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Quick and dirty OpenGL mockup
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182
lib/Slic3r/GUI/PreviewCanvas.pm
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182
lib/Slic3r/GUI/PreviewCanvas.pm
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package Slic3r::GUI::PreviewCanvas;
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use strict;
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use Wx::Event qw(EVT_PAINT EVT_SIZE EVT_ERASE_BACKGROUND EVT_IDLE EVT_TIMER);
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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 Wx::GLCanvas qw(:all);
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__PACKAGE__->mk_accessors( qw(timer x_rot y_rot dirty init mesh) );
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sub new {
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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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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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} 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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} 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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return unless $self->GetContext;
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$self->dirty( 0 );
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$self->SetCurrent( $self->GetContext );
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glViewport( 0, 0, $x, $y );
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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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 $top = tan(deg2rad($fov)*0.5) * $near;
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my $bottom = -$top;
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my $left = $ratio * $bottom;
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my $right = $ratio * $top;
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glFrustum( $left, $right, $bottom, $top, $near, $far );
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}
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sub DESTROY {
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my( $self ) = @_;
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$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 = $self->mesh;
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$mesh->align_to_origin;
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glBegin(GL_TRIANGLES);
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for my $facet (@{$mesh->facets}) {
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glVertex3f( map 0.1 * $_, @{ $mesh->vertices->[$_] } ) for @$facet;
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}
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glEnd();
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}
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sub InitGL {
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my $self = shift;
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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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glDisable( GL_LIGHTING );
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glDepthFunc( GL_LESS );
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glEnable( GL_DEPTH_TEST );
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}
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sub Render {
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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->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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glRotatef( $self->x_rot, 1, 0, 0 );
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glRotatef( $self->y_rot, 0, 0, 1 );
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#cube();
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$self->draw_mesh;
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glPopMatrix();
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glFlush();
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$self->SwapBuffers();
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}
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1;
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