2020-04-14 08:02:08 +00:00
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#ifndef slic3r_GCodeViewer_hpp_
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#define slic3r_GCodeViewer_hpp_
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#if ENABLE_GCODE_VIEWER
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#include "GLShader.hpp"
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2020-04-15 12:31:39 +00:00
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#include "3DScene.hpp"
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2020-04-14 08:02:08 +00:00
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#include "libslic3r/GCode/GCodeProcessor.hpp"
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namespace Slic3r {
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class Print;
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namespace GUI {
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class GCodeViewer
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{
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static const std::array<std::array<float, 4>, erCount> Default_Extrusion_Role_Colors;
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// buffer containing vertices data
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struct VBuffer
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{
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unsigned int vbo_id{ 0 };
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size_t vertices_count{ 0 };
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size_t data_size_bytes() { return vertices_count * vertex_size_bytes(); }
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void reset();
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static size_t vertex_size() { return 3; }
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static size_t vertex_size_bytes() { return vertex_size() * sizeof(float); }
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};
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struct Path
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{
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GCodeProcessor::EMoveType type{ GCodeProcessor::EMoveType::Noop };
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ExtrusionRole role{ erNone };
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unsigned int first{ 0 };
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unsigned int last{ 0 };
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bool matches(GCodeProcessor::EMoveType type, ExtrusionRole role) const { return this->type == type && this->role == role; }
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};
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// buffer containing indices data and shader for a specific toolpath type
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struct IBuffer
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{
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unsigned int ibo_id{ 0 };
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Shader shader;
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std::vector<unsigned int> data;
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size_t data_size{ 0 };
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std::vector<Path> paths;
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bool visible{ false };
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void reset();
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bool init_shader(const std::string& vertex_shader_src, const std::string& fragment_shader_src);
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void add_path(GCodeProcessor::EMoveType type, ExtrusionRole role);
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};
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struct Shells
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{
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GLVolumeCollection volumes;
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bool visible{ false };
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Shader shader;
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};
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VBuffer m_vertices;
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std::vector<IBuffer> m_buffers{ static_cast<size_t>(GCodeProcessor::EMoveType::Extrude) };
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unsigned int m_last_result_id{ 0 };
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std::vector<double> m_layers_zs;
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Shells m_shells;
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std::array<std::array<float, 4>, erCount> m_extrusion_role_colors;
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public:
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GCodeViewer() = default;
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~GCodeViewer() { reset(); }
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bool init() {
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m_extrusion_role_colors = Default_Extrusion_Role_Colors;
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set_toolpath_visible(GCodeProcessor::EMoveType::Extrude, true);
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return init_shaders();
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}
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void load(const GCodeProcessor::Result& gcode_result, const Print& print, bool initialized);
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void reset();
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void render() const;
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const std::vector<double>& get_layers_zs() const { return m_layers_zs; };
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bool is_toolpath_visible(GCodeProcessor::EMoveType type) const;
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void set_toolpath_visible(GCodeProcessor::EMoveType type, bool visible);
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bool are_shells_visible() const { return m_shells.visible; }
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void set_shells_visible(bool visible) { m_shells.visible = visible; }
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private:
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bool init_shaders();
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void load_toolpaths(const GCodeProcessor::Result& gcode_result);
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void load_shells(const Print& print, bool initialized);
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void render_toolpaths() const;
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void render_shells() const;
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};
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} // namespace GUI
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} // namespace Slic3r
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#endif // ENABLE_GCODE_VIEWER
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#endif // slic3r_GCodeViewer_hpp_
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