150 lines
4.9 KiB
C#
150 lines
4.9 KiB
C#
/*
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Copyright (c) 2019, Lars Brubaker, John Lewin
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All rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions are met:
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1. Redistributions of source code must retain the above copyright notice, this
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list of conditions and the following disclaimer.
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2. Redistributions in binary form must reproduce the above copyright notice,
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this list of conditions and the following disclaimer in the documentation
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and/or other materials provided with the distribution.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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The views and conclusions contained in the software and documentation are those
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of the authors and should not be interpreted as representing official policies,
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either expressed or implied, of the FreeBSD Project.
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*/
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using System;
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using MatterHackers.Agg;
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using MatterHackers.Agg.UI;
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using MatterHackers.RenderOpenGl;
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using MatterHackers.RenderOpenGl.OpenGl;
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using MatterHackers.VectorMath;
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namespace MatterHackers.MatterControl.PartPreviewWindow
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{
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public class FloorDrawable : IDrawable
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{
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private GridColors gridColors;
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private ISceneContext sceneContext;
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private InteractionLayer.EditorType editorType;
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private ThemeConfig theme;
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private Color buildVolumeColor;
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private Color bedColor;
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private Color underBedColor;
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public FloorDrawable(InteractionLayer.EditorType editorType, ISceneContext sceneContext, Color buildVolumeColor, ThemeConfig theme)
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{
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this.buildVolumeColor = buildVolumeColor;
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this.sceneContext = sceneContext;
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this.editorType = editorType;
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this.theme = theme;
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bedColor = theme.ResolveColor(Color.White, theme.BackgroundColor.WithAlpha(111));
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underBedColor = new Color(bedColor, bedColor.alpha / 4);
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gridColors = new GridColors()
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{
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Gray = theme.ResolveColor(theme.BackgroundColor, theme.GetBorderColor((theme.IsDarkTheme ? 35 : 55))),
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Red = theme.ResolveColor(theme.BackgroundColor, new Color(Color.Red, (theme.IsDarkTheme ? 105 : 170))),
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Green = theme.ResolveColor(theme.BackgroundColor, new Color(Color.Green, (theme.IsDarkTheme ? 105 : 170))),
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Blue = theme.ResolveColor(theme.BackgroundColor, new Color(Color.Blue, 195))
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};
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}
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public bool Enabled { get; set; }
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public string Title { get; } = "Render Floor";
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public string Description { get; } = "Render a plane or bed floor";
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// TODO: Investigate if stage should really change dynamically based on lookingDownOnBed
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public DrawStage DrawStage { get; } = DrawStage.First;
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public bool LookingDownOnBed { get; set; }
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public void Draw(GuiWidget sender, DrawEventArgs e, Matrix4X4 itemMaxtrix, WorldView world)
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{
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if (editorType == InteractionLayer.EditorType.Printer)
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{
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// only render if we are above the bed
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if (sceneContext.RendererOptions.RenderBed)
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{
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GLHelper.Render(
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sceneContext.Mesh,
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this.LookingDownOnBed ? bedColor : underBedColor,
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RenderTypes.Shaded,
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world.ModelviewMatrix);
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if (sceneContext.PrinterShape != null)
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{
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GLHelper.Render(sceneContext.PrinterShape, bedColor, RenderTypes.Shaded, world.ModelviewMatrix);
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}
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}
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if (sceneContext.BuildVolumeMesh != null && sceneContext.RendererOptions.RenderBuildVolume)
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{
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GLHelper.Render(sceneContext.BuildVolumeMesh, buildVolumeColor, RenderTypes.Shaded, world.ModelviewMatrix);
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}
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}
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else
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{
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GL.Disable(EnableCap.Texture2D);
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GL.Disable(EnableCap.Blend);
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GL.Disable(EnableCap.Lighting);
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int width = 600;
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GL.Begin(BeginMode.Lines);
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{
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for (int i = -width; i <= width; i += 50)
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{
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GL.Color4(gridColors.Gray);
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GL.Vertex3(i, width, 0);
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GL.Vertex3(i, -width, 0);
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GL.Vertex3(width, i, 0);
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GL.Vertex3(-width, i, 0);
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}
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// X axis
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GL.Color4(gridColors.Red);
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GL.Vertex3(width, 0, 0);
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GL.Vertex3(-width, 0, 0);
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// Y axis
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GL.Color4(gridColors.Green);
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GL.Vertex3(0, width, 0);
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GL.Vertex3(0, -width, 0);
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// Z axis
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GL.Color4(gridColors.Blue);
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GL.Vertex3(0, 0, 10);
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GL.Vertex3(0, 0, -10);
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}
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GL.End();
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}
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}
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private class GridColors
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{
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public Color Red { get; set; }
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public Color Green { get; set; }
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public Color Blue { get; set; }
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public Color Gray { get; set; }
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}
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}
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}
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