PrusaSlicer-NonPlainar/sandboxes/opencsg/ShaderCSGDisplay.cpp

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2019-12-20 11:25:44 +00:00
#include "ShaderCSGDisplay.hpp"
#include "libslic3r/SLAPrint.hpp"
#include <GL/glew.h>
namespace Slic3r { namespace GL {
void ShaderCSGDisplay::add_mesh(const TriangleMesh &mesh)
{
auto v = std::make_shared<CSGVolume>();
v->load_mesh(mesh);
m_volumes.emplace_back(v);
}
void ShaderCSGDisplay::render_scene()
{
GLfloat color[] = {1.f, 1.f, 0.f, 0.f};
glColor4fv(color);
glDepthFunc(GL_LESS);
for (auto &v : m_volumes) v->render();
glFlush();
}
void ShaderCSGDisplay::on_scene_updated(const Scene &scene)
{
// TriangleMesh mesh = print->objects().front()->hollowed_interior_mesh();
// Look at CSGDisplay::on_scene_updated to see how its done there.
const SLAPrint *print = scene.get_print();
if (!print) return;
m_volumes.clear();
for (const SLAPrintObject *po : print->objects()) {
const ModelObject *mo = po->model_object();
TriangleMesh msh = mo->raw_mesh();
sla::DrainHoles holedata = mo->sla_drain_holes;
for (const ModelInstance *mi : mo->instances) {
TriangleMesh mshinst = msh;
auto interior = po->hollowed_interior_mesh();
interior.transform(po->trafo().inverse());
mshinst.merge(interior);
mshinst.require_shared_vertices();
mi->transform_mesh(&mshinst);
auto bb = mshinst.bounding_box();
auto center = bb.center().cast<float>();
mshinst.translate(-center);
mshinst.require_shared_vertices();
add_mesh(mshinst);
}
for (const sla::DrainHole &holept : holedata) {
TriangleMesh holemesh = sla::to_triangle_mesh(holept.to_mesh());
holemesh.require_shared_vertices();
add_mesh(holemesh);
}
}
repaint();
}
}} // namespace Slic3r::GL