diff --git a/lib/Slic3r/GUI/3DScene.pm b/lib/Slic3r/GUI/3DScene.pm index a36d2263ca..ee9e310c10 100644 --- a/lib/Slic3r/GUI/3DScene.pm +++ b/lib/Slic3r/GUI/3DScene.pm @@ -1,9 +1,9 @@ package Slic3r::GUI::3DScene::Base; use strict; use warnings; - use Wx::Event qw(EVT_PAINT EVT_SIZE EVT_ERASE_BACKGROUND EVT_IDLE EVT_MOUSEWHEEL EVT_MOUSE_EVENTS); # must load OpenGL *before* Wx::GLCanvas + use OpenGL qw(:glconstants :glfunctions :glufunctions :gluconstants); use base qw(Wx::GLCanvas Class::Accessor); use Math::Trig qw(asin); @@ -47,6 +47,12 @@ use constant DEFAULT_COLOR => [1,1,0]; use constant SELECTED_COLOR => [0,1,0,1]; use constant HOVER_COLOR => [0.4,0.9,0,1]; +# Constant to determine if Vertex Buffer objects are used to draw +# bed grid and the cut plane for object separation. +# Old Perl (5.10.x) should set to 0. +use constant HAS_VBO => 1; + + # make OpenGL::Array thread-safe { no warnings 'redefine'; @@ -56,6 +62,7 @@ use constant HOVER_COLOR => [0.4,0.9,0,1]; sub new { my ($class, $parent) = @_; + # We can only enable multi sample anti aliasing wih wxWidgets 3.0.3 and with a hacked Wx::GLCanvas, # which exports some new WX_GL_XXX constants, namely WX_GL_SAMPLE_BUFFERS and WX_GL_SAMPLES. my $can_multisample = @@ -74,6 +81,7 @@ sub new { # we request a depth buffer explicitely because it looks like it's not created by # default on Linux, causing transparency issues my $self = $class->SUPER::new($parent, -1, Wx::wxDefaultPosition, Wx::wxDefaultSize, 0, "", $attrib); + if (Wx::wxVERSION >= 3.000003) { # Wx 3.0.3 contains an ugly hack to support some advanced OpenGL attributes through the attribute list. # The attribute list is transferred between the wxGLCanvas and wxGLContext constructors using a single static array s_wglContextAttribs. @@ -133,6 +141,7 @@ sub new { $self->Refresh; }); EVT_MOUSE_EVENTS($self, \&mouse_event); + return $self; } @@ -756,9 +765,19 @@ sub Render { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnableClientState(GL_VERTEX_ARRAY); + if (HAS_VBO) { + my ($triangle_vertex); + ($triangle_vertex) = + glGenBuffersARB_p(1); + $self->bed_triangles->bind($triangle_vertex); + glBufferDataARB_p(GL_ARRAY_BUFFER_ARB, $self->bed_triangles, GL_STATIC_DRAW_ARB); + glVertexPointer_c(3, GL_FLOAT, 0, 0); + } else { + # fall back on old behavior + glVertexPointer_p(3, $self->bed_triangles); + } glColor4f(0.8, 0.6, 0.5, 0.4); glNormal3d(0,0,1); - glVertexPointer_p(3, $self->bed_triangles); glDrawArrays(GL_TRIANGLES, 0, $self->bed_triangles->elements / 3); glDisableClientState(GL_VERTEX_ARRAY); @@ -768,13 +787,29 @@ sub Render { # draw grid glLineWidth(3); - glColor4f(0.2, 0.2, 0.2, 0.4); glEnableClientState(GL_VERTEX_ARRAY); - glVertexPointer_p(3, $self->bed_grid_lines); + if (HAS_VBO) { + my ($grid_vertex); + ($grid_vertex) = + glGenBuffersARB_p(1); + $self->bed_grid_lines->bind($grid_vertex); + glBufferDataARB_p(GL_ARRAY_BUFFER_ARB, $self->bed_grid_lines, GL_STATIC_DRAW_ARB); + glVertexPointer_c(3, GL_FLOAT, 0, 0); + } else { + # fall back on old behavior + glVertexPointer_p(3, $self->bed_grid_lines); + } + glColor4f(0.2, 0.2, 0.2, 0.4); + glNormal3d(0,0,1); glDrawArrays(GL_LINES, 0, $self->bed_grid_lines->elements / 3); glDisableClientState(GL_VERTEX_ARRAY); glDisable(GL_BLEND); + if (HAS_VBO) { + # Turn off buffer objects to let the rest of the draw code work. + glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); + glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0); + } } my $volumes_bb = $self->volumes_bounding_box; @@ -914,10 +949,26 @@ sub draw_volumes { glDisable(GL_BLEND); if (defined $self->cutting_plane_z) { + if (HAS_VBO) { + # Use Vertex Buffer Object for cutting plane (previous method crashes on modern POGL). + my ($cut_vertex) = glGenBuffersARB_p(1); + $self->cut_lines_vertices->bind($cut_vertex); + glBufferDataARB_p(GL_ARRAY_BUFFER_ARB, $self->cut_lines_vertices, GL_STATIC_DRAW_ARB); + glVertexPointer_c(3, GL_FLOAT, 0, 0); + } else { + # Use legacy method. + glVertexPointer_p(3, $self->cut_lines_vertices); + } glLineWidth(2); glColor3f(0, 0, 0); - glVertexPointer_p(3, $self->cut_lines_vertices); glDrawArrays(GL_LINES, 0, $self->cut_lines_vertices->elements / 3); + + if (HAS_VBO) { + # Turn off buffer objects to let the rest of the draw code work. + glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); + glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0); + } + } glDisableClientState(GL_VERTEX_ARRAY); }