Files
OrcaSlicer/src/slic3r/GUI/GLSelectionRectangle.cpp
SoftFever 3e4af2c723 WIP: Add native Wayland support for Linux (#13197)
* 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
2026-04-13 19:45:39 +08:00

188 lines
6.9 KiB
C++

#include "GLSelectionRectangle.hpp"
#include "Camera.hpp"
#include "CameraUtils.hpp"
#include "3DScene.hpp"
#include "GLCanvas3D.hpp"
#include "GUI_App.hpp"
#include "Plater.hpp"
#include <igl/project.h>
#include <glad/gl.h>
namespace Slic3r {
namespace GUI {
void GLSelectionRectangle::start_dragging(const Vec2d& mouse_position, EState state)
{
if (is_dragging() || (state == Off))
return;
m_state = state;
m_start_corner = mouse_position;
m_end_corner = mouse_position;
}
void GLSelectionRectangle::dragging(const Vec2d& mouse_position)
{
if (!is_dragging())
return;
m_end_corner = mouse_position;
}
std::vector<unsigned int> GLSelectionRectangle::contains(const std::vector<Vec3d>& points) const
{
std::vector<unsigned int> out;
// bounding box created from the rectangle corners - will take care of order of the corners
const BoundingBox rectangle(Points{ Point(m_start_corner.cast<coord_t>()), Point(m_end_corner.cast<coord_t>()) });
// Iterate over all points and determine whether they're in the rectangle.
const Camera &camera = wxGetApp().plater()->get_camera();
Points points_2d = CameraUtils::project(camera, points);
unsigned int size = static_cast<unsigned int>(points.size());
for (unsigned int i = 0; i< size; ++i)
if (rectangle.contains(points_2d[i]))
out.push_back(i);
return out;
}
void GLSelectionRectangle::stop_dragging()
{
if (is_dragging())
m_state = Off;
}
void GLSelectionRectangle::render(const GLCanvas3D& canvas)
{
if (!is_dragging())
return;
const Size cnv_size = canvas.get_canvas_size();
const float cnv_width = (float)cnv_size.get_width();
const float cnv_height = (float)cnv_size.get_height();
if (cnv_width == 0.0f || cnv_height == 0.0f)
return;
const float cnv_inv_width = 1.0f / cnv_width;
const float cnv_inv_height = 1.0f / cnv_height;
const float left = 2.0f * (get_left() * cnv_inv_width - 0.5f);
const float right = 2.0f * (get_right() * cnv_inv_width - 0.5f);
const float top = -2.0f * (get_top() * cnv_inv_height - 0.5f);
const float bottom = -2.0f * (get_bottom() * cnv_inv_height - 0.5f);
#if !SLIC3R_OPENGL_ES
if (!OpenGLManager::get_gl_info().is_core_profile())
glsafe(::glLineWidth(1.5f));
#endif // !SLIC3R_OPENGL_ES
glsafe(::glDisable(GL_DEPTH_TEST));
#if !SLIC3R_OPENGL_ES
if (!OpenGLManager::get_gl_info().is_core_profile()) {
glsafe(::glPushAttrib(GL_ENABLE_BIT));
glsafe(::glLineStipple(4, 0xAAAA));
glsafe(::glEnable(GL_LINE_STIPPLE));
}
#endif // !SLIC3R_OPENGL_ES
#if SLIC3R_OPENGL_ES
GLShaderProgram* shader = wxGetApp().get_shader("dashed_lines");
#else
GLShaderProgram* shader = OpenGLManager::get_gl_info().is_core_profile() ? wxGetApp().get_shader("dashed_thick_lines") : wxGetApp().get_shader("flat");
#endif // SLIC3R_OPENGL_ES
if (shader != nullptr) {
shader->start_using();
if (!m_rectangle.is_initialized() || !m_old_start_corner.isApprox(m_start_corner) || !m_old_end_corner.isApprox(m_end_corner)) {
m_old_start_corner = m_start_corner;
m_old_end_corner = m_end_corner;
m_rectangle.reset();
GLModel::Geometry init_data;
#if !SLIC3R_OPENGL_ES
if (OpenGLManager::get_gl_info().is_core_profile()) {
#endif // !SLIC3R_OPENGL_ES
init_data.format = { GLModel::Geometry::EPrimitiveType::Lines, GLModel::Geometry::EVertexLayout::P4 };
init_data.reserve_vertices(5);
init_data.reserve_indices(8);
#if !SLIC3R_OPENGL_ES
}
else {
init_data.format = { GLModel::Geometry::EPrimitiveType::LineLoop, GLModel::Geometry::EVertexLayout::P2 };
init_data.reserve_vertices(4);
init_data.reserve_indices(4);
}
#endif // !SLIC3R_OPENGL_ES
// vertices
#if !SLIC3R_OPENGL_ES
if (OpenGLManager::get_gl_info().is_core_profile()) {
#endif // !SLIC3R_OPENGL_ES
const float width = right - left;
const float height = top - bottom;
float perimeter = 0.0f;
init_data.add_vertex(Vec4f(left, bottom, 0.0f, perimeter));
perimeter += width;
init_data.add_vertex(Vec4f(right, bottom, 0.0f, perimeter));
perimeter += height;
init_data.add_vertex(Vec4f(right, top, 0.0f, perimeter));
perimeter += width;
init_data.add_vertex(Vec4f(left, top, 0.0f, perimeter));
perimeter += height;
init_data.add_vertex(Vec4f(left, bottom, 0.0f, perimeter));
// indices
init_data.add_line(0, 1);
init_data.add_line(1, 2);
init_data.add_line(2, 3);
init_data.add_line(3, 4);
#if !SLIC3R_OPENGL_ES
}
else {
init_data.add_vertex(Vec2f(left, bottom));
init_data.add_vertex(Vec2f(right, bottom));
init_data.add_vertex(Vec2f(right, top));
init_data.add_vertex(Vec2f(left, top));
// indices
init_data.add_index(0);
init_data.add_index(1);
init_data.add_index(2);
init_data.add_index(3);
}
#endif // !SLIC3R_OPENGL_ES
m_rectangle.init_from(std::move(init_data));
}
shader->set_uniform("view_model_matrix", Transform3d::Identity());
shader->set_uniform("projection_matrix", Transform3d::Identity());
#if !SLIC3R_OPENGL_ES
if (OpenGLManager::get_gl_info().is_core_profile()) {
#endif // !SLIC3R_OPENGL_ES
const std::array<int, 4>& viewport = wxGetApp().plater()->get_camera().get_viewport();
shader->set_uniform("viewport_size", Vec2d(double(viewport[2]), double(viewport[3])));
shader->set_uniform("width", 0.25f);
shader->set_uniform("dash_size", 0.01f);
shader->set_uniform("gap_size", 0.0075f);
#if !SLIC3R_OPENGL_ES
}
#endif // !SLIC3R_OPENGL_ES
m_rectangle.set_color(ColorRGBA::ORCA()); // ORCA: use orca color for selection rectangle
m_rectangle.render();
shader->stop_using();
}
#if !SLIC3R_OPENGL_ES
if (!OpenGLManager::get_gl_info().is_core_profile())
glsafe(::glPopAttrib());
#endif // !SLIC3R_OPENGL_ES
}
} // namespace GUI
} // namespace Slic3r