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https://github.com/OrcaSlicer/OrcaSlicer.git
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* Add runtime display backend detection for Wayland support Add LinuxDisplayBackend utility to detect X11 vs Wayland at runtime using GDK_IS_X11_DISPLAY / GDK_IS_WAYLAND_DISPLAY macros. This is the foundation for removing the forced GDK_BACKEND=x11 and enabling native Wayland support. - New files: LinuxDisplayBackend.hpp/.cpp with get_linux_display_backend(), is_running_on_wayland(), and is_running_on_x11() - Propagate wxHAVE_GDK_X11 / wxHAVE_GDK_WAYLAND from FindGTK3.cmake as compile definitions to libslic3r_gui - No-op on non-Linux platforms (returns Unknown / false) * Fix Phase 1 code quality: pragma once, source ordering, static cache * Make X11 initialization conditional for Wayland support Remove the unconditional GDK_BACKEND=x11 force that blocked native Wayland. Replace with conditional logic: - EGL safety fallback: re-force X11 only when wxUSE_GLCANVAS_EGL is off and WAYLAND_DISPLAY is set, with a warning log - XInitThreads() only called when DISPLAY is set (X11 in use) - __GLX_VENDOR_LIBRARY_NAME only set when DISPLAY is present (GLX-specific) - WEBKIT_DISABLE_COMPOSITING_MODE only set under XWayland (both DISPLAY and WAYLAND_DISPLAY present) - Guard X11/Xlib.h include with __has_include for robustness - Restore display validation to accept either DISPLAY or WAYLAND_DISPLAY This is Phase 2 of the Wayland support plan. * Fix Phase 2: safer EGL macro check, add clarifying comments * Add GLAD2 library and replace GLEW linkage in build system Set up GLAD2 as a static library to replace GLEW for OpenGL loading. GLAD2 supports both GLX and EGL, which is required for Wayland support. - Create src/glad/ with pre-generated GLAD2 sources (GL 4.6 compat) - Add src/glad/CMakeLists.txt building glad as a static library - Wire glad into src/CMakeLists.txt before libvgcode - Modify libvgcode to use shared glad for GL path (keeps local copy only for GLES2/Emscripten) to avoid duplicate symbol conflicts - Replace GLEW::GLEW with glad in libslic3r_gui link libraries Note: GLEW is kept in deps for OpenCSG. Code migration from GL/glew.h to glad/gl.h headers will follow in Phase 3B+3C. * Fix Phase 3A+3D: libvgcode GLAD include, dead files, dlopen dep, OpenGL link var * Migrate from GLEW to GLAD: replace headers and API calls across codebase Replace all #include <GL/glew.h> with <glad/gl.h> across 49 source files. Migrate GLEW API calls to GLAD equivalents: - glewInit/glewExperimental -> gladLoaderLoadGL() - GLEW_EXT_* / GLEW_ARB_* extension checks -> GLAD_GL_EXT_* / GLAD_GL_ARB_* - Remove GLEW-specific EGL/GLX mismatch #error guards (not needed with GLAD) - Replace unavailable EXT symbols with core GL equivalents in GLCanvas3D.cpp (GL_MAX_SAMPLES, glRenderbufferStorageMultisample, glBlitFramebuffer, GL_READ/DRAW_FRAMEBUFFER) - Update log messages from glewInit to gladLoadGL * Fix Phase 3B+3C: remove GLEW find, clean EXT symbols, update attribution - Remove find_package(GLEW) block from root CMakeLists.txt since GLEW is no longer linked by any main application code - Remove "glew" from SLIC3R_STATIC option description - Replace all remaining EXT framebuffer symbols with core equivalents in render_thumbnail_framebuffer_ext and _rectangular_selection_picking_pass - Update AboutDialog credits from GLEW to GLAD * Enable EGL in wxWidgets and add runtime GLX/EGL selection for Wayland - Set wxUSE_GLCANVAS_EGL=ON in wxWidgets build and Flatpak manifest - Add PreferGLX() call on X11 sessions for driver compatibility - Remove Phase 2 safety fallback (EGL is now always compiled in) - Guard SwapBuffers against hidden canvases to prevent Wayland stalls * Fix Phase 4: move PreferGLX to app startup, fix FPS counter guard Move wxGLCanvas::PreferGLX() from OpenGLManager::create_wxglcanvas() (static initializer) to GUI_App::on_init_inner() before any wxGLCanvas is constructed. This prevents a race where SkipPartCanvas could trigger wxGLBackend::Init() before the GLX preference is set. The new location also adds explicit is_running_on_wayland() detection with a warning for unknown backends. Move increment_fps_counter() inside the IsShownOnScreen() guard so FPS is only counted when a frame is actually swapped. * Update GLFW from 3.3.7 to 3.4 for runtime Wayland/X11 backend selection Replace the compile-time GLFW_USE_WAYLAND flag (which locked to a single backend) with GLFW 3.4's GLFW_BUILD_WAYLAND + GLFW_BUILD_X11 flags that build both backends and auto-select at runtime based on the available display server. This enables the CLI thumbnail renderer to work on both Wayland and X11 sessions without separate builds. * wayland: Fix UI call sites that rely on global screen coordinates On Wayland, wxGetMousePosition() returns (0,0) and SetPosition() is a no-op for top-level windows. Fix the highest-impact call sites: - GLCanvas3D: Use cached m_mouse.position from event handlers instead of wxGetMousePosition() + ScreenToClient() in get_local_mouse_position() - Plater: Use event-relative coords via ClientToScreen(e.GetPosition()) instead of wxGetMousePosition() in 3 leave-window handlers - BBLTopbar: Use event.GetPosition() and FindToolByPosition() directly in mouse handlers instead of wxGetMousePosition()/FindToolByCurrentPosition() - Search: Use focus-based dismiss logic on Wayland instead of wxGetMousePosition()-based rect checks in SearchDialog and SearchObjectDialog - GUI_App: Skip SetPosition() in window_pos_restore() on Wayland where it is a no-op; still restore size and maximize state - Button: Position tooltip relative to button widget via ClientToScreen instead of wxGetMousePosition() * Fix SearchDialog Wayland dismiss: guard against search_line focus * flatpak: Add Wayland socket permission for native Wayland support * spec * Fix crash on Wayland when wxWidgets lacks EGL support Restore the safety fallback that forces GDK_BACKEND=x11 when wxWidgets was not built with wxUSE_GLCANVAS_EGL=ON. Without this, the GLX backend tries to access a non-existent X11 display on native Wayland, crashing in wxGLCanvas::IsDisplaySupported() with SIGSEGV at offset 0xe4. Also add a defense-in-depth guard in detect_multisample() that skips the IsDisplaySupported call entirely on Wayland without EGL. Root cause: deps/wxWidgets must be rebuilt after enabling EGL. The compile-time check in OrcaSlicer.cpp detects the mismatch and falls back safely. * Fix EGL detection: use wxHAS_EGL instead of wxUSE_GLCANVAS_EGL wxUSE_GLCANVAS_EGL is a CMake build option, NOT a C++ preprocessor macro. The actual macro defined in wxWidgets setup.h is wxHAS_EGL. All compile-time EGL checks were using the wrong macro, causing the safety fallback to always trigger even with a properly built EGL-enabled wxWidgets. * Fix GL function pointers invalidated on Wayland/EGL gladLoaderLoadGL() dlopen's libGL.so.1 to resolve GL function pointers via dlsym, then immediately dlclose's the handle. On X11/GLX this is fine because the GLX context keeps libGL.so mapped. On Wayland/EGL, nothing else holds libGL.so open, so dlclose unmaps it and all function pointers become dangling — causing SIGSEGV on the first GL call. Fix: on Wayland, use gladLoadGL(eglGetProcAddress) which resolves function pointers through the EGL loader without opening/closing libGL.so. * fix crash on start and various rendering issues * fix crash on close * small refactor * move GPU selection to desktop file * clean up a bit * clean up more * fix appimage error
355 lines
12 KiB
C++
355 lines
12 KiB
C++
#include "TextLines.hpp"
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#include <glad/gl.h>
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#include "libslic3r/Model.hpp"
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#include "libslic3r/Emboss.hpp"
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#include "libslic3r/TriangleMeshSlicer.hpp"
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#include "libslic3r/Tesselate.hpp"
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#include "libslic3r/AABBTreeLines.hpp"
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#include "libslic3r/ExPolygonsIndex.hpp"
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#include "libslic3r/ClipperUtils.hpp"
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#include "slic3r/GUI/Selection.hpp"
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#include "slic3r/GUI/GLCanvas3D.hpp"
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#include "slic3r/GUI/GLModel.hpp"
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#include "slic3r/GUI/GUI_App.hpp"
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#include "slic3r/GUI/Plater.hpp"
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#include "slic3r/GUI/Camera.hpp"
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#include "slic3r/GUI/3DScene.hpp"
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using namespace Slic3r;
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using namespace Slic3r::Emboss;
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using namespace Slic3r::GUI;
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namespace {
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// Be careful it is not water tide and contain self intersections
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// It is only for visualization purposes
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indexed_triangle_set its_create_torus(const Slic3r::Polygon &polygon, float radius, size_t steps = 20)
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{
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assert(!polygon.empty());
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if (polygon.empty())
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return {};
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size_t count = polygon.size();
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if (count < 3)
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return {};
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// convert and scale to float
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std::vector<Vec2f> points_d;
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points_d.reserve(count);
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for (const Point &point : polygon.points)
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points_d.push_back(unscale(point).cast<float>());
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// pre calculate normalized line directions
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auto calc_line_norm = [](const Vec2f &f, const Vec2f &s) -> Vec2f { return (s - f).normalized(); };
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std::vector<Vec2f> line_norm(points_d.size());
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for (size_t i = 0; i < count - 1; ++i)
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line_norm[i] = calc_line_norm(points_d[i], points_d[i + 1]);
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line_norm.back() = calc_line_norm(points_d.back(), points_d.front());
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// precalculate sinus and cosinus
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double angle_step = 2 * M_PI / steps;
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std::vector<std::pair<double, float>> sin_cos;
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sin_cos.reserve(steps);
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for (size_t s = 0; s < steps; ++s) {
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double angle = s * angle_step;
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sin_cos.emplace_back(
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radius * std::sin(angle),
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static_cast<float>(radius * std::cos(angle))
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);
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}
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indexed_triangle_set sphere = its_make_sphere(radius, 2 * PI / steps);
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// create torus model along polygon path
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indexed_triangle_set model;
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model.vertices.reserve(2 * steps * count + sphere.vertices.size()*count);
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model.indices.reserve(2 * steps * count + sphere.indices.size()*count);
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const Vec2f *prev_prev_point_d = &points_d[count-2]; // one before back
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const Vec2f *prev_point_d = &points_d.back();
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auto calc_angle = [](const Vec2f &d0, const Vec2f &d1) {
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double dot = d0.dot(d1);
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double det = d0.x() * d1.y() - d0.y() * d1.x(); // Determinant
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return std::atan2(det, dot); // atan2(y, x) or atan2(sin, cos)
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};
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// opposit previos direction of line - for calculate angle
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Vec2f opposit_prev_dir = (*prev_prev_point_d) - (*prev_point_d);
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for (size_t i = 0; i < count; ++i) {
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const Vec2f & point_d = points_d[i];
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// line segment direction
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Vec2f dir = point_d - (*prev_point_d);
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double angle = calc_angle(opposit_prev_dir, dir);
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double allowed_preccission = 1e-6;
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if (angle >= (PI - allowed_preccission) ||
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angle <= (-PI + allowed_preccission))
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continue; // it is almost line
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// perpendicular direction to line
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Vec2d p_dir(dir.y(), -dir.x());
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p_dir.normalize(); // Should done with double preccission
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// p_dir is tube unit side vector
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// tube unit top vector is z direction
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// Tube
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int prev_index = model.vertices.size() + 2 * sin_cos.size() - 2;
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for (const auto &[s, c] : sin_cos) {
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Vec2f side = (s * p_dir).cast<float>();
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Vec2f xy0 = side + (*prev_point_d);
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Vec2f xy1 = side + point_d;
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model.vertices.emplace_back(xy0.x(), xy0.y(), c); // pointing of prev index
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model.vertices.emplace_back(xy1.x(), xy1.y(), c);
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// create triangle indices
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int f0 = prev_index;
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int s0 = f0 + 1;
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int f1 = model.vertices.size() - 2;
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int s1 = f1 + 1;
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prev_index = f1;
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model.indices.emplace_back(s0, f0, s1);
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model.indices.emplace_back(f1, s1, f0);
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}
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prev_prev_point_d = prev_point_d;
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prev_point_d = &point_d;
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opposit_prev_dir = -dir;
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}
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// sphere on each point
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for (Vec2f& p: points_d){
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indexed_triangle_set sphere_copy = sphere;
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its_translate(sphere_copy, Vec3f(p.x(), p.y(), 0.f));
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its_merge(model, sphere_copy);
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}
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return model;
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}
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// select closest contour for each line
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TextLines select_closest_contour(const std::vector<Polygons> &line_contours) {
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TextLines result;
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result.reserve(line_contours.size());
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Vec2d zero(0., 0.);
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for (const Polygons &polygons : line_contours){
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if (polygons.empty()) {
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result.emplace_back();
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continue;
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}
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// Improve: use int values and polygons only
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// Slic3r::Polygons polygons = union_(polygons);
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// std::vector<Slic3r::Line> lines = to_lines(polygons);
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// AABBTreeIndirect::Tree<2, Point> tree;
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// size_t line_idx;
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// Point hit_point;
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// Point::Scalar distance = AABBTreeLines::squared_distance_to_indexed_lines(lines, tree, point, line_idx, hit_point);
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ExPolygons expolygons = union_ex(polygons);
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std::vector<Linef> linesf = to_linesf(expolygons);
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AABBTreeIndirect::Tree2d tree = AABBTreeLines::build_aabb_tree_over_indexed_lines(linesf);
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size_t line_idx = 0;
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Vec2d hit_point;
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// double distance =
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AABBTreeLines::squared_distance_to_indexed_lines(linesf, tree, zero, line_idx, hit_point);
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// conversion between index of point and expolygon
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ExPolygonsIndices cvt(expolygons);
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ExPolygonsIndex index = cvt.cvt(static_cast<uint32_t>(line_idx));
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const Slic3r::Polygon& polygon = index.is_contour() ?
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expolygons[index.expolygons_index].contour :
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expolygons[index.expolygons_index].holes[index.hole_index()];
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Point hit_point_int = hit_point.cast<Point::coord_type>();
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TextLine tl{polygon, PolygonPoint{index.point_index, hit_point_int}};
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result.emplace_back(tl);
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}
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return result;
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}
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inline Eigen::AngleAxis<double> get_rotation() { return Eigen::AngleAxis(-M_PI_2, Vec3d::UnitX()); }
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indexed_triangle_set create_its(const TextLines &lines, float radius)
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{
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indexed_triangle_set its;
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// create model from polygons
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for (const TextLine &line : lines) {
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const Slic3r::Polygon &polygon = line.polygon;
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if (polygon.empty()) continue;
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indexed_triangle_set line_its = its_create_torus(polygon, radius);
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auto transl = Eigen::Translation3d(0., line.y, 0.);
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Transform3d tr = transl * get_rotation();
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its_transform(line_its, tr);
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its_merge(its, line_its);
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}
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return its;
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}
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GLModel::Geometry create_geometry(const TextLines &lines, float radius, bool is_mirrored)
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{
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indexed_triangle_set its = create_its(lines, radius);
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GLModel::Geometry geometry;
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geometry.format = {GLModel::Geometry::EPrimitiveType::Triangles, GUI::GLModel::Geometry::EVertexLayout::P3};
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ColorRGBA color(.7f, .7f, .7f, .7f); // Transparent Gray
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geometry.color = color;
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geometry.reserve_vertices(its.vertices.size());
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for (Vec3f vertex : its.vertices)
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geometry.add_vertex(vertex);
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geometry.reserve_indices(its.indices.size() * 3);
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if (is_mirrored) {
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// change order of indices
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for (Vec3i32 t : its.indices)
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geometry.add_triangle(t[0], t[2], t[1]);
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} else {
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for (Vec3i32 t : its.indices)
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geometry.add_triangle(t[0], t[1], t[2]);
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}
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return geometry;
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}
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} // namespace
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void TextLinesModel::init(const Transform3d &text_tr,
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const ModelVolumePtrs &volumes_to_slice,
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/*const*/ Emboss::StyleManager &style_manager,
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unsigned count_lines)
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{
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assert(style_manager.is_active_font());
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if (!style_manager.is_active_font())
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return;
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const auto &ffc = style_manager.get_font_file_with_cache();
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assert(ffc.has_value());
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if (!ffc.has_value())
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return;
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const auto &ff_ptr = ffc.font_file;
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assert(ff_ptr != nullptr);
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if (ff_ptr == nullptr)
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return;
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const FontFile &ff = *ff_ptr;
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const FontProp &fp = style_manager.get_font_prop();
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FontProp::VerticalAlign align = fp.align.second;
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double line_height_mm = calc_line_height_in_mm(ff, fp);
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assert(line_height_mm > 0);
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if (line_height_mm <= 0)
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return;
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m_model.reset();
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m_lines.clear();
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// size_in_mm .. contain volume scale and should be ascent value in mm
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double line_offset = fp.size_in_mm * ascent_ratio_offset;
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double first_line_center = line_offset + get_align_y_offset_in_mm(align, count_lines, ff, fp);
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std::vector<float> line_centers(count_lines);
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for (size_t i = 0; i < count_lines; ++i)
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line_centers[i] = static_cast<float>(first_line_center - i * line_height_mm);
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// contour transformation
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Transform3d c_trafo = text_tr * get_rotation();
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Transform3d c_trafo_inv = c_trafo.inverse();
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std::vector<Polygons> line_contours(count_lines);
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for (const ModelVolume *volume : volumes_to_slice) {
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MeshSlicingParams slicing_params;
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slicing_params.trafo = c_trafo_inv * volume->get_matrix();
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for (size_t i = 0; i < count_lines; ++i) {
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const Polygons polys = Slic3r::slice_mesh(volume->mesh().its, line_centers[i], slicing_params);
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if (polys.empty())
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continue;
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Polygons &contours = line_contours[i];
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contours.insert(contours.end(), polys.begin(), polys.end());
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}
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}
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// fix for text line out of object
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// When move text close to edge - line center could be out of object
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for (Polygons &contours: line_contours) {
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if (!contours.empty())
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continue;
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// use line center at zero, there should be some contour.
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float line_center = 0.f;
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for (const ModelVolume *volume : volumes_to_slice) {
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MeshSlicingParams slicing_params;
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slicing_params.trafo = c_trafo_inv * volume->get_matrix();
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const Polygons polys = Slic3r::slice_mesh(volume->mesh().its, line_center, slicing_params);
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if (polys.empty())
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continue;
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contours.insert(contours.end(), polys.begin(), polys.end());
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}
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}
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m_lines = select_closest_contour(line_contours);
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assert(m_lines.size() == count_lines);
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assert(line_centers.size() == count_lines);
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for (size_t i = 0; i < count_lines; ++i)
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m_lines[i].y = line_centers[i];
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bool is_mirrored = has_reflection(text_tr);
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float radius = static_cast<float>(line_height_mm / 20.);
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//*
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GLModel::Geometry geometry = create_geometry(m_lines, radius, is_mirrored);
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if (geometry.vertices_count() == 0 || geometry.indices_count() == 0)
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return;
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m_model.init_from(std::move(geometry));
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/*/
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// slower solution
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ColorRGBA color(.7f, .7f, .7f, .7f); // Transparent Gray
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m_model.set_color(color);
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m_model.init_from(create_its(m_lines));
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//*/
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}
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void TextLinesModel::render(const Transform3d &text_world)
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{
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if (!m_model.is_initialized())
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return;
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GUI_App &app = wxGetApp();
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const GLShaderProgram *shader = app.get_shader("flat");
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if (shader == nullptr)
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return;
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const Camera &camera = app.plater()->get_camera();
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shader->start_using();
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shader->set_uniform("view_model_matrix", camera.get_view_matrix() * text_world);
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shader->set_uniform("projection_matrix", camera.get_projection_matrix());
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bool is_depth_test = glIsEnabled(GL_DEPTH_TEST);
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if (!is_depth_test)
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glsafe(::glEnable(GL_DEPTH_TEST));
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bool is_blend = glIsEnabled(GL_BLEND);
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if (!is_blend)
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glsafe(::glEnable(GL_BLEND));
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// glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
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m_model.render();
|
|
|
|
if (!is_depth_test)
|
|
glsafe(::glDisable(GL_DEPTH_TEST));
|
|
if (!is_blend)
|
|
glsafe(::glDisable(GL_BLEND));
|
|
|
|
shader->stop_using();
|
|
}
|
|
|
|
double TextLinesModel::calc_line_height_in_mm(const Slic3r::Emboss::FontFile &ff, const FontProp &fp)
|
|
{
|
|
int line_height = Slic3r::Emboss::get_line_height(ff, fp); // In shape size
|
|
double scale = Slic3r::Emboss::get_text_shape_scale(fp, ff);
|
|
return line_height * scale;
|
|
}
|