origin;
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glDisable( GL_LIGHTING );
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glDepthFunc( GL_LESS );
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glEnable( GL_DEPTH_TEST );
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$self->init(1);
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if (0) {
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# Settings for our light.
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my @Light_Ambient = ( 0.1, 0.1, 0.1, 1.0 );
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my @Light_Diffuse = ( 1.2, 1.2, 1.2, 1.0 );
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my @Light_Position = ( 2.0, 2.0, 0.0, 1.0 );
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glEnable(GL_NORMALIZE);
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glEnable(GL_LIGHTING);
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glDepthFunc(GL_LESS);
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glEnable(GL_DEPTH_TEST);
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# Enables Smooth Color Shading; try GL_FLAT for (lack of) fun.
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glShadeModel(GL_SMOOTH);
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# Set up a light, turn it on.
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glLightfv_p(GL_LIGHT1, GL_POSITION, @Light_Position);
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glLightfv_p(GL_LIGHT1, GL_AMBIENT, @Light_Ambient);
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glLightfv_p(GL_LIGHT1, GL_DIFFUSE, @Light_Diffuse);
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glEnable(GL_LIGHT1);
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# A handy trick -- have surface material mirror the color.
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glColorMaterial(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE);
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glEnable(GL_COLOR_MATERIAL);
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}
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# Settings for our light.
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my @LightPos = (0, 0, 2, 1.0);
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my @LightAmbient = (0.1, 0.1, 0.1, 1.0);
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my @LightDiffuse = (0.7, 0.5, 0.5, 1.0);
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my @LightSpecular = (0.1, 0.1, 0.1, 0.1);
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# Enables Smooth Color Shading; try GL_FLAT for (lack of) fun.
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glShadeModel(GL_SMOOTH);
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# Set up a light, turn it on.
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glLightfv_p(GL_LIGHT1, GL_POSITION, @LightPos);
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glLightfv_p(GL_LIGHT1, GL_AMBIENT, @LightAmbient);
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glLightfv_p(GL_LIGHT1, GL_DIFFUSE, @LightDiffuse);
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glLightfv_p(GL_LIGHT1, GL_SPECULAR, @LightSpecular);
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glEnable(GL_LIGHT1);
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# A handy trick -- have surface material mirror the color.
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glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
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glEnable(GL_COLOR_MATERIAL);
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}
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sub Render {
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my( $self, $dc ) = @_;
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my ($self, $dc) = @_;
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return unless $self->GetContext;
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$self->SetCurrent( $self->GetContext );
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$self->SetCurrent($self->GetContext);
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$self->InitGL;
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glPushMatrix();
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glTranslatef( 0, 0, -5 );
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# this needs to get a lot better...
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glRotatef( $self->x_rot, 1, 0, 0 );
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glRotatef( $self->y_rot, 0, 0, 1 );
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glTranslatef(map -$_ * $self->zoom, @{ $self->mesh_center });
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#cube();
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$self->draw_mesh;
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glPopMatrix();
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$self->SwapBuffers();
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}
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1;
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sub draw_mesh {
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my $self = shift;
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glEnable(GL_CULL_FACE);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_NORMAL_ARRAY);
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glVertexPointer_p(3, $self->verts);
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glCullFace(GL_BACK);
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glNormalPointer_p($self->norms);
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glDrawArrays(GL_TRIANGLES, 0, $self->verts->elements / 3);
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glDisableClientState(GL_NORMAL_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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}
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1;
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