BambuSrc/slic3r/GUI/GLSelectionRectangle.cpp

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2025-06-05 02:45:57 +00:00
#include "GLSelectionRectangle.hpp"
#include "Camera.hpp"
#include "3DScene.hpp"
#include "GLCanvas3D.hpp"
#include "GUI_App.hpp"
#include "Plater.hpp"
#include "OpenGLManager.hpp"
#include <igl/project.h>
#include <GL/glew.h>
namespace Slic3r {
namespace GUI {
void GLSelectionRectangle::start_dragging(const Vec2d& mouse_position, EState state)
{
if (is_dragging() || (state == Off))
return;
m_state = state;
m_start_corner = mouse_position;
m_end_corner = mouse_position;
}
void GLSelectionRectangle::dragging(const Vec2d& mouse_position)
{
if (!is_dragging())
return;
m_end_corner = mouse_position;
}
std::vector<unsigned int> GLSelectionRectangle::stop_dragging(const GLCanvas3D& canvas, const std::vector<Vec3d>& points)
{
std::vector<unsigned int> out;
if (!is_dragging())
return out;
m_state = Off;
const Camera& camera = wxGetApp().plater()->get_camera();
Matrix4d modelview = camera.get_view_matrix().matrix();
Matrix4d projection= camera.get_projection_matrix().matrix();
Vec4i viewport(camera.get_viewport().data());
// Convert our std::vector to Eigen dynamic matrix.
Eigen::Matrix<double, Eigen::Dynamic, 3, Eigen::DontAlign> pts(points.size(), 3);
for (size_t i=0; i<points.size(); ++i)
pts.block<1, 3>(i, 0) = points[i];
// Get the projections.
Eigen::Matrix<double, Eigen::Dynamic, 3, Eigen::DontAlign> projections;
igl::project(pts, modelview, projection, viewport, projections);
// bounding box created from the rectangle corners - will take care of order of the corners
BoundingBox rectangle(Points{ Point(m_start_corner.cast<coord_t>()), Point(m_end_corner.cast<coord_t>()) });
// Iterate over all points and determine whether they're in the rectangle.
for (int i = 0; i<projections.rows(); ++i)
if (rectangle.contains(Point(projections(i, 0), canvas.get_canvas_size().get_height() - projections(i, 1))))
out.push_back(i);
return out;
}
void GLSelectionRectangle::stop_dragging()
{
if (is_dragging())
m_state = Off;
}
void GLSelectionRectangle::render(const GLCanvas3D& canvas) const
{
if (!is_dragging())
return;
const Camera& camera = wxGetApp().plater()->get_camera();
const auto& view_matrix = camera.get_view_matrix_for_billboard();
const auto& proj_matrix = camera.get_projection_matrix();
float inv_zoom = (float)camera.get_inv_zoom();
Size cnv_size = canvas.get_canvas_size();
const int cnv_width = cnv_size.get_width();
const int cnv_height = cnv_size.get_height();
if (0 == cnv_width || 0 == cnv_height) {
return;
}
float cnv_half_width = 0.5f * static_cast<float>(cnv_width);
float cnv_half_height = 0.5f * static_cast<float>(cnv_height);
Vec2d start(m_start_corner(0) - cnv_half_width, cnv_half_height - m_start_corner(1));
Vec2d end(m_end_corner(0) - cnv_half_width, cnv_half_height - m_end_corner(1));
float left = (float)std::min(start(0), end(0)) * inv_zoom;
float top = (float)std::max(start(1), end(1)) * inv_zoom;
float right = (float)std::max(start(0), end(0)) * inv_zoom;
float bottom = (float)std::min(start(1), end(1)) * inv_zoom;
const auto& p_flat_shader = wxGetApp().get_shader("flat");
if (!p_flat_shader) {
return;
}
if (!m_rectangle.is_initialized()) {
GLModel::Geometry init_data;
init_data.format = { GLModel::PrimitiveType::LineLoop, GLModel::Geometry::EVertexLayout::P3 };
init_data.reserve_vertices(4);
init_data.reserve_indices(4);
// vertices
init_data.add_vertex(Vec3f(-0.5f, -0.5f, 0.0f));
init_data.add_vertex(Vec3f(0.5f, -0.5f, 0.0f));
init_data.add_vertex(Vec3f(0.5f, 0.5f, 0.0f));
init_data.add_vertex(Vec3f(-0.5f, 0.5f, 0.0f));
// indices
init_data.add_index(0);
init_data.add_index(1);
init_data.add_index(2);
init_data.add_index(3);
m_rectangle.init_from(std::move(init_data));
}
Transform3d model_matrix{ Transform3d::Identity() };
model_matrix.data()[3 * 4 + 0] = (left + right) * 0.5f;
model_matrix.data()[3 * 4 + 1] = (top + bottom) * 0.5f;
model_matrix.data()[0 * 4 + 0] = (right - left);
model_matrix.data()[1 * 4 + 1] = (top - bottom);
GLboolean was_line_stipple_enabled = GL_FALSE;
const auto& p_ogl_manager = wxGetApp().get_opengl_manager();
p_ogl_manager->set_line_width(1.5f);
glsafe(::glDisable(GL_DEPTH_TEST));
#ifdef __APPLE__
const auto& gl_info = p_ogl_manager->get_gl_info();
const auto formated_gl_version = gl_info.get_formated_gl_version();
if (formated_gl_version < 30)
#endif
{
glsafe(::glGetBooleanv(GL_LINE_STIPPLE, &was_line_stipple_enabled));
glsafe(::glLineStipple(4, 0xAAAA));
glsafe(::glEnable(GL_LINE_STIPPLE));
}
wxGetApp().bind_shader(p_flat_shader);
p_flat_shader->set_uniform("view_model_matrix", view_matrix * model_matrix);
p_flat_shader->set_uniform("projection_matrix", proj_matrix);
m_rectangle.set_color({ 0.0f, 1.0f, 0.38f, 1.0f });
m_rectangle.render_geometry();
wxGetApp().unbind_shader();
if (!was_line_stipple_enabled) {
#ifdef __APPLE__
if (formated_gl_version < 30)
#endif
{
glsafe(::glDisable(GL_LINE_STIPPLE));
}
}
}
} // namespace GUI
} // namespace Slic3r