Very basic implementation of 3D preview - install Wx::GLCanvas to get it working

This commit is contained in:
Alessandro Ranellucci 2013-05-17 14:14:33 +02:00
parent 228c84ddc1
commit 5c74fd095b
7 changed files with 221 additions and 149 deletions

View file

@ -1,90 +1,111 @@
package Slic3r::GUI::PreviewCanvas;
use strict;
use warnings;
use Wx::Event qw(EVT_PAINT EVT_SIZE EVT_ERASE_BACKGROUND EVT_IDLE EVT_TIMER);
use Wx::Event qw(EVT_PAINT EVT_SIZE EVT_ERASE_BACKGROUND EVT_IDLE EVT_TIMER EVT_MOUSEWHEEL);
# must load OpenGL *before* Wx::GLCanvas
use OpenGL qw(:glconstants :glfunctions);
use base qw(Wx::GLCanvas Class::Accessor::Fast);
use base qw(Wx::GLCanvas Class::Accessor);
use Slic3r::Geometry qw(X Y Z MIN MAX triangle_normal normalize deg2rad tan);
use Wx::GLCanvas qw(:all);
__PACKAGE__->mk_accessors( qw(timer x_rot y_rot dirty init mesh) );
__PACKAGE__->mk_accessors( qw(timer x_rot y_rot dirty init mesh_center zoom
verts norms) );
sub new {
my( $class, $parent, $mesh ) = @_;
my ($class, $parent, $mesh) = @_;
my $self = $class->SUPER::new($parent);
$self->mesh($mesh);
my $timer = $self->timer( Wx::Timer->new( $self ) );
$timer->Start( 50 );
$self->x_rot( 0 );
$self->y_rot( 0 );
EVT_PAINT( $self,
sub {
my $dc = Wx::PaintDC->new( $self );
$self->Render( $dc );
} );
EVT_SIZE( $self, sub { $self->dirty( 1 ) } );
EVT_IDLE( $self, sub {
return unless $self->dirty;
$self->Resize( $self->GetSizeWH );
$self->Refresh;
} );
EVT_TIMER( $self, -1, sub {
my( $self, $e ) = @_;
$self->x_rot( $self->x_rot - 1 );
$self->y_rot( $self->y_rot + 2 );
$self->dirty( 1 );
Wx::WakeUpIdle;
} );
# prepare mesh
{
$self->mesh_center($mesh->center);
$self->zoom(0.1);
my @verts = map $self->zoom * $_, map @{ $mesh->vertices->[$_] }, map @$_, @{$mesh->facets};
$self->verts(OpenGL::Array->new_list(GL_FLOAT, @verts));
my @norms = map { @$_, @$_, @$_ } map normalize(triangle_normal(map $mesh->vertices->[$_], @$_)), @{$mesh->facets};
$self->norms(OpenGL::Array->new_list(GL_FLOAT, @norms));
}
my $timer = $self->timer( Wx::Timer->new($self) );
$timer->Start(50);
$self->x_rot(0);
$self->y_rot(0);
EVT_PAINT($self, sub {
my $dc = Wx::PaintDC->new($self);
$self->Render($dc);
});
EVT_SIZE($self, sub { $self->dirty(1) });
EVT_IDLE($self, sub {
return unless $self->dirty;
return if !$self->IsShownOnScreen;
$self->Resize( $self->GetSizeWH );
$self->Refresh;
});
EVT_TIMER($self, -1, sub {
my ($self, $e) = @_;
$self->x_rot( $self->x_rot - 1 );
$self->y_rot( $self->y_rot + 2 );
$self->dirty(1);
Wx::WakeUpIdle;
});
EVT_MOUSEWHEEL($self, sub {
my ($self, $e) = @_;
my $zoom = $self->zoom * (1.0 - $e->GetWheelRotation() / $e->GetWheelDelta() / 10);
$zoom = 0.001 if $zoom < 0.001;
$zoom = 0.1 if $zoom > 0.1;
$self->zoom($zoom);
$self->Refresh;
});
return $self;
}
sub GetContext {
my( $self ) = @_;
if( Wx::wxVERSION >= 2.009 ) {
return $self->{context} ||= Wx::GLContext->new( $self );
my ($self) = @_;
if (Wx::wxVERSION >= 2.009) {
return $self->{context} ||= Wx::GLContext->new($self);
} else {
return $self->SUPER::GetContext;
}
}
sub SetCurrent {
my( $self, $context ) = @_;
if( Wx::wxVERSION >= 2.009 ) {
return $self->SUPER::SetCurrent( $context );
my ($self, $context) = @_;
if (Wx::wxVERSION >= 2.009) {
return $self->SUPER::SetCurrent($context);
} else {
return $self->SUPER::SetCurrent;
}
}
sub Resize {
my( $self, $x, $y ) = @_;
my ($self, $x, $y) = @_;
return unless $self->GetContext;
$self->dirty( 0 );
$self->dirty(0);
$self->SetCurrent( $self->GetContext );
glViewport( 0, 0, $x, $y );
$self->SetCurrent($self->GetContext);
glViewport(0, 0, $x, $y);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
my_gluPerspective( 45, $x/$y, .5, 100 );
my_gluPerspective(45, $x/$y, .5, 100);
glMatrixMode(GL_MODELVIEW);
}
use Math::Trig;
sub my_gluPerspective {
my( $fov, $ratio, $near, $far ) = @_;
my ($fov, $ratio, $near, $far) = @_;
my $top = tan(deg2rad($fov)*0.5) * $near;
my $bottom = -$top;
@ -95,73 +116,10 @@ sub my_gluPerspective {
}
sub DESTROY {
my( $self ) = @_;
my $self = shift;
$self->timer->Stop;
$self->timer( undef );
}
package Slic3r::GUI::PreviewCanvas::Cube;
# must load OpenGL *before* Wx::GLCanvas
use OpenGL qw(:glconstants :glfunctions);
use base qw(Slic3r::GUI::PreviewCanvas);
use Slic3r::Geometry qw(X Y Z MIN MAX);
sub cube {
my( @v ) = ( [ 1, 1, 1 ], [ -1, 1, 1 ],
[ -1, -1, 1 ], [ 1, -1, 1 ],
[ 1, 1, -1 ], [ -1, 1, -1 ],
[ -1, -1, -1 ], [ 1, -1, -1 ] );
my( @c ) = ( [ 1, 1, 0 ], [ 1, 0, 1 ],
[ 0, 1, 1 ], [ 1, 1, 1 ],
[ 0, 0, 1 ], [ 0, 1, 0 ],
[ 1, 0, 1 ], [ 1, 1, 0 ] );
my( @s ) = ( [ 0, 1, 2, 3 ], [ 4, 5, 6, 7 ],
[ 0, 1, 5, 4 ], [ 2, 3, 7, 6 ],
[ 1, 2, 6, 5 ], [ 0, 3, 7, 4 ] );
for my $i ( 0 .. 5 ) {
my $s = $s[$i];
glBegin(GL_QUADS);
foreach my $j ( @$s ) {
glColor3f( @{$c[$j]} );
glVertex3f( @{$v[$j]} );
}
glEnd();
}
}
sub draw_mesh {
my $self = shift;
my $mesh = $self->mesh;
#glEnable(GL_CULL_FACE);
glEnableClientState(GL_VERTEX_ARRAY);
#glEnableClientState(GL_NORMAL_ARRAY);
my @verts = map 0.1 * $_, map @{ $mesh->vertices->[$_] }, map @$_, @{$mesh->facets};
my $verts = OpenGL::Array->new_list(GL_FLOAT, @verts);
#my @norms = map @$_, map {my $f = $_; Slic3r::Geometry::triangle_normal(map $mesh->vertices->[$_], @$f) } @{$mesh->facets};
#my $norms = OpenGL::Array->new_list(GL_FLOAT, @norms);
#my @inv_norms = map @$_, map {my $f = $_; Slic3r::Geometry::triangle_normal(reverse map $mesh->vertices->[$_], @$f) } @{$mesh->facets};
#my $inv_norms = OpenGL::Array->new_list(GL_FLOAT, @inv_norms);
glVertexPointer_p(3, $verts);
#glCullFace(GL_BACK);
#glNormalPointer_p($norms);
glDrawArrays(GL_TRIANGLES, 0, scalar @verts);
#glCullFace(GL_FRONT);
#glNormalPointer_p($inv_norms);
#glDrawArrays(GL_TRIANGLES, 0, scalar @verts);
#glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
$self->timer(undef);
}
sub InitGL {
@ -169,51 +127,51 @@ sub InitGL {
return if $self->init;
return unless $self->GetContext;
$self->init( 1 );
$self->mesh->align_to_origin;
glDisable( GL_LIGHTING );
glDepthFunc( GL_LESS );
glEnable( GL_DEPTH_TEST );
$self->init(1);
if (0) {
# Settings for our light.
my @Light_Ambient = ( 0.1, 0.1, 0.1, 1.0 );
my @Light_Diffuse = ( 1.2, 1.2, 1.2, 1.0 );
my @Light_Position = ( 2.0, 2.0, 0.0, 1.0 );
glEnable(GL_NORMALIZE);
glEnable(GL_LIGHTING);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
# Enables Smooth Color Shading; try GL_FLAT for (lack of) fun.
glShadeModel(GL_SMOOTH);
# Set up a light, turn it on.
glLightfv_p(GL_LIGHT1, GL_POSITION, @Light_Position);
glLightfv_p(GL_LIGHT1, GL_AMBIENT, @Light_Ambient);
glLightfv_p(GL_LIGHT1, GL_DIFFUSE, @Light_Diffuse);
glEnable(GL_LIGHT1);
# A handy trick -- have surface material mirror the color.
glColorMaterial(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
}
# Settings for our light.
my @LightPos = (0, 0, 2, 1.0);
my @LightAmbient = (0.1, 0.1, 0.1, 1.0);
my @LightDiffuse = (0.7, 0.5, 0.5, 1.0);
my @LightSpecular = (0.1, 0.1, 0.1, 0.1);
# Enables Smooth Color Shading; try GL_FLAT for (lack of) fun.
glShadeModel(GL_SMOOTH);
# Set up a light, turn it on.
glLightfv_p(GL_LIGHT1, GL_POSITION, @LightPos);
glLightfv_p(GL_LIGHT1, GL_AMBIENT, @LightAmbient);
glLightfv_p(GL_LIGHT1, GL_DIFFUSE, @LightDiffuse);
glLightfv_p(GL_LIGHT1, GL_SPECULAR, @LightSpecular);
glEnable(GL_LIGHT1);
# A handy trick -- have surface material mirror the color.
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
}
sub Render {
my( $self, $dc ) = @_;
my ($self, $dc) = @_;
return unless $self->GetContext;
$self->SetCurrent( $self->GetContext );
$self->SetCurrent($self->GetContext);
$self->InitGL;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef( 0, 0, -5 );
# this needs to get a lot better...
glRotatef( $self->x_rot, 1, 0, 0 );
glRotatef( $self->y_rot, 0, 0, 1 );
glTranslatef(map -$_ * $self->zoom, @{ $self->mesh_center });
#cube();
$self->draw_mesh;
glPopMatrix();
@ -222,4 +180,21 @@ sub Render {
$self->SwapBuffers();
}
1;
sub draw_mesh {
my $self = shift;
glEnable(GL_CULL_FACE);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glVertexPointer_p(3, $self->verts);
glCullFace(GL_BACK);
glNormalPointer_p($self->norms);
glDrawArrays(GL_TRIANGLES, 0, $self->verts->elements / 3);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
}
1;