Remove unused OpenCSG, GLEW and GLU dependencies (#16318)

This commit is contained in:
Kris Austin
2026-10-09 16:50:19 -03:00
committed by GitHub
parent 0f3e8fbf27
commit 35bac4cb69
36 changed files with 10 additions and 67470 deletions
+2 -2
View File
@@ -156,7 +156,7 @@ jobs:
run: |
sudo apt-get update
sudo apt-get install -y --no-install-recommends \
libopengl0 libglu1-mesa libgl1 libegl1 libwebkit2gtk-4.1-0
libopengl0 libgl1 libegl1 libwebkit2gtk-4.1-0
- uses: actions/setup-python@v6
with:
@@ -224,7 +224,7 @@ jobs:
sudo apt-get update
sudo apt-get install -y --no-install-recommends \
xvfb xdotool imagemagick openbox mesa-utils \
libopengl0 libglu1-mesa libgl1 libegl1 libwebkit2gtk-4.1-0
libopengl0 libgl1 libegl1 libwebkit2gtk-4.1-0
- name: Run the parity harness
run: |
-359
View File
@@ -1,359 +0,0 @@
# Distributed under the OSI-approved BSD 3-Clause License. See accompanying
# file Copyright.txt or https://cmake.org/licensing for details.
# PrusaSlicer specifics:
# This file is backported from CMake 3.15 distribution to behave uniformly
# across all versions of CMake. It explicitly adds GLEW_STATIC compile
# definition to static targets which is needed to prevent link errors.
#[=======================================================================[.rst:
FindGLEW
--------
Find the OpenGL Extension Wrangler Library (GLEW)
Input Variables
^^^^^^^^^^^^^^^
The following variables may be set to influence this module’s behavior:
``GLEW_USE_STATIC_LIBS``
to find and create :prop_tgt:`IMPORTED` target for static linkage.
``GLEW_VERBOSE``
to output a detailed log of this module.
Imported Targets
^^^^^^^^^^^^^^^^
This module defines the following :ref:`Imported Targets <Imported Targets>`:
``GLEW::glew``
The GLEW shared library.
``GLEW::glew_s``
The GLEW static library, if ``GLEW_USE_STATIC_LIBS`` is set to ``TRUE``.
``GLEW::GLEW``
Duplicates either ``GLEW::glew`` or ``GLEW::glew_s`` based on availability.
Result Variables
^^^^^^^^^^^^^^^^
This module defines the following variables:
``GLEW_INCLUDE_DIRS``
include directories for GLEW
``GLEW_LIBRARIES``
libraries to link against GLEW
``GLEW_SHARED_LIBRARIES``
libraries to link against shared GLEW
``GLEW_STATIC_LIBRARIES``
libraries to link against static GLEW
``GLEW_FOUND``
true if GLEW has been found and can be used
``GLEW_VERSION``
GLEW version
``GLEW_VERSION_MAJOR``
GLEW major version
``GLEW_VERSION_MINOR``
GLEW minor version
``GLEW_VERSION_MICRO``
GLEW micro version
#]=======================================================================]
include(FindPackageHandleStandardArgs)
if(APPLE)
find_package(OpenGL QUIET)
if(OpenGL_FOUND)
if(GLEW_VERBOSE)
message(STATUS "FindGLEW: Found OpenGL Framework.")
message(STATUS "FindGLEW: OPENGL_LIBRARIES: ${OPENGL_LIBRARIES}")
endif()
else()
if(GLEW_VERBOSE)
message(STATUS "FindGLEW: could not find GLEW library.")
endif()
return()
endif()
endif()
function(__glew_set_find_library_suffix shared_or_static)
if((UNIX AND NOT APPLE) AND "${shared_or_static}" MATCHES "SHARED")
set(CMAKE_FIND_LIBRARY_SUFFIXES ".so")
elseif((UNIX AND NOT APPLE) AND "${shared_or_static}" MATCHES "STATIC")
set(CMAKE_FIND_LIBRARY_SUFFIXES ".a")
elseif(APPLE AND "${shared_or_static}" MATCHES "SHARED")
set(CMAKE_FIND_LIBRARY_SUFFIXES ".dylib;.so")
elseif(APPLE AND "${shared_or_static}" MATCHES "STATIC")
set(CMAKE_FIND_LIBRARY_SUFFIXES ".a")
elseif(WIN32 AND "${shared_or_static}" MATCHES "SHARED")
set(CMAKE_FIND_LIBRARY_SUFFIXES ".lib")
elseif(WIN32 AND "${shared_or_static}" MATCHES "STATIC")
set(CMAKE_FIND_LIBRARY_SUFFIXES ".lib;.a;.dll.a")
endif()
set(CMAKE_FIND_LIBRARY_SUFFIXES "${CMAKE_FIND_LIBRARY_SUFFIXES}" PARENT_SCOPE)
if(GLEW_VERBOSE)
message(STATUS "FindGLEW: CMAKE_FIND_LIBRARY_SUFFIXES for ${shared_or_static}: ${CMAKE_FIND_LIBRARY_SUFFIXES}")
endif()
endfunction()
if(GLEW_VERBOSE)
if(DEFINED GLEW_USE_STATIC_LIBS)
message(STATUS "FindGLEW: GLEW_USE_STATIC_LIBS: ${GLEW_USE_STATIC_LIBS}.")
else()
message(STATUS "FindGLEW: GLEW_USE_STATIC_LIBS is undefined. Treated as FALSE.")
endif()
endif()
find_path(GLEW_INCLUDE_DIR GL/glew.h)
mark_as_advanced(GLEW_INCLUDE_DIR)
set(GLEW_INCLUDE_DIRS ${GLEW_INCLUDE_DIR})
if(GLEW_VERBOSE)
message(STATUS "FindGLEW: GLEW_INCLUDE_DIR: ${GLEW_INCLUDE_DIR}")
message(STATUS "FindGLEW: GLEW_INCLUDE_DIRS: ${GLEW_INCLUDE_DIRS}")
endif()
if("${CMAKE_GENERATOR_PLATFORM}" MATCHES "x64" OR "${CMAKE_GENERATOR}" MATCHES "Win64")
set(_arch "x64")
elseif("${CMAKE_GENERATOR_PLATFORM}" MATCHES "ARM64")
set(_arch "x64") # GLEW ships one header set; ARM64 uses the x64 import path
else()
set(_arch "Win32")
endif()
set(__GLEW_CURRENT_FIND_LIBRARY_SUFFIXES ${CMAKE_FIND_LIBRARY_SUFFIXES})
__glew_set_find_library_suffix(SHARED)
find_library(GLEW_SHARED_LIBRARY_RELEASE
NAMES GLEW glew glew32
PATH_SUFFIXES lib lib64 libx32 lib/Release/${_arch}
PATHS ENV GLEW_ROOT)
find_library(GLEW_SHARED_LIBRARY_DEBUG
NAMES GLEWd glewd glew32d
PATH_SUFFIXES lib lib64
PATHS ENV GLEW_ROOT)
__glew_set_find_library_suffix(STATIC)
find_library(GLEW_STATIC_LIBRARY_RELEASE
NAMES GLEW glew glew32s
PATH_SUFFIXES lib lib64 libx32 lib/Release/${_arch}
PATHS ENV GLEW_ROOT)
find_library(GLEW_STATIC_LIBRARY_DEBUG
NAMES GLEWds GLEWd glewd glewds glew32ds
PATH_SUFFIXES lib lib64
PATHS ENV GLEW_ROOT)
set(CMAKE_FIND_LIBRARY_SUFFIXES ${__GLEW_CURRENT_FIND_LIBRARY_SUFFIXES})
unset(__GLEW_CURRENT_FIND_LIBRARY_SUFFIXES)
include(SelectLibraryConfigurations)
select_library_configurations(GLEW_SHARED)
select_library_configurations(GLEW_STATIC)
if(NOT GLEW_USE_STATIC_LIBS)
set(GLEW_LIBRARIES ${GLEW_SHARED_LIBRARY})
else()
set(GLEW_LIBRARIES ${GLEW_STATIC_LIBRARY})
endif()
if(GLEW_VERBOSE)
message(STATUS "FindGLEW: GLEW_SHARED_LIBRARY_RELEASE: ${GLEW_SHARED_LIBRARY_RELEASE}")
message(STATUS "FindGLEW: GLEW_STATIC_LIBRARY_RELEASE: ${GLEW_STATIC_LIBRARY_RELEASE}")
message(STATUS "FindGLEW: GLEW_SHARED_LIBRARY_DEBUG: ${GLEW_SHARED_LIBRARY_DEBUG}")
message(STATUS "FindGLEW: GLEW_STATIC_LIBRARY_DEBUG: ${GLEW_STATIC_LIBRARY_DEBUG}")
message(STATUS "FindGLEW: GLEW_SHARED_LIBRARY: ${GLEW_SHARED_LIBRARY}")
message(STATUS "FindGLEW: GLEW_STATIC_LIBRARY: ${GLEW_STATIC_LIBRARY}")
message(STATUS "FindGLEW: GLEW_LIBRARIES: ${GLEW_LIBRARIES}")
endif()
# Read version from GL/glew.h file
if(EXISTS "${GLEW_INCLUDE_DIR}/GL/glew.h")
file(STRINGS "${GLEW_INCLUDE_DIR}/GL/glew.h" _contents REGEX "^VERSION_.+ [0-9]+")
if(_contents)
string(REGEX REPLACE ".*VERSION_MAJOR[ \t]+([0-9]+).*" "\\1" GLEW_VERSION_MAJOR "${_contents}")
string(REGEX REPLACE ".*VERSION_MINOR[ \t]+([0-9]+).*" "\\1" GLEW_VERSION_MINOR "${_contents}")
string(REGEX REPLACE ".*VERSION_MICRO[ \t]+([0-9]+).*" "\\1" GLEW_VERSION_MICRO "${_contents}")
set(GLEW_VERSION "${GLEW_VERSION_MAJOR}.${GLEW_VERSION_MINOR}.${GLEW_VERSION_MICRO}")
endif()
endif()
if(GLEW_VERBOSE)
message(STATUS "FindGLEW: GLEW_VERSION_MAJOR: ${GLEW_VERSION_MAJOR}")
message(STATUS "FindGLEW: GLEW_VERSION_MINOR: ${GLEW_VERSION_MINOR}")
message(STATUS "FindGLEW: GLEW_VERSION_MICRO: ${GLEW_VERSION_MICRO}")
message(STATUS "FindGLEW: GLEW_VERSION: ${GLEW_VERSION}")
endif()
find_package_handle_standard_args(GLEW
REQUIRED_VARS GLEW_INCLUDE_DIRS GLEW_LIBRARIES
VERSION_VAR GLEW_VERSION)
if(NOT GLEW_FOUND)
if(GLEW_VERBOSE)
message(STATUS "FindGLEW: could not find GLEW library.")
endif()
return()
endif()
if(NOT TARGET GLEW::glew AND NOT GLEW_USE_STATIC_LIBS)
if(GLEW_VERBOSE)
message(STATUS "FindGLEW: Creating GLEW::glew imported target.")
endif()
add_library(GLEW::glew UNKNOWN IMPORTED)
set_target_properties(GLEW::glew
PROPERTIES INTERFACE_INCLUDE_DIRECTORIES "${GLEW_INCLUDE_DIRS}")
if(APPLE)
if(CMAKE_VERSION VERSION_GREATER_EQUAL "4.0")
set_target_properties(GLEW::glew
PROPERTIES INTERFACE_LINK_LIBRARIES "-framework OpenGL")
else()
set_target_properties(GLEW::glew
PROPERTIES INTERFACE_LINK_LIBRARIES OpenGL::GL)
endif()
endif()
if(GLEW_SHARED_LIBRARY_RELEASE)
set_property(TARGET GLEW::glew
APPEND
PROPERTY IMPORTED_CONFIGURATIONS RELEASE)
set_target_properties(GLEW::glew
PROPERTIES IMPORTED_LOCATION_RELEASE "${GLEW_SHARED_LIBRARY_RELEASE}")
endif()
if(GLEW_SHARED_LIBRARY_DEBUG)
set_property(TARGET GLEW::glew
APPEND
PROPERTY IMPORTED_CONFIGURATIONS DEBUG)
set_target_properties(GLEW::glew
PROPERTIES IMPORTED_LOCATION_DEBUG "${GLEW_SHARED_LIBRARY_DEBUG}")
endif()
elseif(NOT TARGET GLEW::glew_s AND GLEW_USE_STATIC_LIBS)
if(GLEW_VERBOSE)
message(STATUS "FindGLEW: Creating GLEW::glew_s imported target.")
endif()
add_library(GLEW::glew_s UNKNOWN IMPORTED)
set_target_properties(GLEW::glew_s
PROPERTIES INTERFACE_INCLUDE_DIRECTORIES "${GLEW_INCLUDE_DIRS}")
set_target_properties(GLEW::glew_s PROPERTIES INTERFACE_COMPILE_DEFINITIONS GLEW_STATIC)
if(APPLE)
if(CMAKE_VERSION VERSION_GREATER_EQUAL "4.0")
set_target_properties(GLEW::glew_s
PROPERTIES INTERFACE_LINK_LIBRARIES "-framework OpenGL")
else()
set_target_properties(GLEW::glew_s
PROPERTIES INTERFACE_LINK_LIBRARIES OpenGL::GL)
endif()
endif()
if(GLEW_STATIC_LIBRARY_RELEASE)
set_property(TARGET GLEW::glew_s
APPEND
PROPERTY IMPORTED_CONFIGURATIONS RELEASE)
set_target_properties(GLEW::glew_s
PROPERTIES IMPORTED_LOCATION_RELEASE "${GLEW_STATIC_LIBRARY_RELEASE}")
endif()
if(GLEW_STATIC_LIBRARY_DEBUG)
set_property(TARGET GLEW::glew_s
APPEND
PROPERTY IMPORTED_CONFIGURATIONS DEBUG)
set_target_properties(GLEW::glew_s
PROPERTIES IMPORTED_LOCATION_DEBUG "${GLEW_STATIC_LIBRARY_DEBUG}")
endif()
endif()
if(NOT TARGET GLEW::GLEW)
if(GLEW_VERBOSE)
message(STATUS "FindGLEW: Creating GLEW::GLEW imported target.")
endif()
add_library(GLEW::GLEW UNKNOWN IMPORTED)
set_target_properties(GLEW::GLEW
PROPERTIES INTERFACE_INCLUDE_DIRECTORIES "${GLEW_INCLUDE_DIRS}")
if(APPLE)
if(CMAKE_VERSION VERSION_GREATER_EQUAL "4.0")
set_target_properties(GLEW::GLEW
PROPERTIES INTERFACE_LINK_LIBRARIES "-framework OpenGL")
else()
set_target_properties(GLEW::GLEW
PROPERTIES INTERFACE_LINK_LIBRARIES OpenGL::GL)
endif()
endif()
if(TARGET GLEW::glew)
if(GLEW_SHARED_LIBRARY_RELEASE)
set_property(TARGET GLEW::GLEW
APPEND
PROPERTY IMPORTED_CONFIGURATIONS RELEASE)
set_target_properties(GLEW::GLEW
PROPERTIES IMPORTED_LOCATION_RELEASE "${GLEW_SHARED_LIBRARY_RELEASE}")
endif()
if(GLEW_SHARED_LIBRARY_DEBUG)
set_property(TARGET GLEW::GLEW
APPEND
PROPERTY IMPORTED_CONFIGURATIONS DEBUG)
set_target_properties(GLEW::GLEW
PROPERTIES IMPORTED_LOCATION_DEBUG "${GLEW_SHARED_LIBRARY_DEBUG}")
endif()
elseif(TARGET GLEW::glew_s)
if(GLEW_STATIC_LIBRARY_RELEASE)
set_property(TARGET GLEW::GLEW
APPEND
PROPERTY IMPORTED_CONFIGURATIONS RELEASE)
set_target_properties(GLEW::GLEW
PROPERTIES IMPORTED_LOCATION_RELEASE "${GLEW_STATIC_LIBRARY_RELEASE}"
INTERFACE_COMPILE_DEFINITIONS GLEW_STATIC)
endif()
if(GLEW_STATIC_LIBRARY_DEBUG AND GLEW_USE_STATIC_LIBS)
set_property(TARGET GLEW::GLEW
APPEND
PROPERTY IMPORTED_CONFIGURATIONS DEBUG)
set_target_properties(GLEW::GLEW
PROPERTIES IMPORTED_LOCATION_DEBUG "${GLEW_STATIC_LIBRARY_DEBUG}"
INTERFACE_COMPILE_DEFINITIONS GLEW_STATIC)
endif()
elseif(GLEW_VERBOSE)
message(WARNING "FindGLEW: no `GLEW::glew` or `GLEW::glew_s` target was created. Something went wrong in FindGLEW target creation.")
endif()
endif()
-3
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@@ -379,10 +379,8 @@ include(Boost/Boost.cmake)
include(Cereal/Cereal.cmake)
include(Qhull/Qhull.cmake)
include(GLEW/GLEW.cmake)
include(GLFW/GLFW.cmake)
include(OpenCSG/OpenCSG.cmake)
set(SLVS_PKG "")
if (SLIC3R_CAD)
include(SLVS/SLVS.cmake)
@@ -478,7 +476,6 @@ set(_dep_list
dep_Draco
dep_NLopt
dep_OpenVDB
dep_OpenCSG
${SLVS_PKG}
dep_OpenCV
dep_Eigen
-2
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@@ -1,6 +1,4 @@
orcaslicer_add_cmake_project(EXPAT
# GIT_REPOSITORY https://github.com/nigels-com/glew.git
# GIT_TAG 3a8eff7 # 2.1.0
SOURCE_DIR ${CMAKE_CURRENT_LIST_DIR}/expat
)
-14
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@@ -1,14 +0,0 @@
# We have to check for OpenGL to compile GLEW
set(OpenGL_GL_PREFERENCE "LEGACY") # to prevent a nasty warning by cmake
find_package(OpenGL QUIET REQUIRED)
orcaslicer_add_cmake_project(
GLEW
SOURCE_DIR ${CMAKE_CURRENT_LIST_DIR}/glew
CMAKE_ARGS
-DGLEW_USE_EGL=OFF
)
if (MSVC)
add_debug_dep(dep_GLEW)
endif ()
-44
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@@ -1,44 +0,0 @@
cmake_minimum_required(VERSION 3.0)
project(GLEW)
find_package(OpenGL REQUIRED)
# Allow parent project to control EGL usage.
# Default to OFF since OrcaSlicer forces GDK_BACKEND=x11 (using GLX contexts).
# GLEW must use glXGetProcAddressARB (GLX) to match wxWidgets GL canvas.
# Using EGL function loading with GLX contexts causes rendering failures.
option(GLEW_USE_EGL "Use EGL instead of GLX for OpenGL function loading" OFF)
if(GLEW_USE_EGL)
message(STATUS "Building GLEW with EGL support")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DGLEW_EGL")
else()
message(STATUS "Building GLEW with GLX support")
endif()
add_library(GLEW src/glew.c)
target_include_directories(GLEW PRIVATE include/)
target_link_libraries(GLEW PUBLIC OpenGL::GL)
if (NOT BUILD_SHARED_LIBS)
target_compile_definitions(GLEW PUBLIC GLEW_STATIC)
endif ()
include(GNUInstallDirs)
install(
FILES
${PROJECT_SOURCE_DIR}/include/GL/glew.h
${PROJECT_SOURCE_DIR}/include/GL/wglew.h
${PROJECT_SOURCE_DIR}/include/GL/glxew.h
${PROJECT_SOURCE_DIR}/include/GL/eglew.h
DESTINATION
${CMAKE_INSTALL_INCLUDEDIR}/GL
)
install(TARGETS GLEW GLEW
RUNTIME DESTINATION ${CMAKE_INSTALL_BINDIR}
ARCHIVE DESTINATION ${CMAKE_INSTALL_LIBDIR}
LIBRARY DESTINATION ${CMAKE_INSTALL_LIBDIR}
INCLUDES DESTINATION ${CMAKE_INSTALL_INCLUDEDIR}
)
-73
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@@ -1,73 +0,0 @@
The OpenGL Extension Wrangler Library
Copyright (C) 2002-2007, Milan Ikits <milan ikits[]ieee org>
Copyright (C) 2002-2007, Marcelo E. Magallon <mmagallo[]debian org>
Copyright (C) 2002, Lev Povalahev
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
* The name of the author may be used to endorse or promote products
derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
THE POSSIBILITY OF SUCH DAMAGE.
Mesa 3-D graphics library
Version: 7.0
Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Copyright (c) 2007 The Khronos Group Inc.
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and/or associated documentation files (the
"Materials"), to deal in the Materials without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Materials, and to
permit persons to whom the Materials are furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Materials.
THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
-251
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@@ -1,251 +0,0 @@
# GLEW - The OpenGL Extension Wrangler Library
The OpenGL Extension Wrangler Library (GLEW) is a cross-platform open-source C/C++ extension loading library. GLEW provides efficient run-time mechanisms for determining which OpenGL extensions are supported on the target platform. OpenGL core and extension functionality is exposed in a single header file. GLEW has been tested on a variety of operating systems, including Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris.
![](http://glew.sourceforge.net/glew.png)
http://glew.sourceforge.net/
https://github.com/nigels-com/glew
[![Build Status](https://travis-ci.org/nigels-com/glew.svg?branch=master)](https://travis-ci.org/nigels-com/glew)
[![Gitter](https://badges.gitter.im/nigels-com/glew.svg)](https://gitter.im/nigels-com/glew?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge)
[![Download](https://img.shields.io/sourceforge/dm/glew.svg)](https://sourceforge.net/projects/glew/files/latest/download)
## Table of Contents
* [Downloads](#downloads)
* [Recent snapshots](#recent-snapshots)
* [Build](#build)
* [Linux and Mac](#linux-and-mac)
* [Using GNU Make](#using-gnu-make)
* [Install build tools](#install-build-tools)
* [Build](#build-1)
* [Linux EGL](#linux-egl)
* [Linux mingw-w64](#linux-mingw-w64)
* [Using cmake](#using-cmake)
* [Install build tools](#install-build-tools-1)
* [Build](#build-2)
* [Windows](#windows)
* [Visual Studio](#visual-studio)
* [MSYS/Mingw](#msysmingw)
* [MSYS2/Mingw-w64](#msys2mingw-w64)
* [glewinfo](#glewinfo)
* [Code Generation](#code-generation)
* [Authors](#authors)
* [Contributions](#contributions)
* [Copyright and Licensing](#copyright-and-licensing)
## Downloads
Current release is [2.1.0](https://sourceforge.net/projects/glew/files/glew/2.1.0/).
[(Change Log)](http://glew.sourceforge.net/log.html)
Sources available as
[ZIP](https://sourceforge.net/projects/glew/files/glew/2.1.0/glew-2.1.0.zip/download) or
[TGZ](https://sourceforge.net/projects/glew/files/glew/2.1.0/glew-2.1.0.tgz/download).
Windows binaries for [32-bit and 64-bit](https://sourceforge.net/projects/glew/files/glew/2.1.0/glew-2.1.0-win32.zip/download).
### Recent snapshots
Snapshots may contain new features, bug-fixes or new OpenGL extensions ahead of tested, official releases.
[glew-20200115.tgz](https://sourceforge.net/projects/glew/files/glew/snapshots/glew-20200115.tgz/download) *GLEW 2.2.0 RC3: fixes*
[glew-20190928.tgz](https://sourceforge.net/projects/glew/files/glew/snapshots/glew-20190928.tgz/download) *GLEW 2.2.0 RC2: New extensions, bug fixes*
## Build
It is highly recommended to build from a tgz or zip release snapshot.
The code generation workflow is a complex brew of gnu make, perl and python, that works best on Linux or Mac.
The code generation is known to work on Windows using [MSYS2](https://www.msys2.org/).
For most end-users of GLEW the official releases are the best choice, with first class support.
### Linux and Mac
#### Using GNU Make
GNU make is the primary build system for GLEW, historically.
It includes targets for building the sources and headers, for maintenance purposes.
##### Install build tools
Debian/Ubuntu/Mint: `$ sudo apt-get install build-essential libxmu-dev libxi-dev libgl-dev`
RedHat/CentOS/Fedora: `$ sudo yum install libXmu-devel libXi-devel libGL-devel`
FreeBSD: `# pkg install xorg lang/gcc git cmake gmake bash python perl5`
##### Build
$ make
$ sudo make install
$ make clean
Targets: `all, glew.lib (sub-targets: glew.lib.shared, glew.lib.static), glew.bin, clean, install, uninstall`
Variables: `SYSTEM=linux-clang, GLEW_DEST=/usr/local, STRIP=`
_Note: you may need to call `make` in the **auto** folder first_
##### Linux EGL
$ sudo apt install libegl1-mesa-dev
$ make SYSTEM=linux-egl
##### Linux mingw-w64
$ sudo apt install mingw-w64
$ make SYSTEM=linux-mingw32
$ make SYSTEM=linux-mingw64
#### Using cmake
The cmake build is mostly contributer maintained.
Due to the multitude of use cases this is maintained on a _best effort_ basis.
Pull requests are welcome.
*CMake 2.8.12 or higher is required.*
##### Install build tools
Debian/Ubuntu/Mint: `$ sudo apt-get install build-essential libxmu-dev libxi-dev libgl-dev cmake git`
RedHat/CentOS/Fedora: `$ sudo yum install libXmu-devel libXi-devel libGL-devel cmake git`
##### Build
$ cd build
$ cmake ./cmake
$ make -j4
| Target | Description |
| ---------- | ----------- |
| glew | Build the glew shared library. |
| glew_s | Build the glew static library. |
| glewinfo | Build the `glewinfo` executable (requires `BUILD_UTILS` to be `ON`). |
| visualinfo | Build the `visualinfo` executable (requires `BUILD_UTILS` to be `ON`). |
| install | Install all enabled targets into `CMAKE_INSTALL_PREFIX`. |
| clean | Clean up build artifacts. |
| all | Build all enabled targets (default target). |
| Variables | Description |
| --------------- | ----------- |
| BUILD_UTILS | Build the `glewinfo` and `visualinfo` executables. |
| GLEW_REGAL | Build in Regal mode. |
| BUILD_FRAMEWORK | Build as MacOSX Framework. Setting `CMAKE_INSTALL_PREFIX` to `/Library/Frameworks` is recommended. |
### Windows
#### Visual Studio
Use the provided Visual Studio project file in build/vc15/
Projects for vc6, vc10, vc12 and vc14 are also provided
#### MSYS/Mingw
Available from [Mingw](http://www.mingw.org/)
Requirements: bash, make, gcc
$ mingw32-make
$ mingw32-make install
$ mingw32-make install.all
Alternative toolchain: `SYSTEM=mingw-win32`
#### MSYS2/Mingw-w64
Available from [Msys2](http://msys2.github.io/) and/or [Mingw-w64](http://mingw-w64.org/)
Requirements: bash, make, gcc
$ pacman -S gcc make mingw-w64-i686-gcc mingw-w64-x86_64-gcc
$ make
$ make install
$ make install.all
Alternative toolchain: `SYSTEM=msys, SYSTEM=msys-win32, SYSTEM=msys-win64`
## glewinfo
`glewinfo` is a command-line tool useful for inspecting the capabilities of an
OpenGL implementation and GLEW support for that. Please include `glewinfo.txt`
with bug reports, as appropriate.
---------------------------
GLEW Extension Info
---------------------------
GLEW version 2.0.0
Reporting capabilities of pixelformat 3
Running on a Intel(R) HD Graphics 3000 from Intel
OpenGL version 3.1.0 - Build 9.17.10.4229 is supported
GL_VERSION_1_1: OK
---------------
GL_VERSION_1_2: OK
---------------
glCopyTexSubImage3D: OK
glDrawRangeElements: OK
glTexImage3D: OK
glTexSubImage3D: OK
...
## Code Generation
A Unix or Mac environment is needed for building GLEW from scratch to
include new extensions, or customize the code generation. The extension
data is regenerated from the top level source directory with:
make extensions
An alternative to generating the GLEW sources from scratch is to
download a pre-generated (unsupported) snapshot:
https://sourceforge.net/projects/glew/files/glew/snapshots/
## Authors
GLEW is currently maintained by [Nigel Stewart](https://github.com/nigels-com)
with bug fixes, new OpenGL extension support and new releases.
GLEW was developed by [Milan Ikits](http://www.cs.utah.edu/~ikits/)
and [Marcelo Magallon](http://wwwvis.informatik.uni-stuttgart.de/~magallon/).
Aaron Lefohn, Joe Kniss, and Chris Wyman were the first users and also
assisted with the design and debugging process.
The acronym GLEW originates from Aaron Lefohn.
Pasi K&auml;rkk&auml;inen identified and fixed several problems with
GLX and SDL. Nate Robins created the `wglinfo` utility, to
which modifications were made by Michael Wimmer.
## Contributions
GLEW welcomes community contributions. Typically these are co-ordinated
via [Issues](https://github.com/nigels-com/glew/issues) or
[Pull Requests](https://github.com/nigels-com/glew/pulls) in the
GitHub web interface.
Be sure to mention platform and compiler toolchain details when filing
a bug report. The output of `glewinfo` can be quite useful for discussion
also.
Generally GLEW is usually released once a year, around the time of the Siggraph
computer graphics conference. If you're not using the current release
version of GLEW, be sure to check if the issue or bug is fixed there.
## Copyright and Licensing
GLEW is originally derived from the EXTGL project by Lev Povalahev.
The source code is licensed under the
[Modified BSD License](http://glew.sourceforge.net/glew.txt), the
[Mesa 3-D License](http://glew.sourceforge.net/mesa.txt) (MIT) and the
[Khronos License](http://glew.sourceforge.net/khronos.txt) (MIT).
The automatic code generation scripts are released under the
[GNU GPL](http://glew.sourceforge.net/gpl.txt).
-1
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2.2.0
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@@ -1,101 +0,0 @@
cmake_minimum_required(VERSION 3.0)
project(OpenCSG)
if (NOT BUILD_SHARED_LIBS)
set(GLEW_USE_STATIC_LIBS ON)
elseif (MSVC)
set(CMAKE_WINDOWS_EXPORT_ALL_SYMBOLS ON)
endif()
find_package(OpenGL REQUIRED)
set(GLEW_VERBOSE ON)
find_package(GLEW 1.13.0 REQUIRED)
set(_srcfiles
src/area.cpp
src/batch.cpp
src/context.cpp
src/channelManager.cpp
src/frameBufferObject.cpp
src/frameBufferObjectExt.cpp
src/occlusionQuery.cpp
src/opencsgRender.cpp
src/openglHelper.cpp
src/pBufferTexture.cpp
src/primitive.cpp
src/primitiveHelper.cpp
src/renderGoldfeather.cpp
src/renderSCS.cpp
src/scissorMemo.cpp
src/settings.cpp
src/stencilManager.cpp
RenderTexture/RenderTexture.cpp
include/opencsg.h
src/opencsgConfig.h
src/area.h
src/batch.h
src/context.h
src/channelManager.h
src/frameBufferObject.h
src/frameBufferObjectExt.h
src/occlusionQuery.h
src/offscreenBuffer.h
src/opencsgRender.h
src/openglHelper.h
src/pBufferTexture.h
src/primitiveHelper.h
src/scissorMemo.h
src/settings.h
src/stencilManager.h
)
add_library(opencsg ${_srcfiles})
target_include_directories(opencsg PUBLIC $<BUILD_INTERFACE:${PROJECT_SOURCE_DIR}/include>)
target_include_directories(opencsg PUBLIC $<BUILD_INTERFACE:${PROJECT_SOURCE_DIR}>)
target_link_libraries(opencsg PRIVATE GLEW::GLEW OpenGL::GL)
include(CMakePackageConfigHelpers)
include(GNUInstallDirs)
write_basic_package_version_file(
"${CMAKE_CURRENT_BINARY_DIR}/${PROJECT_NAME}ConfigVersion.cmake"
VERSION 1.4.2
COMPATIBILITY AnyNewerVersion
)
install(TARGETS opencsg
EXPORT ${PROJECT_NAME}Targets
RUNTIME DESTINATION ${CMAKE_INSTALL_BINDIR}
ARCHIVE DESTINATION ${CMAKE_INSTALL_LIBDIR}
LIBRARY DESTINATION ${CMAKE_INSTALL_LIBDIR}
INCLUDES DESTINATION ${CMAKE_INSTALL_INCLUDEDIR})
export(EXPORT ${PROJECT_NAME}Targets
FILE "${CMAKE_CURRENT_BINARY_DIR}/${PROJECT_NAME}Config.cmake"
NAMESPACE ${PROJECT_NAME}:: )
set(ConfigPackageLocation ${CMAKE_INSTALL_LIBDIR}/cmake/${PROJECT_NAME})
install(EXPORT ${PROJECT_NAME}Targets
FILE
"${PROJECT_NAME}Config.cmake"
NAMESPACE
${PROJECT_NAME}::
DESTINATION
${ConfigPackageLocation}
)
install(
FILES
${PROJECT_SOURCE_DIR}/include/opencsg.h
DESTINATION
${CMAKE_INSTALL_INCLUDEDIR}/opencsg
)
install(
FILES
"${CMAKE_CURRENT_BINARY_DIR}/${PROJECT_NAME}ConfigVersion.cmake"
DESTINATION
${ConfigPackageLocation}
)
-17
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@@ -1,17 +0,0 @@
orcaslicer_add_cmake_project(OpenCSG
# GIT_REPOSITORY https://github.com/floriankirsch/OpenCSG.git
# GIT_TAG 83e274457b46c9ad11a4ee599203250b1618f3b9 #v1.4.2
URL https://github.com/floriankirsch/OpenCSG/archive/refs/tags/opencsg-1-4-2-release.zip
URL_HASH SHA256=51afe0db79af8386e2027d56d685177135581e0ee82ade9d7f2caff8deab5ec5
PATCH_COMMAND ${CMAKE_COMMAND} -E copy ${CMAKE_CURRENT_LIST_DIR}/CMakeLists.txt.in ./CMakeLists.txt
DEPENDS dep_GLEW
)
if (TARGET ${ZLIB_PKG})
add_dependencies(dep_OpenCSG ${ZLIB_PKG})
endif()
if (MSVC)
add_debug_dep(dep_OpenCSG)
endif ()
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@@ -2,5 +2,4 @@
#add_subdirectory(openvdb)
# add_subdirectory(meshboolean)
add_subdirectory(its_neighbor_index)
# add_subdirectory(opencsg)
#add_subdirectory(aabb-evaluation)
-30
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@@ -1,30 +0,0 @@
cmake_minimum_required(VERSION 3.0)
project(OpenCSG-example)
add_executable(opencsg_example WIN32
main.cpp
Engine.hpp Engine.cpp
ShaderCSGDisplay.hpp ShaderCSGDisplay.cpp
${CMAKE_CURRENT_SOURCE_DIR}/../../src/slic3r/GUI/Jobs/Job.cpp
${CMAKE_CURRENT_SOURCE_DIR}/../../src/slic3r/GUI/ProgressStatusBar.cpp
${CMAKE_CURRENT_SOURCE_DIR}/../../src/slic3r/GUI/I18N.hpp
${CMAKE_CURRENT_SOURCE_DIR}/../../src/slic3r/GUI/I18N.cpp)
find_package(wxWidgets 3.1 REQUIRED COMPONENTS core base gl html)
find_package(OpenGL REQUIRED)
find_package(GLEW REQUIRED)
find_package(OpenCSG REQUIRED)
include(${wxWidgets_USE_FILE})
target_link_libraries(opencsg_example libslic3r)
target_include_directories(opencsg_example PRIVATE ${wxWidgets_INCLUDE_DIRS})
target_compile_definitions(opencsg_example PRIVATE ${wxWidgets_DEFINITIONS})
slic3r_remap_configs(OpenCSG::opencsg RelWithDebInfo Release)
target_link_libraries(opencsg_example ${wxWidgets_LIBRARIES}
OpenCSG::opencsg
GLEW::GLEW
OpenGL::GL
#-lXrandr -lXext -lX11
)
-495
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@@ -1,495 +0,0 @@
#include "Engine.hpp"
#include <libslic3r/Utils.hpp>
#include <libslic3r/SLAPrint.hpp>
#include <GL/glew.h>
#include <boost/log/trivial.hpp>
#ifndef NDEBUG
#define HAS_GLSAFE
#endif
#ifdef HAS_GLSAFE
extern void glAssertRecentCallImpl(const char *file_name, unsigned int line, const char *function_name);
inline void glAssertRecentCall() { glAssertRecentCallImpl(__FILE__, __LINE__, __FUNCTION__); }
#define glsafe(cmd) do { cmd; glAssertRecentCallImpl(__FILE__, __LINE__, __FUNCTION__); } while (false)
#define glcheck() do { glAssertRecentCallImpl(__FILE__, __LINE__, __FUNCTION__); } while (false)
void glAssertRecentCallImpl(const char *file_name, unsigned int line, const char *function_name)
{
GLenum err = glGetError();
if (err == GL_NO_ERROR)
return;
const char *sErr = 0;
switch (err) {
case GL_INVALID_ENUM: sErr = "Invalid Enum"; break;
case GL_INVALID_VALUE: sErr = "Invalid Value"; break;
// be aware that GL_INVALID_OPERATION is generated if glGetError is executed between the execution of glBegin and the corresponding execution of glEnd
case GL_INVALID_OPERATION: sErr = "Invalid Operation"; break;
case GL_STACK_OVERFLOW: sErr = "Stack Overflow"; break;
case GL_STACK_UNDERFLOW: sErr = "Stack Underflow"; break;
case GL_OUT_OF_MEMORY: sErr = "Out Of Memory"; break;
default: sErr = "Unknown"; break;
}
BOOST_LOG_TRIVIAL(error) << "OpenGL error in " << file_name << ":" << line << ", function " << function_name << "() : " << (int)err << " - " << sErr;
assert(false);
}
#else
inline void glAssertRecentCall() { }
#define glsafe(cmd) cmd
#define glcheck()
#endif
namespace Slic3r { namespace GL {
Scene::Scene() = default;
Scene::~Scene() = default;
void CSGDisplay::render_scene()
{
GLfloat color[] = {1.f, 1.f, 0.f, 0.f};
glsafe(::glColor4fv(color));
if (m_csgsettings.is_enabled()) {
OpenCSG::render(m_scene_cache.primitives_csg);
glDepthFunc(GL_EQUAL);
}
for (auto& p : m_scene_cache.primitives_csg) p->render();
if (m_csgsettings.is_enabled()) glDepthFunc(GL_LESS);
for (auto& p : m_scene_cache.primitives_free) p->render();
glFlush();
}
void Scene::set_print(std::unique_ptr<SLAPrint> &&print)
{
m_print = std::move(print);
// Notify displays
call(&Listener::on_scene_updated, m_listeners, *this);
}
BoundingBoxf3 Scene::get_bounding_box() const
{
return m_print->model().bounding_box();
}
void CSGDisplay::SceneCache::clear()
{
primitives_csg.clear();
primitives_free.clear();
primitives.clear();
}
std::shared_ptr<Primitive> CSGDisplay::SceneCache::add_mesh(const TriangleMesh &mesh)
{
auto p = std::make_shared<Primitive>();
p->load_mesh(mesh);
primitives.emplace_back(p);
primitives_free.emplace_back(p.get());
return p;
}
std::shared_ptr<Primitive> CSGDisplay::SceneCache::add_mesh(const TriangleMesh &mesh,
OpenCSG::Operation o,
unsigned c)
{
auto p = std::make_shared<Primitive>(o, c);
p->load_mesh(mesh);
primitives.emplace_back(p);
primitives_csg.emplace_back(p.get());
return p;
}
void IndexedVertexArray::push_geometry(float x, float y, float z, float nx, float ny, float nz)
{
assert(this->vertices_and_normals_interleaved_VBO_id == 0);
if (this->vertices_and_normals_interleaved_VBO_id != 0)
return;
if (this->vertices_and_normals_interleaved.size() + 6 > this->vertices_and_normals_interleaved.capacity())
this->vertices_and_normals_interleaved.reserve(next_highest_power_of_2(this->vertices_and_normals_interleaved.size() + 6));
this->vertices_and_normals_interleaved.emplace_back(nx);
this->vertices_and_normals_interleaved.emplace_back(ny);
this->vertices_and_normals_interleaved.emplace_back(nz);
this->vertices_and_normals_interleaved.emplace_back(x);
this->vertices_and_normals_interleaved.emplace_back(y);
this->vertices_and_normals_interleaved.emplace_back(z);
this->vertices_and_normals_interleaved_size = this->vertices_and_normals_interleaved.size();
}
void IndexedVertexArray::push_triangle(int idx1, int idx2, int idx3) {
assert(this->vertices_and_normals_interleaved_VBO_id == 0);
if (this->vertices_and_normals_interleaved_VBO_id != 0)
return;
if (this->triangle_indices.size() + 3 > this->vertices_and_normals_interleaved.capacity())
this->triangle_indices.reserve(next_highest_power_of_2(this->triangle_indices.size() + 3));
this->triangle_indices.emplace_back(idx1);
this->triangle_indices.emplace_back(idx2);
this->triangle_indices.emplace_back(idx3);
this->triangle_indices_size = this->triangle_indices.size();
}
void IndexedVertexArray::load_mesh(const TriangleMesh &mesh)
{
assert(triangle_indices.empty() && vertices_and_normals_interleaved_size == 0);
assert(quad_indices.empty() && triangle_indices_size == 0);
assert(vertices_and_normals_interleaved.size() % 6 == 0 && quad_indices_size == vertices_and_normals_interleaved.size());
this->vertices_and_normals_interleaved.reserve(this->vertices_and_normals_interleaved.size() + 3 * 3 * 2 * mesh.facets_count());
int vertices_count = 0;
for (size_t i = 0; i < mesh.facets_count(); ++i) {
const stl_facet &facet = mesh.stl.facet_start[i];
for (int j = 0; j < 3; ++j)
this->push_geometry(facet.vertex[j](0), facet.vertex[j](1), facet.vertex[j](2), facet.normal(0), facet.normal(1), facet.normal(2));
this->push_triangle(vertices_count, vertices_count + 1, vertices_count + 2);
vertices_count += 3;
}
}
void IndexedVertexArray::finalize_geometry()
{
assert(this->vertices_and_normals_interleaved_VBO_id == 0);
assert(this->triangle_indices_VBO_id == 0);
assert(this->quad_indices_VBO_id == 0);
if (!this->vertices_and_normals_interleaved.empty()) {
glsafe(
::glGenBuffers(1, &this->vertices_and_normals_interleaved_VBO_id));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER,
this->vertices_and_normals_interleaved_VBO_id));
glsafe(
::glBufferData(GL_ARRAY_BUFFER,
GLsizeiptr(
this->vertices_and_normals_interleaved.size() *
4),
this->vertices_and_normals_interleaved.data(),
GL_STATIC_DRAW));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
this->vertices_and_normals_interleaved.clear();
}
if (!this->triangle_indices.empty()) {
glsafe(::glGenBuffers(1, &this->triangle_indices_VBO_id));
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,
this->triangle_indices_VBO_id));
glsafe(::glBufferData(GL_ELEMENT_ARRAY_BUFFER,
GLsizeiptr(this->triangle_indices.size() * 4),
this->triangle_indices.data(), GL_STATIC_DRAW));
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
this->triangle_indices.clear();
}
if (!this->quad_indices.empty()) {
glsafe(::glGenBuffers(1, &this->quad_indices_VBO_id));
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,
this->quad_indices_VBO_id));
glsafe(::glBufferData(GL_ELEMENT_ARRAY_BUFFER,
GLsizeiptr(this->quad_indices.size() * 4),
this->quad_indices.data(), GL_STATIC_DRAW));
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
this->quad_indices.clear();
}
}
void IndexedVertexArray::release_geometry()
{
if (this->vertices_and_normals_interleaved_VBO_id) {
glsafe(
::glDeleteBuffers(1,
&this->vertices_and_normals_interleaved_VBO_id));
this->vertices_and_normals_interleaved_VBO_id = 0;
}
if (this->triangle_indices_VBO_id) {
glsafe(::glDeleteBuffers(1, &this->triangle_indices_VBO_id));
this->triangle_indices_VBO_id = 0;
}
if (this->quad_indices_VBO_id) {
glsafe(::glDeleteBuffers(1, &this->quad_indices_VBO_id));
this->quad_indices_VBO_id = 0;
}
this->clear();
}
void IndexedVertexArray::render() const
{
assert(this->vertices_and_normals_interleaved_VBO_id != 0);
assert(this->triangle_indices_VBO_id != 0 ||
this->quad_indices_VBO_id != 0);
glsafe(::glBindBuffer(GL_ARRAY_BUFFER,
this->vertices_and_normals_interleaved_VBO_id));
glsafe(::glVertexPointer(3, GL_FLOAT, 6 * sizeof(float),
reinterpret_cast<const void *>(3 * sizeof(float))));
glsafe(::glNormalPointer(GL_FLOAT, 6 * sizeof(float), nullptr));
glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
glsafe(::glEnableClientState(GL_NORMAL_ARRAY));
// Render using the Vertex Buffer Objects.
if (this->triangle_indices_size > 0) {
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,
this->triangle_indices_VBO_id));
glsafe(::glDrawElements(GL_TRIANGLES,
GLsizei(this->triangle_indices_size),
GL_UNSIGNED_INT, nullptr));
glsafe(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
}
if (this->quad_indices_size > 0) {
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,
this->quad_indices_VBO_id));
glsafe(::glDrawElements(GL_QUADS, GLsizei(this->quad_indices_size),
GL_UNSIGNED_INT, nullptr));
glsafe(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
}
glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
glsafe(::glDisableClientState(GL_NORMAL_ARRAY));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
}
void IndexedVertexArray::clear() {
this->vertices_and_normals_interleaved.clear();
this->triangle_indices.clear();
this->quad_indices.clear();
vertices_and_normals_interleaved_size = 0;
triangle_indices_size = 0;
quad_indices_size = 0;
}
void IndexedVertexArray::shrink_to_fit() {
this->vertices_and_normals_interleaved.shrink_to_fit();
this->triangle_indices.shrink_to_fit();
this->quad_indices.shrink_to_fit();
}
void Volume::render()
{
glsafe(::glPushMatrix());
glsafe(::glMultMatrixd(m_trafo.get_matrix().data()));
m_geom.render();
glsafe(::glPopMatrix());
}
void Display::clear_screen()
{
glViewport(0, 0, GLsizei(m_size.x()), GLsizei(m_size.y()));
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
Display::~Display()
{
OpenCSG::freeResources();
}
void Display::set_active(long width, long height)
{
if (!m_initialized) {
glewInit();
m_initialized = true;
}
// gray background
glClearColor(0.9f, 0.9f, 0.9f, 1.0f);
// Enable two OpenGL lights
GLfloat light_diffuse[] = { 1.0f, 1.0f, 0.0f, 1.0f}; // White diffuse light
GLfloat light_position0[] = {-1.0f, -1.0f, -1.0f, 0.0f}; // Infinite light location
GLfloat light_position1[] = { 1.0f, 1.0f, 1.0f, 0.0f}; // Infinite light location
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_POSITION, light_position0);
glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT1, GL_POSITION, light_position1);
glEnable(GL_LIGHT1);
glEnable(GL_LIGHTING);
glEnable(GL_NORMALIZE);
// Use depth buffering for hidden surface elimination
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
set_screen_size(width, height);
}
void Display::set_screen_size(long width, long height)
{
if (m_size.x() != width || m_size.y() != height)
m_camera->set_screen(width, height);
m_size = {width, height};
}
void Display::repaint()
{
clear_screen();
m_camera->view();
render_scene();
m_fps_counter.update();
swap_buffers();
}
void Controller::on_scene_updated(const Scene &scene)
{
const SLAPrint *print = scene.get_print();
if (!print) return;
auto bb = scene.get_bounding_box();
double d = std::max(std::max(bb.size().x(), bb.size().y()), bb.size().z());
m_wheel_pos = long(2 * d);
call_cameras(&Camera::set_zoom, m_wheel_pos);
call(&Display::on_scene_updated, m_displays, scene);
}
void Controller::on_scroll(long v, long d, MouseInput::WheelAxis /*wa*/)
{
m_wheel_pos += v / d;
call_cameras(&Camera::set_zoom, m_wheel_pos);
call(&Display::repaint, m_displays);
}
void Controller::on_moved_to(long x, long y)
{
if (m_left_btn) {
call_cameras(&Camera::rotate, (Vec2i32{x, y} - m_mouse_pos).cast<float>());
call(&Display::repaint, m_displays);
}
m_mouse_pos = {x, y};
}
void CSGDisplay::apply_csgsettings(const CSGSettings &settings)
{
using namespace OpenCSG;
bool needupdate = m_csgsettings.get_convexity() != settings.get_convexity();
m_csgsettings = settings;
setOption(AlgorithmSetting, m_csgsettings.get_algo());
setOption(DepthComplexitySetting, m_csgsettings.get_depth_algo());
setOption(DepthBoundsOptimization, m_csgsettings.get_optimization());
if (needupdate) {
for (OpenCSG::Primitive * p : m_scene_cache.primitives_csg)
if (p->getConvexity() > 1)
p->setConvexity(m_csgsettings.get_convexity());
}
}
void CSGDisplay::on_scene_updated(const Scene &scene)
{
const SLAPrint *print = scene.get_print();
if (!print) return;
m_scene_cache.clear();
for (const SLAPrintObject *po : print->objects()) {
const ModelObject *mo = po->model_object();
TriangleMesh msh = mo->raw_mesh();
sla::DrainHoles holedata = mo->sla_drain_holes;
for (const ModelInstance *mi : mo->instances) {
TriangleMesh mshinst = msh;
auto interior = po->hollowed_interior_mesh();
interior.transform(po->trafo().inverse());
mshinst.merge(interior);
mi->transform_mesh(&mshinst);
auto bb = mshinst.bounding_box();
auto center = bb.center().cast<float>();
mshinst.translate(-center);
m_scene_cache.add_mesh(mshinst, OpenCSG::Intersection,
m_csgsettings.get_convexity());
}
for (const sla::DrainHole &holept : holedata) {
TriangleMesh holemesh = sla::to_triangle_mesh(holept.to_mesh());
m_scene_cache.add_mesh(holemesh, OpenCSG::Subtraction, 1);
}
}
repaint();
}
void Camera::view()
{
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.0, m_zoom, 0.0, /* eye is at (0,zoom,0) */
m_referene.x(), m_referene.y(), m_referene.z(),
0.0, 0.0, 1.0); /* up is in positive Y direction */
// TODO Could have been set in prevoius gluLookAt in first argument
glRotatef(m_rot.y(), 1.0, 0.0, 0.0);
glRotatef(m_rot.x(), 0.0, 0.0, 1.0);
if (m_clip_z > 0.) {
GLdouble plane[] = {0., 0., 1., m_clip_z};
glClipPlane(GL_CLIP_PLANE0, plane);
glEnable(GL_CLIP_PLANE0);
} else {
glDisable(GL_CLIP_PLANE0);
}
}
void PerspectiveCamera::set_screen(long width, long height)
{
// Setup the view of the CSG shape
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, width / double(height), .1, 200.0);
glMatrixMode(GL_MODELVIEW);
}
bool enable_multisampling(bool e)
{
if (!e) { glDisable(GL_MULTISAMPLE); return false; }
GLint is_ms_context;
glGetIntegerv(GL_SAMPLE_BUFFERS, &is_ms_context);
if (is_ms_context) { glEnable(GL_MULTISAMPLE); return true; }
else return false;
}
MouseInput::Listener::~Listener() = default;
void FpsCounter::update()
{
++m_frames;
TimePoint msec = Clock::now();
double seconds_window = to_sec(msec - m_window);
m_fps = 0.5 * m_fps + 0.5 * (m_frames / seconds_window);
if (to_sec(msec - m_last) >= m_resolution) {
m_last = msec;
for (auto &l : m_listeners) l(m_fps);
}
if (seconds_window >= m_window_size) {
m_frames = 0;
m_window = msec;
}
}
}} // namespace Slic3r::GL
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#ifndef SLIC3R_OCSG_EXMP_ENGINE_HPP
#define SLIC3R_OCSG_EXMP_ENGINE_HPP
#include <vector>
#include <memory>
#include <chrono>
#include <libslic3r/Geometry.hpp>
#include <libslic3r/Model.hpp>
#include <libslic3r/TriangleMesh.hpp>
#include <libslic3r/SLA/Hollowing.hpp>
#include <opencsg/opencsg.h>
namespace Slic3r {
class SLAPrint;
namespace GL {
template<class T, class A = std::allocator<T>> using vector = std::vector<T, A>;
// remove empty weak pointers from a vector
template<class L> inline void cleanup(vector<std::weak_ptr<L>> &listeners) {
auto it = std::remove_if(listeners.begin(), listeners.end(),
[](auto &l) { return !l.lock(); });
listeners.erase(it, listeners.end());
}
// Call a class method on each element of a vector of objects (weak pointers)
// of the same type.
template<class F, class L, class...Args>
inline void call(F &&f, vector<std::weak_ptr<L>> &listeners, Args&&... args) {
for (auto &l : listeners)
if (auto p = l.lock()) ((p.get())->*f)(std::forward<Args>(args)...);
}
// A representation of a mouse input for the engine.
class MouseInput
{
public:
enum WheelAxis { waVertical, waHorizontal };
// Interface to implement if an object wants to receive notifications
// about mouse events.
class Listener {
public:
virtual ~Listener();
virtual void on_left_click_down() {}
virtual void on_left_click_up() {}
virtual void on_right_click_down() {}
virtual void on_right_click_up() {}
virtual void on_double_click() {}
virtual void on_scroll(long /*v*/, long /*delta*/, WheelAxis ) {}
virtual void on_moved_to(long /*x*/, long /*y*/) {}
};
private:
vector<std::weak_ptr<Listener>> m_listeners;
public:
virtual ~MouseInput() = default;
virtual void left_click_down()
{
call(&Listener::on_left_click_down, m_listeners);
}
virtual void left_click_up()
{
call(&Listener::on_left_click_up, m_listeners);
}
virtual void right_click_down()
{
call(&Listener::on_right_click_down, m_listeners);
}
virtual void right_click_up()
{
call(&Listener::on_right_click_up, m_listeners);
}
virtual void double_click()
{
call(&Listener::on_double_click, m_listeners);
}
virtual void scroll(long v, long d, WheelAxis wa)
{
call(&Listener::on_scroll, m_listeners, v, d, wa);
}
virtual void move_to(long x, long y)
{
call(&Listener::on_moved_to, m_listeners, x, y);
}
void add_listener(std::shared_ptr<Listener> listener)
{
m_listeners.emplace_back(listener);
cleanup(m_listeners);
}
};
// This is a stripped down version of Slic3r::IndexedVertexArray
class IndexedVertexArray {
public:
~IndexedVertexArray() { release_geometry(); }
// Vertices and their normals, interleaved to be used by void
// glInterleavedArrays(GL_N3F_V3F, 0, x)
vector<float> vertices_and_normals_interleaved;
vector<int> triangle_indices;
vector<int> quad_indices;
// When the geometry data is loaded into the graphics card as Vertex
// Buffer Objects, the above mentioned std::vectors are cleared and the
// following variables keep their original length.
size_t vertices_and_normals_interleaved_size{ 0 };
size_t triangle_indices_size{ 0 };
size_t quad_indices_size{ 0 };
// IDs of the Vertex Array Objects, into which the geometry has been loaded.
// Zero if the VBOs are not sent to GPU yet.
unsigned int vertices_and_normals_interleaved_VBO_id{ 0 };
unsigned int triangle_indices_VBO_id{ 0 };
unsigned int quad_indices_VBO_id{ 0 };
void push_geometry(float x, float y, float z, float nx, float ny, float nz);
inline void push_geometry(
double x, double y, double z, double nx, double ny, double nz)
{
push_geometry(float(x), float(y), float(z), float(nx), float(ny), float(nz));
}
inline void push_geometry(const Vec3d &p, const Vec3d &n)
{
push_geometry(p(0), p(1), p(2), n(0), n(1), n(2));
}
void push_triangle(int idx1, int idx2, int idx3);
void load_mesh(const TriangleMesh &mesh);
inline bool has_VBOs() const
{
return vertices_and_normals_interleaved_VBO_id != 0;
}
// Finalize the initialization of the geometry & indices,
// upload the geometry and indices to OpenGL VBO objects
// and shrink the allocated data, possibly relasing it if it has been
// loaded into the VBOs.
void finalize_geometry();
// Release the geometry data, release OpenGL VBOs.
void release_geometry();
void render() const;
// Is there any geometry data stored?
bool empty() const { return vertices_and_normals_interleaved_size == 0; }
void clear();
// Shrink the internal storage to tighly fit the data stored.
void shrink_to_fit();
};
// Try to enable or disable multisampling.
bool enable_multisampling(bool e = true);
class Volume {
IndexedVertexArray m_geom;
Geometry::Transformation m_trafo;
public:
void render();
void translation(const Vec3d &offset) { m_trafo.set_offset(offset); }
void rotation(const Vec3d &rot) { m_trafo.set_rotation(rot); }
void scale(const Vec3d &scaleing) { m_trafo.set_scaling_factor(scaleing); }
void scale(double s) { scale({s, s, s}); }
inline void load_mesh(const TriangleMesh &mesh)
{
m_geom.load_mesh(mesh);
m_geom.finalize_geometry();
}
};
// A primitive that can be used with OpenCSG rendering algorithms.
// Does a similar job to GLVolume.
class Primitive : public Volume, public OpenCSG::Primitive
{
public:
using OpenCSG::Primitive::Primitive;
Primitive() : OpenCSG::Primitive(OpenCSG::Intersection, 1) {}
void render() override { Volume::render(); }
};
// A simple representation of a camera in a 3D scene
class Camera {
protected:
Vec2f m_rot = {0., 0.};
Vec3d m_referene = {0., 0., 0.};
double m_zoom = 0.;
double m_clip_z = 0.;
public:
virtual ~Camera() = default;
virtual void view();
virtual void set_screen(long width, long height) = 0;
void set_rotation(const Vec2f &rotation) { m_rot = rotation; }
void rotate(const Vec2f &rotation) { m_rot += rotation; }
void set_zoom(double z) { m_zoom = z; }
void set_reference_point(const Vec3d &p) { m_referene = p; }
void set_clip_z(double z) { m_clip_z = z; }
};
// Reset a camera object
inline void reset(Camera &cam)
{
cam.set_rotation({0., 0.});
cam.set_zoom(0.);
cam.set_reference_point({0., 0., 0.});
cam.set_clip_z(0.);
}
// Specialization of a camera which shows in perspective projection
class PerspectiveCamera: public Camera {
public:
void set_screen(long width, long height) override;
};
// A simple counter of FPS. Subscribed objects will receive updates of the
// current fps.
class FpsCounter {
vector<std::function<void(double)>> m_listeners;
using Clock = std::chrono::high_resolution_clock;
using Duration = Clock::duration;
using TimePoint = Clock::time_point;
int m_frames = 0;
TimePoint m_last = Clock::now(), m_window = m_last;
double m_resolution = 0.1, m_window_size = 1.0;
double m_fps = 0.;
static double to_sec(Duration d)
{
return d.count() * double(Duration::period::num) / Duration::period::den;
}
public:
void update();
void add_listener(std::function<void(double)> lst)
{
m_listeners.emplace_back(lst);
}
void clear_listeners() { m_listeners = {}; }
void set_notification_interval(double seconds);
void set_measure_window_size(double seconds);
double get_notification_interval() const { return m_resolution; }
double get_mesure_window_size() const { return m_window_size; }
};
// Collection of the used OpenCSG library settings.
class CSGSettings {
public:
static const constexpr unsigned DEFAULT_CONVEXITY = 10;
private:
OpenCSG::Algorithm m_csgalg = OpenCSG::Algorithm::Automatic;
OpenCSG::DepthComplexityAlgorithm m_depth_algo = OpenCSG::NoDepthComplexitySampling;
OpenCSG::Optimization m_optim = OpenCSG::OptimizationDefault;
bool m_enable = true;
unsigned int m_convexity = DEFAULT_CONVEXITY;
public:
int get_algo() const { return int(m_csgalg); }
void set_algo(int alg)
{
if (alg < OpenCSG::Algorithm::AlgorithmUnused)
m_csgalg = OpenCSG::Algorithm(alg);
}
int get_depth_algo() const { return int(m_depth_algo); }
void set_depth_algo(int alg)
{
if (alg < OpenCSG::DepthComplexityAlgorithmUnused)
m_depth_algo = OpenCSG::DepthComplexityAlgorithm(alg);
}
int get_optimization() const { return int(m_optim); }
void set_optimization(int o)
{
if (o < OpenCSG::Optimization::OptimizationUnused)
m_optim = OpenCSG::Optimization(o);
}
void enable_csg(bool en = true) { m_enable = en; }
bool is_enabled() const { return m_enable; }
unsigned get_convexity() const { return m_convexity; }
void set_convexity(unsigned c) { m_convexity = c; }
};
// The scene is a wrapper around SLAPrint which holds the data to be visualized.
class Scene
{
std::unique_ptr<SLAPrint> m_print;
public:
// Subscribers will be notified if the model is changed. This might be a
// display which will have to load the meshes and repaint itself when
// the scene data changes.
// eg. We load a new 3mf through the UI, this will notify the controller
// associated with the scene and all the displays that the controller is
// connected with.
class Listener {
public:
virtual ~Listener() = default;
virtual void on_scene_updated(const Scene &scene) = 0;
};
Scene();
~Scene();
void set_print(std::unique_ptr<SLAPrint> &&print);
const SLAPrint * get_print() const { return m_print.get(); }
BoundingBoxf3 get_bounding_box() const;
void add_listener(std::shared_ptr<Listener> listener)
{
m_listeners.emplace_back(listener);
cleanup(m_listeners);
}
private:
vector<std::weak_ptr<Listener>> m_listeners;
};
// The basic Display. This is almost just an interface but will do all the
// initialization and show the fps values. Overriding the render_scene is
// needed to show the scene content. The specific method of displaying the
// scene is up the particular implementation (OpenCSG or other screen space
// boolean algorithms)
class Display : public Scene::Listener
{
protected:
Vec2i32 m_size;
bool m_initialized = false;
std::shared_ptr<Camera> m_camera;
FpsCounter m_fps_counter;
public:
explicit Display(std::shared_ptr<Camera> camera = nullptr)
: m_camera(camera ? camera : std::make_shared<PerspectiveCamera>())
{}
~Display() override;
std::shared_ptr<const Camera> get_camera() const { return m_camera; }
std::shared_ptr<Camera> get_camera() { return m_camera; }
void set_camera(std::shared_ptr<Camera> cam) { m_camera = cam; }
virtual void swap_buffers() = 0;
virtual void set_active(long width, long height);
virtual void set_screen_size(long width, long height);
Vec2i32 get_screen_size() const { return m_size; }
virtual void repaint();
bool is_initialized() const { return m_initialized; }
virtual void clear_screen();
virtual void render_scene() {}
template<class _FpsCounter> void set_fps_counter(_FpsCounter &&fpsc)
{
m_fps_counter = std::forward<_FpsCounter>(fpsc);
}
const FpsCounter &get_fps_counter() const { return m_fps_counter; }
FpsCounter &get_fps_counter() { return m_fps_counter; }
};
// Special dispaly using OpenCSG for rendering the scene.
class CSGDisplay : public Display {
protected:
CSGSettings m_csgsettings;
// Cache the renderable primitives. These will be fetched when the scene
// is modified.
struct SceneCache {
vector<std::shared_ptr<Primitive>> primitives;
vector<Primitive *> primitives_free;
vector<OpenCSG::Primitive *> primitives_csg;
void clear();
std::shared_ptr<Primitive> add_mesh(const TriangleMesh &mesh);
std::shared_ptr<Primitive> add_mesh(const TriangleMesh &mesh,
OpenCSG::Operation op,
unsigned covexity);
} m_scene_cache;
public:
// Receive or apply the new settings.
const CSGSettings & get_csgsettings() const { return m_csgsettings; }
void apply_csgsettings(const CSGSettings &settings);
void render_scene() override;
void on_scene_updated(const Scene &scene) override;
};
// The controller is a hub which dispatches mouse events to the connected
// displays. It keeps track of the mouse wheel position, the states whether
// the mouse is being held, dragged, etc... All the connected displays will
// mirror the camera movement (if there is more than one display).
class Controller : public std::enable_shared_from_this<Controller>,
public MouseInput::Listener,
public Scene::Listener
{
long m_wheel_pos = 0;
Vec2i32 m_mouse_pos, m_mouse_pos_rprev, m_mouse_pos_lprev;
bool m_left_btn = false, m_right_btn = false;
std::shared_ptr<Scene> m_scene;
vector<std::weak_ptr<Display>> m_displays;
// Call a method of Camera on all the cameras of the attached displays
template<class F, class...Args>
void call_cameras(F &&f, Args&&... args) {
for (std::weak_ptr<Display> &l : m_displays)
if (auto disp = l.lock()) if (auto cam = disp->get_camera())
(cam.get()->*f)(std::forward<Args>(args)...);
}
public:
// Set the scene that will be controlled.
void set_scene(std::shared_ptr<Scene> scene)
{
m_scene = scene;
m_scene->add_listener(shared_from_this());
}
const Scene * get_scene() const { return m_scene.get(); }
void add_display(std::shared_ptr<Display> disp)
{
m_displays.emplace_back(disp);
cleanup(m_displays);
}
void remove_displays() { m_displays = {}; }
void on_scene_updated(const Scene &scene) override;
void on_left_click_down() override { m_left_btn = true; }
void on_left_click_up() override { m_left_btn = false; }
void on_right_click_down() override { m_right_btn = true; }
void on_right_click_up() override { m_right_btn = false; }
void on_scroll(long v, long d, MouseInput::WheelAxis wa) override;
void on_moved_to(long x, long y) override;
void move_clip_plane(double z) { call_cameras(&Camera::set_clip_z, z); }
};
}} // namespace Slic3r::GL
#endif // SLIC3R_OCSG_EXMP_ENGINE_HPP
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#include "ShaderCSGDisplay.hpp"
#include "libslic3r/SLAPrint.hpp"
#include <GL/glew.h>
namespace Slic3r { namespace GL {
void ShaderCSGDisplay::add_mesh(const TriangleMesh &mesh)
{
auto v = std::make_shared<CSGVolume>();
v->load_mesh(mesh);
m_volumes.emplace_back(v);
}
void ShaderCSGDisplay::render_scene()
{
GLfloat color[] = {1.f, 1.f, 0.f, 0.f};
glColor4fv(color);
glDepthFunc(GL_LESS);
for (auto &v : m_volumes) v->render();
glFlush();
}
void ShaderCSGDisplay::on_scene_updated(const Scene &scene)
{
// TriangleMesh mesh = print->objects().front()->hollowed_interior_mesh();
// Look at CSGDisplay::on_scene_updated to see how its done there.
const SLAPrint *print = scene.get_print();
if (!print) return;
m_volumes.clear();
for (const SLAPrintObject *po : print->objects()) {
const ModelObject *mo = po->model_object();
TriangleMesh msh = mo->raw_mesh();
sla::DrainHoles holedata = mo->sla_drain_holes;
for (const ModelInstance *mi : mo->instances) {
TriangleMesh mshinst = msh;
auto interior = po->hollowed_interior_mesh();
interior.transform(po->trafo().inverse());
mshinst.merge(interior);
mi->transform_mesh(&mshinst);
auto bb = mshinst.bounding_box();
auto center = bb.center().cast<float>();
mshinst.translate(-center);
add_mesh(mshinst);
}
for (const sla::DrainHole &holept : holedata)
add_mesh(sla::to_triangle_mesh(holept.to_mesh()));
}
repaint();
}
}} // namespace Slic3r::GL
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#ifndef SHADERCSGDISPLAY_HPP
#define SHADERCSGDISPLAY_HPP
#include "Engine.hpp"
namespace Slic3r { namespace GL {
class CSGVolume: public Volume
{
// Extend...
};
class ShaderCSGDisplay: public Display {
protected:
vector<std::shared_ptr<CSGVolume>> m_volumes;
void add_mesh(const TriangleMesh &mesh);
public:
void render_scene() override;
void on_scene_updated(const Scene &scene) override;
};
}}
#endif // SHADERCSGDISPLAY_HPP
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#include <iostream>
#include <utility>
#include <memory>
#include "Engine.hpp"
#include "ShaderCSGDisplay.hpp"
#include <GL/glew.h>
#include <opencsg/opencsg.h>
// For compilers that support precompilation, includes "wx/wx.h".
#include <wx/wxprec.h>
#ifndef WX_PRECOMP
#include <wx/wx.h>
#endif
#include <wx/slider.h>
#include <wx/tglbtn.h>
#include <wx/combobox.h>
#include <wx/spinctrl.h>
#include <wx/msgdlg.h>
#include <wx/glcanvas.h>
#include <wx/cmdline.h>
#include "libslic3r/Model.hpp"
#include "libslic3r/Format/3mf.hpp"
#include "libslic3r/SLAPrint.hpp"
#include "slic3r/GUI/Jobs/Job.hpp"
#include "slic3r/GUI/ProgressStatusBar.hpp"
using namespace Slic3r::GL;
class Renderer {
protected:
wxGLCanvas *m_canvas;
std::shared_ptr<wxGLContext> m_context;
public:
Renderer(wxGLCanvas *c): m_canvas{c} {
auto ctx = new wxGLContext(m_canvas);
if (!ctx || !ctx->IsOK()) {
wxMessageBox("Could not create OpenGL context.", "Error",
wxOK | wxICON_ERROR);
return;
}
m_context.reset(ctx);
}
wxGLContext * context() { return m_context.get(); }
const wxGLContext * context() const { return m_context.get(); }
};
// Tell the CSGDisplay how to swap buffers and set the gl context.
class OCSGRenderer: public Renderer, public Slic3r::GL::CSGDisplay {
public:
OCSGRenderer(wxGLCanvas *c): Renderer{c} {}
void set_active(long w, long h) override
{
m_canvas->SetCurrent(*m_context);
Slic3r::GL::Display::set_active(w, h);
}
void swap_buffers() override { m_canvas->SwapBuffers(); }
};
// Tell the CSGDisplay how to swap buffers and set the gl context.
class ShaderCSGRenderer : public Renderer, public Slic3r::GL::ShaderCSGDisplay {
public:
ShaderCSGRenderer(wxGLCanvas *c): Renderer{c} {}
void set_active(long w, long h) override
{
m_canvas->SetCurrent(*m_context);
Slic3r::GL::Display::set_active(w, h);
}
void swap_buffers() override { m_canvas->SwapBuffers(); }
};
// The opengl rendering facility. Here we implement the rendering objects.
class Canvas: public wxGLCanvas
{
// One display is active at a time, the OCSGRenderer by default.
std::shared_ptr<Slic3r::GL::Display> m_display;
public:
template<class...Args>
Canvas(Args &&...args): wxGLCanvas(std::forward<Args>(args)...) {}
std::shared_ptr<Slic3r::GL::Display> get_display() const { return m_display; }
void set_display(std::shared_ptr<Slic3r::GL::Display> d) { m_display = d; }
};
// Enumerate possible mouse events, we will record them.
enum EEvents { LCLK_U, RCLK_U, LCLK_D, RCLK_D, DDCLK, SCRL, MV };
struct Event
{
EEvents type;
long a, b;
Event(EEvents t, long x = 0, long y = 0) : type{t}, a{x}, b{y} {}
};
// Create a special mouse input adapter, which can store (record) the received
// mouse signals into a file and play back the stored events later.
class RecorderMouseInput: public MouseInput {
std::vector<Event> m_events;
bool m_recording = false, m_playing = false;
public:
void left_click_down() override
{
if (m_recording) m_events.emplace_back(LCLK_D);
if (!m_playing) MouseInput::left_click_down();
}
void left_click_up() override
{
if (m_recording) m_events.emplace_back(LCLK_U);
if (!m_playing) MouseInput::left_click_up();
}
void right_click_down() override
{
if (m_recording) m_events.emplace_back(RCLK_D);
if (!m_playing) MouseInput::right_click_down();
}
void right_click_up() override
{
if (m_recording) m_events.emplace_back(RCLK_U);
if (!m_playing) MouseInput::right_click_up();
}
void double_click() override
{
if (m_recording) m_events.emplace_back(DDCLK);
if (!m_playing) MouseInput::double_click();
}
void scroll(long v, long d, WheelAxis wa) override
{
if (m_recording) m_events.emplace_back(SCRL, v, d);
if (!m_playing) MouseInput::scroll(v, d, wa);
}
void move_to(long x, long y) override
{
if (m_recording) m_events.emplace_back(MV, x, y);
if (!m_playing) MouseInput::move_to(x, y);
}
void save(std::ostream &stream)
{
for (const Event &evt : m_events)
stream << evt.type << " " << evt.a << " " << evt.b << std::endl;
}
void load(std::istream &stream)
{
m_events.clear();
while (stream.good()) {
int type; long a, b;
stream >> type >> a >> b;
m_events.emplace_back(EEvents(type), a, b);
}
}
void record(bool r) { m_recording = r; if (r) m_events.clear(); }
void play()
{
m_playing = true;
for (const Event &evt : m_events) {
switch (evt.type) {
case LCLK_U: MouseInput::left_click_up(); break;
case LCLK_D: MouseInput::left_click_down(); break;
case RCLK_U: MouseInput::right_click_up(); break;
case RCLK_D: MouseInput::right_click_down(); break;
case DDCLK: MouseInput::double_click(); break;
case SCRL: MouseInput::scroll(evt.a, evt.b, WheelAxis::waVertical); break;
case MV: MouseInput::move_to(evt.a, evt.b); break;
}
wxTheApp->Yield();
if (!m_playing)
break;
}
m_playing = false;
}
void stop() { m_playing = false; }
bool is_playing() const { return m_playing; }
};
// The top level frame of the application.
class MyFrame: public wxFrame
{
// Instantiate the 3D engine.
std::shared_ptr<Scene> m_scene; // Model
std::shared_ptr<Canvas> m_canvas; // Views store
std::shared_ptr<OCSGRenderer> m_ocsgdisplay; // View
std::shared_ptr<ShaderCSGRenderer> m_shadercsg_display; // Another view
std::shared_ptr<Controller> m_ctl; // Controller
// Add a status bar with progress indication.
std::shared_ptr<Slic3r::GUI::ProgressStatusBar> m_stbar;
RecorderMouseInput m_mouse;
// When loading a Model from 3mf and preparing it, we use a separate thread.
class SLAJob: public Slic3r::GUI::Job {
MyFrame *m_parent;
std::unique_ptr<Slic3r::SLAPrint> m_print;
std::string m_fname;
public:
SLAJob(MyFrame *frame, const std::string &fname)
: Slic3r::GUI::Job{frame->m_stbar}
, m_parent{frame}
, m_fname{fname}
{}
// Runs in separate thread
void process() override;
const std::string & get_project_fname() const { return m_fname; }
protected:
// Runs in the UI thread.
void finalize() override
{
m_parent->m_scene->set_print(std::move(m_print));
m_parent->m_stbar->set_status_text(
wxString::Format("Model %s loaded.", m_fname));
}
};
std::unique_ptr<SLAJob> m_ui_job;
// To keep track of the running average of measured fps values.
double m_fps_avg = 0.;
// We need the record button across methods
wxToggleButton *m_record_btn;
wxComboBox * m_alg_select;
wxComboBox * m_depth_select;
wxComboBox * m_optimization_select;
wxSpinCtrl * m_convexity_spin;
wxToggleButton *m_csg_toggle;
wxToggleButton *m_ms_toggle;
wxStaticText *m_fpstext;
CSGSettings m_csg_settings;
void read_csg_settings(const wxCmdLineParser &parser);
void set_renderer_algorithm(const wxString &alg);
void activate_canvas_display();
public:
MyFrame(const wxString & title,
const wxPoint & pos,
const wxSize & size,
const wxCmdLineParser &parser);
// Grab a 3mf and load (hollow it out) within the UI job.
void load_model(const std::string &fname) {
m_ui_job = std::make_unique<SLAJob>(this, fname);
m_ui_job->start();
}
// Load a previously stored mouse event log and play it back.
void play_back_mouse(const std::string &events_fname)
{
std::fstream stream(events_fname, std::fstream::in);
if (stream.good()) {
std::string model_name;
std::getline(stream, model_name);
load_model(model_name);
while (!m_ui_job->is_finalized())
wxTheApp->Yield();;
int w, h;
stream >> w >> h;
SetSize(w, h);
m_mouse.load(stream);
if (m_record_btn) m_record_btn->Disable();
m_mouse.play();
}
}
Canvas * canvas() { return m_canvas.get(); }
const Canvas * canvas() const { return m_canvas.get(); }
// Bind the canvas mouse events to a class implementing MouseInput interface
void bind_canvas_events(MouseInput &msinput);
double get_fps_average() const { return m_fps_avg; }
};
// Possible OpenCSG configuration values. Will be used on the command line and
// on the UI widgets.
static const std::vector<wxString> CSG_ALGS = {"Auto", "Goldfeather", "SCS", "EnricoShader"};
static const std::vector<wxString> CSG_DEPTH = {"Off", "OcclusionQuery", "On"};
static const std::vector<wxString> CSG_OPT = { "Default", "ForceOn", "On", "Off" };
inline long get_idx(const wxString &a, const std::vector<wxString> &v)
{
auto it = std::find(v.begin(), v.end(), a.ToStdString());
return it - v.begin();
};
class App : public wxApp {
MyFrame *m_frame = nullptr;
wxString m_fname;
public:
bool OnInit() override {
wxCmdLineParser parser(argc, argv);
parser.AddOption("p", "play", "play back file", wxCMD_LINE_VAL_STRING, wxCMD_LINE_PARAM_OPTIONAL);
parser.AddOption("a", "algorithm", "OpenCSG algorithm [Auto|Goldfeather|SCS]", wxCMD_LINE_VAL_STRING, wxCMD_LINE_PARAM_OPTIONAL);
parser.AddOption("d", "depth", "OpenCSG depth strategy [Off|OcclusionQuery|On]", wxCMD_LINE_VAL_STRING, wxCMD_LINE_PARAM_OPTIONAL);
parser.AddOption("o", "optimization", "OpenCSG optimization strategy [Default|ForceOn|On|Off]", wxCMD_LINE_VAL_STRING, wxCMD_LINE_PARAM_OPTIONAL);
parser.AddOption("c", "convexity", "OpenCSG convexity parameter for generic meshes", wxCMD_LINE_VAL_NUMBER, wxCMD_LINE_PARAM_OPTIONAL);
parser.AddSwitch("", "disable-csg", "Disable csg rendering", wxCMD_LINE_PARAM_OPTIONAL);
parser.Parse();
bool is_play = parser.Found("play", &m_fname);
m_frame = new MyFrame("OrcaSlicer OpenCSG Demo", wxDefaultPosition, wxSize(1024, 768), parser);
if (is_play) {
Bind(wxEVT_IDLE, &App::Play, this);
m_frame->Show( true );
} else m_frame->Show( true );
return true;
}
void Play(wxIdleEvent &) {
Unbind(wxEVT_IDLE, &App::Play, this);
m_frame->play_back_mouse(m_fname.ToStdString());
m_frame->Destroy();
}
};
wxIMPLEMENT_APP(App);
void MyFrame::read_csg_settings(const wxCmdLineParser &parser)
{
wxString alg;
parser.Found("algorithm", &alg);
wxString depth;
parser.Found("depth", &depth);
wxString opt;
parser.Found("optimization", &opt);
long convexity = 1;
parser.Found("convexity", &convexity);
bool csg_off = parser.Found("disable-csg");
if (auto a = get_idx(alg, CSG_ALGS) < OpenCSG::AlgorithmUnused)
m_csg_settings.set_algo(OpenCSG::Algorithm(a));
if (auto a = get_idx(depth, CSG_DEPTH) < OpenCSG::DepthComplexityAlgorithmUnused)
m_csg_settings.set_depth_algo(OpenCSG::DepthComplexityAlgorithm(a));
if (auto a = get_idx(opt, CSG_OPT) < OpenCSG::OptimizationUnused)
m_csg_settings.set_optimization(OpenCSG::Optimization(a));
m_csg_settings.set_convexity(unsigned(convexity));
m_csg_settings.enable_csg(!csg_off);
if (m_ocsgdisplay) m_ocsgdisplay->apply_csgsettings(m_csg_settings);
}
void MyFrame::set_renderer_algorithm(const wxString &alg)
{
long alg_idx = get_idx(alg, CSG_ALGS);
if (alg_idx < 0 || alg_idx >= long(CSG_ALGS.size())) return;
// If there is a valid display in place, save its camera.
auto cam = m_canvas->get_display() ?
m_canvas->get_display()->get_camera() : nullptr;
if (alg == "EnricoShader") {
m_alg_select->SetSelection(int(alg_idx));
m_depth_select->Disable();
m_optimization_select->Disable();
m_csg_toggle->Disable();
m_ocsgdisplay.reset();
canvas()->set_display(nullptr);
m_shadercsg_display = std::make_shared<ShaderCSGRenderer>(canvas());
canvas()->set_display(m_shadercsg_display);
} else {
if (m_csg_settings.get_algo() > 0) m_depth_select->Enable(true);
m_alg_select->SetSelection(m_csg_settings.get_algo());
m_depth_select->SetSelection(m_csg_settings.get_depth_algo());
m_optimization_select->SetSelection(m_csg_settings.get_optimization());
m_convexity_spin->SetValue(int(m_csg_settings.get_convexity()));
m_csg_toggle->SetValue(m_csg_settings.is_enabled());
m_optimization_select->Enable();
m_csg_toggle->Enable();
m_shadercsg_display.reset();
canvas()->set_display(nullptr);
m_ocsgdisplay = std::make_shared<OCSGRenderer>(canvas());
m_ocsgdisplay->apply_csgsettings(m_csg_settings);
canvas()->set_display(m_ocsgdisplay);
}
if (cam)
m_canvas->get_display()->set_camera(cam);
m_ctl->remove_displays();
m_ctl->add_display(m_canvas->get_display());
m_canvas->get_display()->get_fps_counter().add_listener([this](double fps) {
m_fpstext->SetLabel(wxString::Format("fps: %.2f", fps));
m_fps_avg = 0.9 * m_fps_avg + 0.1 * fps;
});
if (IsShown()) {
activate_canvas_display();
m_canvas->get_display()->on_scene_updated(*m_scene);
}
}
void MyFrame::activate_canvas_display()
{
const wxSize ClientSize = m_canvas->GetClientSize();
m_canvas->get_display()->set_active(ClientSize.x, ClientSize.y);
enable_multisampling(m_ms_toggle->GetValue());
m_canvas->Bind(wxEVT_PAINT, [this](wxPaintEvent &) {
// This is required even though dc is not used otherwise.
wxPaintDC dc(m_canvas.get());
const wxSize csize = m_canvas->GetClientSize();
m_canvas->get_display()->set_screen_size(csize.x, csize.y);
m_canvas->get_display()->repaint();
});
m_canvas->Bind(wxEVT_SIZE, [this](wxSizeEvent &) {
const wxSize csize = m_canvas->GetClientSize();
m_canvas->get_display()->set_screen_size(csize.x, csize.y);
m_canvas->get_display()->repaint();
});
// Do the repaint continuously
m_canvas->Bind(wxEVT_IDLE, [this](wxIdleEvent &evt) {
m_canvas->get_display()->repaint();
evt.RequestMore();
});
bind_canvas_events(m_mouse);
}
MyFrame::MyFrame(const wxString &title, const wxPoint &pos, const wxSize &size,
const wxCmdLineParser &parser):
wxFrame(nullptr, wxID_ANY, title, pos, size)
{
wxMenu *menuFile = new wxMenu;
menuFile->Append(wxID_OPEN);
menuFile->Append(wxID_EXIT);
wxMenuBar *menuBar = new wxMenuBar;
menuBar->Append( menuFile, "&File" );
SetMenuBar( menuBar );
m_stbar = std::make_shared<Slic3r::GUI::ProgressStatusBar>(this);
m_stbar->embed(this);
SetStatusText( "Welcome to wxWidgets!" );
int attribList[] =
{WX_GL_RGBA, WX_GL_DOUBLEBUFFER,
// RGB channels each should be allocated with 8 bit depth. One
// should almost certainly get these bit depths by default.
WX_GL_MIN_RED, 8, WX_GL_MIN_GREEN, 8, WX_GL_MIN_BLUE, 8,
// Requesting an 8 bit alpha channel. Interestingly, the NVIDIA
// drivers would most likely work with some alpha plane, but
// glReadPixels would not return the alpha channel on NVIDIA if
// not requested when the GL context is created.
WX_GL_MIN_ALPHA, 8, WX_GL_DEPTH_SIZE, 8, WX_GL_STENCIL_SIZE, 8,
WX_GL_SAMPLE_BUFFERS, GL_TRUE, WX_GL_SAMPLES, 4, 0};
m_scene = std::make_shared<Scene>();
m_ctl = std::make_shared<Controller>();
m_ctl->set_scene(m_scene);
m_canvas = std::make_shared<Canvas>(this, wxID_ANY, attribList,
wxDefaultPosition, wxDefaultSize,
wxWANTS_CHARS | wxFULL_REPAINT_ON_RESIZE);
read_csg_settings(parser);
wxPanel *control_panel = new wxPanel(this);
auto controlsizer = new wxBoxSizer(wxHORIZONTAL);
auto slider_sizer = new wxBoxSizer(wxVERTICAL);
auto console_sizer = new wxBoxSizer(wxVERTICAL);
auto slider = new wxSlider(control_panel, wxID_ANY, 0, 0, 100,
wxDefaultPosition, wxDefaultSize,
wxSL_VERTICAL);
slider_sizer->Add(slider, 1, wxEXPAND);
m_ms_toggle = new wxToggleButton(control_panel, wxID_ANY, "Multisampling");
console_sizer->Add(m_ms_toggle, 0, wxALL | wxEXPAND, 5);
m_csg_toggle = new wxToggleButton(control_panel, wxID_ANY, "CSG");
m_csg_toggle->SetValue(true);
console_sizer->Add(m_csg_toggle, 0, wxALL | wxEXPAND, 5);
auto add_combobox = [control_panel, console_sizer]
(const wxString &label, const std::vector<wxString> &list)
{
auto widget = new wxComboBox(control_panel, wxID_ANY, list[0],
wxDefaultPosition, wxDefaultSize,
int(list.size()), list.data());
auto sz = new wxBoxSizer(wxHORIZONTAL);
sz->Add(new wxStaticText(control_panel, wxID_ANY, label), 0,
wxALL | wxALIGN_CENTER, 5);
sz->Add(widget, 1, wxALL | wxEXPAND, 5);
console_sizer->Add(sz, 0, wxEXPAND);
return widget;
};
auto add_spinctl = [control_panel, console_sizer]
(const wxString &label, int initial, int min, int max)
{
auto widget = new wxSpinCtrl(
control_panel, wxID_ANY,
wxString::Format("%d", initial),
wxDefaultPosition, wxDefaultSize, wxSP_ARROW_KEYS, min, max,
initial);
auto sz = new wxBoxSizer(wxHORIZONTAL);
sz->Add(new wxStaticText(control_panel, wxID_ANY, label), 0,
wxALL | wxALIGN_CENTER, 5);
sz->Add(widget, 1, wxALL | wxEXPAND, 5);
console_sizer->Add(sz, 0, wxEXPAND);
return widget;
};
m_convexity_spin = add_spinctl("Convexity", CSGSettings::DEFAULT_CONVEXITY, 0, 100);
m_alg_select = add_combobox("Algorithm", CSG_ALGS);
m_depth_select = add_combobox("Depth Complexity", CSG_DEPTH);
m_optimization_select = add_combobox("Optimization", CSG_OPT);
m_fpstext = new wxStaticText(control_panel, wxID_ANY, "");
console_sizer->Add(m_fpstext, 0, wxALL, 5);
m_record_btn = new wxToggleButton(control_panel, wxID_ANY, "Record");
console_sizer->Add(m_record_btn, 0, wxALL | wxEXPAND, 5);
controlsizer->Add(slider_sizer, 0, wxEXPAND);
controlsizer->Add(console_sizer, 1, wxEXPAND);
control_panel->SetSizer(controlsizer);
auto sizer = new wxBoxSizer(wxHORIZONTAL);
sizer->Add(m_canvas.get(), 1, wxEXPAND);
sizer->Add(control_panel, 0, wxEXPAND);
SetSizer(sizer);
wxString alg;
if (!parser.Found("algorithm", &alg)) alg = "Auto";
set_renderer_algorithm(alg);
Bind(wxEVT_CLOSE_WINDOW, [this](wxCloseEvent &evt){
if (m_canvas) RemoveChild(m_canvas.get());
m_canvas.reset();
if (!m_mouse.is_playing()) evt.Skip();
else m_mouse.stop();
});
Bind(wxEVT_MENU, [this](wxCommandEvent &) {
wxFileDialog dlg(this, "Select project file", wxEmptyString,
wxEmptyString, "*.3mf", wxFD_OPEN|wxFD_FILE_MUST_EXIST);
if (dlg.ShowModal() == wxID_OK) load_model(dlg.GetPath().ToStdString());
}, wxID_OPEN);
Bind(wxEVT_MENU, [this](wxCommandEvent &) { Close(true); }, wxID_EXIT);
Bind(wxEVT_SHOW, [this](wxShowEvent &) {
activate_canvas_display();
});
Bind(wxEVT_SLIDER, [this, slider](wxCommandEvent &) {
m_ctl->move_clip_plane(double(slider->GetValue()));
});
m_ms_toggle->Bind(wxEVT_TOGGLEBUTTON, [this](wxCommandEvent &){
enable_multisampling(m_ms_toggle->GetValue());
m_canvas->get_display()->repaint();
});
m_csg_toggle->Bind(wxEVT_TOGGLEBUTTON, [this](wxCommandEvent &){
CSGSettings stt = m_ocsgdisplay->get_csgsettings();
stt.enable_csg(m_csg_toggle->GetValue());
m_ocsgdisplay->apply_csgsettings(stt);
});
m_alg_select->Bind(wxEVT_COMBOBOX, [this](wxCommandEvent &) {
wxString alg = m_alg_select->GetValue();
int sel = m_alg_select->GetSelection();
m_csg_settings.set_algo(sel);
set_renderer_algorithm(alg);
});
m_depth_select->Bind(wxEVT_COMBOBOX, [this](wxCommandEvent &) {
int sel = m_depth_select->GetSelection();
m_csg_settings.set_depth_algo(sel);
if (m_ocsgdisplay) m_ocsgdisplay->apply_csgsettings(m_csg_settings);
});
m_optimization_select->Bind(wxEVT_COMBOBOX, [this](wxCommandEvent &) {
int sel = m_optimization_select->GetSelection();
m_csg_settings.set_optimization(sel);
if (m_ocsgdisplay) m_ocsgdisplay->apply_csgsettings(m_csg_settings);
});
m_convexity_spin->Bind(wxEVT_SPINCTRL, [this](wxSpinEvent &) {
int c = m_convexity_spin->GetValue();
if (c > 0) {
m_csg_settings.set_convexity(unsigned(c));
if (m_ocsgdisplay) m_ocsgdisplay->apply_csgsettings(m_csg_settings);
}
});
m_record_btn->Bind(wxEVT_TOGGLEBUTTON, [this](wxCommandEvent &) {
if (!m_ui_job) {
m_stbar->set_status_text("No project loaded!");
return;
}
if (m_record_btn->GetValue()) {
if (auto c = m_canvas->get_display()->get_camera()) reset(*c);
m_ctl->on_scene_updated(*m_scene);
m_mouse.record(true);
} else {
m_mouse.record(false);
wxFileDialog dlg(this, "Select output file",
wxEmptyString, wxEmptyString, "*.events",
wxFD_SAVE|wxFD_OVERWRITE_PROMPT);
if (dlg.ShowModal() == wxID_OK) {
std::fstream stream(dlg.GetPath().ToStdString(),
std::fstream::out);
if (stream.good()) {
stream << m_ui_job->get_project_fname() << "\n";
wxSize winsize = GetSize();
stream << winsize.x << " " << winsize.y << "\n";
m_mouse.save(stream);
}
}
}
});
}
void MyFrame::bind_canvas_events(MouseInput &ms)
{
m_canvas->Bind(wxEVT_MOUSEWHEEL, [&ms](wxMouseEvent &evt) {
ms.scroll(evt.GetWheelRotation(), evt.GetWheelDelta(),
evt.GetWheelAxis() == wxMOUSE_WHEEL_VERTICAL ?
Slic3r::GL::MouseInput::waVertical :
Slic3r::GL::MouseInput::waHorizontal);
});
m_canvas->Bind(wxEVT_MOTION, [&ms](wxMouseEvent &evt) {
ms.move_to(evt.GetPosition().x, evt.GetPosition().y);
});
m_canvas->Bind(wxEVT_RIGHT_DOWN, [&ms](wxMouseEvent & /*evt*/) {
ms.right_click_down();
});
m_canvas->Bind(wxEVT_RIGHT_UP, [&ms](wxMouseEvent & /*evt*/) {
ms.right_click_up();
});
m_canvas->Bind(wxEVT_LEFT_DOWN, [&ms](wxMouseEvent & /*evt*/) {
ms.left_click_down();
});
m_canvas->Bind(wxEVT_LEFT_UP, [&ms](wxMouseEvent & /*evt*/) {
ms.left_click_up();
});
ms.add_listener(m_ctl);
}
void MyFrame::SLAJob::process()
{
using SlStatus = Slic3r::PrintBase::SlicingStatus;
Slic3r::DynamicPrintConfig cfg;
auto model = Slic3r::Model::read_from_file(m_fname, &cfg);
m_print = std::make_unique<Slic3r::SLAPrint>();
m_print->apply(model, cfg);
Slic3r::PrintBase::TaskParams params;
params.to_object_step = Slic3r::slaposHollowing;
m_print->set_task(params);
m_print->set_status_callback([this](const SlStatus &status) {
update_status(status.percent, status.text);
});
try {
m_print->process();
} catch(std::exception &e) {
update_status(0, wxString("Exception during processing: ") + e.what());
}
}
//int main() {}
+1 -5
View File
@@ -23,15 +23,11 @@ RUN apt-get update && apt-get install -y \
libcairo2-dev \
libcurl4-openssl-dev \
libdbus-1-dev \
libglew-dev \
libglu1-mesa-dev \
libglu1-mesa-dev \
libgstreamer1.0-dev \
libgstreamerd-3-dev \
libgstreamerd-3-dev \
libgstreamer-plugins-base1.0-dev \
libgstreamer-plugins-good1.0-dev \
libgtk-3-dev \
libgtk-3-dev \
libsecret-1-dev \
libsoup2.4-dev \
libssl3 \
-2
View File
@@ -31,8 +31,6 @@ RUN apt-get update && apt-get install -y \
libcairo2-dev \
libcurl4-openssl-dev \
libdbus-1-dev \
libglew-dev \
libglu1-mesa-dev \
libgstreamer1.0-dev \
libgstreamerd-3-dev \
libgstreamer-plugins-base1.0-dev \
@@ -55,21 +55,6 @@ modules:
url: https://gstreamer.freedesktop.org/src/gst-plugins-good/gst-plugins-good-1.22.8.tar.xz
sha256: e305b9f07f52743ca481da0a4e0c76c35efd60adaf1b0694eb3bb021e2137e39
- name: glu
build-options:
cxxflags: -Wno-register
config-opts:
- --disable-static
sources:
- type: archive
url: https://ftp.osuosl.org/pub/blfs/conglomeration/glu/glu-9.0.2.tar.xz
sha256: 6e7280ff585c6a1d9dfcdf2fca489251634b3377bfc33c29e4002466a38d02d4
cleanup:
- /include
- /lib/*.a
- /lib/*.la
- /lib/pkgconfig
- name: kde-extra-cmake-modules
buildsystem: cmake-ninja
sources:
@@ -217,12 +202,6 @@ modules:
sha256: a133ddc3d3c66143eba9035621db8e0bcf34dba1ee9514a9e23e96afd39fd57a
dest: external-packages/GLFW
# OpenCSG 1.4.2
- type: file
url: https://github.com/floriankirsch/OpenCSG/archive/refs/tags/opencsg-1-4-2-release.zip
sha256: 51afe0db79af8386e2027d56d685177135581e0ee82ade9d7f2caff8deab5ec5
dest: external-packages/OpenCSG
# SolveSpace libslvs (2D sketch constraint solver, Design tab)
- type: file
url: https://github.com/JacobStoren/SolveSpaceLib/archive/4d8704523e4bf212fadf5189f92484244f670fea.zip
-1
View File
@@ -11,7 +11,6 @@ export REQUIRED_DEV_PACKAGES=(
file
gettext
git
glew
gst-plugins-good
gstreamer
gtk3
-1
View File
@@ -11,7 +11,6 @@ export REQUIRED_DEV_PACKAGES=(
file
gettext
git
glew
gst-plugins-good
gstreamer
gtk3
+1 -2
View File
@@ -6,10 +6,9 @@ export REQUIRED_BUNDLES=(
c-basic
dev-utils
devpkg-curl
devpkg-glew
devpkg-glu
devpkg-gstreamer
devpkg-gtk3
devpkg-libglvnd
devpkg-libmspack
devpkg-libsecret
devpkg-openssl
+1 -1
View File
@@ -14,7 +14,7 @@ REQUIRED_DEV_PACKAGES=(
gstreamer1.0-gtk3
libcurl4-openssl-dev
libdbus-1-dev
libglew-dev
libgl-dev
libgstreamerd-3-dev
libgtk-3-dev
libmspack-dev
+1 -1
View File
@@ -22,7 +22,7 @@ REQUIRED_DEV_PACKAGES=(
libspnav-devel
libtool
m4
mesa-libGLU-devel
mesa-libGL-devel
ninja-build
openssl-devel
perl-FindBin
+1 -1
View File
@@ -18,7 +18,6 @@ REQUIRED_DEV_PACKAGES=(
dev-vcs/git
gui-libs/eglexternalplatform
kde-frameworks/extra-cmake-modules
media-libs/glew
media-libs/gst-plugins-base:1.0
media-libs/gstreamer:1.0
media-plugins/gst-plugins-gtk:1.0
@@ -31,6 +30,7 @@ REQUIRED_DEV_PACKAGES=(
sys-devel/gettext
sys-devel/m4
virtual/libudev
virtual/opengl
x11-libs/gtk+:3
dev-util/pkgconf
dev-lang/yasm
+1 -1
View File
@@ -21,7 +21,7 @@ REQUIRED_DEV_PACKAGES=(
libspnav-devel
libtool
m4
glu-devel
Mesa-libGL-devel
ninja-build
openssl-devel
perl-FindBin-Real
-1
View File
@@ -189,7 +189,6 @@ else ()
target_link_libraries(OrcaSlicer ${CMAKE_DL_LIBS} -lstdc++ Threads::Threads pangoft2-1.0)
endif ()
# Add the Slic3r GUI library, libcurl, OpenGL and GLU libraries.
if (SLIC3R_GUI)
# target_link_libraries(OrcaSlicer ws2_32 uxtheme setupapi libslic3r_gui ${wxWidgets_LIBRARIES})
target_link_libraries(OrcaSlicer libslic3r_gui wxInspector::wxInspector)
@@ -344,7 +344,7 @@ TARGET_BIN="\$1"
if target_missing_runtime_library "\$TARGET_BIN" "libOpenGL.so.0" || ! has_host_runtime_library "libOpenGL.so.0"; then
echo "Error: missing host OpenGL runtime library libOpenGL.so.0." >&2
echo "On Ubuntu/Pop!_OS/Debian, install: libopengl0 and libglu1-mesa" >&2
echo "On Ubuntu/Pop!_OS/Debian, install: libopengl0" >&2
echo "On Arch/CachyOS, install: libglvnd" >&2
exit 1
fi
+1 -1
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@@ -13,7 +13,7 @@ namespace Slic3r { namespace csg {
// A CSGPartT should be an object that can provide at least a mesh + trafo and an
// associated csg operation. A collection of CSGPartT objects can then
// be interpreted as one model and used in various contexts. It can be assembled
// with CGAL or OpenVDB, rendered with OpenCSG or provided to a ray-tracer to
// with CGAL or OpenVDB or provided to a ray-tracer to
// deal with various parts of it according to the supported CSG types...
//
// A few simple templated interface functions are provided here and a default