Refactoring in Bed3D
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f7d238cb2d
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@ -383,9 +383,46 @@ Bed3D::EType Bed3D::detect_type(const Pointfs& shape) const
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void Bed3D::render_prusa(GLCanvas3D& canvas, const std::string& key, bool bottom) const
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{
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std::string filename = !m_custom_texture.empty() ? m_custom_texture : resources_dir() + "/icons/bed/" + key + ".svg";
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if (!bottom)
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{
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std::string filename = resources_dir() + "/models/" + key + "_bed.stl";
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if ((m_model.get_filename() != filename) && m_model.init_from_file(filename))
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{
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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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std::string model_path = resources_dir() + "/models/" + key;
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m_model.center_around(offset);
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// update extended bounding box
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calc_bounding_boxes();
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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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render_texture(m_custom_texture.empty() ? resources_dir() + "/icons/bed/" + key + ".svg" : m_custom_texture, bottom, canvas);
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}
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void Bed3D::render_texture(const std::string& filename, bool bottom, GLCanvas3D& canvas) const
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{
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if (filename.empty())
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{
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m_texture.reset();
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return;
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}
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if ((m_texture.get_id() == 0) || (m_texture.get_source() != filename))
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{
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@ -454,112 +491,77 @@ void Bed3D::render_prusa(GLCanvas3D& canvas, const std::string& key, bool bottom
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m_requires_canvas_update = false;
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}
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if (!bottom)
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if (m_triangles.get_vertices_count() > 0)
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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)) {
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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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if (m_shader.get_shader_program_id() == 0)
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m_shader.init("printbed.vs", "printbed.fs");
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m_model.center_around(offset);
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// update extended bounding box
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calc_bounding_boxes();
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}
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if (!m_model.get_filename().empty())
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if (m_shader.is_initialized())
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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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m_shader.start_using();
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m_shader.set_uniform("transparent_background", bottom);
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m_shader.set_uniform("svg_source", boost::algorithm::iends_with(m_texture.get_source(), ".svg"));
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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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if (m_vbo_id == 0)
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{
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glsafe(::glGenBuffers(1, &m_vbo_id));
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if (m_vbo_id == 0)
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{
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glsafe(::glGenBuffers(1, &m_vbo_id));
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id));
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glsafe(::glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)m_triangles.get_vertices_data_size(), (const GLvoid*)m_triangles.get_vertices_data(), GL_STATIC_DRAW));
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 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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if (bottom)
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glsafe(::glFrontFace(GL_CW));
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unsigned int stride = m_triangles.get_vertex_data_size();
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GLint position_id = m_shader.get_attrib_location("v_position");
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GLint tex_coords_id = m_shader.get_attrib_location("v_tex_coords");
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// show the temporary texture while no compressed data is available
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GLuint tex_id = (GLuint)m_temp_texture.get_id();
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if (tex_id == 0)
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tex_id = (GLuint)m_texture.get_id();
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glsafe(::glBindTexture(GL_TEXTURE_2D, tex_id));
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id));
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glsafe(::glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)m_triangles.get_vertices_data_size(), (const GLvoid*)m_triangles.get_vertices_data(), GL_STATIC_DRAW));
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if (position_id != -1)
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{
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glsafe(::glEnableVertexAttribArray(position_id));
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glsafe(::glVertexAttribPointer(position_id, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)(intptr_t)m_triangles.get_position_offset()));
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}
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if (tex_coords_id != -1)
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{
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glsafe(::glEnableVertexAttribArray(tex_coords_id));
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glsafe(::glVertexAttribPointer(tex_coords_id, 2, GL_FLOAT, GL_FALSE, stride, (GLvoid*)(intptr_t)m_triangles.get_tex_coords_offset()));
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}
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glsafe(::glDrawArrays(GL_TRIANGLES, 0, (GLsizei)m_triangles.get_vertices_count()));
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if (tex_coords_id != -1)
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glsafe(::glDisableVertexAttribArray(tex_coords_id));
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if (position_id != -1)
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glsafe(::glDisableVertexAttribArray(position_id));
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
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glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
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if (bottom)
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glsafe(::glFrontFace(GL_CCW));
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glsafe(::glDisable(GL_BLEND));
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glsafe(::glDepthMask(GL_TRUE));
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m_shader.stop_using();
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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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if (bottom)
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glsafe(::glFrontFace(GL_CW));
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render_texture(bottom);
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if (bottom)
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glsafe(::glFrontFace(GL_CCW));
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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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void Bed3D::render_texture(bool transparent) const
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{
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if (m_shader.get_shader_program_id() == 0)
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m_shader.init("printbed.vs", "printbed.fs");
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if (m_shader.is_initialized())
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{
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m_shader.start_using();
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m_shader.set_uniform("transparent_background", transparent);
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m_shader.set_uniform("svg_source", boost::algorithm::iends_with(m_texture.get_source(), ".svg"));
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unsigned int stride = m_triangles.get_vertex_data_size();
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GLint position_id = m_shader.get_attrib_location("v_position");
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GLint tex_coords_id = m_shader.get_attrib_location("v_tex_coords");
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// show the temporary texture while no compressed data is available
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GLuint tex_id = (GLuint)m_temp_texture.get_id();
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if (tex_id == 0)
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tex_id = (GLuint)m_texture.get_id();
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glsafe(::glBindTexture(GL_TEXTURE_2D, tex_id));
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id));
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if (position_id != -1)
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{
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glsafe(::glEnableVertexAttribArray(position_id));
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glsafe(::glVertexAttribPointer(position_id, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)(intptr_t)m_triangles.get_position_offset()));
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}
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if (tex_coords_id != -1)
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{
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glsafe(::glEnableVertexAttribArray(tex_coords_id));
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glsafe(::glVertexAttribPointer(tex_coords_id, 2, GL_FLOAT, GL_FALSE, stride, (GLvoid*)(intptr_t)m_triangles.get_tex_coords_offset()));
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}
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glsafe(::glDrawArrays(GL_TRIANGLES, 0, (GLsizei)m_triangles.get_vertices_count()));
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if (tex_coords_id != -1)
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glsafe(::glDisableVertexAttribArray(tex_coords_id));
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if (position_id != -1)
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glsafe(::glDisableVertexAttribArray(position_id));
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
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glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
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m_shader.stop_using();
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}
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}
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@ -570,104 +572,8 @@ void Bed3D::render_custom(GLCanvas3D& canvas, bool bottom) const
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render_default();
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return;
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}
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else
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{
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if ((m_texture.get_id() == 0) || (m_texture.get_source() != m_custom_texture))
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{
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m_texture.reset();
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if (boost::algorithm::iends_with(m_custom_texture, ".svg"))
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{
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// use higher resolution images if graphic card and opengl version allow
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GLint max_tex_size = GLCanvas3DManager::get_gl_info().get_max_tex_size();
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if ((m_temp_texture.get_id() == 0) || (m_temp_texture.get_source() != m_custom_texture))
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{
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// generate a temporary lower resolution texture to show while no main texture levels have been compressed
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if (!m_temp_texture.load_from_svg_file(m_custom_texture, false, false, false, max_tex_size / 8))
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{
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render_default();
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return;
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}
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}
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// starts generating the main texture, compression will run asynchronously
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if (!m_texture.load_from_svg_file(m_custom_texture, true, true, true, max_tex_size))
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{
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render_default();
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return;
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}
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}
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else if (boost::algorithm::iends_with(m_custom_texture, ".png"))
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{
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// generate a temporary lower resolution texture to show while no main texture levels have been compressed
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if ((m_temp_texture.get_id() == 0) || (m_temp_texture.get_source() != m_custom_texture))
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{
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if (!m_temp_texture.load_from_file(m_custom_texture, false, GLTexture::None, false))
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{
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render_default();
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return;
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}
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}
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// starts generating the main texture, compression will run asynchronously
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if (!m_texture.load_from_file(m_custom_texture, true, GLTexture::MultiThreaded, true))
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{
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render_default();
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return;
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}
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}
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else
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{
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render_default();
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return;
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}
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}
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else if (m_texture.unsent_compressed_data_available())
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{
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// sends to gpu the already available compressed levels of the main texture
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m_texture.send_compressed_data_to_gpu();
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// the temporary texture is not needed anymore, reset it
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if (m_temp_texture.get_id() != 0)
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m_temp_texture.reset();
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m_requires_canvas_update = true;
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}
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else if (m_requires_canvas_update && m_texture.all_compressed_data_sent_to_gpu())
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{
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canvas.stop_keeping_dirty();
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m_requires_canvas_update = false;
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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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if (m_vbo_id == 0)
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{
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glsafe(::glGenBuffers(1, &m_vbo_id));
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id));
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glsafe(::glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)m_triangles.get_vertices_data_size(), (const GLvoid*)m_triangles.get_vertices_data(), GL_STATIC_DRAW));
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 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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if (bottom)
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glsafe(::glFrontFace(GL_CW));
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render_texture(bottom);
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if (bottom)
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glsafe(::glFrontFace(GL_CCW));
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glsafe(::glDisable(GL_BLEND));
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glsafe(::glDepthMask(GL_TRUE));
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}
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render_texture(m_custom_texture, bottom, canvas);
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}
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void Bed3D::render_default() const
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@ -118,7 +118,7 @@ private:
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void calc_gridlines(const ExPolygon& poly, const BoundingBox& bed_bbox);
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EType detect_type(const Pointfs& shape) const;
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void render_prusa(GLCanvas3D& canvas, const std::string& key, bool bottom) const;
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void render_texture(bool transparent) const;
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void render_texture(const std::string& filename, bool bottom, GLCanvas3D& canvas) const;
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void render_custom(GLCanvas3D& canvas, bool bottom) const;
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void render_default() const;
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void reset();
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