2019-02-19 14:15:27 +00:00
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#include "libslic3r/libslic3r.h"
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#include "3DBed.hpp"
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#include "libslic3r/Polygon.hpp"
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#include "libslic3r/ClipperUtils.hpp"
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#include "libslic3r/BoundingBox.hpp"
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#include "GUI_App.hpp"
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#include "PresetBundle.hpp"
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#include <GL/glew.h>
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#include <boost/algorithm/string/predicate.hpp>
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static const float GROUND_Z = -0.02f;
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namespace Slic3r {
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namespace GUI {
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bool GeometryBuffer::set_from_triangles(const Polygons& triangles, float z, bool generate_tex_coords)
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{
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2019-02-20 14:23:23 +00:00
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#if ENABLE_TEXTURES_FROM_SVG
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m_vertices.clear();
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unsigned int v_size = 3 * (unsigned int)triangles.size();
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if (v_size == 0)
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return false;
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m_vertices = std::vector<Vertex>(v_size, Vertex());
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float min_x = unscale<float>(triangles[0].points[0](0));
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float min_y = unscale<float>(triangles[0].points[0](1));
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float max_x = min_x;
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float max_y = min_y;
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unsigned int v_count = 0;
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for (const Polygon& t : triangles)
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{
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for (unsigned int i = 0; i < 3; ++i)
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{
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Vertex& v = m_vertices[v_count];
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const Point& p = t.points[i];
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float x = unscale<float>(p(0));
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float y = unscale<float>(p(1));
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v.position[0] = x;
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v.position[1] = y;
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v.position[2] = z;
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if (generate_tex_coords)
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{
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v.tex_coords[0] = x;
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v.tex_coords[1] = y;
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min_x = std::min(min_x, x);
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max_x = std::max(max_x, x);
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min_y = std::min(min_y, y);
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max_y = std::max(max_y, y);
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}
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++v_count;
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}
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}
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if (generate_tex_coords)
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{
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float size_x = max_x - min_x;
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float size_y = max_y - min_y;
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if ((size_x != 0.0f) && (size_y != 0.0f))
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{
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float inv_size_x = 1.0f / size_x;
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float inv_size_y = -1.0f / size_y;
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for (Vertex& v : m_vertices)
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{
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v.tex_coords[0] = (v.tex_coords[0] - min_x) * inv_size_x;
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v.tex_coords[1] = (v.tex_coords[1] - min_y) * inv_size_y;
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}
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}
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}
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#else
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2019-02-19 14:15:27 +00:00
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m_vertices.clear();
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m_tex_coords.clear();
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unsigned int v_size = 9 * (unsigned int)triangles.size();
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unsigned int t_size = 6 * (unsigned int)triangles.size();
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if (v_size == 0)
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return false;
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m_vertices = std::vector<float>(v_size, 0.0f);
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if (generate_tex_coords)
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m_tex_coords = std::vector<float>(t_size, 0.0f);
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float min_x = unscale<float>(triangles[0].points[0](0));
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float min_y = unscale<float>(triangles[0].points[0](1));
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float max_x = min_x;
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float max_y = min_y;
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unsigned int v_coord = 0;
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unsigned int t_coord = 0;
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for (const Polygon& t : triangles)
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{
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for (unsigned int v = 0; v < 3; ++v)
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{
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const Point& p = t.points[v];
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float x = unscale<float>(p(0));
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float y = unscale<float>(p(1));
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m_vertices[v_coord++] = x;
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m_vertices[v_coord++] = y;
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m_vertices[v_coord++] = z;
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if (generate_tex_coords)
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{
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m_tex_coords[t_coord++] = x;
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m_tex_coords[t_coord++] = y;
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min_x = std::min(min_x, x);
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max_x = std::max(max_x, x);
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min_y = std::min(min_y, y);
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max_y = std::max(max_y, y);
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}
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}
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}
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if (generate_tex_coords)
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{
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float size_x = max_x - min_x;
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float size_y = max_y - min_y;
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if ((size_x != 0.0f) && (size_y != 0.0f))
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{
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float inv_size_x = 1.0f / size_x;
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float inv_size_y = -1.0f / size_y;
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for (unsigned int i = 0; i < m_tex_coords.size(); i += 2)
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{
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m_tex_coords[i] = (m_tex_coords[i] - min_x) * inv_size_x;
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m_tex_coords[i + 1] = (m_tex_coords[i + 1] - min_y) * inv_size_y;
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}
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}
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}
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2019-02-20 14:23:23 +00:00
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#endif // ENABLE_TEXTURES_FROM_SVG
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2019-02-19 14:15:27 +00:00
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return true;
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}
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bool GeometryBuffer::set_from_lines(const Lines& lines, float z)
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{
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2019-02-20 14:23:23 +00:00
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#if ENABLE_TEXTURES_FROM_SVG
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m_vertices.clear();
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unsigned int v_size = 2 * (unsigned int)lines.size();
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if (v_size == 0)
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return false;
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m_vertices = std::vector<Vertex>(v_size, Vertex());
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unsigned int v_count = 0;
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for (const Line& l : lines)
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{
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Vertex& v1 = m_vertices[v_count];
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v1.position[0] = unscale<float>(l.a(0));
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v1.position[1] = unscale<float>(l.a(1));
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v1.position[2] = z;
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++v_count;
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Vertex& v2 = m_vertices[v_count];
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v2.position[0] = unscale<float>(l.b(0));
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v2.position[1] = unscale<float>(l.b(1));
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v2.position[2] = z;
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++v_count;
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}
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#else
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2019-02-19 14:15:27 +00:00
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m_vertices.clear();
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m_tex_coords.clear();
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unsigned int size = 6 * (unsigned int)lines.size();
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if (size == 0)
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return false;
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m_vertices = std::vector<float>(size, 0.0f);
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unsigned int coord = 0;
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for (const Line& l : lines)
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{
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m_vertices[coord++] = unscale<float>(l.a(0));
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m_vertices[coord++] = unscale<float>(l.a(1));
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m_vertices[coord++] = z;
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m_vertices[coord++] = unscale<float>(l.b(0));
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m_vertices[coord++] = unscale<float>(l.b(1));
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m_vertices[coord++] = z;
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}
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2019-02-20 14:23:23 +00:00
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#endif // ENABLE_TEXTURES_FROM_SVG
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2019-02-19 14:15:27 +00:00
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return true;
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}
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2019-02-20 14:23:23 +00:00
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#if ENABLE_TEXTURES_FROM_SVG
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const float* GeometryBuffer::get_vertices_data() const
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{
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return (m_vertices.size() > 0) ? (const float*)m_vertices.data() : nullptr;
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}
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#endif // ENABLE_TEXTURES_FROM_SVG
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2019-02-19 14:15:27 +00:00
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const double Bed3D::Axes::Radius = 0.5;
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const double Bed3D::Axes::ArrowBaseRadius = 2.5 * Bed3D::Axes::Radius;
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const double Bed3D::Axes::ArrowLength = 5.0;
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Bed3D::Axes::Axes()
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: origin(Vec3d::Zero())
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, length(Vec3d::Zero())
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{
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m_quadric = ::gluNewQuadric();
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if (m_quadric != nullptr)
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::gluQuadricDrawStyle(m_quadric, GLU_FILL);
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}
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Bed3D::Axes::~Axes()
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{
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if (m_quadric != nullptr)
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::gluDeleteQuadric(m_quadric);
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}
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void Bed3D::Axes::render() const
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{
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if (m_quadric == nullptr)
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return;
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glsafe(::glEnable(GL_DEPTH_TEST));
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glsafe(::glEnable(GL_LIGHTING));
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// x axis
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glsafe(::glColor3f(1.0f, 0.0f, 0.0f));
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glsafe(::glPushMatrix());
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glsafe(::glTranslated(origin(0), origin(1), origin(2)));
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glsafe(::glRotated(90.0, 0.0, 1.0, 0.0));
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render_axis(length(0));
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glsafe(::glPopMatrix());
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// y axis
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glsafe(::glColor3f(0.0f, 1.0f, 0.0f));
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glsafe(::glPushMatrix());
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glsafe(::glTranslated(origin(0), origin(1), origin(2)));
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glsafe(::glRotated(-90.0, 1.0, 0.0, 0.0));
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render_axis(length(1));
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glsafe(::glPopMatrix());
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// z axis
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glsafe(::glColor3f(0.0f, 0.0f, 1.0f));
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glsafe(::glPushMatrix());
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glsafe(::glTranslated(origin(0), origin(1), origin(2)));
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render_axis(length(2));
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glsafe(::glPopMatrix());
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glsafe(::glDisable(GL_LIGHTING));
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}
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void Bed3D::Axes::render_axis(double length) const
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{
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::gluQuadricOrientation(m_quadric, GLU_OUTSIDE);
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::gluCylinder(m_quadric, Radius, Radius, length, 32, 1);
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::gluQuadricOrientation(m_quadric, GLU_INSIDE);
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::gluDisk(m_quadric, 0.0, Radius, 32, 1);
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glsafe(::glTranslated(0.0, 0.0, length));
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::gluQuadricOrientation(m_quadric, GLU_OUTSIDE);
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::gluCylinder(m_quadric, ArrowBaseRadius, 0.0, ArrowLength, 32, 1);
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::gluQuadricOrientation(m_quadric, GLU_INSIDE);
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::gluDisk(m_quadric, 0.0, ArrowBaseRadius, 32, 1);
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}
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Bed3D::Bed3D()
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2019-02-20 14:23:23 +00:00
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: m_type(Custom)
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#if ENABLE_TEXTURES_FROM_SVG
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, m_vbo_id(0)
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#endif // ENABLE_TEXTURES_FROM_SVG
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, m_scale_factor(1.0f)
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2019-02-19 14:15:27 +00:00
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{
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}
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bool Bed3D::set_shape(const Pointfs& shape)
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{
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EType new_type = detect_type(shape);
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if (m_shape == shape && m_type == new_type)
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// No change, no need to update the UI.
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return false;
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m_shape = shape;
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m_type = new_type;
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calc_bounding_box();
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ExPolygon poly;
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for (const Vec2d& p : m_shape)
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{
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poly.contour.append(Point(scale_(p(0)), scale_(p(1))));
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}
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calc_triangles(poly);
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const BoundingBox& bed_bbox = poly.contour.bounding_box();
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calc_gridlines(poly, bed_bbox);
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m_polygon = offset_ex(poly.contour, (float)bed_bbox.radius() * 1.7f, jtRound, scale_(0.5))[0].contour;
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2019-02-20 14:23:23 +00:00
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#if ENABLE_TEXTURES_FROM_SVG
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reset();
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#endif // ENABLE_TEXTURES_FROM_SVG
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2019-02-19 14:15:27 +00:00
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// Set the origin and size for painting of the coordinate system axes.
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m_axes.origin = Vec3d(0.0, 0.0, (double)GROUND_Z);
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m_axes.length = 0.1 * get_bounding_box().max_size() * Vec3d::Ones();
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// Let the calee to update the UI.
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return true;
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}
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bool Bed3D::contains(const Point& point) const
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{
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return m_polygon.contains(point);
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}
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Point Bed3D::point_projection(const Point& point) const
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{
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return m_polygon.point_projection(point);
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}
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2019-02-20 14:23:23 +00:00
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#if ENABLE_TEXTURES_FROM_SVG
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void Bed3D::render(float theta, bool useVBOs, float scale_factor) const
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{
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m_scale_factor = scale_factor;
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EType type = useVBOs ? m_type : Custom;
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switch (type)
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{
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case MK2:
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{
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render_prusa("mk2", theta > 90.0f);
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break;
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}
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case MK3:
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{
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render_prusa("mk3", theta > 90.0f);
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break;
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}
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case SL1:
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{
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render_prusa("sl1", theta > 90.0f);
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break;
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}
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default:
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case Custom:
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{
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render_custom();
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break;
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}
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}
|
|
|
|
}
|
|
|
|
#else
|
2019-02-19 14:15:27 +00:00
|
|
|
void Bed3D::render(float theta, bool useVBOs, float scale_factor) const
|
|
|
|
{
|
|
|
|
m_scale_factor = scale_factor;
|
|
|
|
|
|
|
|
if (m_shape.empty())
|
|
|
|
return;
|
|
|
|
|
|
|
|
switch (m_type)
|
|
|
|
{
|
|
|
|
case MK2:
|
|
|
|
{
|
|
|
|
render_prusa("mk2", theta, useVBOs);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case MK3:
|
|
|
|
{
|
|
|
|
render_prusa("mk3", theta, useVBOs);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case SL1:
|
|
|
|
{
|
|
|
|
render_prusa("sl1", theta, useVBOs);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
default:
|
|
|
|
case Custom:
|
|
|
|
{
|
|
|
|
render_custom();
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2019-02-20 14:23:23 +00:00
|
|
|
#endif // ENABLE_TEXTURES_FROM_SVG
|
2019-02-19 14:15:27 +00:00
|
|
|
|
|
|
|
void Bed3D::render_axes() const
|
|
|
|
{
|
|
|
|
if (!m_shape.empty())
|
|
|
|
m_axes.render();
|
|
|
|
}
|
|
|
|
|
|
|
|
void Bed3D::calc_bounding_box()
|
|
|
|
{
|
|
|
|
m_bounding_box = BoundingBoxf3();
|
|
|
|
for (const Vec2d& p : m_shape)
|
|
|
|
{
|
|
|
|
m_bounding_box.merge(Vec3d(p(0), p(1), 0.0));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Bed3D::calc_triangles(const ExPolygon& poly)
|
|
|
|
{
|
|
|
|
Polygons triangles;
|
|
|
|
poly.triangulate(&triangles);
|
|
|
|
|
|
|
|
if (!m_triangles.set_from_triangles(triangles, GROUND_Z, m_type != Custom))
|
|
|
|
printf("Unable to create bed triangles\n");
|
|
|
|
}
|
|
|
|
|
|
|
|
void Bed3D::calc_gridlines(const ExPolygon& poly, const BoundingBox& bed_bbox)
|
|
|
|
{
|
|
|
|
Polylines axes_lines;
|
|
|
|
for (coord_t x = bed_bbox.min(0); x <= bed_bbox.max(0); x += scale_(10.0))
|
|
|
|
{
|
|
|
|
Polyline line;
|
|
|
|
line.append(Point(x, bed_bbox.min(1)));
|
|
|
|
line.append(Point(x, bed_bbox.max(1)));
|
|
|
|
axes_lines.push_back(line);
|
|
|
|
}
|
|
|
|
for (coord_t y = bed_bbox.min(1); y <= bed_bbox.max(1); y += scale_(10.0))
|
|
|
|
{
|
|
|
|
Polyline line;
|
|
|
|
line.append(Point(bed_bbox.min(0), y));
|
|
|
|
line.append(Point(bed_bbox.max(0), y));
|
|
|
|
axes_lines.push_back(line);
|
|
|
|
}
|
|
|
|
|
|
|
|
// clip with a slightly grown expolygon because our lines lay on the contours and may get erroneously clipped
|
|
|
|
Lines gridlines = to_lines(intersection_pl(axes_lines, offset(poly, (float)SCALED_EPSILON)));
|
|
|
|
|
|
|
|
// append bed contours
|
|
|
|
Lines contour_lines = to_lines(poly);
|
|
|
|
std::copy(contour_lines.begin(), contour_lines.end(), std::back_inserter(gridlines));
|
|
|
|
|
|
|
|
if (!m_gridlines.set_from_lines(gridlines, GROUND_Z))
|
|
|
|
printf("Unable to create bed grid lines\n");
|
|
|
|
}
|
|
|
|
|
|
|
|
Bed3D::EType Bed3D::detect_type(const Pointfs& shape) const
|
|
|
|
{
|
|
|
|
EType type = Custom;
|
|
|
|
|
|
|
|
auto bundle = wxGetApp().preset_bundle;
|
|
|
|
if (bundle != nullptr)
|
|
|
|
{
|
|
|
|
const Preset* curr = &bundle->printers.get_selected_preset();
|
|
|
|
while (curr != nullptr)
|
|
|
|
{
|
|
|
|
if (curr->config.has("bed_shape"))
|
|
|
|
{
|
|
|
|
if ((curr->vendor != nullptr) && (curr->vendor->name == "Prusa Research") && (shape == dynamic_cast<const ConfigOptionPoints*>(curr->config.option("bed_shape"))->values))
|
|
|
|
{
|
|
|
|
if (boost::contains(curr->name, "SL1"))
|
|
|
|
{
|
|
|
|
type = SL1;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
else if (boost::contains(curr->name, "MK3") || boost::contains(curr->name, "MK2.5"))
|
|
|
|
{
|
|
|
|
type = MK3;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
else if (boost::contains(curr->name, "MK2"))
|
|
|
|
{
|
|
|
|
type = MK2;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
curr = bundle->printers.get_preset_parent(*curr);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return type;
|
|
|
|
}
|
|
|
|
|
2019-02-20 14:23:23 +00:00
|
|
|
#if ENABLE_TEXTURES_FROM_SVG
|
|
|
|
void Bed3D::render_prusa(const std::string &key, bool bottom) const
|
|
|
|
{
|
|
|
|
std::string tex_path = resources_dir() + "/icons/bed/" + key;
|
|
|
|
|
|
|
|
std::string model_path = resources_dir() + "/models/" + key;
|
|
|
|
|
|
|
|
// use anisotropic filter if graphic card allows
|
|
|
|
GLfloat max_anisotropy = 0.0f;
|
|
|
|
if (glewIsSupported("GL_EXT_texture_filter_anisotropic"))
|
|
|
|
::glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &max_anisotropy);
|
|
|
|
|
|
|
|
// use higher resolution images if graphic card allows
|
|
|
|
GLint max_tex_size;
|
|
|
|
::glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_tex_size);
|
|
|
|
|
|
|
|
// clamp or the texture generation becomes too slow
|
|
|
|
max_tex_size = std::min(max_tex_size, 8192);
|
|
|
|
|
|
|
|
std::string filename = tex_path + ".svg";
|
|
|
|
|
|
|
|
if ((m_texture.get_id() == 0) || (m_texture.get_source() != filename))
|
|
|
|
{
|
|
|
|
if (!m_texture.load_from_svg_file(filename, true, max_tex_size))
|
|
|
|
{
|
|
|
|
render_custom();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (max_anisotropy > 0.0f)
|
|
|
|
{
|
2019-02-27 14:19:03 +00:00
|
|
|
glsafe(::glBindTexture(GL_TEXTURE_2D, m_texture.get_id()));
|
|
|
|
glsafe(::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, max_anisotropy));
|
|
|
|
glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
|
2019-02-20 14:23:23 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!bottom)
|
|
|
|
{
|
|
|
|
filename = model_path + "_bed.stl";
|
|
|
|
if ((m_model.get_filename() != filename) && m_model.init_from_file(filename, true)) {
|
|
|
|
Vec3d offset = m_bounding_box.center() - Vec3d(0.0, 0.0, 0.5 * m_model.get_bounding_box().size()(2));
|
|
|
|
if (key == "mk2")
|
|
|
|
// hardcoded value to match the stl model
|
|
|
|
offset += Vec3d(0.0, 7.5, -0.03);
|
|
|
|
else if (key == "mk3")
|
|
|
|
// hardcoded value to match the stl model
|
|
|
|
offset += Vec3d(0.0, 5.5, 2.43);
|
|
|
|
else if (key == "sl1")
|
|
|
|
// hardcoded value to match the stl model
|
|
|
|
offset += Vec3d(0.0, 0.0, -0.03);
|
|
|
|
|
|
|
|
m_model.center_around(offset);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!m_model.get_filename().empty())
|
|
|
|
{
|
2019-02-27 14:19:03 +00:00
|
|
|
glsafe(::glEnable(GL_LIGHTING));
|
2019-02-20 14:23:23 +00:00
|
|
|
m_model.render();
|
2019-02-27 14:19:03 +00:00
|
|
|
glsafe(::glDisable(GL_LIGHTING));
|
2019-02-20 14:23:23 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
unsigned int triangles_vcount = m_triangles.get_vertices_count();
|
|
|
|
if (triangles_vcount > 0)
|
|
|
|
{
|
|
|
|
if (m_vbo_id == 0)
|
|
|
|
{
|
2019-02-28 08:04:17 +00:00
|
|
|
//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
|
|
|
|
// unsigned int stride = m_triangles.get_vertex_data_size();
|
|
|
|
//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
|
2019-02-27 14:19:03 +00:00
|
|
|
glsafe(::glGenBuffers(1, &m_vbo_id));
|
|
|
|
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id));
|
|
|
|
glsafe(::glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)m_triangles.get_vertices_data_size(), (const GLvoid*)m_triangles.get_vertices_data(), GL_STATIC_DRAW));
|
2019-02-28 08:04:17 +00:00
|
|
|
//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
|
|
|
|
// glsafe(::glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)m_triangles.get_position_offset()));
|
|
|
|
// glsafe(::glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, stride, (GLvoid*)m_triangles.get_tex_coords_offset()));
|
|
|
|
//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
|
2019-02-27 14:19:03 +00:00
|
|
|
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
|
2019-02-20 14:23:23 +00:00
|
|
|
}
|
|
|
|
|
2019-02-27 14:19:03 +00:00
|
|
|
glsafe(::glEnable(GL_DEPTH_TEST));
|
|
|
|
glsafe(::glDepthMask(GL_FALSE));
|
2019-02-20 14:23:23 +00:00
|
|
|
|
2019-02-27 14:19:03 +00:00
|
|
|
glsafe(::glEnable(GL_BLEND));
|
|
|
|
glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
|
2019-02-20 14:23:23 +00:00
|
|
|
|
2019-02-27 14:19:03 +00:00
|
|
|
// glsafe(::glEnable(GL_TEXTURE_2D));
|
|
|
|
// glsafe(::glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE));
|
2019-02-20 14:23:23 +00:00
|
|
|
|
|
|
|
if (bottom)
|
2019-02-27 14:19:03 +00:00
|
|
|
glsafe(::glFrontFace(GL_CW));
|
2019-02-20 14:23:23 +00:00
|
|
|
|
2019-02-27 14:19:03 +00:00
|
|
|
render_prusa_shader(bottom);
|
2019-02-20 14:23:23 +00:00
|
|
|
|
|
|
|
if (bottom)
|
2019-02-27 14:19:03 +00:00
|
|
|
glsafe(::glFrontFace(GL_CCW));
|
2019-02-20 14:23:23 +00:00
|
|
|
|
2019-02-27 14:19:03 +00:00
|
|
|
// glsafe(::glDisable(GL_TEXTURE_2D));
|
2019-02-20 14:23:23 +00:00
|
|
|
|
2019-02-27 14:19:03 +00:00
|
|
|
glsafe(::glDisable(GL_BLEND));
|
|
|
|
glsafe(::glDepthMask(GL_TRUE));
|
2019-02-20 14:23:23 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2019-02-27 14:19:03 +00:00
|
|
|
void Bed3D::render_prusa_shader(bool transparent) const
|
2019-02-20 14:23:23 +00:00
|
|
|
{
|
|
|
|
if (m_shader.get_shader_program_id() == 0)
|
|
|
|
m_shader.init("printbed.vs", "printbed.fs");
|
|
|
|
|
|
|
|
if (m_shader.is_initialized())
|
|
|
|
{
|
|
|
|
m_shader.start_using();
|
|
|
|
m_shader.set_uniform("transparent_background", transparent);
|
|
|
|
|
2019-02-28 08:04:17 +00:00
|
|
|
//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
|
|
|
|
unsigned int stride = m_triangles.get_vertex_data_size();
|
|
|
|
|
|
|
|
GLint position_id = m_shader.get_attrib_location("v_position");
|
|
|
|
GLint tex_coords_id = m_shader.get_attrib_location("v_tex_coords");
|
|
|
|
|
|
|
|
std::cout << "position_id: " << position_id << std::endl;
|
|
|
|
std::cout << "tex_coords_id: " << tex_coords_id << std::endl;
|
|
|
|
|
|
|
|
// if (tex_coords_id != -1)
|
|
|
|
// glsafe(::glBindAttribLocation(m_shader.get_shader_program_id(), tex_coords_id, "v_tex_coords"));
|
|
|
|
//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
|
|
|
|
|
2019-02-27 14:19:03 +00:00
|
|
|
glsafe(::glBindTexture(GL_TEXTURE_2D, (GLuint)m_texture.get_id()));
|
|
|
|
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id));
|
2019-02-28 08:04:17 +00:00
|
|
|
//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
|
|
|
|
if (position_id != -1)
|
|
|
|
{
|
|
|
|
glsafe(::glEnableVertexAttribArray(position_id));
|
|
|
|
glsafe(::glVertexAttribPointer(position_id, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)m_triangles.get_position_offset()));
|
|
|
|
}
|
|
|
|
if (tex_coords_id != -1)
|
|
|
|
{
|
|
|
|
glsafe(::glEnableVertexAttribArray(tex_coords_id));
|
|
|
|
glsafe(::glVertexAttribPointer(tex_coords_id, 2, GL_FLOAT, GL_FALSE, stride, (GLvoid*)m_triangles.get_tex_coords_offset()));
|
|
|
|
}
|
|
|
|
|
|
|
|
// glsafe(::glEnableVertexAttribArray(0));
|
|
|
|
// glsafe(::glEnableVertexAttribArray(1));
|
|
|
|
// glsafe(::glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)m_triangles.get_position_offset()));
|
|
|
|
// glsafe(::glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, stride, (GLvoid*)m_triangles.get_tex_coords_offset()));
|
|
|
|
//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
|
2019-02-27 14:19:03 +00:00
|
|
|
glsafe(::glDrawArrays(GL_TRIANGLES, 0, (GLsizei)m_triangles.get_vertices_count()));
|
2019-02-28 08:04:17 +00:00
|
|
|
//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
|
|
|
|
if (tex_coords_id != -1)
|
|
|
|
glsafe(::glDisableVertexAttribArray(tex_coords_id));
|
|
|
|
if (position_id != -1)
|
|
|
|
glsafe(::glDisableVertexAttribArray(position_id));
|
|
|
|
|
|
|
|
// glsafe(::glDisableVertexAttribArray(1));
|
|
|
|
// glsafe(::glDisableVertexAttribArray(0));
|
|
|
|
//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
|
2019-02-27 14:19:03 +00:00
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
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glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
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2019-02-20 14:23:23 +00:00
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m_shader.stop_using();
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}
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}
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#else
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2019-02-19 14:15:27 +00:00
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void Bed3D::render_prusa(const std::string &key, float theta, bool useVBOs) const
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{
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std::string tex_path = resources_dir() + "/icons/bed/" + key;
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// use higher resolution images if graphic card allows
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GLint max_tex_size;
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::glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_tex_size);
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// temporary set to lowest resolution
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max_tex_size = 2048;
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if (max_tex_size >= 8192)
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tex_path += "_8192";
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else if (max_tex_size >= 4096)
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tex_path += "_4096";
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std::string model_path = resources_dir() + "/models/" + key;
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// use anisotropic filter if graphic card allows
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GLfloat max_anisotropy = 0.0f;
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if (glewIsSupported("GL_EXT_texture_filter_anisotropic"))
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::glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &max_anisotropy);
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std::string filename = tex_path + "_top.png";
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if ((m_top_texture.get_id() == 0) || (m_top_texture.get_source() != filename))
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{
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if (!m_top_texture.load_from_file(filename, true))
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{
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render_custom();
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return;
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}
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2019-02-20 12:53:33 +00:00
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2019-02-19 14:15:27 +00:00
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if (max_anisotropy > 0.0f)
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{
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glsafe(::glBindTexture(GL_TEXTURE_2D, m_top_texture.get_id()));
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glsafe(::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, max_anisotropy));
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glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
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}
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}
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filename = tex_path + "_bottom.png";
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if ((m_bottom_texture.get_id() == 0) || (m_bottom_texture.get_source() != filename))
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{
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if (!m_bottom_texture.load_from_file(filename, true))
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{
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render_custom();
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return;
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}
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2019-02-20 12:53:33 +00:00
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2019-02-19 14:15:27 +00:00
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if (max_anisotropy > 0.0f)
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{
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glsafe(::glBindTexture(GL_TEXTURE_2D, m_bottom_texture.get_id()));
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glsafe(::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, max_anisotropy));
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glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
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}
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}
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if (theta <= 90.0f)
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{
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filename = model_path + "_bed.stl";
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if ((m_model.get_filename() != filename) && m_model.init_from_file(filename, useVBOs)) {
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Vec3d offset = m_bounding_box.center() - Vec3d(0.0, 0.0, 0.5 * m_model.get_bounding_box().size()(2));
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if (key == "mk2")
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// hardcoded value to match the stl model
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offset += Vec3d(0.0, 7.5, -0.03);
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else if (key == "mk3")
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// hardcoded value to match the stl model
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offset += Vec3d(0.0, 5.5, 2.43);
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else if (key == "sl1")
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// hardcoded value to match the stl model
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offset += Vec3d(0.0, 0.0, -0.03);
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m_model.center_around(offset);
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}
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if (!m_model.get_filename().empty())
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{
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glsafe(::glEnable(GL_LIGHTING));
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m_model.render();
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glsafe(::glDisable(GL_LIGHTING));
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}
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}
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unsigned int triangles_vcount = m_triangles.get_vertices_count();
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if (triangles_vcount > 0)
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{
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glsafe(::glEnable(GL_DEPTH_TEST));
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glsafe(::glDepthMask(GL_FALSE));
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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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glsafe(::glEnable(GL_TEXTURE_2D));
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glsafe(::glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE));
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glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
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glsafe(::glEnableClientState(GL_TEXTURE_COORD_ARRAY));
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if (theta > 90.0f)
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glsafe(::glFrontFace(GL_CW));
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glsafe(::glBindTexture(GL_TEXTURE_2D, (theta <= 90.0f) ? (GLuint)m_top_texture.get_id() : (GLuint)m_bottom_texture.get_id()));
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glsafe(::glVertexPointer(3, GL_FLOAT, 0, (GLvoid*)m_triangles.get_vertices()));
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glsafe(::glTexCoordPointer(2, GL_FLOAT, 0, (GLvoid*)m_triangles.get_tex_coords()));
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glsafe(::glDrawArrays(GL_TRIANGLES, 0, (GLsizei)triangles_vcount));
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if (theta > 90.0f)
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glsafe(::glFrontFace(GL_CCW));
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glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
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glsafe(::glDisableClientState(GL_TEXTURE_COORD_ARRAY));
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glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
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glsafe(::glDisable(GL_TEXTURE_2D));
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glsafe(::glDisable(GL_BLEND));
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glsafe(::glDepthMask(GL_TRUE));
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}
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}
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2019-02-20 14:23:23 +00:00
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#endif // ENABLE_TEXTURES_FROM_SVG
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2019-02-19 14:15:27 +00:00
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void Bed3D::render_custom() const
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{
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2019-02-20 14:23:23 +00:00
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#if ENABLE_TEXTURES_FROM_SVG
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m_texture.reset();
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#else
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2019-02-19 14:15:27 +00:00
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m_top_texture.reset();
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m_bottom_texture.reset();
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2019-02-20 14:23:23 +00:00
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#endif // ENABLE_TEXTURES_FROM_SVG
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2019-02-19 14:15:27 +00:00
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unsigned int triangles_vcount = m_triangles.get_vertices_count();
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if (triangles_vcount > 0)
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{
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glsafe(::glEnable(GL_LIGHTING));
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glsafe(::glDisable(GL_DEPTH_TEST));
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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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glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
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glsafe(::glColor4f(0.35f, 0.35f, 0.35f, 0.4f));
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glsafe(::glNormal3d(0.0f, 0.0f, 1.0f));
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2019-02-20 14:23:23 +00:00
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#if ENABLE_TEXTURES_FROM_SVG
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2019-02-27 14:19:03 +00:00
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glsafe(::glVertexPointer(3, GL_FLOAT, m_triangles.get_vertex_data_size(), (GLvoid*)m_triangles.get_vertices_data()));
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2019-02-20 14:23:23 +00:00
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#else
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2019-02-19 14:15:27 +00:00
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glsafe(::glVertexPointer(3, GL_FLOAT, 0, (GLvoid*)m_triangles.get_vertices()));
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2019-02-20 14:23:23 +00:00
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#endif // ENABLE_TEXTURES_FROM_SVG
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2019-02-19 14:15:27 +00:00
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glsafe(::glDrawArrays(GL_TRIANGLES, 0, (GLsizei)triangles_vcount));
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// draw grid
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unsigned int gridlines_vcount = m_gridlines.get_vertices_count();
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// we need depth test for grid, otherwise it would disappear when looking the object from below
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glsafe(::glEnable(GL_DEPTH_TEST));
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glsafe(::glLineWidth(3.0f * m_scale_factor));
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glsafe(::glColor4f(0.2f, 0.2f, 0.2f, 0.4f));
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2019-02-20 14:23:23 +00:00
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#if ENABLE_TEXTURES_FROM_SVG
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2019-02-27 14:19:03 +00:00
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glsafe(::glVertexPointer(3, GL_FLOAT, m_triangles.get_vertex_data_size(), (GLvoid*)m_gridlines.get_vertices_data()));
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2019-02-20 14:23:23 +00:00
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#else
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2019-02-19 14:15:27 +00:00
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glsafe(::glVertexPointer(3, GL_FLOAT, 0, (GLvoid*)m_gridlines.get_vertices()));
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2019-02-20 14:23:23 +00:00
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#endif // ENABLE_TEXTURES_FROM_SVG
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2019-02-19 14:15:27 +00:00
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glsafe(::glDrawArrays(GL_LINES, 0, (GLsizei)gridlines_vcount));
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glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
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glsafe(::glDisable(GL_BLEND));
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glsafe(::glDisable(GL_LIGHTING));
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}
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}
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2019-02-20 14:23:23 +00:00
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#if ENABLE_TEXTURES_FROM_SVG
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void Bed3D::reset()
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{
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if (m_vbo_id > 0)
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{
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2019-02-27 14:19:03 +00:00
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glsafe(::glDeleteBuffers(1, &m_vbo_id));
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2019-02-20 14:23:23 +00:00
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m_vbo_id = 0;
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}
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}
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#endif // ENABLE_TEXTURES_FROM_SVG
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2019-02-19 14:15:27 +00:00
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} // GUI
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} // Slic3r
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