3DScene layer editing overlay completely moved to c++

This commit is contained in:
Enrico Turri 2018-05-25 15:56:14 +02:00
parent 455076231b
commit c51ce63b9b
10 changed files with 331 additions and 146 deletions

View file

@ -553,6 +553,12 @@ void GLCanvas3D::Shader::stop_using() const
m_shader->disable();
}
void GLCanvas3D::Shader::set_uniform(const std::string& name, float value) const
{
if (m_shader != nullptr)
m_shader->set_uniform(name.c_str(), value);
}
GLShader* GLCanvas3D::Shader::get_shader()
{
return m_shader;
@ -586,6 +592,7 @@ GLCanvas3D::LayersEditing::LayersEditing()
: m_allowed(false)
, m_enabled(false)
, m_z_texture_id(0)
, m_band_width(2.0f)
{
}
@ -652,13 +659,40 @@ unsigned int GLCanvas3D::LayersEditing::get_z_texture_id() const
return m_z_texture_id;
}
void GLCanvas3D::LayersEditing::render(const GLCanvas3D& canvas, const PrintObject& print_object) const
float GLCanvas3D::LayersEditing::get_band_width() const
{
return m_band_width;
}
void GLCanvas3D::LayersEditing::set_band_width(float band_width)
{
m_band_width = band_width;
}
void GLCanvas3D::LayersEditing::render(const GLCanvas3D& canvas, const PrintObject& print_object, const GLVolume& volume) const
{
if (!m_enabled)
return;
const Rect& bar_rect = _get_bar_rect_viewport(canvas);
const Rect& reset_rect = _get_reset_rect_viewport(canvas);
::glDisable(GL_DEPTH_TEST);
// The viewport and camera are set to complete view and glOrtho(-$x / 2, $x / 2, -$y / 2, $y / 2, -$depth, $depth),
// where x, y is the window size divided by $self->_zoom.
::glPushMatrix();
::glLoadIdentity();
_render_tooltip_texture(canvas, bar_rect, reset_rect);
_render_reset_texture(canvas, reset_rect);
_render_active_object_annotations(canvas, volume, print_object, bar_rect);
_render_profile(print_object, bar_rect);
// Revert the matrices.
glPopMatrix();
glEnable(GL_DEPTH_TEST);
}
GLShader* GLCanvas3D::LayersEditing::get_shader()
@ -754,6 +788,45 @@ void GLCanvas3D::LayersEditing::_render_reset_texture(const GLCanvas3D& canvas,
canvas.render_texture(m_reset_texture.id, reset_rect.get_left(), reset_rect.get_right(), reset_rect.get_bottom(), reset_rect.get_top());
}
void GLCanvas3D::LayersEditing::_render_active_object_annotations(const GLCanvas3D& canvas, const GLVolume& volume, const PrintObject& print_object, const Rect& bar_rect) const
{
float max_z = print_object.model_object()->bounding_box().max.z;
m_shader.start_using();
m_shader.set_uniform("z_to_texture_row", (float)volume.layer_height_texture_z_to_row_id());
m_shader.set_uniform("z_texture_row_to_normalized", 1.0f / (float)volume.layer_height_texture_height());
m_shader.set_uniform("z_cursor", max_z * _cursor_z_relative(canvas));
m_shader.set_uniform("z_cursor_band_width", get_band_width());
GLsizei w = (GLsizei)volume.layer_height_texture_width();
GLsizei h = (GLsizei)volume.layer_height_texture_height();
GLsizei half_w = w / 2;
GLsizei half_h = h / 2;
::glBindTexture(GL_TEXTURE_2D, m_z_texture_id);
::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
::glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, half_w, half_h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
::glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, volume.layer_height_texture_data_ptr_level0());
::glTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, half_w, half_h, GL_RGBA, GL_UNSIGNED_BYTE, volume.layer_height_texture_data_ptr_level1());
// Render the color bar
float l = bar_rect.get_left();
float r = bar_rect.get_right();
float t = bar_rect.get_top();
float b = bar_rect.get_bottom();
::glBegin(GL_QUADS);
::glVertex3f(l, b, 0.0f);
::glVertex3f(r, b, 0.0f);
::glVertex3f(r, t, max_z);
::glVertex3f(l, t, max_z);
::glEnd();
::glBindTexture(GL_TEXTURE_2D, 0);
m_shader.stop_using();
}
void GLCanvas3D::LayersEditing::_render_profile(const PrintObject& print_object, const Rect& bar_rect) const
{
// FIXME show some kind of legend.
@ -851,6 +924,21 @@ Rect GLCanvas3D::LayersEditing::_get_reset_rect_viewport(const GLCanvas3D& canva
return Rect((half_w - VARIABLE_LAYER_THICKNESS_BAR_WIDTH) * inv_zoom, (-half_h + VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT) * inv_zoom, half_w * inv_zoom, -half_h * inv_zoom);
}
float GLCanvas3D::LayersEditing::_cursor_z_relative(const GLCanvas3D& canvas) const
{
const Point& mouse_pos = canvas.get_local_mouse_position();
const Rect& bar_rect = _get_bar_rect_screen(canvas);
float x = (float)mouse_pos.x;
float y = (float)mouse_pos.y;
float t = bar_rect.get_top();
float b = bar_rect.get_bottom();
return ((bar_rect.get_left() <= x) && (x <= bar_rect.get_right()) && (t <= y) && (y <= b)) ?
// Inside the bar.
(b - y - 1.0f) / (b - t - 1.0f) :
// Outside the bar.
- 1000.0f;
}
GLCanvas3D::Mouse::Mouse()
: m_dragging(false)
{
@ -1456,6 +1544,16 @@ unsigned int GLCanvas3D::get_layers_editing_z_texture_id() const
return m_layers_editing.get_z_texture_id();
}
float GLCanvas3D::get_layers_editing_band_width() const
{
return m_layers_editing.get_band_width();
}
void GLCanvas3D::set_layers_editing_band_width(float band_width)
{
m_layers_editing.set_band_width(band_width);
}
GLShader* GLCanvas3D::get_layers_editing_shader()
{
return m_layers_editing.get_shader();
@ -1635,9 +1733,36 @@ void GLCanvas3D::render_legend_texture() const
}
}
void GLCanvas3D::render_layer_editing_textures(const PrintObject& print_object) const
void GLCanvas3D::render_layer_editing_overlay(const Print& print) const
{
m_layers_editing.render(*this, print_object);
if (m_volumes == nullptr)
return;
GLVolume* volume = nullptr;
for (GLVolume* vol : m_volumes->volumes)
{
if ((vol != nullptr) && vol->selected && vol->has_layer_height_texture())
{
volume = vol;
break;
}
}
if (volume == nullptr)
return;
// If the active object was not allocated at the Print, go away.This should only be a momentary case between an object addition / deletion
// and an update by Platter::async_apply_config.
int object_idx = int(volume->select_group_id / 1000000);
if ((int)print.objects.size() < object_idx)
return;
const PrintObject* print_object = print.get_object(object_idx);
if (print_object == nullptr)
return;
m_layers_editing.render(*this, *print_object, *volume);
}
void GLCanvas3D::render_texture(unsigned int tex_id, float left, float right, float bottom, float top) const
@ -1741,6 +1866,15 @@ Size GLCanvas3D::get_canvas_size() const
return Size(w, h);
}
Point GLCanvas3D::get_local_mouse_position() const
{
if (m_canvas == nullptr)
return Point();
wxPoint mouse_pos = m_canvas->ScreenToClient(wxGetMousePosition());
return Point(mouse_pos.x, mouse_pos.x);
}
void GLCanvas3D::_zoom_to_bounding_box(const BoundingBoxf3& bbox)
{
// Calculate the zoom factor needed to adjust viewport to bounding box.