mirror of
https://github.com/SoftFever/OrcaSlicer.git
synced 2025-07-18 04:08:02 -06:00
Tech ENABLE_LEGACY_OPENGL_REMOVAL - porting remaining changes
(cherry picked from commit prusa3d/PrusaSlicer@2f572d3cf0 )
This commit is contained in:
parent
9f4713eee8
commit
71fd4084c2
68 changed files with 2145 additions and 1837 deletions
|
@ -47,7 +47,7 @@ bool init_model_from_poly(GLModel &model, const ExPolygon &poly, float z)
|
|||
return false;
|
||||
|
||||
GLModel::Geometry init_data;
|
||||
init_data.format = { GLModel::Geometry::EPrimitiveType::Triangles, GLModel::Geometry::EVertexLayout::P3T2, GLModel::Geometry::index_type(triangles.size()) };
|
||||
init_data.format = { GLModel::Geometry::EPrimitiveType::Triangles, GLModel::Geometry::EVertexLayout::P3T2 };
|
||||
init_data.reserve_vertices(triangles.size());
|
||||
init_data.reserve_indices(triangles.size() / 3);
|
||||
|
||||
|
@ -71,12 +71,8 @@ bool init_model_from_poly(GLModel &model, const ExPolygon &poly, float z)
|
|||
const Vec3f p = {v.x(), v.y(), z};
|
||||
init_data.add_vertex(p, (Vec2f)(v - min).cwiseProduct(inv_size).eval());
|
||||
++vertices_counter;
|
||||
if (vertices_counter % 3 == 0) {
|
||||
if (init_data.format.index_type == GLModel::Geometry::EIndexType::USHORT)
|
||||
init_data.add_ushort_triangle((unsigned short)vertices_counter - 3, (unsigned short)vertices_counter - 2, (unsigned short)vertices_counter - 1);
|
||||
else
|
||||
init_data.add_uint_triangle(vertices_counter - 3, vertices_counter - 2, vertices_counter - 1);
|
||||
}
|
||||
if (vertices_counter % 3 == 0)
|
||||
init_data.add_triangle(vertices_counter - 3, vertices_counter - 2, vertices_counter - 1);
|
||||
}
|
||||
|
||||
model.init_from(std::move(init_data));
|
||||
|
@ -210,17 +206,19 @@ void Bed3D::load_render_colors()
|
|||
|
||||
void Bed3D::Axes::render()
|
||||
{
|
||||
auto render_axis = [this](const Transform3f& transform) {
|
||||
glsafe(::glPushMatrix());
|
||||
glsafe(::glMultMatrixf(transform.data()));
|
||||
auto render_axis = [this](GLShaderProgram* shader, const Transform3d& transform) {
|
||||
const Camera& camera = wxGetApp().plater()->get_camera();
|
||||
const Transform3d matrix = camera.get_view_matrix() * transform;
|
||||
shader->set_uniform("view_model_matrix", matrix);
|
||||
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
|
||||
shader->set_uniform("normal_matrix", (Matrix3d)matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
|
||||
m_arrow.render();
|
||||
glsafe(::glPopMatrix());
|
||||
};
|
||||
|
||||
if (!m_arrow.is_initialized())
|
||||
m_arrow.init_from(stilized_arrow(16, DefaultTipRadius, DefaultTipLength, DefaultStemRadius, m_stem_length));
|
||||
|
||||
GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
|
||||
GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light_attr");
|
||||
if (shader == nullptr)
|
||||
return;
|
||||
|
||||
|
@ -231,15 +229,15 @@ void Bed3D::Axes::render()
|
|||
|
||||
// x axis
|
||||
m_arrow.set_color(AXIS_X_COLOR);
|
||||
render_axis(Geometry::assemble_transform(m_origin, { 0.0, 0.5 * M_PI, 0.0 }).cast<float>());
|
||||
render_axis(shader, Geometry::assemble_transform(m_origin, { 0.0, 0.5 * M_PI, 0.0 }));
|
||||
|
||||
// y axis
|
||||
m_arrow.set_color(AXIS_Y_COLOR);
|
||||
render_axis(Geometry::assemble_transform(m_origin, { -0.5 * M_PI, 0.0, 0.0 }).cast<float>());
|
||||
render_axis(shader, Geometry::assemble_transform(m_origin, { -0.5 * M_PI, 0.0, 0.0 }));
|
||||
|
||||
// z axis
|
||||
m_arrow.set_color(AXIS_Z_COLOR);
|
||||
render_axis(Geometry::assemble_transform(m_origin).cast<float>());
|
||||
render_axis(shader, Geometry::assemble_transform(m_origin));
|
||||
|
||||
shader->stop_using();
|
||||
|
||||
|
@ -362,17 +360,17 @@ void Bed3D::on_change_color_mode(bool is_dark)
|
|||
m_is_dark = is_dark;
|
||||
}
|
||||
|
||||
void Bed3D::render(GLCanvas3D& canvas, bool bottom, float scale_factor, bool show_axes)
|
||||
void Bed3D::render(GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom, float scale_factor, bool show_axes)
|
||||
{
|
||||
render_internal(canvas, bottom, scale_factor, show_axes);
|
||||
render_internal(canvas, view_matrix, projection_matrix, bottom, scale_factor, show_axes);
|
||||
}
|
||||
|
||||
/*void Bed3D::render_for_picking(GLCanvas3D& canvas, bool bottom, float scale_factor)
|
||||
/*void Bed3D::render_for_picking(GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom, float scale_factor)
|
||||
{
|
||||
render_internal(canvas, bottom, scale_factor, false, false, true);
|
||||
render_internal(canvas, view_matrix, projection_matrix, bottom, scale_factor, false, false, true);
|
||||
}*/
|
||||
|
||||
void Bed3D::render_internal(GLCanvas3D& canvas, bool bottom, float scale_factor,
|
||||
void Bed3D::render_internal(GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom, float scale_factor,
|
||||
bool show_axes)
|
||||
{
|
||||
m_scale_factor = scale_factor;
|
||||
|
@ -386,9 +384,9 @@ void Bed3D::render_internal(GLCanvas3D& canvas, bool bottom, float scale_factor,
|
|||
|
||||
switch (m_type)
|
||||
{
|
||||
case Type::System: { render_system(canvas, bottom); break; }
|
||||
case Type::System: { render_system(canvas, view_matrix, projection_matrix, bottom); break; }
|
||||
default:
|
||||
case Type::Custom: { render_custom(canvas, bottom); break; }
|
||||
case Type::Custom: { render_custom(canvas, view_matrix, projection_matrix, bottom); break; }
|
||||
}
|
||||
|
||||
glsafe(::glDisable(GL_DEPTH_TEST));
|
||||
|
@ -464,10 +462,10 @@ void Bed3D::render_axes()
|
|||
m_axes.render();
|
||||
}
|
||||
|
||||
void Bed3D::render_system(GLCanvas3D& canvas, bool bottom)
|
||||
void Bed3D::render_system(GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom)
|
||||
{
|
||||
if (!bottom)
|
||||
render_model();
|
||||
render_model(view_matrix, projection_matrix);
|
||||
|
||||
/*if (show_texture)
|
||||
render_texture(bottom, canvas);*/
|
||||
|
@ -538,9 +536,12 @@ void Bed3D::render_system(GLCanvas3D& canvas, bool bottom)
|
|||
}
|
||||
|
||||
if (m_triangles.get_vertices_count() > 0) {
|
||||
GLShaderProgram* shader = wxGetApp().get_shader("printbed");
|
||||
GLShaderProgram* shader = wxGetApp().get_shader("printbed_attr");
|
||||
if (shader != nullptr) {
|
||||
shader->start_using();
|
||||
const Camera& camera = wxGetApp().plater()->get_camera();
|
||||
shader->set_uniform("view_model_matrix", camera.get_view_matrix());
|
||||
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
|
||||
shader->set_uniform("transparent_background", bottom);
|
||||
shader->set_uniform("svg_source", boost::algorithm::iends_with(m_texture.get_source(), ".svg"));
|
||||
|
||||
|
@ -658,7 +659,7 @@ void Bed3D::update_bed_triangles()
|
|||
const_cast<BoundingBoxf3&>(m_extended_bounding_box) = calc_extended_bounding_box();
|
||||
}
|
||||
|
||||
void Bed3D::render_model()
|
||||
void Bed3D::render_model(const Transform3d& view_matrix, const Transform3d& projection_matrix)
|
||||
{
|
||||
if (m_model_filename.empty())
|
||||
return;
|
||||
|
@ -670,20 +671,21 @@ void Bed3D::render_model()
|
|||
}
|
||||
|
||||
if (!m_model.get_filename().empty()) {
|
||||
GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
|
||||
GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light_attr");
|
||||
if (shader != nullptr) {
|
||||
shader->start_using();
|
||||
shader->set_uniform("emission_factor", 0.0f);
|
||||
glsafe(::glPushMatrix());
|
||||
glsafe(::glTranslated(m_model_offset.x(), m_model_offset.y(), m_model_offset.z()));
|
||||
const Transform3d matrix = view_matrix * Geometry::assemble_transform(m_model_offset);
|
||||
shader->set_uniform("view_model_matrix", matrix);
|
||||
shader->set_uniform("projection_matrix", projection_matrix);
|
||||
shader->set_uniform("normal_matrix", (Matrix3d)matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
|
||||
m_model.render();
|
||||
glsafe(::glPopMatrix());
|
||||
shader->stop_using();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Bed3D::render_custom(GLCanvas3D& canvas, bool bottom)
|
||||
void Bed3D::render_custom(GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom)
|
||||
{
|
||||
if (m_model_filename.empty()) {
|
||||
render_default(bottom);
|
||||
|
@ -691,7 +693,7 @@ void Bed3D::render_custom(GLCanvas3D& canvas, bool bottom)
|
|||
}
|
||||
|
||||
if (!bottom)
|
||||
render_model();
|
||||
render_model(view_matrix, projection_matrix);
|
||||
|
||||
/*if (show_texture)
|
||||
render_texture(bottom, canvas);*/
|
||||
|
@ -708,8 +710,9 @@ void Bed3D::render_default(bool bottom)
|
|||
if (shader != nullptr) {
|
||||
shader->start_using();
|
||||
|
||||
const Transform3d matrix = wxGetApp().plater()->get_camera().get_projection_view_matrix();
|
||||
shader->set_uniform("projection_view_model_matrix", matrix);
|
||||
const Camera& camera = wxGetApp().plater()->get_camera();
|
||||
shader->set_uniform("view_model_matrix", camera.get_view_matrix());
|
||||
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
|
||||
|
||||
glsafe(::glEnable(GL_DEPTH_TEST));
|
||||
glsafe(::glEnable(GL_BLEND));
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue