orcaslicer/lib/Slic3r/GUI/PreviewCanvas.pm
Alessandro Ranellucci 228c84ddc1 Use glDrawArrays()
2013-05-16 13:42:19 +02:00

225 lines
No EOL
5.8 KiB
Perl

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