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			2124 lines
		
	
	
	
		
			80 KiB
		
	
	
	
		
			Perl
		
	
	
	
	
	
			
		
		
	
	
			2124 lines
		
	
	
	
		
			80 KiB
		
	
	
	
		
			Perl
		
	
	
	
	
	
| # Implements pure perl packages
 | ||
| #
 | ||
| # Slic3r::GUI::3DScene::Base;
 | ||
| # Slic3r::GUI::3DScene;
 | ||
| #
 | ||
| # Slic3r::GUI::Plater::3D derives from Slic3r::GUI::3DScene,
 | ||
| # Slic3r::GUI::Plater::3DPreview,
 | ||
| # Slic3r::GUI::Plater::ObjectCutDialog and Slic3r::GUI::Plater::ObjectPartsPanel
 | ||
| # own $self->{canvas} of the Slic3r::GUI::3DScene type.
 | ||
| #
 | ||
| # Therefore the 3DScene supports renderng of STLs, extrusions and cutting planes,
 | ||
| # and camera manipulation.
 | ||
| 
 | ||
| package Slic3r::GUI::3DScene::Base;
 | ||
| use strict;
 | ||
| use warnings;
 | ||
| 
 | ||
| use Wx qw(wxTheApp :timer :bitmap :icon :dialog);
 | ||
| use Wx::Event qw(EVT_PAINT EVT_SIZE EVT_ERASE_BACKGROUND EVT_IDLE EVT_MOUSEWHEEL EVT_MOUSE_EVENTS EVT_CHAR EVT_TIMER);
 | ||
| # must load OpenGL *before* Wx::GLCanvas
 | ||
| use OpenGL qw(:glconstants :glfunctions :glufunctions :gluconstants);
 | ||
| use base qw(Wx::GLCanvas Class::Accessor);
 | ||
| use Math::Trig qw(asin tan);
 | ||
| use List::Util qw(reduce min max first);
 | ||
| use Slic3r::Geometry qw(X Y normalize scale unscale scaled_epsilon);
 | ||
| use Slic3r::Geometry::Clipper qw(offset_ex intersection_pl JT_ROUND);
 | ||
| use Wx::GLCanvas qw(:all);
 | ||
| use Slic3r::Geometry qw(PI);
 | ||
| 
 | ||
| # _dirty: boolean flag indicating, that the screen has to be redrawn on EVT_IDLE.
 | ||
| # volumes: reference to vector of Slic3r::GUI::3DScene::Volume.
 | ||
| # _camera_type: 'perspective' or 'ortho'
 | ||
| __PACKAGE__->mk_accessors( qw(_quat _dirty init
 | ||
|                               enable_picking
 | ||
|                               enable_moving
 | ||
|                               use_plain_shader
 | ||
|                               on_viewport_changed
 | ||
|                               on_hover
 | ||
|                               on_select
 | ||
|                               on_double_click
 | ||
|                               on_right_click
 | ||
|                               on_move
 | ||
|                               on_model_update
 | ||
|                               volumes
 | ||
|                               _sphi _stheta
 | ||
|                               cutting_plane_z
 | ||
|                               cut_lines_vertices
 | ||
|                               bed_shape
 | ||
|                               bed_triangles
 | ||
|                               bed_grid_lines
 | ||
|                               bed_polygon
 | ||
|                               background
 | ||
|                               origin
 | ||
|                               _mouse_pos
 | ||
|                               _hover_volume_idx
 | ||
| 
 | ||
|                               _drag_volume_idx
 | ||
|                               _drag_start_pos
 | ||
|                               _drag_volume_center_offset
 | ||
|                               _drag_start_xy
 | ||
|                               _dragged
 | ||
| 
 | ||
|                               _layer_height_edited
 | ||
| 
 | ||
|                               _camera_type
 | ||
|                               _camera_target
 | ||
|                               _camera_distance
 | ||
|                               _zoom
 | ||
|                               
 | ||
|                               _legend_enabled
 | ||
|                               _warning_enabled
 | ||
|                               _apply_zoom_to_volumes_filter
 | ||
|                                                             
 | ||
|                               ) );
 | ||
|                               
 | ||
| use constant TRACKBALLSIZE  => 0.8;
 | ||
| use constant TURNTABLE_MODE => 1;
 | ||
| use constant GROUND_Z       => -0.02;
 | ||
| # For mesh selection: Not selected - bright yellow.
 | ||
| use constant DEFAULT_COLOR  => [1,1,0];
 | ||
| # For mesh selection: Selected - bright green.
 | ||
| use constant SELECTED_COLOR => [0,1,0,1];
 | ||
| # For mesh selection: Mouse hovers over the object, but object not selected yet - dark green.
 | ||
| use constant HOVER_COLOR    => [0.4,0.9,0,1];
 | ||
| 
 | ||
| # phi / theta angles to orient the camera.
 | ||
| use constant VIEW_DEFAULT    => [45.0,45.0];
 | ||
| use constant VIEW_LEFT       => [90.0,90.0];
 | ||
| use constant VIEW_RIGHT      => [-90.0,90.0];
 | ||
| use constant VIEW_TOP        => [0.0,0.0];
 | ||
| use constant VIEW_BOTTOM     => [0.0,180.0];
 | ||
| use constant VIEW_FRONT      => [0.0,90.0];
 | ||
| use constant VIEW_REAR       => [180.0,90.0];
 | ||
| 
 | ||
| use constant MANIPULATION_IDLE          => 0;
 | ||
| use constant MANIPULATION_DRAGGING      => 1;
 | ||
| use constant MANIPULATION_LAYER_HEIGHT  => 2;
 | ||
| 
 | ||
| use constant GIMBALL_LOCK_THETA_MAX => 170;
 | ||
| 
 | ||
| use constant VARIABLE_LAYER_THICKNESS_BAR_WIDTH => 70;
 | ||
| use constant VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT => 22;
 | ||
| 
 | ||
| # make OpenGL::Array thread-safe
 | ||
| {
 | ||
|     no warnings 'redefine';
 | ||
|     *OpenGL::Array::CLONE_SKIP = sub { 1 };
 | ||
| }
 | ||
| 
 | ||
| sub new {
 | ||
|     my ($class, $parent) = @_;
 | ||
|     
 | ||
|     # We can only enable multi sample anti aliasing wih wxWidgets 3.0.3 and with a hacked Wx::GLCanvas,
 | ||
|     # which exports some new WX_GL_XXX constants, namely WX_GL_SAMPLE_BUFFERS and WX_GL_SAMPLES.
 | ||
|     my $can_multisample =
 | ||
|         ! wxTheApp->{app_config}->get('use_legacy_opengl') &&
 | ||
|         Wx::wxVERSION >= 3.000003 &&
 | ||
|         defined Wx::GLCanvas->can('WX_GL_SAMPLE_BUFFERS') &&
 | ||
|         defined Wx::GLCanvas->can('WX_GL_SAMPLES');
 | ||
|     my $attrib = [WX_GL_RGBA, WX_GL_DOUBLEBUFFER, WX_GL_DEPTH_SIZE, 24];
 | ||
|     if ($can_multisample) {
 | ||
|         # Request a window with multi sampled anti aliasing. This is a new feature in Wx 3.0.3 (backported from 3.1.0).
 | ||
|         # Use eval to avoid compilation, if the subs WX_GL_SAMPLE_BUFFERS and WX_GL_SAMPLES are missing.
 | ||
|         eval 'push(@$attrib, (WX_GL_SAMPLE_BUFFERS, 1, WX_GL_SAMPLES, 4));';
 | ||
|     }
 | ||
|     # wxWidgets expect the attrib list to be ended by zero.
 | ||
|     push(@$attrib, 0);
 | ||
| 
 | ||
|     # we request a depth buffer explicitely because it looks like it's not created by 
 | ||
|     # default on Linux, causing transparency issues
 | ||
|     my $self = $class->SUPER::new($parent, -1, Wx::wxDefaultPosition, Wx::wxDefaultSize, 0, "", $attrib);
 | ||
|     if (Wx::wxVERSION >= 3.000003) {
 | ||
|         # Wx 3.0.3 contains an ugly hack to support some advanced OpenGL attributes through the attribute list.
 | ||
|         # The attribute list is transferred between the wxGLCanvas and wxGLContext constructors using a single static array s_wglContextAttribs.
 | ||
|         # Immediatelly force creation of the OpenGL context to consume the static variable s_wglContextAttribs.
 | ||
|         $self->GetContext();
 | ||
|     }
 | ||
| 
 | ||
|     $self->{can_multisample} = $can_multisample;
 | ||
|     $self->background(1);
 | ||
|     $self->_quat((0, 0, 0, 1));
 | ||
|     $self->_stheta(45);
 | ||
|     $self->_sphi(45);
 | ||
|     $self->_zoom(1);
 | ||
|     $self->_legend_enabled(0);
 | ||
|     $self->_warning_enabled(0);
 | ||
|     $self->use_plain_shader(0);
 | ||
|     $self->_apply_zoom_to_volumes_filter(0);
 | ||
| 
 | ||
|     # Collection of GLVolume objects
 | ||
|     $self->volumes(Slic3r::GUI::_3DScene::GLVolume::Collection->new);
 | ||
| 
 | ||
|     # 3D point in model space
 | ||
|     $self->_camera_type('ortho');
 | ||
| #    $self->_camera_type('perspective');
 | ||
|     $self->_camera_target(Slic3r::Pointf3->new(0,0,0));
 | ||
|     $self->_camera_distance(0.);
 | ||
| 
 | ||
|     $self->layer_editing_enabled(0);
 | ||
|     $self->{layer_height_edit_band_width} = 2.;
 | ||
|     $self->{layer_height_edit_strength} = 0.005;
 | ||
|     $self->{layer_height_edit_last_object_id} = -1;
 | ||
|     $self->{layer_height_edit_last_z} = 0.;
 | ||
|     $self->{layer_height_edit_last_action} = 0;
 | ||
| 
 | ||
|     $self->reset_objects;
 | ||
|     
 | ||
|     EVT_PAINT($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 );
 | ||
|         $self->Refresh;
 | ||
|     });
 | ||
|     EVT_MOUSEWHEEL($self, \&mouse_wheel_event);
 | ||
|     EVT_MOUSE_EVENTS($self, \&mouse_event);
 | ||
| #    EVT_KEY_DOWN($self, sub {
 | ||
|     EVT_CHAR($self, sub {
 | ||
|         my ($s, $event) = @_;
 | ||
|         if ($event->HasModifiers) {
 | ||
|             $event->Skip;
 | ||
|         } else {
 | ||
|             my $key = $event->GetKeyCode;
 | ||
|             if ($key == ord('0')) {
 | ||
|                 $self->select_view('iso');
 | ||
|             } elsif ($key == ord('1')) {
 | ||
|                 $self->select_view('top');
 | ||
|             } elsif ($key == ord('2')) {
 | ||
|                 $self->select_view('bottom');
 | ||
|             } elsif ($key == ord('3')) {
 | ||
|                 $self->select_view('front');
 | ||
|             } elsif ($key == ord('4')) {
 | ||
|                 $self->select_view('rear');
 | ||
|             } elsif ($key == ord('5')) {
 | ||
|                 $self->select_view('left');
 | ||
|             } elsif ($key == ord('6')) {
 | ||
|                 $self->select_view('right');
 | ||
|             } else {
 | ||
|                 $event->Skip;
 | ||
|             }
 | ||
|         }
 | ||
|     });
 | ||
|     
 | ||
|     $self->{layer_height_edit_timer_id} = &Wx::NewId();
 | ||
|     $self->{layer_height_edit_timer} = Wx::Timer->new($self, $self->{layer_height_edit_timer_id});
 | ||
|     EVT_TIMER($self, $self->{layer_height_edit_timer_id}, sub {
 | ||
|         my ($self, $event) = @_;
 | ||
|         return if $self->_layer_height_edited != 1;
 | ||
|         return if $self->{layer_height_edit_last_object_id} == -1;
 | ||
|         $self->_variable_layer_thickness_action(undef);
 | ||
|     });
 | ||
|     
 | ||
|     return $self;
 | ||
| }
 | ||
| 
 | ||
| sub set_legend_enabled {
 | ||
|     my ($self, $value) = @_;
 | ||
|     $self->_legend_enabled($value);
 | ||
| }
 | ||
| 
 | ||
| sub set_warning_enabled {
 | ||
|     my ($self, $value) = @_;
 | ||
|     $self->_warning_enabled($value);
 | ||
| }
 | ||
| 
 | ||
| sub Destroy {
 | ||
|     my ($self) = @_;
 | ||
|     $self->{layer_height_edit_timer}->Stop;
 | ||
|     $self->DestroyGL;
 | ||
|     return $self->SUPER::Destroy;
 | ||
| }
 | ||
| 
 | ||
| sub layer_editing_enabled {
 | ||
|     my ($self, $value) = @_;
 | ||
|     if (@_ == 2) {
 | ||
|         $self->{layer_editing_enabled} = $value;
 | ||
|         if ($value) {
 | ||
|             if (! $self->{layer_editing_initialized}) {
 | ||
|                 # Enabling the layer editing for the first time. This triggers compilation of the necessary OpenGL shaders.
 | ||
|                 # If compilation fails, a message box is shown with the error codes.
 | ||
|                 $self->SetCurrent($self->GetContext);
 | ||
|                 my $shader = new Slic3r::GUI::_3DScene::GLShader;
 | ||
|                 my $error_message;
 | ||
|                 if (! $shader->load($self->_fragment_shader_variable_layer_height, $self->_vertex_shader_variable_layer_height)) {
 | ||
|                     # Compilation or linking of the shaders failed.
 | ||
|                     $error_message = "Cannot compile an OpenGL Shader, therefore the Variable Layer Editing will be disabled.\n\n" 
 | ||
|                         . $shader->last_error;
 | ||
|                     $shader = undef;
 | ||
|                 } else {
 | ||
|                     $self->{layer_height_edit_shader} = $shader;
 | ||
|                     ($self->{layer_preview_z_texture_id}) = glGenTextures_p(1);
 | ||
|                     glBindTexture(GL_TEXTURE_2D, $self->{layer_preview_z_texture_id});
 | ||
|                     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
 | ||
|                     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
 | ||
|                     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
 | ||
|                     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
 | ||
|                     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
 | ||
|                     glBindTexture(GL_TEXTURE_2D, 0);
 | ||
|                 }
 | ||
|                 if (defined($error_message)) {
 | ||
|                     # Don't enable the layer editing tool.
 | ||
|                     $self->{layer_editing_enabled} = 0;
 | ||
|                     # 2 means failed
 | ||
|                     $self->{layer_editing_initialized} = 2;
 | ||
|                     # Show the error message.
 | ||
|                     Wx::MessageBox($error_message, "Slic3r Error", wxOK | wxICON_EXCLAMATION, $self);
 | ||
|                 } else {
 | ||
|                     $self->{layer_editing_initialized} = 1;
 | ||
|                 }
 | ||
|             } elsif ($self->{layer_editing_initialized} == 2) {
 | ||
|                 # Initilization failed before. Don't try to initialize and disable layer editing.
 | ||
|                 $self->{layer_editing_enabled} = 0;
 | ||
|             }
 | ||
|         }
 | ||
|     }
 | ||
|     return $self->{layer_editing_enabled};
 | ||
| }
 | ||
| 
 | ||
| sub layer_editing_allowed {
 | ||
|     my ($self) = @_;
 | ||
|     # Allow layer editing if either the shaders were not initialized yet and we don't know
 | ||
|     # whether it will be possible to initialize them, 
 | ||
|     # or if the initialization was done already and it failed.
 | ||
|     return ! (defined($self->{layer_editing_initialized}) && $self->{layer_editing_initialized} == 2);
 | ||
| }
 | ||
| 
 | ||
| sub _first_selected_object_id_for_variable_layer_height_editing {
 | ||
|     my ($self) = @_;
 | ||
|     for my $i (0..$#{$self->volumes}) {
 | ||
|         if ($self->volumes->[$i]->selected) {
 | ||
|             my $object_id = int($self->volumes->[$i]->select_group_id / 1000000);
 | ||
|             # Objects with object_id >= 1000 have a specific meaning, for example the wipe tower proxy.
 | ||
|             return ($object_id >= $self->{print}->object_count) ? -1 : $object_id
 | ||
|                 if $object_id < 10000;
 | ||
|         }
 | ||
|     }
 | ||
|     return -1;
 | ||
| }
 | ||
| 
 | ||
| # Returns an array with (left, top, right, bottom) of the variable layer thickness bar on the screen.
 | ||
| sub _variable_layer_thickness_bar_rect_screen {
 | ||
|     my ($self) = @_;
 | ||
|     my ($cw, $ch) = $self->GetSizeWH;
 | ||
|     return ($cw - VARIABLE_LAYER_THICKNESS_BAR_WIDTH, 0, $cw, $ch - VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT);
 | ||
| }
 | ||
| 
 | ||
| sub _variable_layer_thickness_bar_rect_viewport {
 | ||
|     my ($self) = @_;
 | ||
|     my ($cw, $ch) = $self->GetSizeWH;
 | ||
|     return ((0.5*$cw-VARIABLE_LAYER_THICKNESS_BAR_WIDTH)/$self->_zoom, (-0.5*$ch+VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT)/$self->_zoom, $cw/(2*$self->_zoom), $ch/(2*$self->_zoom));
 | ||
| }
 | ||
| 
 | ||
| # Returns an array with (left, top, right, bottom) of the variable layer thickness bar on the screen.
 | ||
| sub _variable_layer_thickness_reset_rect_screen {
 | ||
|     my ($self) = @_;
 | ||
|     my ($cw, $ch) = $self->GetSizeWH;
 | ||
|     return ($cw - VARIABLE_LAYER_THICKNESS_BAR_WIDTH, $ch - VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT, $cw, $ch);
 | ||
| }
 | ||
| 
 | ||
| sub _variable_layer_thickness_reset_rect_viewport {
 | ||
|     my ($self) = @_;
 | ||
|     my ($cw, $ch) = $self->GetSizeWH;
 | ||
|     return ((0.5*$cw-VARIABLE_LAYER_THICKNESS_BAR_WIDTH)/$self->_zoom, -$ch/(2*$self->_zoom), $cw/(2*$self->_zoom), (-0.5*$ch+VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT)/$self->_zoom);
 | ||
| }
 | ||
| 
 | ||
| sub _variable_layer_thickness_bar_rect_mouse_inside {
 | ||
|    my ($self, $mouse_evt) = @_;
 | ||
|    my ($bar_left, $bar_top, $bar_right, $bar_bottom) = $self->_variable_layer_thickness_bar_rect_screen;
 | ||
|    return $mouse_evt->GetX >= $bar_left && $mouse_evt->GetX <= $bar_right && $mouse_evt->GetY >= $bar_top && $mouse_evt->GetY <= $bar_bottom;
 | ||
| }
 | ||
| 
 | ||
| sub _variable_layer_thickness_reset_rect_mouse_inside {
 | ||
|    my ($self, $mouse_evt) = @_;
 | ||
|    my ($bar_left, $bar_top, $bar_right, $bar_bottom) = $self->_variable_layer_thickness_reset_rect_screen;
 | ||
|    return $mouse_evt->GetX >= $bar_left && $mouse_evt->GetX <= $bar_right && $mouse_evt->GetY >= $bar_top && $mouse_evt->GetY <= $bar_bottom;
 | ||
| }
 | ||
| 
 | ||
| sub _variable_layer_thickness_bar_mouse_cursor_z_relative {
 | ||
|    my ($self) = @_;
 | ||
|    my $mouse_pos = $self->ScreenToClientPoint(Wx::GetMousePosition());
 | ||
|    my ($bar_left, $bar_top, $bar_right, $bar_bottom) = $self->_variable_layer_thickness_bar_rect_screen;
 | ||
|    return ($mouse_pos->x >= $bar_left && $mouse_pos->x <= $bar_right && $mouse_pos->y >= $bar_top && $mouse_pos->y <= $bar_bottom) ?
 | ||
|         # Inside the bar.
 | ||
|         ($bar_bottom - $mouse_pos->y - 1.) / ($bar_bottom - $bar_top - 1) :
 | ||
|         # Outside the bar.
 | ||
|         -1000.;
 | ||
| }
 | ||
| 
 | ||
| sub _variable_layer_thickness_action {
 | ||
|     my ($self, $mouse_event, $do_modification) = @_;
 | ||
|     # A volume is selected. Test, whether hovering over a layer thickness bar.
 | ||
|     return if $self->{layer_height_edit_last_object_id} == -1;
 | ||
|     if (defined($mouse_event)) {
 | ||
|         my ($bar_left, $bar_top, $bar_right, $bar_bottom) = $self->_variable_layer_thickness_bar_rect_screen;
 | ||
|         $self->{layer_height_edit_last_z} = unscale($self->{print}->get_object($self->{layer_height_edit_last_object_id})->size->z)
 | ||
|             * ($bar_bottom - $mouse_event->GetY - 1.) / ($bar_bottom - $bar_top);
 | ||
|         $self->{layer_height_edit_last_action} = $mouse_event->ShiftDown ? ($mouse_event->RightIsDown ? 3 : 2) : ($mouse_event->RightIsDown ? 0 : 1);
 | ||
|     }
 | ||
|     # Mark the volume as modified, so Print will pick its layer height profile? Where to mark it?
 | ||
|     # Start a timer to refresh the print? schedule_background_process() ?
 | ||
|     # The PrintObject::adjust_layer_height_profile() call adjusts the profile of its associated ModelObject, it does not modify the profile of the PrintObject itself.
 | ||
|     $self->{print}->get_object($self->{layer_height_edit_last_object_id})->adjust_layer_height_profile(
 | ||
|         $self->{layer_height_edit_last_z},
 | ||
|         $self->{layer_height_edit_strength},
 | ||
|         $self->{layer_height_edit_band_width}, 
 | ||
|         $self->{layer_height_edit_last_action});
 | ||
|     $self->volumes->[$self->{layer_height_edit_last_object_id}]->generate_layer_height_texture(
 | ||
|         $self->{print}->get_object($self->{layer_height_edit_last_object_id}), 1);
 | ||
|     $self->Refresh;
 | ||
|     # Automatic action on mouse down with the same coordinate.
 | ||
|     $self->{layer_height_edit_timer}->Start(100, wxTIMER_CONTINUOUS);
 | ||
| }
 | ||
| 
 | ||
| sub mouse_event {
 | ||
|     my ($self, $e) = @_;
 | ||
|     
 | ||
|     my $pos = Slic3r::Pointf->new($e->GetPositionXY);
 | ||
|     my $object_idx_selected = $self->{layer_height_edit_last_object_id} = ($self->layer_editing_enabled && $self->{print}) ? $self->_first_selected_object_id_for_variable_layer_height_editing : -1;
 | ||
| 
 | ||
|     if ($e->Entering && &Wx::wxMSW) {
 | ||
|         # wxMSW needs focus in order to catch mouse wheel events
 | ||
|         $self->SetFocus;
 | ||
|         $self->_drag_start_xy(undef);        
 | ||
|     } elsif ($e->LeftDClick) {
 | ||
|         if ($object_idx_selected != -1 && $self->_variable_layer_thickness_bar_rect_mouse_inside($e)) {
 | ||
|         } elsif ($self->on_double_click) {
 | ||
|             $self->on_double_click->();
 | ||
|         }
 | ||
|     } elsif ($e->LeftDown || $e->RightDown) {
 | ||
|         # If user pressed left or right button we first check whether this happened
 | ||
|         # on a volume or not.
 | ||
|         my $volume_idx = $self->_hover_volume_idx // -1;
 | ||
|         $self->_layer_height_edited(0);
 | ||
|         if ($object_idx_selected != -1 && $self->_variable_layer_thickness_bar_rect_mouse_inside($e)) {
 | ||
|             # A volume is selected and the mouse is hovering over a layer thickness bar.
 | ||
|             # Start editing the layer height.
 | ||
|             $self->_layer_height_edited(1);
 | ||
|             $self->_variable_layer_thickness_action($e);
 | ||
|         } elsif ($object_idx_selected != -1 && $self->_variable_layer_thickness_reset_rect_mouse_inside($e)) {
 | ||
|             $self->{print}->get_object($object_idx_selected)->reset_layer_height_profile;
 | ||
|             # Index 2 means no editing, just wait for mouse up event.
 | ||
|             $self->_layer_height_edited(2);
 | ||
|             $self->Refresh;
 | ||
|             $self->Update;
 | ||
|         } else {
 | ||
|             # The mouse_to_3d gets the Z coordinate from the Z buffer at the screen coordinate $pos->x,y,
 | ||
|             # an converts the screen space coordinate to unscaled object space.
 | ||
|             my $pos3d = ($volume_idx == -1) ? undef : $self->mouse_to_3d(@$pos);
 | ||
| 
 | ||
|             # Select volume in this 3D canvas.
 | ||
|             # Don't deselect a volume if layer editing is enabled. We want the object to stay selected
 | ||
|             # during the scene manipulation.
 | ||
|             if ($self->enable_picking && ($volume_idx != -1 || ! $self->layer_editing_enabled)) {
 | ||
|                 $self->deselect_volumes;
 | ||
|                 $self->select_volume($volume_idx);
 | ||
|                 
 | ||
|                 if ($volume_idx != -1) {
 | ||
|                     my $group_id = $self->volumes->[$volume_idx]->select_group_id;
 | ||
|                     my @volumes;
 | ||
|                     if ($group_id != -1) {
 | ||
|                         $self->select_volume($_)
 | ||
|                             for grep $self->volumes->[$_]->select_group_id == $group_id,
 | ||
|                             0..$#{$self->volumes};
 | ||
|                     }
 | ||
|                 }
 | ||
|                 
 | ||
|                 $self->Refresh;
 | ||
|                 $self->Update;
 | ||
|             }
 | ||
|             
 | ||
|             # propagate event through callback
 | ||
|             $self->on_select->($volume_idx)
 | ||
|                 if $self->on_select;
 | ||
|             
 | ||
|             if ($volume_idx != -1) {
 | ||
|                 if ($e->LeftDown && $self->enable_moving) {
 | ||
|                     # Only accept the initial position, if it is inside the volume bounding box.
 | ||
|                     my $volume_bbox = $self->volumes->[$volume_idx]->transformed_bounding_box;
 | ||
|                     $volume_bbox->offset(1.);
 | ||
|                     if ($volume_bbox->contains_point($pos3d)) {
 | ||
|                         # The dragging operation is initiated.
 | ||
|                         $self->_drag_volume_idx($volume_idx);
 | ||
|                         $self->_drag_start_pos($pos3d);
 | ||
|                         # Remember the shift to to the object center. The object center will later be used
 | ||
|                         # to limit the object placement close to the bed.
 | ||
|                         $self->_drag_volume_center_offset($pos3d->vector_to($volume_bbox->center));
 | ||
|                     }
 | ||
|                 } elsif ($e->RightDown) {
 | ||
|                     # if right clicking on volume, propagate event through callback
 | ||
|                     $self->on_right_click->($e->GetPosition)
 | ||
|                         if $self->on_right_click;
 | ||
|                 }
 | ||
|             }
 | ||
|         }
 | ||
|     } elsif ($e->Dragging && $e->LeftIsDown && ! $self->_layer_height_edited && defined($self->_drag_volume_idx)) {
 | ||
|         # Get new position at the same Z of the initial click point.
 | ||
|         my $cur_pos = Slic3r::Linef3->new(
 | ||
|                 $self->mouse_to_3d($e->GetX, $e->GetY, 0),
 | ||
|                 $self->mouse_to_3d($e->GetX, $e->GetY, 1))
 | ||
|             ->intersect_plane($self->_drag_start_pos->z);
 | ||
|         # Clip the new position, so the object center remains close to the bed.
 | ||
|         {
 | ||
|             $cur_pos->translate(@{$self->_drag_volume_center_offset});
 | ||
|             my $cur_pos2 = Slic3r::Point->new(scale($cur_pos->x), scale($cur_pos->y));
 | ||
|             if (! $self->bed_polygon->contains_point($cur_pos2)) {
 | ||
|                 my $ip = $self->bed_polygon->point_projection($cur_pos2);
 | ||
|                 $cur_pos->set_x(unscale($ip->x));
 | ||
|                 $cur_pos->set_y(unscale($ip->y));
 | ||
|             }
 | ||
|             $cur_pos->translate(@{$self->_drag_volume_center_offset->negative});
 | ||
|         }
 | ||
|         # Calculate the translation vector.
 | ||
|         my $vector = $self->_drag_start_pos->vector_to($cur_pos);
 | ||
|         # Get the volume being dragged.
 | ||
|         my $volume = $self->volumes->[$self->_drag_volume_idx];
 | ||
|         # Get all volumes belonging to the same group, if any.
 | ||
|         my @volumes = ($volume->drag_group_id == -1) ?
 | ||
|             ($volume) :
 | ||
|             grep $_->drag_group_id == $volume->drag_group_id, @{$self->volumes};
 | ||
|         # Apply new temporary volume origin and ignore Z.
 | ||
|         $_->translate($vector->x, $vector->y, 0) for @volumes;
 | ||
|         $self->_drag_start_pos($cur_pos);
 | ||
|         $self->_dragged(1);
 | ||
|         $self->Refresh;
 | ||
|         $self->Update;
 | ||
|     } elsif ($e->Dragging) {
 | ||
|         if ($self->_layer_height_edited && $object_idx_selected != -1) {
 | ||
|             $self->_variable_layer_thickness_action($e) if ($self->_layer_height_edited == 1);
 | ||
|         } elsif ($e->LeftIsDown) {
 | ||
|             # if dragging over blank area with left button, rotate
 | ||
|             if (defined $self->_drag_start_pos) {
 | ||
|                 my $orig = $self->_drag_start_pos;
 | ||
|                 if (TURNTABLE_MODE) {
 | ||
|                     # Turntable mode is enabled by default.
 | ||
|                     $self->_sphi($self->_sphi + ($pos->x - $orig->x) * TRACKBALLSIZE);
 | ||
|                     $self->_stheta($self->_stheta - ($pos->y - $orig->y) * TRACKBALLSIZE);        #-
 | ||
|                     $self->_stheta(GIMBALL_LOCK_THETA_MAX) if $self->_stheta > GIMBALL_LOCK_THETA_MAX;
 | ||
|                     $self->_stheta(0) if $self->_stheta < 0;
 | ||
|                 } else {
 | ||
|                     my $size = $self->GetClientSize;
 | ||
|                     my @quat = trackball(
 | ||
|                         $orig->x / ($size->width / 2) - 1,
 | ||
|                         1 - $orig->y / ($size->height / 2),       #/
 | ||
|                         $pos->x / ($size->width / 2) - 1,
 | ||
|                         1 - $pos->y / ($size->height / 2),        #/
 | ||
|                     );
 | ||
|                     $self->_quat(mulquats($self->_quat, \@quat));
 | ||
|                 }
 | ||
|                 $self->on_viewport_changed->() if $self->on_viewport_changed;
 | ||
|                 $self->Refresh;
 | ||
|                 $self->Update;
 | ||
|             }
 | ||
|             $self->_drag_start_pos($pos);
 | ||
|         } elsif ($e->MiddleIsDown || $e->RightIsDown) {
 | ||
|             # If dragging over blank area with right button, pan.
 | ||
|             if (defined $self->_drag_start_xy) {
 | ||
|                 # get point in model space at Z = 0
 | ||
|                 my $cur_pos = $self->mouse_to_3d($e->GetX, $e->GetY, 0);
 | ||
|                 my $orig    = $self->mouse_to_3d($self->_drag_start_xy->x, $self->_drag_start_xy->y, 0);
 | ||
|                 $self->_camera_target->translate(@{$orig->vector_to($cur_pos)->negative});
 | ||
|                 $self->on_viewport_changed->() if $self->on_viewport_changed;
 | ||
|                 $self->Refresh;
 | ||
|                 $self->Update;
 | ||
|             }
 | ||
|             $self->_drag_start_xy($pos);
 | ||
|         }
 | ||
|     } elsif ($e->LeftUp || $e->MiddleUp || $e->RightUp) {
 | ||
|         if ($self->_layer_height_edited) {
 | ||
|             $self->_layer_height_edited(undef);
 | ||
|             $self->{layer_height_edit_timer}->Stop;
 | ||
|             $self->on_model_update->()
 | ||
|                 if ($object_idx_selected != -1 && $self->on_model_update);
 | ||
|         } elsif ($self->on_move && defined($self->_drag_volume_idx) && $self->_dragged) {
 | ||
|             # get all volumes belonging to the same group, if any
 | ||
|             my @volume_idxs;
 | ||
|             my $group_id = $self->volumes->[$self->_drag_volume_idx]->drag_group_id;
 | ||
|             if ($group_id == -1) {
 | ||
|                 @volume_idxs = ($self->_drag_volume_idx);
 | ||
|             } else {
 | ||
|                 @volume_idxs = grep $self->volumes->[$_]->drag_group_id == $group_id,
 | ||
|                     0..$#{$self->volumes};
 | ||
|             }
 | ||
|             $self->on_move->(@volume_idxs);
 | ||
|         }
 | ||
|         $self->_drag_volume_idx(undef);
 | ||
|         $self->_drag_start_pos(undef);
 | ||
|         $self->_drag_start_xy(undef);
 | ||
|         $self->_dragged(undef);
 | ||
|     } elsif ($e->Moving) {
 | ||
|         $self->_mouse_pos($pos);
 | ||
|         # Only refresh if picking is enabled, in that case the objects may get highlighted if the mouse cursor
 | ||
|         # hovers over.
 | ||
|         if ($self->enable_picking) {
 | ||
|             $self->Update;
 | ||
|             $self->Refresh;
 | ||
|         }
 | ||
|     } else {
 | ||
|         $e->Skip();
 | ||
|     }
 | ||
| }
 | ||
| 
 | ||
| sub mouse_wheel_event {
 | ||
|     my ($self, $e) = @_;
 | ||
| 
 | ||
|     if ($e->MiddleIsDown) {
 | ||
|         # Ignore the wheel events if the middle button is pressed.
 | ||
|         return;
 | ||
|     }
 | ||
|     
 | ||
|     if ($self->layer_editing_enabled && $self->{print}) {
 | ||
|         my $object_idx_selected = $self->_first_selected_object_id_for_variable_layer_height_editing;
 | ||
|         if ($object_idx_selected != -1) {
 | ||
|             # A volume is selected. Test, whether hovering over a layer thickness bar.
 | ||
|             if ($self->_variable_layer_thickness_bar_rect_mouse_inside($e)) {
 | ||
|                 # Adjust the width of the selection.
 | ||
|                 $self->{layer_height_edit_band_width} = max(min($self->{layer_height_edit_band_width} * (1 + 0.1 * $e->GetWheelRotation() / $e->GetWheelDelta()), 10.), 1.5);
 | ||
|                 $self->Refresh;
 | ||
|                 return;
 | ||
|             }
 | ||
|         }
 | ||
|     }
 | ||
| 
 | ||
|     # Calculate the zoom delta and apply it to the current zoom factor
 | ||
|     my $zoom = $e->GetWheelRotation() / $e->GetWheelDelta();
 | ||
|     $zoom = max(min($zoom, 4), -4);
 | ||
|     $zoom /= 10;
 | ||
|     $zoom = $self->_zoom / (1-$zoom);
 | ||
|     # Don't allow to zoom too far outside the scene.
 | ||
|     my $zoom_min = $self->get_zoom_to_bounding_box_factor($self->max_bounding_box);
 | ||
|     $zoom_min *= 0.4 if defined $zoom_min;
 | ||
|     $zoom = $zoom_min if defined $zoom_min && $zoom < $zoom_min;
 | ||
|     $self->_zoom($zoom);
 | ||
|     
 | ||
|     # In order to zoom around the mouse point we need to translate
 | ||
|     # the camera target
 | ||
|     my $size = Slic3r::Pointf->new($self->GetSizeWH);
 | ||
|     my $pos = Slic3r::Pointf->new($e->GetX, $size->y - $e->GetY); #-
 | ||
|     $self->_camera_target->translate(
 | ||
|         # ($pos - $size/2) represents the vector from the viewport center
 | ||
|         # to the mouse point. By multiplying it by $zoom we get the new,
 | ||
|         # transformed, length of such vector.
 | ||
|         # Since we want that point to stay fixed, we move our camera target
 | ||
|         # in the opposite direction by the delta of the length of such vector
 | ||
|         # ($zoom - 1). We then scale everything by 1/$self->_zoom since 
 | ||
|         # $self->_camera_target is expressed in terms of model units.
 | ||
|         -($pos->x - $size->x/2) * ($zoom) / $self->_zoom,
 | ||
|         -($pos->y - $size->y/2) * ($zoom) / $self->_zoom,
 | ||
|         0,
 | ||
|     ) if 0;
 | ||
|     $self->on_viewport_changed->() if $self->on_viewport_changed;
 | ||
|     $self->Resize($self->GetSizeWH) if $self->IsShownOnScreen;
 | ||
|     $self->Refresh;
 | ||
| }
 | ||
| 
 | ||
| # Reset selection.
 | ||
| sub reset_objects {
 | ||
|     my ($self) = @_;
 | ||
|     if ($self->GetContext) {
 | ||
|         $self->SetCurrent($self->GetContext);
 | ||
|         $self->volumes->release_geometry;
 | ||
|     }
 | ||
|     $self->volumes->erase;
 | ||
|     $self->_dirty(1);
 | ||
| }
 | ||
| 
 | ||
| # Setup camera to view all objects.
 | ||
| sub set_viewport_from_scene {
 | ||
|     my ($self, $scene) = @_;
 | ||
|     
 | ||
|     $self->_sphi($scene->_sphi);
 | ||
|     $self->_stheta($scene->_stheta);
 | ||
|     $self->_camera_target($scene->_camera_target);
 | ||
|     $self->_zoom($scene->_zoom);
 | ||
|     $self->_quat($scene->_quat);
 | ||
|     $self->_dirty(1);
 | ||
| }
 | ||
| 
 | ||
| # Set the camera to a default orientation,
 | ||
| # zoom to volumes.
 | ||
| sub select_view {
 | ||
|     my ($self, $direction) = @_;
 | ||
|     my $dirvec;
 | ||
|     if (ref($direction)) {
 | ||
|         $dirvec = $direction;
 | ||
|     } else {
 | ||
|         if ($direction eq 'iso') {
 | ||
|             $dirvec = VIEW_DEFAULT;
 | ||
|         } elsif ($direction eq 'left') {
 | ||
|             $dirvec = VIEW_LEFT;
 | ||
|         } elsif ($direction eq 'right') {
 | ||
|             $dirvec = VIEW_RIGHT;
 | ||
|         } elsif ($direction eq 'top') {
 | ||
|             $dirvec = VIEW_TOP;
 | ||
|         } elsif ($direction eq 'bottom') {
 | ||
|             $dirvec = VIEW_BOTTOM;
 | ||
|         } elsif ($direction eq 'front') {
 | ||
|             $dirvec = VIEW_FRONT;
 | ||
|         } elsif ($direction eq 'rear') {
 | ||
|             $dirvec = VIEW_REAR;
 | ||
|         }
 | ||
|     }
 | ||
|     my $bb = $self->volumes_bounding_box;
 | ||
|     if (! $bb->empty) {
 | ||
|         $self->_sphi($dirvec->[0]);
 | ||
|         $self->_stheta($dirvec->[1]);
 | ||
|         # Avoid gimball lock.
 | ||
|         $self->_stheta(GIMBALL_LOCK_THETA_MAX) if $self->_stheta > GIMBALL_LOCK_THETA_MAX;
 | ||
|         $self->_stheta(0) if $self->_stheta < 0;
 | ||
|         # View everything.
 | ||
|         $self->zoom_to_bounding_box($bb);
 | ||
|         $self->on_viewport_changed->() if $self->on_viewport_changed;
 | ||
|         $self->Refresh;
 | ||
|     }
 | ||
| }
 | ||
| 
 | ||
| sub get_zoom_to_bounding_box_factor {
 | ||
|     my ($self, $bb) = @_;
 | ||
|     return undef if ($bb->empty);
 | ||
|     my $max_size = max(@{$bb->size}) * 2;
 | ||
|     return ($max_size == 0) ? undef : min($self->GetSizeWH) / $max_size;
 | ||
| }
 | ||
| 
 | ||
| sub zoom_to_bounding_box {
 | ||
|     my ($self, $bb) = @_;
 | ||
|     # Calculate the zoom factor needed to adjust viewport to bounding box.
 | ||
|     my $zoom = $self->get_zoom_to_bounding_box_factor($bb);
 | ||
|     if (defined $zoom) {
 | ||
|         $self->_zoom($zoom);
 | ||
|         # center view around bounding box center
 | ||
|         $self->_camera_target($bb->center);
 | ||
|         $self->on_viewport_changed->() if $self->on_viewport_changed;
 | ||
|     }
 | ||
| }
 | ||
| 
 | ||
| sub zoom_to_bed {
 | ||
|     my ($self) = @_;
 | ||
|     
 | ||
|     if ($self->bed_shape) {
 | ||
|         $self->zoom_to_bounding_box($self->bed_bounding_box);
 | ||
|     }
 | ||
| }
 | ||
| 
 | ||
| sub zoom_to_volume {
 | ||
|     my ($self, $volume_idx) = @_;
 | ||
|     
 | ||
|     my $volume = $self->volumes->[$volume_idx];
 | ||
|     my $bb = $volume->transformed_bounding_box;
 | ||
|     $self->zoom_to_bounding_box($bb);
 | ||
| }
 | ||
| 
 | ||
| sub zoom_to_volumes {
 | ||
|     my ($self) = @_;
 | ||
|     $self->_apply_zoom_to_volumes_filter(1);
 | ||
|     $self->zoom_to_bounding_box($self->volumes_bounding_box);
 | ||
|     $self->_apply_zoom_to_volumes_filter(0);
 | ||
| }
 | ||
| 
 | ||
| sub volumes_bounding_box {
 | ||
|     my ($self) = @_;
 | ||
|     
 | ||
|     my $bb = Slic3r::Geometry::BoundingBoxf3->new;
 | ||
|     foreach my $v (@{$self->volumes}) {
 | ||
|         $bb->merge($v->transformed_bounding_box) if (! $self->_apply_zoom_to_volumes_filter || $v->zoom_to_volumes);
 | ||
|     }
 | ||
|     return $bb;
 | ||
| }
 | ||
| 
 | ||
| sub bed_bounding_box {
 | ||
|     my ($self) = @_;
 | ||
|     
 | ||
|     my $bb = Slic3r::Geometry::BoundingBoxf3->new;
 | ||
|     if ($self->bed_shape) {
 | ||
|         $bb->merge_point(Slic3r::Pointf3->new(@$_, 0)) for @{$self->bed_shape};
 | ||
|     }
 | ||
|     return $bb;
 | ||
| }
 | ||
| 
 | ||
| sub max_bounding_box {
 | ||
|     my ($self) = @_;
 | ||
|     
 | ||
|     my $bb = $self->bed_bounding_box;
 | ||
|     $bb->merge($self->volumes_bounding_box);
 | ||
|     return $bb;
 | ||
| }
 | ||
| 
 | ||
| # Used by ObjectCutDialog and ObjectPartsPanel to generate a rectangular ground plane
 | ||
| # to support the scene objects.
 | ||
| sub set_auto_bed_shape {
 | ||
|     my ($self, $bed_shape) = @_;
 | ||
|     
 | ||
|     # draw a default square bed around object center
 | ||
|     my $max_size = max(@{ $self->volumes_bounding_box->size });
 | ||
|     my $center = $self->volumes_bounding_box->center;
 | ||
|     $self->set_bed_shape([
 | ||
|         [ $center->x - $max_size, $center->y - $max_size ],  #--
 | ||
|         [ $center->x + $max_size, $center->y - $max_size ],  #--
 | ||
|         [ $center->x + $max_size, $center->y + $max_size ],  #++
 | ||
|         [ $center->x - $max_size, $center->y + $max_size ],  #++
 | ||
|     ]);
 | ||
|     # Set the origin for painting of the coordinate system axes.
 | ||
|     $self->origin(Slic3r::Pointf->new(@$center[X,Y]));
 | ||
| }
 | ||
| 
 | ||
| # Set the bed shape to a single closed 2D polygon (array of two element arrays),
 | ||
| # triangulate the bed and store the triangles into $self->bed_triangles,
 | ||
| # fills the $self->bed_grid_lines and sets $self->origin.
 | ||
| # Sets $self->bed_polygon to limit the object placement.
 | ||
| sub set_bed_shape {
 | ||
|     my ($self, $bed_shape) = @_;
 | ||
|     
 | ||
|     $self->bed_shape($bed_shape);
 | ||
|     
 | ||
|     # triangulate bed
 | ||
|     my $expolygon = Slic3r::ExPolygon->new([ map [map scale($_), @$_], @$bed_shape ]);
 | ||
|     my $bed_bb = $expolygon->bounding_box;
 | ||
|     
 | ||
|     {
 | ||
|         my @points = ();
 | ||
|         foreach my $triangle (@{ $expolygon->triangulate }) {
 | ||
|             push @points, map {+ unscale($_->x), unscale($_->y), GROUND_Z } @$triangle;
 | ||
|         }
 | ||
|         $self->bed_triangles(OpenGL::Array->new_list(GL_FLOAT, @points));
 | ||
|     }
 | ||
|     
 | ||
|     {
 | ||
|         my @polylines = ();
 | ||
|         for (my $x = $bed_bb->x_min; $x <= $bed_bb->x_max; $x += scale 10) {
 | ||
|             push @polylines, Slic3r::Polyline->new([$x,$bed_bb->y_min], [$x,$bed_bb->y_max]);
 | ||
|         }
 | ||
|         for (my $y = $bed_bb->y_min; $y <= $bed_bb->y_max; $y += scale 10) {
 | ||
|             push @polylines, Slic3r::Polyline->new([$bed_bb->x_min,$y], [$bed_bb->x_max,$y]);
 | ||
|         }
 | ||
|         # clip with a slightly grown expolygon because our lines lay on the contours and
 | ||
|         # may get erroneously clipped
 | ||
|         my @lines = map Slic3r::Line->new(@$_[0,-1]),
 | ||
|             @{intersection_pl(\@polylines, [ @{$expolygon->offset(+scaled_epsilon)} ])};
 | ||
|         
 | ||
|         # append bed contours
 | ||
|         push @lines, map @{$_->lines}, @$expolygon;
 | ||
|         
 | ||
|         my @points = ();
 | ||
|         foreach my $line (@lines) {
 | ||
|             push @points, map {+ unscale($_->x), unscale($_->y), GROUND_Z } @$line;  #))
 | ||
|         }
 | ||
|         $self->bed_grid_lines(OpenGL::Array->new_list(GL_FLOAT, @points));
 | ||
|     }
 | ||
|     
 | ||
|     # Set the origin for painting of the coordinate system axes.
 | ||
|     $self->origin(Slic3r::Pointf->new(0,0));
 | ||
| 
 | ||
|     $self->bed_polygon(offset_ex([$expolygon->contour], $bed_bb->radius * 1.7, JT_ROUND, scale(0.5))->[0]->contour->clone);
 | ||
| }
 | ||
| 
 | ||
| sub deselect_volumes {
 | ||
|     my ($self) = @_;
 | ||
|     $_->set_selected(0) for @{$self->volumes};
 | ||
| }
 | ||
| 
 | ||
| sub select_volume {
 | ||
|     my ($self, $volume_idx) = @_;
 | ||
|     $self->volumes->[$volume_idx]->set_selected(1)
 | ||
|         if $volume_idx != -1;
 | ||
| }
 | ||
| 
 | ||
| sub SetCuttingPlane {
 | ||
|     my ($self, $z, $expolygons) = @_;
 | ||
|     
 | ||
|     $self->cutting_plane_z($z);
 | ||
|     
 | ||
|     # grow slices in order to display them better
 | ||
|     $expolygons = offset_ex([ map @$_, @$expolygons ], scale 0.1);
 | ||
|     
 | ||
|     my @verts = ();
 | ||
|     foreach my $line (map @{$_->lines}, map @$_, @$expolygons) {
 | ||
|         push @verts, (
 | ||
|             unscale($line->a->x), unscale($line->a->y), $z,  #))
 | ||
|             unscale($line->b->x), unscale($line->b->y), $z,  #))
 | ||
|         );
 | ||
|     }
 | ||
|     $self->cut_lines_vertices(OpenGL::Array->new_list(GL_FLOAT, @verts));
 | ||
| }
 | ||
| 
 | ||
| # Given an axis and angle, compute quaternion.
 | ||
| sub axis_to_quat {
 | ||
|     my ($ax, $phi) = @_;
 | ||
|     
 | ||
|     my $lena = sqrt(reduce { $a + $b } (map { $_ * $_ } @$ax));
 | ||
|     my @q = map { $_ * (1 / $lena) } @$ax;
 | ||
|     @q = map { $_ * sin($phi / 2.0) } @q;
 | ||
|     $q[$#q + 1] = cos($phi / 2.0);
 | ||
|     return @q;
 | ||
| }
 | ||
| 
 | ||
| # Project a point on the virtual trackball. 
 | ||
| # If it is inside the sphere, map it to the sphere, if it outside map it
 | ||
| # to a hyperbola.
 | ||
| sub project_to_sphere {
 | ||
|     my ($r, $x, $y) = @_;
 | ||
|     
 | ||
|     my $d = sqrt($x * $x + $y * $y);
 | ||
|     if ($d < $r * 0.70710678118654752440) {     # Inside sphere
 | ||
|         return sqrt($r * $r - $d * $d);
 | ||
|     } else {                                    # On hyperbola
 | ||
|         my $t = $r / 1.41421356237309504880;
 | ||
|         return $t * $t / $d;
 | ||
|     }
 | ||
| }
 | ||
| 
 | ||
| sub cross {
 | ||
|     my ($v1, $v2) = @_;
 | ||
|   
 | ||
|     return (@$v1[1] * @$v2[2] - @$v1[2] * @$v2[1],
 | ||
|             @$v1[2] * @$v2[0] - @$v1[0] * @$v2[2],
 | ||
|             @$v1[0] * @$v2[1] - @$v1[1] * @$v2[0]);
 | ||
| }
 | ||
| 
 | ||
| # Simulate a track-ball. Project the points onto the virtual trackball, 
 | ||
| # then figure out the axis of rotation, which is the cross product of 
 | ||
| # P1 P2 and O P1 (O is the center of the ball, 0,0,0) Note: This is a 
 | ||
| # deformed trackball-- is a trackball in the center, but is deformed 
 | ||
| # into a hyperbolic sheet of rotation away from the center. 
 | ||
| # It is assumed that the arguments to this routine are in the range 
 | ||
| # (-1.0 ... 1.0).
 | ||
| sub trackball {
 | ||
|     my ($p1x, $p1y, $p2x, $p2y) = @_;
 | ||
|     
 | ||
|     if ($p1x == $p2x && $p1y == $p2y) {
 | ||
|         # zero rotation
 | ||
|         return (0.0, 0.0, 0.0, 1.0);
 | ||
|     }
 | ||
|     
 | ||
|     # First, figure out z-coordinates for projection of P1 and P2 to
 | ||
|     # deformed sphere
 | ||
|     my @p1 = ($p1x, $p1y, project_to_sphere(TRACKBALLSIZE, $p1x, $p1y));
 | ||
|     my @p2 = ($p2x, $p2y, project_to_sphere(TRACKBALLSIZE, $p2x, $p2y));
 | ||
|     
 | ||
|     # axis of rotation (cross product of P1 and P2)
 | ||
|     my @a = cross(\@p2, \@p1);
 | ||
| 
 | ||
|     # Figure out how much to rotate around that axis.
 | ||
|     my @d = map { $_ * $_ } (map { $p1[$_] - $p2[$_] } 0 .. $#p1);
 | ||
|     my $t = sqrt(reduce { $a + $b } @d) / (2.0 * TRACKBALLSIZE);
 | ||
|     
 | ||
|     # Avoid problems with out-of-control values...
 | ||
|     $t = 1.0 if ($t > 1.0);
 | ||
|     $t = -1.0 if ($t < -1.0);
 | ||
|     my $phi = 2.0 * asin($t);
 | ||
| 
 | ||
|     return axis_to_quat(\@a, $phi);
 | ||
| }
 | ||
| 
 | ||
| # Build a rotation matrix, given a quaternion rotation.
 | ||
| sub quat_to_rotmatrix {
 | ||
|     my ($q) = @_;
 | ||
|   
 | ||
|     my @m = ();
 | ||
|   
 | ||
|     $m[0] = 1.0 - 2.0 * (@$q[1] * @$q[1] + @$q[2] * @$q[2]);
 | ||
|     $m[1] = 2.0 * (@$q[0] * @$q[1] - @$q[2] * @$q[3]);
 | ||
|     $m[2] = 2.0 * (@$q[2] * @$q[0] + @$q[1] * @$q[3]);
 | ||
|     $m[3] = 0.0;
 | ||
| 
 | ||
|     $m[4] = 2.0 * (@$q[0] * @$q[1] + @$q[2] * @$q[3]);
 | ||
|     $m[5] = 1.0 - 2.0 * (@$q[2] * @$q[2] + @$q[0] * @$q[0]);
 | ||
|     $m[6] = 2.0 * (@$q[1] * @$q[2] - @$q[0] * @$q[3]);
 | ||
|     $m[7] = 0.0;
 | ||
| 
 | ||
|     $m[8] = 2.0 * (@$q[2] * @$q[0] - @$q[1] * @$q[3]);
 | ||
|     $m[9] = 2.0 * (@$q[1] * @$q[2] + @$q[0] * @$q[3]);
 | ||
|     $m[10] = 1.0 - 2.0 * (@$q[1] * @$q[1] + @$q[0] * @$q[0]);
 | ||
|     $m[11] = 0.0;
 | ||
| 
 | ||
|     $m[12] = 0.0;
 | ||
|     $m[13] = 0.0;
 | ||
|     $m[14] = 0.0;
 | ||
|     $m[15] = 1.0;
 | ||
|   
 | ||
|     return @m;
 | ||
| }
 | ||
| 
 | ||
| sub mulquats {
 | ||
|     my ($q1, $rq) = @_;
 | ||
|   
 | ||
|     return (@$q1[3] * @$rq[0] + @$q1[0] * @$rq[3] + @$q1[1] * @$rq[2] - @$q1[2] * @$rq[1],
 | ||
|             @$q1[3] * @$rq[1] + @$q1[1] * @$rq[3] + @$q1[2] * @$rq[0] - @$q1[0] * @$rq[2],
 | ||
|             @$q1[3] * @$rq[2] + @$q1[2] * @$rq[3] + @$q1[0] * @$rq[1] - @$q1[1] * @$rq[0],
 | ||
|             @$q1[3] * @$rq[3] - @$q1[0] * @$rq[0] - @$q1[1] * @$rq[1] - @$q1[2] * @$rq[2])
 | ||
| }
 | ||
| 
 | ||
| # Convert the screen space coordinate to an object space coordinate.
 | ||
| # If the Z screen space coordinate is not provided, a depth buffer value is substituted.
 | ||
| sub mouse_to_3d {
 | ||
|     my ($self, $x, $y, $z) = @_;
 | ||
| 
 | ||
|     return unless $self->GetContext;
 | ||
|     $self->SetCurrent($self->GetContext);
 | ||
| 
 | ||
|     my @viewport    = glGetIntegerv_p(GL_VIEWPORT);             # 4 items
 | ||
|     my @mview       = glGetDoublev_p(GL_MODELVIEW_MATRIX);      # 16 items
 | ||
|     my @proj        = glGetDoublev_p(GL_PROJECTION_MATRIX);     # 16 items
 | ||
|     
 | ||
|     $y = $viewport[3] - $y;
 | ||
|     $z //= glReadPixels_p($x, $y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT);
 | ||
|     my @projected = gluUnProject_p($x, $y, $z, @mview, @proj, @viewport);
 | ||
|     return Slic3r::Pointf3->new(@projected);
 | ||
| }
 | ||
| 
 | ||
| sub GetContext {
 | ||
|     my ($self) = @_;
 | ||
|     return $self->{context} ||= Wx::GLContext->new($self);
 | ||
| }
 | ||
|  
 | ||
| sub SetCurrent {
 | ||
|     my ($self, $context) = @_;
 | ||
|     return $self->SUPER::SetCurrent($context);
 | ||
| }
 | ||
| 
 | ||
| sub UseVBOs {
 | ||
|     my ($self) = @_;
 | ||
| 
 | ||
|     if (! defined ($self->{use_VBOs})) {
 | ||
|         my $use_legacy = wxTheApp->{app_config}->get('use_legacy_opengl');
 | ||
|         if ($use_legacy eq '1') {
 | ||
|             # Disable OpenGL 2.0 rendering.
 | ||
|             $self->{use_VBOs} = 0;
 | ||
|             # Don't enable the layer editing tool.
 | ||
|             $self->{layer_editing_enabled} = 0;
 | ||
|             # 2 means failed
 | ||
|             $self->{layer_editing_initialized} = 2;
 | ||
|             return 0;
 | ||
|         }
 | ||
|         # This is a special path for wxWidgets on GTK, where an OpenGL context is initialized
 | ||
|         # first when an OpenGL widget is shown for the first time. How ugly.
 | ||
|         return 0 if (! $self->init && $^O eq 'linux');
 | ||
|         # Don't use VBOs if anything fails.
 | ||
|         $self->{use_VBOs} = 0;
 | ||
|         if ($self->GetContext) {
 | ||
|             $self->SetCurrent($self->GetContext);
 | ||
|             Slic3r::GUI::_3DScene::_glew_init;
 | ||
|             my @gl_version = split(/\./, glGetString(GL_VERSION));
 | ||
|             $self->{use_VBOs} = int($gl_version[0]) >= 2;
 | ||
|             # print "UseVBOs $self OpenGL major: $gl_version[0], minor: $gl_version[1]. Use VBOs: ", $self->{use_VBOs}, "\n";
 | ||
|         }
 | ||
|     }
 | ||
|     return $self->{use_VBOs};
 | ||
| }
 | ||
| 
 | ||
| sub Resize {
 | ||
|     my ($self, $x, $y) = @_;
 | ||
|  
 | ||
|     return unless $self->GetContext;
 | ||
|     $self->_dirty(0);
 | ||
|     
 | ||
|     $self->SetCurrent($self->GetContext);
 | ||
|     glViewport(0, 0, $x, $y);
 | ||
|  
 | ||
|     $x /= $self->_zoom;
 | ||
|     $y /= $self->_zoom;
 | ||
|     
 | ||
|     glMatrixMode(GL_PROJECTION);
 | ||
|     glLoadIdentity();
 | ||
|     if ($self->_camera_type eq 'ortho') {
 | ||
|         #FIXME setting the size of the box 10x larger than necessary
 | ||
|         # is only a workaround for an incorrectly set camera.
 | ||
|         # This workaround harms Z-buffer accuracy!
 | ||
| #        my $depth = 1.05 * $self->max_bounding_box->radius(); 
 | ||
|        my $depth = 10.0 * $self->max_bounding_box->radius();
 | ||
|         glOrtho(
 | ||
|             -$x/2, $x/2, -$y/2, $y/2,
 | ||
|             -$depth, $depth,
 | ||
|         );
 | ||
|     } else {
 | ||
|         die "Invalid camera type: ", $self->_camera_type, "\n" if ($self->_camera_type ne 'perspective');
 | ||
|         my $bbox_r = $self->max_bounding_box->radius();
 | ||
|         my $fov = PI * 45. / 180.;
 | ||
|         my $fov_tan = tan(0.5 * $fov);
 | ||
|         my $cam_distance = 0.5 * $bbox_r / $fov_tan;
 | ||
|         $self->_camera_distance($cam_distance);
 | ||
|         my $nr = $cam_distance - $bbox_r * 1.1;
 | ||
|         my $fr = $cam_distance + $bbox_r * 1.1;
 | ||
|         $nr = 1 if ($nr < 1);
 | ||
|         $fr = $nr + 1 if ($fr < $nr + 1);
 | ||
|         my $h2 = $fov_tan * $nr;
 | ||
|         my $w2 = $h2 * $x / $y;
 | ||
|         glFrustum(-$w2, $w2, -$h2, $h2, $nr, $fr);        
 | ||
|     }
 | ||
| 
 | ||
|     glMatrixMode(GL_MODELVIEW);
 | ||
| }
 | ||
| 
 | ||
| sub InitGL {
 | ||
|     my $self = shift;
 | ||
|  
 | ||
|     return if $self->init;
 | ||
|     return unless $self->GetContext;
 | ||
|     $self->init(1);
 | ||
| 
 | ||
|     # This is a special path for wxWidgets on GTK, where an OpenGL context is initialized
 | ||
|     # first when an OpenGL widget is shown for the first time. How ugly.
 | ||
|     # In that case the volumes are wainting to be moved to Vertex Buffer Objects
 | ||
|     # after the OpenGL context is being initialized.
 | ||
|     $self->volumes->finalize_geometry(1) 
 | ||
|         if ($^O eq 'linux' && $self->UseVBOs);
 | ||
| 
 | ||
|     glClearColor(0, 0, 0, 1);
 | ||
|     glColor3f(1, 0, 0);
 | ||
|     glEnable(GL_DEPTH_TEST);
 | ||
|     glClearDepth(1.0);
 | ||
|     glDepthFunc(GL_LEQUAL);
 | ||
|     glEnable(GL_CULL_FACE);
 | ||
|     glEnable(GL_BLEND);
 | ||
|     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 | ||
|     
 | ||
|     # Set antialiasing/multisampling
 | ||
|     glDisable(GL_LINE_SMOOTH);
 | ||
|     glDisable(GL_POLYGON_SMOOTH);
 | ||
| 
 | ||
|     # See "GL_MULTISAMPLE and GL_ARRAY_BUFFER_ARB messages on failed launch"
 | ||
|     # https://github.com/alexrj/Slic3r/issues/4085
 | ||
|     eval {
 | ||
|         # Disable the multi sampling by default, so the picking by color will work correctly.
 | ||
|         glDisable(GL_MULTISAMPLE);
 | ||
|     };
 | ||
|     # Disable multi sampling if the eval failed.
 | ||
|     $self->{can_multisample} = 0 if $@;
 | ||
|     
 | ||
|     # ambient lighting
 | ||
|     glLightModelfv_p(GL_LIGHT_MODEL_AMBIENT, 0.3, 0.3, 0.3, 1);
 | ||
|     
 | ||
|     glEnable(GL_LIGHTING);
 | ||
|     glEnable(GL_LIGHT0);
 | ||
|     glEnable(GL_LIGHT1);
 | ||
|     
 | ||
|     # light from camera
 | ||
|     glLightfv_p(GL_LIGHT1, GL_POSITION, 1, 0, 1, 0);
 | ||
|     glLightfv_p(GL_LIGHT1, GL_SPECULAR, 0.3, 0.3, 0.3, 1);
 | ||
|     glLightfv_p(GL_LIGHT1, GL_DIFFUSE,  0.2, 0.2, 0.2, 1);
 | ||
|     
 | ||
|     # Enables Smooth Color Shading; try GL_FLAT for (lack of) fun.
 | ||
|     glShadeModel(GL_SMOOTH);
 | ||
|     
 | ||
| #    glMaterialfv_p(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, 0.5, 0.3, 0.3, 1);
 | ||
| #    glMaterialfv_p(GL_FRONT_AND_BACK, GL_SPECULAR, 1, 1, 1, 1);
 | ||
| #    glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 50);
 | ||
| #    glMaterialfv_p(GL_FRONT_AND_BACK, GL_EMISSION, 0.1, 0, 0, 0.9);
 | ||
|     
 | ||
|     # A handy trick -- have surface material mirror the color.
 | ||
|     glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
 | ||
|     glEnable(GL_COLOR_MATERIAL);
 | ||
|     glEnable(GL_MULTISAMPLE) if ($self->{can_multisample});
 | ||
| 
 | ||
|     if ($self->UseVBOs) {
 | ||
|         my $shader = new Slic3r::GUI::_3DScene::GLShader;
 | ||
|         if (! $shader->load($self->_fragment_shader_Gouraud, $self->_vertex_shader_Gouraud)) {
 | ||
| #        if (! $shader->load($self->_fragment_shader_Phong, $self->_vertex_shader_Phong)) {
 | ||
|             print "Compilaton of path shader failed: \n" . $shader->last_error . "\n";
 | ||
|             $shader = undef;
 | ||
|         } else {
 | ||
|             $self->{plain_shader} = $shader;
 | ||
|         }
 | ||
|     }
 | ||
| }
 | ||
| 
 | ||
| sub DestroyGL {
 | ||
|     my $self = shift;
 | ||
|     if ($self->GetContext) {
 | ||
|         $self->SetCurrent($self->GetContext);
 | ||
|         if ($self->{plain_shader}) {
 | ||
|             $self->{plain_shader}->release;
 | ||
|             delete $self->{plain_shader};
 | ||
|         }
 | ||
|         if ($self->{layer_height_edit_shader}) {
 | ||
|             $self->{layer_height_edit_shader}->release;
 | ||
|             delete $self->{layer_height_edit_shader};
 | ||
|         }
 | ||
|         $self->volumes->release_geometry;
 | ||
|     }
 | ||
| }
 | ||
| 
 | ||
| sub Render {
 | ||
|     my ($self, $dc) = @_;
 | ||
|     
 | ||
|     # prevent calling SetCurrent() when window is not shown yet
 | ||
|     return unless $self->IsShownOnScreen;
 | ||
|     return unless my $context = $self->GetContext;
 | ||
|     $self->SetCurrent($context);
 | ||
|     $self->InitGL;
 | ||
|     
 | ||
|     glClearColor(1, 1, 1, 1);
 | ||
|     glClearDepth(1);
 | ||
|     glDepthFunc(GL_LESS);
 | ||
|     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 | ||
|     
 | ||
|     glMatrixMode(GL_MODELVIEW);
 | ||
|     glLoadIdentity();
 | ||
| 
 | ||
|     {
 | ||
|         # Shift the perspective camera.
 | ||
|         my $camera_pos = Slic3r::Pointf3->new(0,0,-$self->_camera_distance);
 | ||
|         glTranslatef(@$camera_pos);
 | ||
|     }
 | ||
|     
 | ||
|     if (TURNTABLE_MODE) {
 | ||
|         # Turntable mode is enabled by default.
 | ||
|         glRotatef(-$self->_stheta, 1, 0, 0); # pitch
 | ||
|         glRotatef($self->_sphi, 0, 0, 1);    # yaw
 | ||
|     } else {
 | ||
|         my @rotmat = quat_to_rotmatrix($self->quat);
 | ||
|         glMultMatrixd_p(@rotmat[0..15]);
 | ||
|     }
 | ||
|     glTranslatef(@{ $self->_camera_target->negative });
 | ||
|     
 | ||
|     # light from above
 | ||
|     glLightfv_p(GL_LIGHT0, GL_POSITION, -0.5, -0.5, 1, 0);
 | ||
|     glLightfv_p(GL_LIGHT0, GL_SPECULAR, 0.2, 0.2, 0.2, 1);
 | ||
|     glLightfv_p(GL_LIGHT0, GL_DIFFUSE,  0.5, 0.5, 0.5, 1);
 | ||
| 
 | ||
|     # Head light
 | ||
|     glLightfv_p(GL_LIGHT1, GL_POSITION, 1, 0, 1, 0);
 | ||
|     
 | ||
|     if ($self->enable_picking) {
 | ||
|         if (my $pos = $self->_mouse_pos) {
 | ||
|             # Render the object for picking.
 | ||
|             # FIXME This cannot possibly work in a multi-sampled context as the color gets mangled by the anti-aliasing.
 | ||
|             # Better to use software ray-casting on a bounding-box hierarchy.
 | ||
|             glPushAttrib(GL_ENABLE_BIT);
 | ||
|             glDisable(GL_MULTISAMPLE) if ($self->{can_multisample});
 | ||
|             glDisable(GL_LIGHTING);
 | ||
|             glDisable(GL_BLEND);
 | ||
|             $self->draw_volumes(1);
 | ||
|             glPopAttrib();
 | ||
|             glFlush();
 | ||
|             my $col = [ glReadPixels_p($pos->x, $self->GetSize->GetHeight - $pos->y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE) ];
 | ||
|             my $volume_idx = $col->[0] + $col->[1]*256 + $col->[2]*256*256;
 | ||
|             $self->_hover_volume_idx(undef);
 | ||
|             $_->set_hover(0) for @{$self->volumes};
 | ||
|             if ($volume_idx <= $#{$self->volumes}) {
 | ||
|                 $self->_hover_volume_idx($volume_idx);
 | ||
|                 
 | ||
|                 $self->volumes->[$volume_idx]->set_hover(1);
 | ||
|                 my $group_id = $self->volumes->[$volume_idx]->select_group_id;
 | ||
|                 if ($group_id != -1) {
 | ||
|                     $_->set_hover(1) for grep { $_->select_group_id == $group_id } @{$self->volumes};
 | ||
|                 }
 | ||
|                 
 | ||
|                 $self->on_hover->($volume_idx) if $self->on_hover;
 | ||
|             }
 | ||
|             glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 | ||
|         }
 | ||
|     }
 | ||
|     
 | ||
|     # draw fixed background
 | ||
|     if ($self->background) {
 | ||
|         glDisable(GL_LIGHTING);
 | ||
|         glPushMatrix();
 | ||
|         glLoadIdentity();
 | ||
|         
 | ||
|         glMatrixMode(GL_PROJECTION);
 | ||
|         glPushMatrix();
 | ||
|         glLoadIdentity();
 | ||
|         
 | ||
|         # Draws a bluish bottom to top gradient over the complete screen.
 | ||
|         glDisable(GL_DEPTH_TEST);
 | ||
|         glBegin(GL_QUADS);
 | ||
|         glColor3f(0.0,0.0,0.0);
 | ||
|         glVertex3f(-1.0,-1.0, 1.0);
 | ||
|         glVertex3f( 1.0,-1.0, 1.0);
 | ||
|         glColor3f(10/255,98/255,144/255);
 | ||
|         glVertex3f( 1.0, 1.0, 1.0);
 | ||
|         glVertex3f(-1.0, 1.0, 1.0);
 | ||
|         glEnd();
 | ||
|         glPopMatrix();
 | ||
|         glEnable(GL_DEPTH_TEST);
 | ||
|         
 | ||
|         glMatrixMode(GL_MODELVIEW);
 | ||
|         glPopMatrix();
 | ||
|         glEnable(GL_LIGHTING);
 | ||
|     }
 | ||
|     
 | ||
|     # draw ground and axes
 | ||
|     glDisable(GL_LIGHTING);
 | ||
|     
 | ||
|     # draw ground
 | ||
|     my $ground_z = GROUND_Z;
 | ||
|     if ($self->bed_triangles) {
 | ||
|         glDisable(GL_DEPTH_TEST);
 | ||
|         
 | ||
|         glEnable(GL_BLEND);
 | ||
|         glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 | ||
|         
 | ||
|         glEnableClientState(GL_VERTEX_ARRAY);
 | ||
|         glColor4f(0.8, 0.6, 0.5, 0.4);
 | ||
|         glNormal3d(0,0,1);
 | ||
|         glVertexPointer_c(3, GL_FLOAT, 0, $self->bed_triangles->ptr());
 | ||
|         glDrawArrays(GL_TRIANGLES, 0, $self->bed_triangles->elements / 3);
 | ||
|         glDisableClientState(GL_VERTEX_ARRAY);
 | ||
|         
 | ||
|         # we need depth test for grid, otherwise it would disappear when looking
 | ||
|         # the object from below
 | ||
|         glEnable(GL_DEPTH_TEST);
 | ||
|     
 | ||
|         # draw grid
 | ||
|         glLineWidth(3);
 | ||
|         glColor4f(0.2, 0.2, 0.2, 0.4);
 | ||
|         glEnableClientState(GL_VERTEX_ARRAY);
 | ||
|         glVertexPointer_c(3, GL_FLOAT, 0, $self->bed_grid_lines->ptr());
 | ||
|         glDrawArrays(GL_LINES, 0, $self->bed_grid_lines->elements / 3);
 | ||
|         glDisableClientState(GL_VERTEX_ARRAY);
 | ||
|         
 | ||
|         glDisable(GL_BLEND);
 | ||
|     }
 | ||
|     
 | ||
|     my $volumes_bb = $self->volumes_bounding_box;
 | ||
|     
 | ||
|     {
 | ||
|         # draw axes
 | ||
|         # disable depth testing so that axes are not covered by ground
 | ||
|         glDisable(GL_DEPTH_TEST);
 | ||
|         my $origin = $self->origin;
 | ||
|         my $axis_len = max(
 | ||
|             0.3 * max(@{ $self->bed_bounding_box->size }),
 | ||
|               2 * max(@{ $volumes_bb->size }),
 | ||
|         );
 | ||
|         glLineWidth(2);
 | ||
|         glBegin(GL_LINES);
 | ||
|         # draw line for x axis
 | ||
|         glColor3f(1, 0, 0);
 | ||
|         glVertex3f(@$origin, $ground_z);
 | ||
|         glVertex3f($origin->x + $axis_len, $origin->y, $ground_z);  #,,
 | ||
|         # draw line for y axis
 | ||
|         glColor3f(0, 1, 0);
 | ||
|         glVertex3f(@$origin, $ground_z);
 | ||
|         glVertex3f($origin->x, $origin->y + $axis_len, $ground_z);  #++
 | ||
|         glEnd();
 | ||
|         # draw line for Z axis
 | ||
|         # (re-enable depth test so that axis is correctly shown when objects are behind it)
 | ||
|         glEnable(GL_DEPTH_TEST);
 | ||
|         glBegin(GL_LINES);
 | ||
|         glColor3f(0, 0, 1);
 | ||
|         glVertex3f(@$origin, $ground_z);
 | ||
|         glVertex3f(@$origin, $ground_z+$axis_len);
 | ||
|         glEnd();
 | ||
|     }
 | ||
|     
 | ||
|     glEnable(GL_LIGHTING);
 | ||
|         
 | ||
|     # draw objects
 | ||
|     if (! $self->use_plain_shader) {
 | ||
|         $self->draw_volumes;
 | ||
|     } elsif ($self->UseVBOs) {
 | ||
|         if ($self->enable_picking) {
 | ||
|             $self->mark_volumes_for_layer_height;
 | ||
|             $self->volumes->set_print_box($self->bed_bounding_box->x_min, $self->bed_bounding_box->y_min, 0.0, $self->bed_bounding_box->x_max, $self->bed_bounding_box->y_max, $self->{config}->get('max_print_height'));
 | ||
|             $self->volumes->update_outside_state($self->{config}, 0);
 | ||
|             # do not cull backfaces to show broken geometry, if any
 | ||
|             glDisable(GL_CULL_FACE);
 | ||
|         }
 | ||
|         $self->{plain_shader}->enable if $self->{plain_shader};
 | ||
|         $self->volumes->render_VBOs;
 | ||
|         $self->{plain_shader}->disable;
 | ||
|         glEnable(GL_CULL_FACE) if ($self->enable_picking);
 | ||
|     } else {
 | ||
|         # do not cull backfaces to show broken geometry, if any
 | ||
|         glDisable(GL_CULL_FACE) if ($self->enable_picking);
 | ||
|         $self->volumes->render_legacy;
 | ||
|         glEnable(GL_CULL_FACE) if ($self->enable_picking);
 | ||
|     }
 | ||
| 
 | ||
|     # draw cutting plane
 | ||
|     if (defined $self->cutting_plane_z) {
 | ||
|         my $plane_z = $self->cutting_plane_z;
 | ||
|         my $bb = $volumes_bb;
 | ||
|         glDisable(GL_CULL_FACE);
 | ||
|         glDisable(GL_LIGHTING);
 | ||
|         glEnable(GL_BLEND);
 | ||
|         glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 | ||
|         glBegin(GL_QUADS);
 | ||
|         glColor4f(0.8, 0.8, 0.8, 0.5);
 | ||
|         glVertex3f($bb->x_min-20, $bb->y_min-20, $plane_z);
 | ||
|         glVertex3f($bb->x_max+20, $bb->y_min-20, $plane_z);
 | ||
|         glVertex3f($bb->x_max+20, $bb->y_max+20, $plane_z);
 | ||
|         glVertex3f($bb->x_min-20, $bb->y_max+20, $plane_z);
 | ||
|         glEnd();
 | ||
|         glEnable(GL_CULL_FACE);
 | ||
|         glDisable(GL_BLEND);
 | ||
|     }
 | ||
| 
 | ||
|     # draw warning message
 | ||
|     $self->draw_warning;
 | ||
|     
 | ||
|     # draw gcode preview legend
 | ||
|     $self->draw_legend;
 | ||
|     
 | ||
|     $self->draw_active_object_annotations;
 | ||
|     
 | ||
|     $self->SwapBuffers();
 | ||
| }
 | ||
| 
 | ||
| sub draw_volumes {
 | ||
|     # $fakecolor is a boolean indicating, that the objects shall be rendered in a color coding the object index for picking.
 | ||
|     my ($self, $fakecolor) = @_;
 | ||
|     
 | ||
|     # do not cull backfaces to show broken geometry, if any
 | ||
|     glDisable(GL_CULL_FACE);
 | ||
|     
 | ||
|     glEnable(GL_BLEND);
 | ||
|     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 | ||
|     
 | ||
|     glEnableClientState(GL_VERTEX_ARRAY);
 | ||
|     glEnableClientState(GL_NORMAL_ARRAY);
 | ||
|     
 | ||
|     foreach my $volume_idx (0..$#{$self->volumes}) {
 | ||
|         my $volume = $self->volumes->[$volume_idx];
 | ||
| 
 | ||
|         if ($fakecolor) {
 | ||
|             # Object picking mode. Render the object with a color encoding the object index.
 | ||
|             my $r = ($volume_idx & 0x000000FF) >>  0;
 | ||
|             my $g = ($volume_idx & 0x0000FF00) >>  8;
 | ||
|             my $b = ($volume_idx & 0x00FF0000) >> 16;
 | ||
|             glColor4f($r/255.0, $g/255.0, $b/255.0, 1);
 | ||
|         } elsif ($volume->selected) {
 | ||
|             glColor4f(@{ &SELECTED_COLOR });
 | ||
|         } elsif ($volume->hover) {
 | ||
|             glColor4f(@{ &HOVER_COLOR });
 | ||
|         } else {
 | ||
|             glColor4f(@{ $volume->color });
 | ||
|         }
 | ||
| 
 | ||
|         $volume->render;
 | ||
|     }
 | ||
|     glDisableClientState(GL_NORMAL_ARRAY);
 | ||
|     glDisable(GL_BLEND);
 | ||
| 
 | ||
|     glEnable(GL_CULL_FACE);
 | ||
|     
 | ||
|     if (defined $self->cutting_plane_z) {
 | ||
|         glLineWidth(2);
 | ||
|         glColor3f(0, 0, 0);
 | ||
|         glVertexPointer_c(3, GL_FLOAT, 0, $self->cut_lines_vertices->ptr());
 | ||
|         glDrawArrays(GL_LINES, 0, $self->cut_lines_vertices->elements / 3);
 | ||
|         glVertexPointer_c(3, GL_FLOAT, 0, 0);
 | ||
|     }
 | ||
|     glDisableClientState(GL_VERTEX_ARRAY);
 | ||
| }
 | ||
| 
 | ||
| sub mark_volumes_for_layer_height {
 | ||
|     my ($self) = @_;
 | ||
|     
 | ||
|     foreach my $volume_idx (0..$#{$self->volumes}) {
 | ||
|         my $volume = $self->volumes->[$volume_idx];
 | ||
|         my $object_id = int($volume->select_group_id / 1000000);
 | ||
|         if ($self->layer_editing_enabled && $volume->selected && $self->{layer_height_edit_shader} && 
 | ||
|             $volume->has_layer_height_texture && $object_id < $self->{print}->object_count) {
 | ||
|             $volume->set_layer_height_texture_data($self->{layer_preview_z_texture_id}, $self->{layer_height_edit_shader}->shader_program_id,
 | ||
|                 $self->{print}->get_object($object_id), $self->_variable_layer_thickness_bar_mouse_cursor_z_relative, $self->{layer_height_edit_band_width});
 | ||
|         } else {
 | ||
|             $volume->reset_layer_height_texture_data();
 | ||
|         }
 | ||
|     }
 | ||
| }
 | ||
| 
 | ||
| sub _load_image_set_texture {
 | ||
|     my ($self, $file_name) = @_;
 | ||
|     # Load a PNG with an alpha channel.
 | ||
|     my $img = Wx::Image->new;
 | ||
|     $img->LoadFile(Slic3r::var($file_name), wxBITMAP_TYPE_PNG);
 | ||
|     # Get RGB & alpha raw data from wxImage, interleave them into a Perl array.
 | ||
|     my @rgb = unpack 'C*', $img->GetData();
 | ||
|     my @alpha = $img->HasAlpha ? unpack 'C*', $img->GetAlpha() : (255) x (int(@rgb) / 3);
 | ||
|     my $n_pixels = int(@alpha);
 | ||
|     my @data = (0)x($n_pixels * 4);
 | ||
|     for (my $i = 0; $i < $n_pixels; $i += 1) {
 | ||
|         $data[$i*4  ] = $rgb[$i*3];
 | ||
|         $data[$i*4+1] = $rgb[$i*3+1];
 | ||
|         $data[$i*4+2] = $rgb[$i*3+2];
 | ||
|         $data[$i*4+3] = $alpha[$i];
 | ||
|     }
 | ||
|     # Initialize a raw bitmap data.
 | ||
|     my $params = {
 | ||
|         loaded => 1,
 | ||
|         valid  => $n_pixels > 0,
 | ||
|         width  => $img->GetWidth, 
 | ||
|         height => $img->GetHeight,
 | ||
|         data   => OpenGL::Array->new_list(GL_UNSIGNED_BYTE, @data),
 | ||
|         texture_id => glGenTextures_p(1)
 | ||
|     };
 | ||
|     # Create and initialize a texture with the raw data.
 | ||
|     glBindTexture(GL_TEXTURE_2D, $params->{texture_id});
 | ||
|     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
 | ||
|     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
 | ||
|     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
 | ||
|     glTexImage2D_c(GL_TEXTURE_2D, 0, GL_RGBA8, $params->{width}, $params->{height}, 0, GL_RGBA, GL_UNSIGNED_BYTE, $params->{data}->ptr);
 | ||
|     glBindTexture(GL_TEXTURE_2D, 0);
 | ||
|     return $params;
 | ||
| }
 | ||
| 
 | ||
| sub _variable_layer_thickness_load_overlay_image {
 | ||
|     my ($self) = @_;
 | ||
|     $self->{layer_preview_annotation} = $self->_load_image_set_texture('variable_layer_height_tooltip.png')
 | ||
|         if (! $self->{layer_preview_annotation}->{loaded});
 | ||
|     return $self->{layer_preview_annotation}->{valid};
 | ||
| }
 | ||
| 
 | ||
| sub _variable_layer_thickness_load_reset_image {
 | ||
|     my ($self) = @_;
 | ||
|     $self->{layer_preview_reset_image} = $self->_load_image_set_texture('variable_layer_height_reset.png')
 | ||
|         if (! $self->{layer_preview_reset_image}->{loaded});
 | ||
|     return $self->{layer_preview_reset_image}->{valid};
 | ||
| }
 | ||
| 
 | ||
| # Paint the tooltip.
 | ||
| sub _render_image {
 | ||
|     my ($self, $image, $l, $r, $b, $t) = @_;
 | ||
|     $self->_render_texture($image->{texture_id}, $l, $r, $b, $t);
 | ||
| }
 | ||
| 
 | ||
| sub _render_texture {
 | ||
|     my ($self, $tex_id, $l, $r, $b, $t) = @_;
 | ||
|     
 | ||
|     glColor4f(1.,1.,1.,1.);
 | ||
|     glDisable(GL_LIGHTING);
 | ||
|     glEnable(GL_BLEND);
 | ||
|     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 | ||
|     glEnable(GL_TEXTURE_2D);
 | ||
|     glBindTexture(GL_TEXTURE_2D, $tex_id);
 | ||
|     glBegin(GL_QUADS);
 | ||
|     glTexCoord2d(0.,1.); glVertex3f($l, $b, 0);
 | ||
|     glTexCoord2d(1.,1.); glVertex3f($r, $b, 0);
 | ||
|     glTexCoord2d(1.,0.); glVertex3f($r, $t, 0);
 | ||
|     glTexCoord2d(0.,0.); glVertex3f($l, $t, 0);
 | ||
|     glEnd();
 | ||
|     glBindTexture(GL_TEXTURE_2D, 0);
 | ||
|     glDisable(GL_TEXTURE_2D);
 | ||
|     glDisable(GL_BLEND);
 | ||
|     glEnable(GL_LIGHTING);
 | ||
| }
 | ||
| 
 | ||
| sub draw_active_object_annotations {
 | ||
|     # $fakecolor is a boolean indicating, that the objects shall be rendered in a color coding the object index for picking.
 | ||
|     my ($self) = @_;
 | ||
| 
 | ||
|     return if (! $self->{layer_height_edit_shader} || ! $self->layer_editing_enabled);
 | ||
| 
 | ||
|     # Find the selected volume, over which the layer editing is active.
 | ||
|     my $volume;
 | ||
|     foreach my $volume_idx (0..$#{$self->volumes}) {
 | ||
|         my $v = $self->volumes->[$volume_idx];
 | ||
|         if ($v->selected && $v->has_layer_height_texture) {
 | ||
|             $volume = $v;
 | ||
|             last;
 | ||
|         }
 | ||
|     }
 | ||
|     return if (! $volume);
 | ||
|     
 | ||
|     # 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.
 | ||
|     my $object_idx = int($volume->select_group_id / 1000000);
 | ||
|     return if $object_idx >= $self->{print}->object_count;
 | ||
| 
 | ||
|     # The viewport and camera are set to complete view and glOrtho(-$x/2, $x/2, -$y/2, $y/2, -$depth, $depth), 
 | ||
|     # where x, y is the window size divided by $self->_zoom.
 | ||
|     my ($bar_left, $bar_bottom, $bar_right, $bar_top) = $self->_variable_layer_thickness_bar_rect_viewport;
 | ||
|     my ($reset_left, $reset_bottom, $reset_right, $reset_top) = $self->_variable_layer_thickness_reset_rect_viewport;
 | ||
|     my $z_cursor_relative = $self->_variable_layer_thickness_bar_mouse_cursor_z_relative;
 | ||
| 
 | ||
|     $self->{layer_height_edit_shader}->enable;
 | ||
|     $self->{layer_height_edit_shader}->set_uniform('z_to_texture_row',            $volume->layer_height_texture_z_to_row_id);
 | ||
|     $self->{layer_height_edit_shader}->set_uniform('z_texture_row_to_normalized', 1. / $volume->layer_height_texture_height);
 | ||
|     $self->{layer_height_edit_shader}->set_uniform('z_cursor',                    $volume->bounding_box->z_max * $z_cursor_relative);
 | ||
|     $self->{layer_height_edit_shader}->set_uniform('z_cursor_band_width',         $self->{layer_height_edit_band_width});
 | ||
|     glBindTexture(GL_TEXTURE_2D, $self->{layer_preview_z_texture_id});
 | ||
|     glTexImage2D_c(GL_TEXTURE_2D, 0, GL_RGBA8, $volume->layer_height_texture_width, $volume->layer_height_texture_height, 
 | ||
|         0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
 | ||
|     glTexImage2D_c(GL_TEXTURE_2D, 1, GL_RGBA8, $volume->layer_height_texture_width / 2, $volume->layer_height_texture_height / 2,
 | ||
|         0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
 | ||
|     glTexSubImage2D_c(GL_TEXTURE_2D, 0, 0, 0, $volume->layer_height_texture_width, $volume->layer_height_texture_height,
 | ||
|         GL_RGBA, GL_UNSIGNED_BYTE, $volume->layer_height_texture_data_ptr_level0);
 | ||
|     glTexSubImage2D_c(GL_TEXTURE_2D, 1, 0, 0, $volume->layer_height_texture_width / 2, $volume->layer_height_texture_height / 2,
 | ||
|         GL_RGBA, GL_UNSIGNED_BYTE, $volume->layer_height_texture_data_ptr_level1);
 | ||
|     
 | ||
|     # Render the color bar.
 | ||
|     glDisable(GL_DEPTH_TEST);
 | ||
|     # The viewport and camera are set to complete view and glOrtho(-$x/2, $x/2, -$y/2, $y/2, -$depth, $depth), 
 | ||
|     # where x, y is the window size divided by $self->_zoom.
 | ||
|     glPushMatrix();
 | ||
|     glLoadIdentity();
 | ||
|     # Paint the overlay.
 | ||
|     glBegin(GL_QUADS);
 | ||
|     glVertex3f($bar_left,  $bar_bottom, 0);
 | ||
|     glVertex3f($bar_right, $bar_bottom, 0);
 | ||
|     glVertex3f($bar_right, $bar_top, $volume->bounding_box->z_max);
 | ||
|     glVertex3f($bar_left,  $bar_top, $volume->bounding_box->z_max);
 | ||
|     glEnd();
 | ||
|     glBindTexture(GL_TEXTURE_2D, 0);
 | ||
|     $self->{layer_height_edit_shader}->disable;
 | ||
| 
 | ||
|     # Paint the tooltip.
 | ||
|     if ($self->_variable_layer_thickness_load_overlay_image) {
 | ||
|         my $gap = 10/$self->_zoom;
 | ||
|         my ($l, $r, $b, $t) = ($bar_left - $self->{layer_preview_annotation}->{width}/$self->_zoom - $gap, $bar_left - $gap, $reset_bottom + $self->{layer_preview_annotation}->{height}/$self->_zoom + $gap, $reset_bottom + $gap);
 | ||
|         $self->_render_image($self->{layer_preview_annotation}, $l, $r, $t, $b);
 | ||
|     }
 | ||
| 
 | ||
|     # Paint the reset button.
 | ||
|     if ($self->_variable_layer_thickness_load_reset_image) {
 | ||
|         $self->_render_image($self->{layer_preview_reset_image}, $reset_left, $reset_right, $reset_bottom, $reset_top);
 | ||
|     }
 | ||
| 
 | ||
|     # Paint the graph.
 | ||
|     #FIXME show some kind of legend.
 | ||
|     my $print_object = $self->{print}->get_object($object_idx);
 | ||
|     my $max_z = unscale($print_object->size->z);
 | ||
|     my $profile = $print_object->model_object->layer_height_profile;
 | ||
|     my $layer_height = $print_object->config->get('layer_height');
 | ||
|     my $layer_height_max  = 10000000000.;
 | ||
|     {
 | ||
|         # Get a maximum layer height value.
 | ||
|         #FIXME This is a duplicate code of Slicing.cpp.
 | ||
|         my $nozzle_diameters  = $print_object->print->config->get('nozzle_diameter');
 | ||
|         my $layer_heights_min = $print_object->print->config->get('min_layer_height');
 | ||
|         my $layer_heights_max = $print_object->print->config->get('max_layer_height');
 | ||
|         for (my $i = 0; $i < scalar(@{$nozzle_diameters}); $i += 1) {
 | ||
|             my $lh_min = ($layer_heights_min->[$i] == 0.) ? 0.07 : max(0.01, $layer_heights_min->[$i]);
 | ||
|             my $lh_max = ($layer_heights_max->[$i] == 0.) ? (0.75 * $nozzle_diameters->[$i]) : $layer_heights_max->[$i];
 | ||
|             $layer_height_max = min($layer_height_max, max($lh_min, $lh_max));
 | ||
|         }
 | ||
|     }
 | ||
|     # Make the vertical bar a bit wider so the layer height curve does not touch the edge of the bar region.
 | ||
|     $layer_height_max *= 1.12;
 | ||
|     # Baseline
 | ||
|     glColor3f(0., 0., 0.);
 | ||
|     glBegin(GL_LINE_STRIP);
 | ||
|     glVertex2f($bar_left + $layer_height * ($bar_right - $bar_left) / $layer_height_max,  $bar_bottom);
 | ||
|     glVertex2f($bar_left + $layer_height * ($bar_right - $bar_left) / $layer_height_max,  $bar_top);
 | ||
|     glEnd();
 | ||
|     # Curve
 | ||
|     glColor3f(0., 0., 1.);
 | ||
|     glBegin(GL_LINE_STRIP);
 | ||
|     for (my $i = 0; $i < int(@{$profile}); $i += 2) {
 | ||
|         my $z = $profile->[$i];
 | ||
|         my $h = $profile->[$i+1];
 | ||
|         glVertex3f($bar_left + $h * ($bar_right - $bar_left) / $layer_height_max,  $bar_bottom + $z * ($bar_top - $bar_bottom) / $max_z, $z);
 | ||
|     }
 | ||
|     glEnd();
 | ||
|     # Revert the matrices.
 | ||
|     glPopMatrix();
 | ||
|     glEnable(GL_DEPTH_TEST);
 | ||
| }
 | ||
| 
 | ||
| sub draw_legend {
 | ||
|     my ($self) = @_;
 | ||
|  
 | ||
|     if (!$self->_legend_enabled) {
 | ||
|         return;
 | ||
|     }
 | ||
| 
 | ||
|     # If the legend texture has not been loaded into the GPU, do it now.
 | ||
|     my $tex_id = Slic3r::GUI::_3DScene::finalize_legend_texture;
 | ||
|     if ($tex_id > 0)
 | ||
|     {
 | ||
|         my $tex_w = Slic3r::GUI::_3DScene::get_legend_texture_width;
 | ||
|         my $tex_h = Slic3r::GUI::_3DScene::get_legend_texture_height;
 | ||
|         if (($tex_w > 0) && ($tex_h > 0))
 | ||
|         {
 | ||
|             glDisable(GL_DEPTH_TEST);
 | ||
|             glPushMatrix();
 | ||
|             glLoadIdentity();
 | ||
| 
 | ||
|             my ($cw, $ch) = $self->GetSizeWH;
 | ||
| 
 | ||
|             my $l = (-0.5 * $cw) / $self->_zoom;
 | ||
|             my $t = (0.5 * $ch) / $self->_zoom;
 | ||
|             my $r = $l + $tex_w / $self->_zoom;
 | ||
|             my $b = $t - $tex_h / $self->_zoom;
 | ||
|             $self->_render_texture($tex_id, $l, $r, $b, $t);
 | ||
| 
 | ||
|             glPopMatrix();
 | ||
|             glEnable(GL_DEPTH_TEST);
 | ||
|         }
 | ||
|     }
 | ||
| }
 | ||
| 
 | ||
| sub draw_warning {
 | ||
|     my ($self) = @_;
 | ||
|  
 | ||
|     if (!$self->_warning_enabled) {
 | ||
|         return;
 | ||
|     }
 | ||
| 
 | ||
|     # If the warning texture has not been loaded into the GPU, do it now.
 | ||
|     my $tex_id = Slic3r::GUI::_3DScene::finalize_warning_texture;
 | ||
|     if ($tex_id > 0)
 | ||
|     {
 | ||
|         my $tex_w = Slic3r::GUI::_3DScene::get_warning_texture_width;
 | ||
|         my $tex_h = Slic3r::GUI::_3DScene::get_warning_texture_height;
 | ||
|         if (($tex_w > 0) && ($tex_h > 0))
 | ||
|         {
 | ||
|             glDisable(GL_DEPTH_TEST);
 | ||
|             glPushMatrix();
 | ||
|             glLoadIdentity();
 | ||
|         
 | ||
|             my ($cw, $ch) = $self->GetSizeWH;
 | ||
|                 
 | ||
|             my $l = (-0.5 * $tex_w) / $self->_zoom;
 | ||
|             my $t = (-0.5 * $ch + $tex_h) / $self->_zoom;
 | ||
|             my $r = $l + $tex_w / $self->_zoom;
 | ||
|             my $b = $t - $tex_h / $self->_zoom;
 | ||
|             $self->_render_texture($tex_id, $l, $r, $b, $t);
 | ||
| 
 | ||
|             glPopMatrix();
 | ||
|             glEnable(GL_DEPTH_TEST);
 | ||
|         }
 | ||
|     }
 | ||
| }
 | ||
| 
 | ||
| sub opengl_info
 | ||
| {
 | ||
|     my ($self, %params) = @_;
 | ||
|     my %tag = Slic3r::tags($params{format});
 | ||
| 
 | ||
|     my $gl_version       = glGetString(GL_VERSION);
 | ||
|     my $gl_vendor        = glGetString(GL_VENDOR);
 | ||
|     my $gl_renderer      = glGetString(GL_RENDERER);
 | ||
|     my $glsl_version     = glGetString(GL_SHADING_LANGUAGE_VERSION);
 | ||
| 
 | ||
|     my $out = '';
 | ||
|     $out .= "$tag{h2start}OpenGL installation$tag{h2end}$tag{eol}";
 | ||
|     $out .= "  $tag{bstart}Using POGL$tag{bend} v$OpenGL::BUILD_VERSION$tag{eol}";
 | ||
|     $out .= "  $tag{bstart}GL version:   $tag{bend}${gl_version}$tag{eol}";
 | ||
|     $out .= "  $tag{bstart}vendor:       $tag{bend}${gl_vendor}$tag{eol}";
 | ||
|     $out .= "  $tag{bstart}renderer:     $tag{bend}${gl_renderer}$tag{eol}";
 | ||
|     $out .= "  $tag{bstart}GLSL version: $tag{bend}${glsl_version}$tag{eol}";
 | ||
| 
 | ||
|     # Check for other OpenGL extensions
 | ||
|     $out .= "$tag{h2start}Installed extensions (* implemented in the module):$tag{h2end}$tag{eol}";
 | ||
|     my $extensions = glGetString(GL_EXTENSIONS);
 | ||
|     my @extensions = split(' ',$extensions);
 | ||
|     foreach my $ext (sort @extensions) {
 | ||
|         my $stat = glpCheckExtension($ext);
 | ||
|         $out .= sprintf("%s ${ext}$tag{eol}", $stat?' ':'*');
 | ||
|         $out .= sprintf("    ${stat}$tag{eol}") if ($stat && $stat !~ m|^$ext |);
 | ||
|     }
 | ||
| 
 | ||
|     return $out;
 | ||
| }
 | ||
| 
 | ||
| sub _report_opengl_state
 | ||
| {
 | ||
|     my ($self, $comment) = @_;
 | ||
|     my $err = glGetError();
 | ||
|     return 0 if ($err == 0);
 | ||
|  
 | ||
|     # gluErrorString() hangs. Don't use it.
 | ||
| #    my $errorstr = gluErrorString();
 | ||
|     my $errorstr = '';
 | ||
|     if ($err == 0x0500) {
 | ||
|         $errorstr = 'GL_INVALID_ENUM';
 | ||
|     } elsif ($err == GL_INVALID_VALUE) {
 | ||
|         $errorstr = 'GL_INVALID_VALUE';
 | ||
|     } elsif ($err == GL_INVALID_OPERATION) {
 | ||
|         $errorstr = 'GL_INVALID_OPERATION';
 | ||
|     } elsif ($err == GL_STACK_OVERFLOW) {
 | ||
|         $errorstr = 'GL_STACK_OVERFLOW';
 | ||
|     } elsif ($err == GL_OUT_OF_MEMORY) {
 | ||
|         $errorstr = 'GL_OUT_OF_MEMORY';
 | ||
|     } else {        
 | ||
|         $errorstr = 'unknown';
 | ||
|     }
 | ||
|     if (defined($comment)) {
 | ||
|         printf("OpenGL error at %s, nr %d (0x%x): %s\n", $comment, $err, $err, $errorstr);
 | ||
|     } else {
 | ||
|         printf("OpenGL error nr %d (0x%x): %s\n", $err, $err, $errorstr);
 | ||
|     }
 | ||
| }
 | ||
| 
 | ||
| sub _vertex_shader_Gouraud {
 | ||
|     return <<'VERTEX';
 | ||
| #version 110
 | ||
| 
 | ||
| #define INTENSITY_CORRECTION 0.6
 | ||
| 
 | ||
| // normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
 | ||
| const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
 | ||
| #define LIGHT_TOP_DIFFUSE    (0.8 * INTENSITY_CORRECTION)
 | ||
| #define LIGHT_TOP_SPECULAR   (0.25 * INTENSITY_CORRECTION)
 | ||
| #define LIGHT_TOP_SHININESS  200.0
 | ||
| 
 | ||
| // normalized values for (1./1.43, 0.2/1.43, 1./1.43)
 | ||
| const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
 | ||
| #define LIGHT_FRONT_DIFFUSE  (0.3 * INTENSITY_CORRECTION)
 | ||
| //#define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
 | ||
| //#define LIGHT_FRONT_SHININESS 5.0
 | ||
| 
 | ||
| #define INTENSITY_AMBIENT    0.3
 | ||
| 
 | ||
| const vec3 ZERO = vec3(0.0, 0.0, 0.0);
 | ||
| 
 | ||
| struct PrintBoxDetection
 | ||
| {
 | ||
|     vec3 min;
 | ||
|     vec3 max;
 | ||
|     // xyz contains the offset, if w == 1.0 detection needs to be performed
 | ||
|     vec4 volume_origin;
 | ||
| };
 | ||
| 
 | ||
| uniform PrintBoxDetection print_box;
 | ||
| 
 | ||
| // x = tainted, y = specular;
 | ||
| varying vec2 intensity;
 | ||
| 
 | ||
| varying vec3 delta_box_min;
 | ||
| varying vec3 delta_box_max;
 | ||
| 
 | ||
| void main()
 | ||
| {
 | ||
|     vec3 eye = -normalize((gl_ModelViewMatrix * gl_Vertex).xyz);
 | ||
| 
 | ||
|     // First transform the normal into camera space and normalize the result.
 | ||
|     vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
 | ||
|     
 | ||
|     // Now normalize the light's direction. Note that according to the OpenGL specification, the light is stored in eye space. 
 | ||
|     // Also since we're talking about a directional light, the position field is actually direction.
 | ||
|     vec3 halfVector = normalize(LIGHT_TOP_DIR + eye);
 | ||
|     
 | ||
|     // Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
 | ||
|     // Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
 | ||
|     float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
 | ||
| 
 | ||
|     intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
 | ||
|     intensity.y = 0.0;
 | ||
| 
 | ||
|     if (NdotL > 0.0)
 | ||
|         intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(normal, halfVector), 0.0), LIGHT_TOP_SHININESS);
 | ||
| 
 | ||
|     // Perform the same lighting calculation for the 2nd light source (no specular applied).
 | ||
|     NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
 | ||
|     intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
 | ||
| 
 | ||
|     // compute deltas for out of print volume detection (world coordinates)
 | ||
|     if (print_box.volume_origin.w == 1.0)
 | ||
|     {
 | ||
|         vec3 v = gl_Vertex.xyz + print_box.volume_origin.xyz;
 | ||
|         delta_box_min = v - print_box.min;
 | ||
|         delta_box_max = v - print_box.max;
 | ||
|     }
 | ||
|     else
 | ||
|     {
 | ||
|         delta_box_min = ZERO;
 | ||
|         delta_box_max = ZERO;
 | ||
|     }    
 | ||
| 
 | ||
|     gl_Position = ftransform();
 | ||
| } 
 | ||
| 
 | ||
| VERTEX
 | ||
| }
 | ||
| 
 | ||
| sub _fragment_shader_Gouraud {
 | ||
|     return <<'FRAGMENT';
 | ||
| #version 110
 | ||
| 
 | ||
| const vec4 OUTSIDE_COLOR = vec4(0.24, 0.42, 0.62, 1.0);
 | ||
| const vec3 ZERO = vec3(0.0, 0.0, 0.0);
 | ||
| 
 | ||
| // x = tainted, y = specular;
 | ||
| varying vec2 intensity;
 | ||
| 
 | ||
| varying vec3 delta_box_min;
 | ||
| varying vec3 delta_box_max;
 | ||
| 
 | ||
| uniform vec4 uniform_color;
 | ||
| 
 | ||
| void main()
 | ||
| {
 | ||
|     // if the fragment is outside the print volume use predefined color
 | ||
|     vec4 color = (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) ? OUTSIDE_COLOR : uniform_color;
 | ||
| 
 | ||
|     gl_FragColor = vec4(intensity.y, intensity.y, intensity.y, 0.0) + color * intensity.x;
 | ||
|     gl_FragColor.a = color.a;
 | ||
| }
 | ||
| 
 | ||
| FRAGMENT
 | ||
| }
 | ||
| 
 | ||
| sub _vertex_shader_Phong {
 | ||
|     return <<'VERTEX';
 | ||
| #version 110
 | ||
| 
 | ||
| varying vec3 normal;
 | ||
| varying vec3 eye;
 | ||
| void main(void)  
 | ||
| {
 | ||
|    eye    = normalize(vec3(gl_ModelViewMatrix * gl_Vertex));
 | ||
|    normal = normalize(gl_NormalMatrix * gl_Normal);
 | ||
|    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
 | ||
| }
 | ||
| VERTEX
 | ||
| }
 | ||
| 
 | ||
| sub _fragment_shader_Phong {
 | ||
|     return <<'FRAGMENT';
 | ||
| #version 110
 | ||
| 
 | ||
| #define INTENSITY_CORRECTION 0.7
 | ||
| 
 | ||
| #define LIGHT_TOP_DIR        -0.6/1.31, 0.6/1.31, 1./1.31
 | ||
| #define LIGHT_TOP_DIFFUSE    (0.8 * INTENSITY_CORRECTION)
 | ||
| #define LIGHT_TOP_SPECULAR   (0.5 * INTENSITY_CORRECTION)
 | ||
| //#define LIGHT_TOP_SHININESS  50.
 | ||
| #define LIGHT_TOP_SHININESS  10.
 | ||
| 
 | ||
| #define LIGHT_FRONT_DIR      1./1.43, 0.2/1.43, 1./1.43
 | ||
| #define LIGHT_FRONT_DIFFUSE  (0.3 * INTENSITY_CORRECTION)
 | ||
| #define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
 | ||
| #define LIGHT_FRONT_SHININESS 50.
 | ||
| 
 | ||
| #define INTENSITY_AMBIENT    0.0
 | ||
| 
 | ||
| varying vec3 normal;
 | ||
| varying vec3 eye;
 | ||
| uniform vec4 uniform_color;
 | ||
| void main() {
 | ||
|  
 | ||
|     float intensity_specular = 0.;
 | ||
|     float intensity_tainted  = 0.;
 | ||
|     float intensity = max(dot(normal,vec3(LIGHT_TOP_DIR)), 0.0);
 | ||
|     // if the vertex is lit compute the specular color
 | ||
|     if (intensity > 0.0) {
 | ||
|         intensity_tainted = LIGHT_TOP_DIFFUSE * intensity;
 | ||
|         // compute the half vector
 | ||
|         vec3 h = normalize(vec3(LIGHT_TOP_DIR) + eye);  
 | ||
|         // compute the specular term into spec
 | ||
|         intensity_specular = LIGHT_TOP_SPECULAR * pow(max(dot(h, normal), 0.0), LIGHT_TOP_SHININESS);
 | ||
|     }
 | ||
|     intensity = max(dot(normal,vec3(LIGHT_FRONT_DIR)), 0.0);
 | ||
|     // if the vertex is lit compute the specular color
 | ||
|     if (intensity > 0.0) {
 | ||
|         intensity_tainted += LIGHT_FRONT_DIFFUSE * intensity;
 | ||
|         // compute the half vector
 | ||
| //        vec3 h = normalize(vec3(LIGHT_FRONT_DIR) + eye);
 | ||
|         // compute the specular term into spec
 | ||
| //        intensity_specular += LIGHT_FRONT_SPECULAR * pow(max(dot(h,normal), 0.0), LIGHT_FRONT_SHININESS);
 | ||
|     }
 | ||
|     
 | ||
|     gl_FragColor = max(
 | ||
|         vec4(intensity_specular, intensity_specular, intensity_specular, 0.) + uniform_color * intensity_tainted, 
 | ||
|         INTENSITY_AMBIENT * uniform_color);
 | ||
|     gl_FragColor.a = uniform_color.a;
 | ||
| }
 | ||
| FRAGMENT
 | ||
| }
 | ||
| 
 | ||
| sub _vertex_shader_variable_layer_height {
 | ||
|     return <<'VERTEX';
 | ||
| #version 110
 | ||
| 
 | ||
| #define INTENSITY_CORRECTION 0.6
 | ||
| 
 | ||
| const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
 | ||
| #define LIGHT_TOP_DIFFUSE    (0.8 * INTENSITY_CORRECTION)
 | ||
| #define LIGHT_TOP_SPECULAR   (0.25 * INTENSITY_CORRECTION)
 | ||
| #define LIGHT_TOP_SHININESS  200.0
 | ||
| 
 | ||
| const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
 | ||
| #define LIGHT_FRONT_DIFFUSE  (0.3 * INTENSITY_CORRECTION)
 | ||
| //#define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
 | ||
| //#define LIGHT_FRONT_SHININESS 5.0
 | ||
| 
 | ||
| #define INTENSITY_AMBIENT    0.3
 | ||
| 
 | ||
| uniform float z_to_texture_row;
 | ||
| 
 | ||
| // x = tainted, y = specular;
 | ||
| varying vec2 intensity;
 | ||
| 
 | ||
| varying float object_z;
 | ||
| 
 | ||
| void main()
 | ||
| {
 | ||
|     vec3 eye = -normalize((gl_ModelViewMatrix * gl_Vertex).xyz);
 | ||
| 
 | ||
|     // First transform the normal into camera space and normalize the result.
 | ||
|     vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
 | ||
|     
 | ||
|     // Now normalize the light's direction. Note that according to the OpenGL specification, the light is stored in eye space. 
 | ||
|     // Also since we're talking about a directional light, the position field is actually direction.
 | ||
|     vec3 halfVector = normalize(LIGHT_TOP_DIR + eye);
 | ||
|     
 | ||
|     // Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
 | ||
|     // Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
 | ||
|     float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
 | ||
| 
 | ||
|     intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
 | ||
|     intensity.y = 0.0;
 | ||
| 
 | ||
|     if (NdotL > 0.0)
 | ||
|         intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(normal, halfVector), 0.0), LIGHT_TOP_SHININESS);
 | ||
| 
 | ||
|     // Perform the same lighting calculation for the 2nd light source (no specular)
 | ||
|     NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
 | ||
|     
 | ||
|     intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
 | ||
|     
 | ||
|     // Scaled to widths of the Z texture.
 | ||
|     object_z = gl_Vertex.z;
 | ||
| 
 | ||
|     gl_Position = ftransform();
 | ||
| } 
 | ||
| 
 | ||
| VERTEX
 | ||
| }
 | ||
| 
 | ||
| sub _fragment_shader_variable_layer_height {
 | ||
|     return <<'FRAGMENT';
 | ||
| #version 110
 | ||
| 
 | ||
| #define M_PI 3.1415926535897932384626433832795
 | ||
| 
 | ||
| // 2D texture (1D texture split by the rows) of color along the object Z axis.
 | ||
| uniform sampler2D z_texture;
 | ||
| // Scaling from the Z texture rows coordinate to the normalized texture row coordinate.
 | ||
| uniform float z_to_texture_row;
 | ||
| uniform float z_texture_row_to_normalized;
 | ||
| uniform float z_cursor;
 | ||
| uniform float z_cursor_band_width;
 | ||
| 
 | ||
| // x = tainted, y = specular;
 | ||
| varying vec2 intensity;
 | ||
| 
 | ||
| varying float object_z;
 | ||
| 
 | ||
| void main()
 | ||
| {
 | ||
|     float object_z_row = z_to_texture_row * object_z;
 | ||
|     // Index of the row in the texture.
 | ||
|     float z_texture_row = floor(object_z_row);
 | ||
|     // Normalized coordinate from 0. to 1.
 | ||
|     float z_texture_col = object_z_row - z_texture_row;
 | ||
|     float z_blend = 0.25 * cos(min(M_PI, abs(M_PI * (object_z - z_cursor) * 1.8 / z_cursor_band_width))) + 0.25;
 | ||
|     // Calculate level of detail from the object Z coordinate.
 | ||
|     // This makes the slowly sloping surfaces to be show with high detail (with stripes),
 | ||
|     // and the vertical surfaces to be shown with low detail (no stripes)
 | ||
|     float z_in_cells    = object_z_row * 190.;
 | ||
|     // Gradient of Z projected on the screen.
 | ||
|     float dx_vtc        = dFdx(z_in_cells);
 | ||
|     float dy_vtc        = dFdy(z_in_cells);
 | ||
|     float lod           = clamp(0.5 * log2(max(dx_vtc*dx_vtc, dy_vtc*dy_vtc)), 0., 1.);
 | ||
|     // Sample the Z texture. Texture coordinates are normalized to <0, 1>.
 | ||
|     vec4 color       =
 | ||
|         mix(texture2D(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row + 0.5    )), -10000.),
 | ||
|             texture2D(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row * 2. + 1.)),  10000.), lod);
 | ||
|             
 | ||
|     // Mix the final color.
 | ||
|     gl_FragColor = 
 | ||
|         vec4(intensity.y, intensity.y, intensity.y, 1.0) +  intensity.x * mix(color, vec4(1.0, 1.0, 0.0, 1.0), z_blend);
 | ||
| }
 | ||
| 
 | ||
| FRAGMENT
 | ||
| }
 | ||
| 
 | ||
| # The 3D canvas to display objects and tool paths.
 | ||
| package Slic3r::GUI::3DScene;
 | ||
| use base qw(Slic3r::GUI::3DScene::Base);
 | ||
| 
 | ||
| use OpenGL qw(:glconstants :gluconstants :glufunctions);
 | ||
| use List::Util qw(first min max);
 | ||
| use Slic3r::Geometry qw(scale unscale epsilon);
 | ||
| use Slic3r::Print::State ':steps';
 | ||
| 
 | ||
| __PACKAGE__->mk_accessors(qw(
 | ||
|     color_by
 | ||
|     select_by
 | ||
|     drag_by
 | ||
| ));
 | ||
| 
 | ||
| sub new {
 | ||
|     my $class = shift;
 | ||
|     
 | ||
|     my $self = $class->SUPER::new(@_);
 | ||
|     $self->color_by('volume');      # object | volume
 | ||
|     $self->select_by('object');     # object | volume | instance
 | ||
|     $self->drag_by('instance');     # object | instance
 | ||
|     
 | ||
|     return $self;
 | ||
| }
 | ||
| 
 | ||
| sub load_object {
 | ||
|     my ($self, $model, $print, $obj_idx, $instance_idxs) = @_;
 | ||
|     
 | ||
|     $self->SetCurrent($self->GetContext) if $self->UseVBOs;
 | ||
| 
 | ||
|     my $model_object;
 | ||
|     if ($model->isa('Slic3r::Model::Object')) {
 | ||
|         $model_object = $model;
 | ||
|         $model = $model_object->model;
 | ||
|         $obj_idx = 0;
 | ||
|     } else {
 | ||
|         $model_object = $model->get_object($obj_idx);
 | ||
|     }
 | ||
|     
 | ||
|     $instance_idxs ||= [0..$#{$model_object->instances}];
 | ||
|     my $volume_indices = $self->volumes->load_object(
 | ||
|         $model_object, $obj_idx, $instance_idxs, $self->color_by, $self->select_by, $self->drag_by,
 | ||
|         $self->UseVBOs);
 | ||
|     return @{$volume_indices};
 | ||
| }
 | ||
| 
 | ||
| # Create 3D thick extrusion lines for a skirt and brim.
 | ||
| # Adds a new Slic3r::GUI::3DScene::Volume to $self->volumes.
 | ||
| sub load_print_toolpaths {
 | ||
|     my ($self, $print, $colors) = @_;
 | ||
| 
 | ||
|     $self->SetCurrent($self->GetContext) if $self->UseVBOs;
 | ||
|     Slic3r::GUI::_3DScene::_load_print_toolpaths($print, $self->volumes, $colors, $self->UseVBOs)
 | ||
|         if ($print->step_done(STEP_SKIRT) && $print->step_done(STEP_BRIM));
 | ||
| }
 | ||
| 
 | ||
| # Create 3D thick extrusion lines for object forming extrusions.
 | ||
| # Adds a new Slic3r::GUI::3DScene::Volume to $self->volumes,
 | ||
| # one for perimeters, one for infill and one for supports.
 | ||
| sub load_print_object_toolpaths {
 | ||
|     my ($self, $object, $colors) = @_;
 | ||
| 
 | ||
|     $self->SetCurrent($self->GetContext) if $self->UseVBOs;
 | ||
|     Slic3r::GUI::_3DScene::_load_print_object_toolpaths($object, $self->volumes, $colors, $self->UseVBOs);
 | ||
| }
 | ||
| 
 | ||
| # Create 3D thick extrusion lines for wipe tower extrusions.
 | ||
| sub load_wipe_tower_toolpaths {
 | ||
|     my ($self, $print, $colors) = @_;
 | ||
| 
 | ||
|     $self->SetCurrent($self->GetContext) if $self->UseVBOs;
 | ||
|     Slic3r::GUI::_3DScene::_load_wipe_tower_toolpaths($print, $self->volumes, $colors, $self->UseVBOs)
 | ||
|         if ($print->step_done(STEP_WIPE_TOWER));
 | ||
| }
 | ||
| 
 | ||
| sub load_gcode_preview {
 | ||
|     my ($self, $print, $gcode_preview_data, $colors) = @_;
 | ||
| 
 | ||
|     $self->SetCurrent($self->GetContext) if $self->UseVBOs;
 | ||
|     Slic3r::GUI::_3DScene::load_gcode_preview($print, $gcode_preview_data, $self->volumes, $colors, $self->UseVBOs);
 | ||
| }
 | ||
| 
 | ||
| sub set_toolpaths_range {
 | ||
|     my ($self, $min_z, $max_z) = @_;
 | ||
|     $self->volumes->set_range($min_z, $max_z);
 | ||
| }
 | ||
| 
 | ||
| sub reset_legend_texture {
 | ||
|     Slic3r::GUI::_3DScene::reset_legend_texture();
 | ||
| }
 | ||
| 
 | ||
| sub get_current_print_zs {
 | ||
|     my ($self) = @_;
 | ||
|     
 | ||
|     my $count = $self->volumes->get_current_print_zs();
 | ||
|     return $count;
 | ||
| }
 | ||
| 
 | ||
| 1;
 | 
