/* Copyright (c) 2019, Lars Brubaker, John Lewin All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. 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. 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. The views and conclusions contained in the software and documentation are those of the authors and should not be interpreted as representing official policies, either expressed or implied, of the FreeBSD Project. */ using System; using MatterHackers.Agg; using MatterHackers.Agg.UI; using MatterHackers.RenderOpenGl; using MatterHackers.RenderOpenGl.OpenGl; using MatterHackers.VectorMath; namespace MatterHackers.MatterControl.PartPreviewWindow { public class FloorDrawable : IDrawable { private GridColors gridColors; private ISceneContext sceneContext; private InteractionLayer.EditorType editorType; private ThemeConfig theme; private Color buildVolumeColor; private Color bedColor; private Color underBedColor; public FloorDrawable(InteractionLayer.EditorType editorType, ISceneContext sceneContext, Color buildVolumeColor, ThemeConfig theme) { this.buildVolumeColor = buildVolumeColor; this.sceneContext = sceneContext; this.editorType = editorType; this.theme = theme; bedColor = theme.ResolveColor(Color.White, theme.BackgroundColor.WithAlpha(111)); underBedColor = new Color(bedColor, bedColor.alpha / 4); gridColors = new GridColors() { Gray = theme.ResolveColor(theme.BackgroundColor, theme.GetBorderColor((theme.IsDarkTheme ? 35 : 55))), Red = theme.ResolveColor(theme.BackgroundColor, new Color(Color.Red, (theme.IsDarkTheme ? 105 : 170))), Green = theme.ResolveColor(theme.BackgroundColor, new Color(Color.Green, (theme.IsDarkTheme ? 105 : 170))), Blue = theme.ResolveColor(theme.BackgroundColor, new Color(Color.Blue, 195)) }; } public bool Enabled { get; set; } public string Title { get; } = "Render Floor"; public string Description { get; } = "Render a plane or bed floor"; // TODO: Investigate if stage should really change dynamically based on lookingDownOnBed public DrawStage DrawStage { get; } = DrawStage.First; public bool LookingDownOnBed { get; set; } public void Draw(GuiWidget sender, DrawEventArgs e, Matrix4X4 itemMaxtrix, WorldView world) { if (editorType == InteractionLayer.EditorType.Printer) { // only render if we are above the bed if (sceneContext.RendererOptions.RenderBed) { GLHelper.Render( sceneContext.Mesh, this.LookingDownOnBed ? bedColor : underBedColor, RenderTypes.Shaded, world.ModelviewMatrix); if (sceneContext.PrinterShape != null) { GLHelper.Render(sceneContext.PrinterShape, bedColor, RenderTypes.Shaded, world.ModelviewMatrix); } } if (sceneContext.BuildVolumeMesh != null && sceneContext.RendererOptions.RenderBuildVolume) { GLHelper.Render(sceneContext.BuildVolumeMesh, buildVolumeColor, RenderTypes.Shaded, world.ModelviewMatrix); } } else { GL.Disable(EnableCap.Texture2D); GL.Disable(EnableCap.Blend); GL.Disable(EnableCap.Lighting); int width = 600; GL.Begin(BeginMode.Lines); { for (int i = -width; i <= width; i += 50) { GL.Color4(gridColors.Gray); GL.Vertex3(i, width, 0); GL.Vertex3(i, -width, 0); GL.Vertex3(width, i, 0); GL.Vertex3(-width, i, 0); } // X axis GL.Color4(gridColors.Red); GL.Vertex3(width, 0, 0); GL.Vertex3(-width, 0, 0); // Y axis GL.Color4(gridColors.Green); GL.Vertex3(0, width, 0); GL.Vertex3(0, -width, 0); // Z axis GL.Color4(gridColors.Blue); GL.Vertex3(0, 0, 10); GL.Vertex3(0, 0, -10); } GL.End(); } } private class GridColors { public Color Red { get; set; } public Color Green { get; set; } public Color Blue { get; set; } public Color Gray { get; set; } } } }