PrusaSlicer-NonPlainar/xs/src/slic3r/GUI/3DScene.cpp

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#include <GL/glew.h>
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#include "3DScene.hpp"
#include "../../libslic3r/libslic3r.h"
#include "../../libslic3r/ExtrusionEntity.hpp"
#include "../../libslic3r/ExtrusionEntityCollection.hpp"
#include "../../libslic3r/Geometry.hpp"
#include "../../libslic3r/Print.hpp"
#include "../../libslic3r/Slicing.hpp"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <utility>
#include <assert.h>
#include <boost/log/trivial.hpp>
#include <tbb/parallel_for.h>
#include <tbb/spin_mutex.h>
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namespace Slic3r {
void GLIndexedVertexArray::load_mesh_flat_shading(const TriangleMesh &mesh)
{
assert(triangle_indices.empty() && vertices_and_normals_interleaved_size == 0);
assert(quad_indices.empty() && triangle_indices_size == 0);
assert(vertices_and_normals_interleaved.size() % 6 == 0 && quad_indices_size == vertices_and_normals_interleaved.size());
this->vertices_and_normals_interleaved.reserve(this->vertices_and_normals_interleaved.size() + 3 * 3 * 2 * mesh.facets_count());
for (int i = 0; i < mesh.stl.stats.number_of_facets; ++ i) {
const stl_facet &facet = mesh.stl.facet_start[i];
for (int j = 0; j < 3; ++ j)
this->push_geometry(facet.vertex[j].x, facet.vertex[j].y, facet.vertex[j].z, facet.normal.x, facet.normal.y, facet.normal.z);
}
}
void GLIndexedVertexArray::finalize_geometry(bool use_VBOs)
{
assert(this->vertices_and_normals_interleaved_VBO_id == 0);
assert(this->triangle_indices_VBO_id == 0);
assert(this->quad_indices_VBO_id == 0);
this->setup_sizes();
if (use_VBOs) {
if (! empty()) {
glGenBuffers(1, &this->vertices_and_normals_interleaved_VBO_id);
glBindBuffer(GL_ARRAY_BUFFER, this->vertices_and_normals_interleaved_VBO_id);
glBufferData(GL_ARRAY_BUFFER, this->vertices_and_normals_interleaved.size() * 4, this->vertices_and_normals_interleaved.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
this->vertices_and_normals_interleaved.clear();
}
if (! this->triangle_indices.empty()) {
glGenBuffers(1, &this->triangle_indices_VBO_id);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->triangle_indices_VBO_id);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, this->triangle_indices.size() * 4, this->triangle_indices.data(), GL_STATIC_DRAW);
this->triangle_indices.clear();
}
if (! this->quad_indices.empty()) {
glGenBuffers(1, &this->quad_indices_VBO_id);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->quad_indices_VBO_id);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, this->quad_indices.size() * 4, this->quad_indices.data(), GL_STATIC_DRAW);
this->quad_indices.clear();
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
this->shrink_to_fit();
}
void GLIndexedVertexArray::release_geometry()
{
if (this->vertices_and_normals_interleaved_VBO_id)
glDeleteBuffers(1, &this->vertices_and_normals_interleaved_VBO_id);
if (this->triangle_indices_VBO_id)
glDeleteBuffers(1, &this->triangle_indices_VBO_id);
if (this->quad_indices_VBO_id)
glDeleteBuffers(1, &this->quad_indices_VBO_id);
this->clear();
this->shrink_to_fit();
}
void GLIndexedVertexArray::render() const
{
if (this->vertices_and_normals_interleaved_VBO_id) {
glBindBuffer(GL_ARRAY_BUFFER, this->vertices_and_normals_interleaved_VBO_id);
glVertexPointer(3, GL_FLOAT, 6 * sizeof(float), (const void*)(3 * sizeof(float)));
glNormalPointer(GL_FLOAT, 6 * sizeof(float), nullptr);
} else {
glVertexPointer(3, GL_FLOAT, 6 * sizeof(float), this->vertices_and_normals_interleaved.data() + 3);
glNormalPointer(GL_FLOAT, 6 * sizeof(float), this->vertices_and_normals_interleaved.data());
}
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
if (this->indexed()) {
if (this->vertices_and_normals_interleaved_VBO_id) {
// Render using the Vertex Buffer Objects.
if (this->triangle_indices_size > 0) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->triangle_indices_VBO_id);
glDrawElements(GL_TRIANGLES, GLsizei(this->triangle_indices_size), GL_UNSIGNED_INT, nullptr);
}
if (this->quad_indices_size > 0) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->quad_indices_VBO_id);
glDrawElements(GL_QUADS, GLsizei(this->quad_indices_size), GL_UNSIGNED_INT, nullptr);
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
} else {
// Render in an immediate mode.
if (! this->triangle_indices.empty())
glDrawElements(GL_TRIANGLES, GLsizei(this->triangle_indices_size), GL_UNSIGNED_INT, this->triangle_indices.data());
if (! this->quad_indices.empty())
glDrawElements(GL_QUADS, GLsizei(this->quad_indices_size), GL_UNSIGNED_INT, this->quad_indices.data());
}
} else
glDrawArrays(GL_TRIANGLES, 0, GLsizei(this->vertices_and_normals_interleaved_size / 6));
if (this->vertices_and_normals_interleaved_VBO_id)
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
}
void GLIndexedVertexArray::render(
const std::pair<size_t, size_t> &tverts_range,
const std::pair<size_t, size_t> &qverts_range) const
{
assert(this->indexed());
if (! this->indexed())
return;
if (this->vertices_and_normals_interleaved_VBO_id) {
// Render using the Vertex Buffer Objects.
glBindBuffer(GL_ARRAY_BUFFER, this->vertices_and_normals_interleaved_VBO_id);
glVertexPointer(3, GL_FLOAT, 6 * sizeof(float), (const void*)(3 * sizeof(float)));
glNormalPointer(GL_FLOAT, 6 * sizeof(float), nullptr);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
if (this->triangle_indices_size > 0) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->triangle_indices_VBO_id);
glDrawElements(GL_TRIANGLES, GLsizei(std::min(this->triangle_indices_size, tverts_range.second - tverts_range.first)), GL_UNSIGNED_INT, (const void*)(tverts_range.first * 4));
}
if (this->quad_indices_size > 0) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->quad_indices_VBO_id);
glDrawElements(GL_QUADS, GLsizei(std::min(this->quad_indices_size, qverts_range.second - qverts_range.first)), GL_UNSIGNED_INT, (const void*)(qverts_range.first * 4));
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
} else {
// Render in an immediate mode.
glVertexPointer(3, GL_FLOAT, 6 * sizeof(float), this->vertices_and_normals_interleaved.data() + 3);
glNormalPointer(GL_FLOAT, 6 * sizeof(float), this->vertices_and_normals_interleaved.data());
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
if (! this->triangle_indices.empty())
glDrawElements(GL_TRIANGLES, GLsizei(std::min(this->triangle_indices_size, tverts_range.second - tverts_range.first)), GL_UNSIGNED_INT, (const void*)(this->triangle_indices.data() + tverts_range.first));
if (! this->quad_indices.empty())
glDrawElements(GL_QUADS, GLsizei(std::min(this->quad_indices_size, qverts_range.second - qverts_range.first)), GL_UNSIGNED_INT, (const void*)(this->quad_indices.data() + qverts_range.first));
}
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
}
void GLVolume::set_range(double min_z, double max_z)
{
this->qverts_range.first = 0;
this->qverts_range.second = this->indexed_vertex_array.quad_indices_size;
this->tverts_range.first = 0;
this->tverts_range.second = this->indexed_vertex_array.triangle_indices_size;
if (! this->print_zs.empty()) {
// The Z layer range is specified.
// First test whether the Z span of this object is not out of (min_z, max_z) completely.
if (this->print_zs.front() > max_z || this->print_zs.back() < min_z) {
this->qverts_range.second = 0;
this->tverts_range.second = 0;
} else {
// Then find the lowest layer to be displayed.
size_t i = 0;
for (; i < this->print_zs.size() && this->print_zs[i] < min_z; ++ i);
if (i == this->print_zs.size()) {
// This shall not happen.
this->qverts_range.second = 0;
this->tverts_range.second = 0;
} else {
// Remember start of the layer.
this->qverts_range.first = this->offsets[i * 2];
this->tverts_range.first = this->offsets[i * 2 + 1];
// Some layers are above $min_z. Which?
for (; i < this->print_zs.size() && this->print_zs[i] <= max_z; ++ i);
if (i < this->print_zs.size()) {
this->qverts_range.second = this->offsets[i * 2];
this->tverts_range.second = this->offsets[i * 2 + 1];
}
}
}
}
}
void GLVolume::render() const
{
glCullFace(GL_BACK);
glPushMatrix();
glTranslated(this->origin.x, this->origin.y, this->origin.z);
if (this->indexed_vertex_array.indexed())
this->indexed_vertex_array.render(this->tverts_range, this->qverts_range);
else
this->indexed_vertex_array.render();
glPopMatrix();
}
void GLVolume::generate_layer_height_texture(PrintObject *print_object, bool force)
{
GLTexture *tex = this->layer_height_texture.get();
if (tex == nullptr)
// No layer_height_texture is assigned to this GLVolume, therefore the layer height texture cannot be filled.
return;
// Always try to update the layer height profile.
bool update = print_object->update_layer_height_profile(print_object->model_object()->layer_height_profile) || force;
// Update if the layer height profile was changed, or when the texture is not valid.
if (! update && ! tex->data.empty() && tex->cells > 0)
// Texture is valid, don't update.
return;
if (tex->data.empty()) {
tex->width = 1024;
tex->height = 1024;
tex->levels = 2;
tex->data.assign(tex->width * tex->height * 5, 0);
}
SlicingParameters slicing_params = print_object->slicing_parameters();
bool level_of_detail_2nd_level = true;
tex->cells = Slic3r::generate_layer_height_texture(
slicing_params,
Slic3r::generate_object_layers(slicing_params, print_object->model_object()->layer_height_profile),
tex->data.data(), tex->height, tex->width, level_of_detail_2nd_level);
}
// 512x512 bitmaps are supported everywhere, but that may not be sufficent for super large print volumes.
#define LAYER_HEIGHT_TEXTURE_WIDTH 1024
#define LAYER_HEIGHT_TEXTURE_HEIGHT 1024
std::vector<int> GLVolumeCollection::load_object(
const ModelObject *model_object,
int obj_idx,
const std::vector<int> &instance_idxs,
const std::string &color_by,
const std::string &select_by,
const std::string &drag_by,
bool use_VBOs)
{
static float colors[4][4] = {
{ 1.0f, 1.0f, 0.0f, 1.f },
{ 1.0f, 0.5f, 0.5f, 1.f },
{ 0.5f, 1.0f, 0.5f, 1.f },
{ 0.5f, 0.5f, 1.0f, 1.f }
};
// Object will have a single common layer height texture for all volumes.
std::shared_ptr<GLTexture> layer_height_texture = std::make_shared<GLTexture>();
std::vector<int> volumes_idx;
for (int volume_idx = 0; volume_idx < int(model_object->volumes.size()); ++ volume_idx) {
const ModelVolume *model_volume = model_object->volumes[volume_idx];
for (int instance_idx : instance_idxs) {
const ModelInstance *instance = model_object->instances[instance_idx];
TriangleMesh mesh = model_volume->mesh;
instance->transform_mesh(&mesh);
volumes_idx.push_back(int(this->volumes.size()));
float color[4];
memcpy(color, colors[((color_by == "volume") ? volume_idx : obj_idx) % 4], sizeof(float) * 3);
color[3] = model_volume->modifier ? 0.5f : 1.f;
this->volumes.emplace_back(new GLVolume(color));
GLVolume &v = *this->volumes.back();
v.indexed_vertex_array.load_mesh_flat_shading(mesh);
// finalize_geometry() clears the vertex arrays, therefore the bounding box has to be computed before finalize_geometry().
v.bounding_box = v.indexed_vertex_array.bounding_box();
v.indexed_vertex_array.finalize_geometry(use_VBOs);
v.composite_id = obj_idx * 1000000 + volume_idx * 1000 + instance_idx;
if (select_by == "object")
v.select_group_id = obj_idx * 1000000;
else if (select_by == "volume")
v.select_group_id = obj_idx * 1000000 + volume_idx * 1000;
else if (select_by == "instance")
v.select_group_id = v.composite_id;
if (drag_by == "object")
v.drag_group_id = obj_idx * 1000;
else if (drag_by == "instance")
v.drag_group_id = obj_idx * 1000 + instance_idx;
if (! model_volume->modifier)
v.layer_height_texture = layer_height_texture;
}
}
return volumes_idx;
}
void GLVolumeCollection::render_VBOs() const
{
// glEnable(GL_BLEND);
// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glCullFace(GL_BACK);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
GLint current_program_id;
glGetIntegerv(GL_CURRENT_PROGRAM, &current_program_id);
GLint color_id = (current_program_id > 0) ? glGetUniformLocation(current_program_id, "uniform_color") : -1;
for (GLVolume *volume : this->volumes) {
if (! volume->indexed_vertex_array.vertices_and_normals_interleaved_VBO_id)
continue;
GLsizei n_triangles = GLsizei(std::min(volume->indexed_vertex_array.triangle_indices_size, volume->tverts_range.second - volume->tverts_range.first));
GLsizei n_quads = GLsizei(std::min(volume->indexed_vertex_array.quad_indices_size, volume->qverts_range.second - volume->qverts_range.first));
if (n_triangles + n_quads == 0)
continue;
if (color_id >= 0)
glUniform4fv(color_id, 1, (const GLfloat*)volume->color);
else
glColor4f(volume->color[0], volume->color[1], volume->color[2], volume->color[3]);
glBindBuffer(GL_ARRAY_BUFFER, volume->indexed_vertex_array.vertices_and_normals_interleaved_VBO_id);
glVertexPointer(3, GL_FLOAT, 6 * sizeof(float), (const void*)(3 * sizeof(float)));
glNormalPointer(GL_FLOAT, 6 * sizeof(float), nullptr);
if (n_triangles > 0) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, volume->indexed_vertex_array.triangle_indices_VBO_id);
glDrawElements(GL_TRIANGLES, n_triangles, GL_UNSIGNED_INT, (const void*)(volume->tverts_range.first * 4));
}
if (n_quads > 0) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, volume->indexed_vertex_array.quad_indices_VBO_id);
glDrawElements(GL_QUADS, n_quads, GL_UNSIGNED_INT, (const void*)(volume->qverts_range.first * 4));
}
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
// glDisable(GL_BLEND);
}
void GLVolumeCollection::render_legacy() const
{
glCullFace(GL_BACK);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
for (GLVolume *volume : this->volumes) {
assert(! volume->indexed_vertex_array.vertices_and_normals_interleaved_VBO_id);
GLsizei n_triangles = GLsizei(std::min(volume->indexed_vertex_array.triangle_indices_size, volume->tverts_range.second - volume->tverts_range.first));
GLsizei n_quads = GLsizei(std::min(volume->indexed_vertex_array.quad_indices_size, volume->qverts_range.second - volume->qverts_range.first));
if (n_triangles + n_quads == 0)
continue;
glColor4f(volume->color[0], volume->color[1], volume->color[2], volume->color[3]);
glVertexPointer(3, GL_FLOAT, 6 * sizeof(float), volume->indexed_vertex_array.vertices_and_normals_interleaved.data() + 3);
glNormalPointer(GL_FLOAT, 6 * sizeof(float), volume->indexed_vertex_array.vertices_and_normals_interleaved.data());
bool has_offset = volume->origin.x != 0 || volume->origin.y != 0 || volume->origin.z != 0;
if (has_offset) {
glPushMatrix();
glTranslated(volume->origin.x, volume->origin.y, volume->origin.z);
}
if (n_triangles > 0)
glDrawElements(GL_TRIANGLES, n_triangles, GL_UNSIGNED_INT, volume->indexed_vertex_array.triangle_indices.data() + volume->tverts_range.first);
if (n_quads > 0)
glDrawElements(GL_QUADS, n_quads, GL_UNSIGNED_INT, volume->indexed_vertex_array.quad_indices.data() + volume->qverts_range.first);
if (has_offset)
glPushMatrix();
}
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
}
// caller is responsible for supplying NO lines with zero length
static void thick_lines_to_indexed_vertex_array(
const Lines &lines,
const std::vector<double> &widths,
const std::vector<double> &heights,
bool closed,
double top_z,
GLIndexedVertexArray &volume)
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{
assert(! lines.empty());
if (lines.empty())
return;
#define LEFT 0
#define RIGHT 1
#define TOP 2
#define BOTTOM 3
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Line prev_line;
// right, left, top, bottom
int idx_prev[4] = { -1, -1, -1, -1 };
double width_prev = 0.;
double bottom_z_prev = 0.;
Pointf b1_prev;
Pointf b2_prev;
Vectorf v_prev;
int idx_initial[4] = { -1, -1, -1, -1 };
double width_initial = 0.;
double bottom_z_initial = 0.;
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// loop once more in case of closed loops
size_t lines_end = closed ? (lines.size() + 1) : lines.size();
for (size_t ii = 0; ii < lines_end; ++ ii) {
size_t i = (ii == lines.size()) ? 0 : ii;
const Line &line = lines[i];
double len = unscale(line.length());
double bottom_z = top_z - heights[i];
double middle_z = (top_z + bottom_z) / 2.;
double width = widths[i];
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Vectorf v = Vectorf::new_unscale(line.vector());
v.scale(1. / len);
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Pointf a = Pointf::new_unscale(line.a);
Pointf b = Pointf::new_unscale(line.b);
Pointf a1 = a;
Pointf a2 = a;
Pointf b1 = b;
Pointf b2 = b;
{
double dist = width / 2.; // scaled
a1.translate(+dist*v.y, -dist*v.x);
a2.translate(-dist*v.y, +dist*v.x);
b1.translate(+dist*v.y, -dist*v.x);
b2.translate(-dist*v.y, +dist*v.x);
}
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// calculate new XY normals
Vector n = line.normal();
Vectorf3 xy_right_normal = Vectorf3::new_unscale(n.x, n.y, 0);
xy_right_normal.scale(1.f / len);
int idx_a[4];
int idx_b[4];
int idx_last = int(volume.vertices_and_normals_interleaved.size() / 6);
bool width_different = width_prev != width;
bool bottom_z_different = bottom_z_prev != bottom_z;
width_prev = width;
bottom_z_prev = bottom_z;
// Share top / bottom vertices if possible.
if (ii == 0) {
idx_a[TOP] = idx_last ++;
volume.push_geometry(a.x, a.y, top_z , 0., 0., 1.);
} else {
idx_a[TOP] = idx_prev[TOP];
}
if (ii == 0 || bottom_z_different) {
idx_a[BOTTOM] = idx_last ++;
volume.push_geometry(a.x, a.y, bottom_z, 0., 0., -1.);
} else {
idx_a[BOTTOM] = idx_prev[BOTTOM];
}
if (ii == 0) {
// Start of the 1st line segment.
idx_a[LEFT ] = idx_last ++;
volume.push_geometry(a2.x, a2.y, middle_z, -xy_right_normal.x, -xy_right_normal.y, -xy_right_normal.z);
idx_a[RIGHT] = idx_last ++;
volume.push_geometry(a1.x, a1.y, middle_z, xy_right_normal.x, xy_right_normal.y, xy_right_normal.z);
width_initial = width;
bottom_z_initial = bottom_z;
memcpy(idx_initial, idx_a, sizeof(int) * 4);
} else {
// Continuing a previous segment.
// Share left / right vertices if possible.
double v_dot = dot(v_prev, v);
bool sharp = v_dot < 0.707; // sin(45 degrees)
if (sharp) {
// Allocate new left / right points for the start of this segment as these points will receive their own normals to indicate a sharp turn.
idx_a[RIGHT] = idx_last ++;
volume.push_geometry(a1.x, a1.y, middle_z, xy_right_normal.x, xy_right_normal.y, xy_right_normal.z);
idx_a[LEFT ] = idx_last ++;
volume.push_geometry(a2.x, a2.y, middle_z, -xy_right_normal.x, -xy_right_normal.y, -xy_right_normal.z);
}
if (v_dot > 0.9) {
// The two successive segments are nearly collinear.
idx_a[LEFT ] = idx_prev[LEFT];
idx_a[RIGHT] = idx_prev[RIGHT];
} else if (! sharp) {
// Create a sharp corner with an overshot and average the left / right normals.
// At the crease angle of 45 degrees, the overshot at the corner will be less than (1-1/cos(PI/8)) = 8.2% over an arc.
Pointf intersection;
Geometry::ray_ray_intersection(b1_prev, v_prev, a1, v, intersection);
a1 = intersection;
a2 = 2. * a - intersection;
assert(length(a1.vector_to(a)) < width);
assert(length(a2.vector_to(a)) < width);
float *n_left_prev = volume.vertices_and_normals_interleaved.data() + idx_prev[LEFT ] * 6;
float *p_left_prev = n_left_prev + 3;
float *n_right_prev = volume.vertices_and_normals_interleaved.data() + idx_prev[RIGHT] * 6;
float *p_right_prev = n_right_prev + 3;
p_left_prev [0] = float(a2.x);
p_left_prev [1] = float(a2.y);
p_right_prev[0] = float(a1.x);
p_right_prev[1] = float(a1.y);
xy_right_normal.x += n_right_prev[0];
xy_right_normal.y += n_right_prev[1];
xy_right_normal.scale(1. / length(xy_right_normal));
n_left_prev [0] = float(-xy_right_normal.x);
n_left_prev [1] = float(-xy_right_normal.y);
n_right_prev[0] = float( xy_right_normal.x);
n_right_prev[1] = float( xy_right_normal.y);
idx_a[LEFT ] = idx_prev[LEFT ];
idx_a[RIGHT] = idx_prev[RIGHT];
} else if (cross(v_prev, v) > 0.) {
// Right turn. Fill in the right turn wedge.
volume.push_triangle(idx_prev[RIGHT], idx_a [RIGHT], idx_prev[TOP] );
volume.push_triangle(idx_prev[RIGHT], idx_prev[BOTTOM], idx_a [RIGHT] );
} else {
// Left turn. Fill in the left turn wedge.
volume.push_triangle(idx_prev[LEFT], idx_prev[TOP], idx_a [LEFT] );
volume.push_triangle(idx_prev[LEFT], idx_a [LEFT], idx_prev[BOTTOM]);
}
if (ii == lines.size()) {
if (! sharp) {
// Closing a loop with smooth transition. Unify the closing left / right vertices.
memcpy(volume.vertices_and_normals_interleaved.data() + idx_initial[LEFT ] * 6, volume.vertices_and_normals_interleaved.data() + idx_prev[LEFT ] * 6, sizeof(float) * 6);
memcpy(volume.vertices_and_normals_interleaved.data() + idx_initial[RIGHT] * 6, volume.vertices_and_normals_interleaved.data() + idx_prev[RIGHT] * 6, sizeof(float) * 6);
volume.vertices_and_normals_interleaved.erase(volume.vertices_and_normals_interleaved.end() - 12, volume.vertices_and_normals_interleaved.end());
// Replace the left / right vertex indices to point to the start of the loop.
for (size_t u = volume.quad_indices.size() - 16; u < volume.quad_indices.size(); ++ u) {
if (volume.quad_indices[u] == idx_prev[LEFT])
volume.quad_indices[u] = idx_initial[LEFT];
else if (volume.quad_indices[u] == idx_prev[RIGHT])
volume.quad_indices[u] = idx_initial[RIGHT];
}
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}
// This is the last iteration, only required to solve the transition.
break;
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}
}
// Only new allocate top / bottom vertices, if not closing a loop.
if (closed && ii + 1 == lines.size()) {
idx_b[TOP] = idx_initial[TOP];
} else {
idx_b[TOP] = idx_last ++;
volume.push_geometry(b.x, b.y, top_z , 0., 0., 1.);
}
if (closed && ii + 1 == lines.size() && width == width_initial) {
idx_b[BOTTOM] = idx_initial[BOTTOM];
} else {
idx_b[BOTTOM] = idx_last ++;
volume.push_geometry(b.x, b.y, bottom_z, 0., 0., -1.);
}
// Generate new vertices for the end of this line segment.
idx_b[LEFT ] = idx_last ++;
volume.push_geometry(b2.x, b2.y, middle_z, -xy_right_normal.x, -xy_right_normal.y, -xy_right_normal.z);
idx_b[RIGHT ] = idx_last ++;
volume.push_geometry(b1.x, b1.y, middle_z, xy_right_normal.x, xy_right_normal.y, xy_right_normal.z);
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prev_line = line;
memcpy(idx_prev, idx_b, 4 * sizeof(int));
width_prev = width;
bottom_z_prev = bottom_z;
b1_prev = b1;
b2_prev = b2;
v_prev = v;
if (! closed) {
// Terminate open paths with caps.
if (i == 0)
volume.push_quad(idx_a[BOTTOM], idx_a[RIGHT], idx_a[TOP], idx_a[LEFT]);
// We don't use 'else' because both cases are true if we have only one line.
if (i + 1 == lines.size())
volume.push_quad(idx_b[BOTTOM], idx_b[LEFT], idx_b[TOP], idx_b[RIGHT]);
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}
// Add quads for a straight hollow tube-like segment.
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// bottom-right face
volume.push_quad(idx_a[BOTTOM], idx_b[BOTTOM], idx_b[RIGHT], idx_a[RIGHT]);
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// top-right face
volume.push_quad(idx_a[RIGHT], idx_b[RIGHT], idx_b[TOP], idx_a[TOP]);
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// top-left face
volume.push_quad(idx_a[TOP], idx_b[TOP], idx_b[LEFT], idx_a[LEFT]);
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// bottom-left face
volume.push_quad(idx_a[LEFT], idx_b[LEFT], idx_b[BOTTOM], idx_a[BOTTOM]);
}
#undef LEFT
#undef RIGHT
#undef TOP
#undef BOTTOM
}
static void thick_lines_to_verts(
const Lines &lines,
const std::vector<double> &widths,
const std::vector<double> &heights,
bool closed,
double top_z,
GLVolume &volume)
{
thick_lines_to_indexed_vertex_array(lines, widths, heights, closed, top_z, volume.indexed_vertex_array);
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}
// Fill in the qverts and tverts with quads and triangles for the extrusion_path.
static inline void extrusionentity_to_verts(const ExtrusionPath &extrusion_path, float print_z, const Point &copy, GLVolume &volume)
{
Polyline polyline = extrusion_path.polyline;
polyline.remove_duplicate_points();
polyline.translate(copy);
Lines lines = polyline.lines();
std::vector<double> widths(lines.size(), extrusion_path.width);
std::vector<double> heights(lines.size(), extrusion_path.height);
thick_lines_to_verts(lines, widths, heights, false, print_z, volume);
}
// Fill in the qverts and tverts with quads and triangles for the extrusion_loop.
static inline void extrusionentity_to_verts(const ExtrusionLoop &extrusion_loop, float print_z, const Point &copy, GLVolume &volume)
{
Lines lines;
std::vector<double> widths;
std::vector<double> heights;
for (const ExtrusionPath &extrusion_path : extrusion_loop.paths) {
Polyline polyline = extrusion_path.polyline;
polyline.remove_duplicate_points();
polyline.translate(copy);
Lines lines_this = polyline.lines();
append(lines, lines_this);
widths.insert(widths.end(), lines_this.size(), extrusion_path.width);
heights.insert(heights.end(), lines_this.size(), extrusion_path.height);
}
thick_lines_to_verts(lines, widths, heights, true, print_z, volume);
}
// Fill in the qverts and tverts with quads and triangles for the extrusion_multi_path.
static inline void extrusionentity_to_verts(const ExtrusionMultiPath &extrusion_multi_path, float print_z, const Point &copy, GLVolume &volume)
{
Lines lines;
std::vector<double> widths;
std::vector<double> heights;
for (const ExtrusionPath &extrusion_path : extrusion_multi_path.paths) {
Polyline polyline = extrusion_path.polyline;
polyline.remove_duplicate_points();
polyline.translate(copy);
Lines lines_this = polyline.lines();
append(lines, lines_this);
widths.insert(widths.end(), lines_this.size(), extrusion_path.width);
heights.insert(heights.end(), lines_this.size(), extrusion_path.height);
}
thick_lines_to_verts(lines, widths, heights, false, print_z, volume);
}
static void extrusionentity_to_verts(const ExtrusionEntity *extrusion_entity, float print_z, const Point &copy, GLVolume &volume);
static inline void extrusionentity_to_verts(const ExtrusionEntityCollection &extrusion_entity_collection, float print_z, const Point &copy, GLVolume &volume)
{
for (const ExtrusionEntity *extrusion_entity : extrusion_entity_collection.entities)
extrusionentity_to_verts(extrusion_entity, print_z, copy, volume);
}
static void extrusionentity_to_verts(const ExtrusionEntity *extrusion_entity, float print_z, const Point &copy, GLVolume &volume)
{
if (extrusion_entity != nullptr) {
auto *extrusion_path = dynamic_cast<const ExtrusionPath*>(extrusion_entity);
if (extrusion_path != nullptr)
extrusionentity_to_verts(*extrusion_path, print_z, copy, volume);
else {
auto *extrusion_loop = dynamic_cast<const ExtrusionLoop*>(extrusion_entity);
if (extrusion_loop != nullptr)
extrusionentity_to_verts(*extrusion_loop, print_z, copy, volume);
else {
auto *extrusion_multi_path = dynamic_cast<const ExtrusionMultiPath*>(extrusion_entity);
if (extrusion_multi_path != nullptr)
extrusionentity_to_verts(*extrusion_multi_path, print_z, copy, volume);
else {
auto *extrusion_entity_collection = dynamic_cast<const ExtrusionEntityCollection*>(extrusion_entity);
if (extrusion_entity_collection != nullptr)
extrusionentity_to_verts(*extrusion_entity_collection, print_z, copy, volume);
else {
CONFESS("Unexpected extrusion_entity type in to_verts()");
}
}
}
}
}
}
void _3DScene::_glew_init()
{
glewInit();
}
// Create 3D thick extrusion lines for a skirt and brim.
// Adds a new Slic3r::GUI::3DScene::Volume to volumes.
void _3DScene::_load_print_toolpaths(
const Print *print,
GLVolumeCollection *volumes,
bool use_VBOs)
{
if (! print->has_skirt() && print->config.brim_width.value == 0)
return;
const float color[] = { 0.5f, 1.0f, 0.5f, 1.f }; // greenish
// number of skirt layers
size_t total_layer_count = 0;
for (const PrintObject *print_object : print->objects)
total_layer_count = std::max(total_layer_count, print_object->total_layer_count());
size_t skirt_height = print->has_infinite_skirt() ?
total_layer_count :
std::min<size_t>(print->config.skirt_height.value, total_layer_count);
if (skirt_height == 0 && print->config.brim_width.value > 0)
skirt_height = 1;
// get first skirt_height layers (maybe this should be moved to a PrintObject method?)
const PrintObject *object0 = print->objects.front();
std::vector<float> print_zs;
print_zs.reserve(skirt_height * 2);
for (size_t i = 0; i < std::min(skirt_height, object0->layers.size()); ++ i)
print_zs.push_back(float(object0->layers[i]->print_z));
//FIXME why there are support layers?
for (size_t i = 0; i < std::min(skirt_height, object0->support_layers.size()); ++ i)
print_zs.push_back(float(object0->support_layers[i]->print_z));
std::sort(print_zs.begin(), print_zs.end());
print_zs.erase(std::unique(print_zs.begin(), print_zs.end()), print_zs.end());
if (print_zs.size() > skirt_height)
print_zs.erase(print_zs.begin() + skirt_height, print_zs.end());
volumes->volumes.emplace_back(new GLVolume(color));
GLVolume &volume = *volumes->volumes.back();
for (size_t i = 0; i < skirt_height; ++ i) {
volume.print_zs.push_back(print_zs[i]);
volume.offsets.push_back(volume.indexed_vertex_array.quad_indices.size());
volume.offsets.push_back(volume.indexed_vertex_array.triangle_indices.size());
if (i == 0)
extrusionentity_to_verts(print->brim, print_zs[i], Point(0, 0), volume);
extrusionentity_to_verts(print->skirt, print_zs[i], Point(0, 0), volume);
}
auto bb = print->bounding_box();
volume.bounding_box.merge(Pointf3(unscale(bb.min.x), unscale(bb.min.y), 0.f));
volume.bounding_box.merge(Pointf3(unscale(bb.max.x), unscale(bb.max.y), 0.f));
volume.indexed_vertex_array.finalize_geometry(use_VBOs);
}
// Create 3D thick extrusion lines for object forming extrusions.
// Adds a new Slic3r::GUI::3DScene::Volume to $self->volumes,
// one for perimeters, one for infill and one for supports.
void _3DScene::_load_print_object_toolpaths(
const PrintObject *print_object,
GLVolumeCollection *volumes,
bool use_VBOs)
{
struct Ctxt
{
const Points *shifted_copies;
std::vector<const Layer*> layers;
// Bounding box of the object and its copies.
BoundingBoxf3 bbox;
bool has_perimeters;
bool has_infill;
bool has_support;
// Number of vertices (each vertex is 6x4=24 bytes long)
static const size_t alloc_size_max () { return 131072; } // 3.15MB
// static const size_t alloc_size_max () { return 65536; } // 1.57MB
// static const size_t alloc_size_max () { return 32768; } // 786kB
static const size_t alloc_size_reserve() { return alloc_size_max() * 2; }
static const float* color_perimeters () { static float color[4] = { 1.0f, 1.0f, 0.0f, 1.f }; return color; } // yellow
static const float* color_infill () { static float color[4] = { 1.0f, 0.5f, 0.5f, 1.f }; return color; } // redish
static const float* color_support () { static float color[4] = { 0.5f, 1.0f, 0.5f, 1.f }; return color; } // greenish
} ctxt;
ctxt.shifted_copies = &print_object->_shifted_copies;
// order layers by print_z
ctxt.layers.reserve(print_object->layers.size() + print_object->support_layers.size());
for (const Layer *layer : print_object->layers)
ctxt.layers.push_back(layer);
for (const Layer *layer : print_object->support_layers)
ctxt.layers.push_back(layer);
std::sort(ctxt.layers.begin(), ctxt.layers.end(), [](const Layer *l1, const Layer *l2) { return l1->print_z < l2->print_z; });
for (const Point &copy: print_object->_shifted_copies) {
BoundingBox cbb = print_object->bounding_box();
cbb.translate(copy.x, copy.y);
ctxt.bbox.merge(Pointf3(unscale(cbb.min.x), unscale(cbb.min.y), 0.f));
ctxt.bbox.merge(Pointf3(unscale(cbb.max.x), unscale(cbb.max.y), 0.f));
}
// Maximum size of an allocation block: 32MB / sizeof(float)
ctxt.has_perimeters = print_object->state.is_done(posPerimeters);
ctxt.has_infill = print_object->state.is_done(posInfill);
ctxt.has_support = print_object->state.is_done(posSupportMaterial);
BOOST_LOG_TRIVIAL(debug) << "Loading print object toolpaths in parallel - start";
//FIXME Improve the heuristics for a grain size.
size_t grain_size = std::max(ctxt.layers.size() / 16, size_t(1));
tbb::spin_mutex new_volume_mutex;
auto new_volume = [volumes, &new_volume_mutex](const float *color) -> GLVolume* {
auto *volume = new GLVolume(color);
new_volume_mutex.lock();
volumes->volumes.emplace_back(volume);
new_volume_mutex.unlock();
return volume;
};
const size_t volumes_cnt_initial = volumes->volumes.size();
std::vector<GLVolumeCollection> volumes_per_thread(ctxt.layers.size());
tbb::parallel_for(
tbb::blocked_range<size_t>(0, ctxt.layers.size(), grain_size),
[&ctxt, &new_volume](const tbb::blocked_range<size_t>& range) {
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GLVolume* vols[3] = { new_volume(ctxt.color_perimeters()), new_volume(ctxt.color_infill()), new_volume(ctxt.color_support()) };
for (size_t i = 0; i < 3; ++ i) {
GLVolume &volume = *vols[i];
volume.bounding_box = ctxt.bbox;
volume.indexed_vertex_array.reserve(ctxt.alloc_size_reserve());
}
for (size_t idx_layer = range.begin(); idx_layer < range.end(); ++ idx_layer) {
const Layer *layer = ctxt.layers[idx_layer];
for (size_t i = 0; i < 3; ++ i) {
GLVolume &vol = *vols[i];
if (vol.print_zs.empty() || vol.print_zs.back() != layer->print_z) {
vol.print_zs.push_back(layer->print_z);
vol.offsets.push_back(vol.indexed_vertex_array.quad_indices.size());
vol.offsets.push_back(vol.indexed_vertex_array.triangle_indices.size());
}
}
for (const Point &copy: *ctxt.shifted_copies) {
for (const LayerRegion *layerm : layer->regions) {
if (ctxt.has_perimeters)
extrusionentity_to_verts(layerm->perimeters, float(layer->print_z), copy, *vols[0]);
if (ctxt.has_infill)
extrusionentity_to_verts(layerm->fills, float(layer->print_z), copy, *vols[1]);
}
if (ctxt.has_support) {
const SupportLayer *support_layer = dynamic_cast<const SupportLayer*>(layer);
if (support_layer)
extrusionentity_to_verts(support_layer->support_fills, float(layer->print_z), copy, *vols[2]);
}
}
for (size_t i = 0; i < 3; ++ i) {
GLVolume &vol = *vols[i];
if (vol.indexed_vertex_array.vertices_and_normals_interleaved.size() / 6 > ctxt.alloc_size_max()) {
// Store the vertex arrays and restart their containers,
vols[i] = new_volume(vol.color);
GLVolume &vol_new = *vols[i];
vol_new.bounding_box = ctxt.bbox;
// Assign the large pre-allocated buffers to the new GLVolume.
vol_new.indexed_vertex_array = std::move(vol.indexed_vertex_array);
// Copy the content back to the old GLVolume.
vol.indexed_vertex_array = vol_new.indexed_vertex_array;
// Clear the buffers, but keep them pre-allocated.
vol_new.indexed_vertex_array.clear();
// Just make sure that clear did not clear the reserved memory.
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vol_new.indexed_vertex_array.reserve(ctxt.alloc_size_reserve());
}
}
}
for (size_t i = 0; i < 3; ++ i)
vols[i]->indexed_vertex_array.shrink_to_fit();
});
BOOST_LOG_TRIVIAL(debug) << "Loading print object toolpaths in parallel - finalizing results";
// Remove empty volumes from the newly added volumes.
volumes->volumes.erase(
std::remove_if(volumes->volumes.begin() + volumes_cnt_initial, volumes->volumes.end(),
[](const GLVolume *volume) { return volume->empty(); }),
volumes->volumes.end());
for (size_t i = volumes_cnt_initial; i < volumes->volumes.size(); ++ i)
volumes->volumes[i]->indexed_vertex_array.finalize_geometry(use_VBOs);
BOOST_LOG_TRIVIAL(debug) << "Loading print object toolpaths in parallel - end";
}
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}