Updated GLCanvas3D to use the tesselator through libslic3r
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@ -154,6 +154,8 @@ add_library(libslic3r STATIC
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SVG.cpp
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SVG.hpp
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Technologies.hpp
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Tesselate.cpp
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Tesselate.hpp
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TriangleMesh.cpp
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TriangleMesh.hpp
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utils.cpp
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@ -10,6 +10,7 @@
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#include "libslic3r/Geometry.hpp"
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#include "libslic3r/Utils.hpp"
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#include "libslic3r/Technologies.hpp"
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#include "libslic3r/Tesselate.hpp"
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#include "slic3r/GUI/3DScene.hpp"
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#include "slic3r/GUI/BackgroundSlicingProcess.hpp"
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#include "slic3r/GUI/GLShader.hpp"
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@ -6737,230 +6738,6 @@ void GLCanvas3D::_render_camera_target() const
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}
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#endif // ENABLE_SHOW_CAMERA_TARGET
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class TessWrapper {
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public:
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static Pointf3s tesselate(const ExPolygon &expoly, double z_, bool flipped_)
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{
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z = z_;
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flipped = flipped_;
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triangles.clear();
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intersection_points.clear();
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std::vector<GLdouble> coords;
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{
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size_t num_coords = expoly.contour.points.size();
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for (const Polygon &poly : expoly.holes)
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num_coords += poly.points.size();
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coords.reserve(num_coords * 3);
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}
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GLUtesselator *tess = gluNewTess(); // create a tessellator
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// register callback functions
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#ifndef _GLUfuncptr
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#ifdef _MSC_VER
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typedef void (__stdcall *_GLUfuncptr)(void);
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#else /* _MSC_VER */
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#ifdef GLAPIENTRYP
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typedef void (GLAPIENTRYP _GLUfuncptr)(void);
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#else /* GLAPIENTRYP */
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typedef void (*_GLUfuncptr)(void);
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#endif
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#endif /* _MSC_VER */
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#endif /* _GLUfuncptr */
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gluTessCallback(tess, GLU_TESS_BEGIN, (_GLUfuncptr)tessBeginCB);
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gluTessCallback(tess, GLU_TESS_END, (_GLUfuncptr)tessEndCB);
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gluTessCallback(tess, GLU_TESS_ERROR, (_GLUfuncptr)tessErrorCB);
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gluTessCallback(tess, GLU_TESS_VERTEX, (_GLUfuncptr)tessVertexCB);
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gluTessCallback(tess, GLU_TESS_COMBINE, (_GLUfuncptr)tessCombineCB);
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gluTessBeginPolygon(tess, 0); // with NULL data
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gluTessBeginContour(tess);
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for (const Point &pt : expoly.contour.points) {
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coords.emplace_back(unscale<double>(pt[0]));
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coords.emplace_back(unscale<double>(pt[1]));
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coords.emplace_back(0.);
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gluTessVertex(tess, &coords[coords.size() - 3], &coords[coords.size() - 3]);
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}
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gluTessEndContour(tess);
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for (const Polygon &poly : expoly.holes) {
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gluTessBeginContour(tess);
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for (const Point &pt : poly.points) {
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coords.emplace_back(unscale<double>(pt[0]));
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coords.emplace_back(unscale<double>(pt[1]));
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coords.emplace_back(0.);
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gluTessVertex(tess, &coords[coords.size() - 3], &coords[coords.size() - 3]);
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}
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gluTessEndContour(tess);
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}
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gluTessEndPolygon(tess);
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gluDeleteTess(tess);
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return std::move(triangles);
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}
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private:
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static void tessBeginCB(GLenum which)
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{
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assert(which == GL_TRIANGLES || which == GL_TRIANGLE_FAN || which == GL_TRIANGLE_STRIP);
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if (!(which == GL_TRIANGLES || which == GL_TRIANGLE_FAN || which == GL_TRIANGLE_STRIP))
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printf("Co je to za haluz!?\n");
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primitive_type = which;
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num_points = 0;
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}
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static void tessEndCB()
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{
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num_points = 0;
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}
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static void tessVertexCB(const GLvoid *data)
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{
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if (data == nullptr)
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return;
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const GLdouble *ptr = (const GLdouble*)data;
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++ num_points;
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if (num_points == 1) {
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memcpy(pt0, ptr, sizeof(GLdouble) * 3);
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} else if (num_points == 2) {
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memcpy(pt1, ptr, sizeof(GLdouble) * 3);
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} else {
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bool flip = flipped;
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if (primitive_type == GL_TRIANGLE_STRIP && num_points == 4) {
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flip = !flip;
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num_points = 2;
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}
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triangles.emplace_back(pt0[0], pt0[1], z);
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if (flip) {
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triangles.emplace_back(ptr[0], ptr[1], z);
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triangles.emplace_back(pt1[0], pt1[1], z);
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} else {
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triangles.emplace_back(pt1[0], pt1[1], z);
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triangles.emplace_back(ptr[0], ptr[1], z);
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}
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if (primitive_type == GL_TRIANGLE_STRIP) {
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memcpy(pt0, pt1, sizeof(GLdouble) * 3);
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memcpy(pt1, ptr, sizeof(GLdouble) * 3);
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} else if (primitive_type == GL_TRIANGLE_FAN) {
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memcpy(pt1, ptr, sizeof(GLdouble) * 3);
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} else {
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assert(primitive_type == GL_TRIANGLES);
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assert(num_points == 3);
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num_points = 0;
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}
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}
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}
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static void tessCombineCB(const GLdouble newVertex[3], const GLdouble *neighborVertex[4], const GLfloat neighborWeight[4], GLdouble **outData)
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{
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intersection_points.emplace_back(newVertex[0], newVertex[1], newVertex[2]);
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*outData = intersection_points.back().data();
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}
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static void tessErrorCB(GLenum errorCode)
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{
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const GLubyte *errorStr;
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errorStr = gluErrorString(errorCode);
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printf("Error: %s\n", (const char*)errorStr);
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}
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static GLenum primitive_type;
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static GLdouble pt0[3];
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static GLdouble pt1[3];
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static int num_points;
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static Pointf3s triangles;
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static std::deque<Vec3d> intersection_points;
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static double z;
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static bool flipped;
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};
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GLenum TessWrapper::primitive_type;
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GLdouble TessWrapper::pt0[3];
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GLdouble TessWrapper::pt1[3];
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int TessWrapper::num_points;
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Pointf3s TessWrapper::triangles;
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std::deque<Vec3d> TessWrapper::intersection_points;
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double TessWrapper::z;
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bool TessWrapper::flipped;
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static Pointf3s triangulate_expolygons(const ExPolygons &polys, coordf_t z, bool flip)
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{
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Pointf3s triangles;
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#if 0
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for (const ExPolygon& poly : polys) {
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Polygons poly_triangles;
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// poly.triangulate() is based on a trapezoidal decomposition implemented in an extremely expensive way by clipping the whole input contour with a polygon!
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poly.triangulate(&poly_triangles);
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// poly.triangulate_p2t() is based on the poly2tri library, which is not quite stable, it often ends up in a nice stack overflow!
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// poly.triangulate_p2t(&poly_triangles);
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for (const Polygon &t : poly_triangles)
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if (flip) {
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triangles.emplace_back(to_3d(unscale(t.points[2]), z));
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triangles.emplace_back(to_3d(unscale(t.points[1]), z));
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triangles.emplace_back(to_3d(unscale(t.points[0]), z));
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} else {
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triangles.emplace_back(to_3d(unscale(t.points[0]), z));
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triangles.emplace_back(to_3d(unscale(t.points[1]), z));
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triangles.emplace_back(to_3d(unscale(t.points[2]), z));
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}
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}
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#else
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// for (const ExPolygon &poly : union_ex(simplify_polygons(to_polygons(polys), true))) {
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for (const ExPolygon &poly : polys) {
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append(triangles, TessWrapper::tesselate(poly, z, flip));
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continue;
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std::list<TPPLPoly> input = expoly_to_polypartition_input(poly);
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std::list<TPPLPoly> output;
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// int res = TPPLPartition().Triangulate_MONO(&input, &output);
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int res = TPPLPartition().Triangulate_EC(&input, &output);
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if (res == 1) {
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// Triangulation succeeded. Convert to triangles.
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size_t num_triangles = 0;
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for (const TPPLPoly &poly : output)
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if (poly.GetNumPoints() >= 3)
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num_triangles += (size_t)poly.GetNumPoints() - 2;
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triangles.reserve(triangles.size() + num_triangles * 3);
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for (const TPPLPoly &poly : output) {
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long num_points = poly.GetNumPoints();
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if (num_points >= 3) {
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const TPPLPoint *pt0 = &poly[0];
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const TPPLPoint *pt1 = nullptr;
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const TPPLPoint *pt2 = &poly[1];
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for (long i = 2; i < num_points; ++i) {
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pt1 = pt2;
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pt2 = &poly[i];
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if (flip) {
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triangles.emplace_back(unscale<double>(pt2->x), unscale<double>(pt2->y), z);
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triangles.emplace_back(unscale<double>(pt1->x), unscale<double>(pt1->y), z);
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triangles.emplace_back(unscale<double>(pt0->x), unscale<double>(pt0->y), z);
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} else {
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triangles.emplace_back(unscale<double>(pt0->x), unscale<double>(pt0->y), z);
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triangles.emplace_back(unscale<double>(pt1->x), unscale<double>(pt1->y), z);
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triangles.emplace_back(unscale<double>(pt2->x), unscale<double>(pt2->y), z);
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}
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}
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}
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}
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} else {
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// Triangulation by polypartition failed. Use the expensive slow implementation.
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Polygons poly_triangles;
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// poly.triangulate() is based on a trapezoidal decomposition implemented in an extremely expensive way by clipping the whole input contour with a polygon!
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poly.triangulate(&poly_triangles);
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// poly.triangulate_p2t() is based on the poly2tri library, which is not quite stable, it often ends up in a nice stack overflow!
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// poly.triangulate_p2t(&poly_triangles);
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for (const Polygon &t : poly_triangles)
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if (flip) {
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triangles.emplace_back(to_3d(unscale(t.points[2]), z));
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triangles.emplace_back(to_3d(unscale(t.points[1]), z));
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triangles.emplace_back(to_3d(unscale(t.points[0]), z));
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} else {
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triangles.emplace_back(to_3d(unscale(t.points[0]), z));
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triangles.emplace_back(to_3d(unscale(t.points[1]), z));
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triangles.emplace_back(to_3d(unscale(t.points[2]), z));
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}
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}
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}
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#endif
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return triangles;
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}
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void GLCanvas3D::_render_sla_slices() const
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{
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if (!m_use_clipping_planes || wxGetApp().preset_bundle->printers.get_edited_preset().printer_technology() != ptSLA)
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@ -7031,20 +6808,20 @@ void GLCanvas3D::_render_sla_slices() const
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{
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// calculate model bottom cap
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if (bottom_obj_triangles.empty() && (it_min_z->second.model_slices_idx < model_slices.size()))
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bottom_obj_triangles = triangulate_expolygons(model_slices[it_min_z->second.model_slices_idx], min_z, true);
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bottom_obj_triangles = triangulate_expolygons_3df(model_slices[it_min_z->second.model_slices_idx], min_z, true);
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// calculate support bottom cap
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if (bottom_sup_triangles.empty() && (it_min_z->second.support_slices_idx < support_slices.size()))
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bottom_sup_triangles = triangulate_expolygons(support_slices[it_min_z->second.support_slices_idx], min_z, true);
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bottom_sup_triangles = triangulate_expolygons_3df(support_slices[it_min_z->second.support_slices_idx], min_z, true);
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}
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if (it_max_z != index.end())
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{
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// calculate model top cap
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if (top_obj_triangles.empty() && (it_max_z->second.model_slices_idx < model_slices.size()))
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top_obj_triangles = triangulate_expolygons(model_slices[it_max_z->second.model_slices_idx], max_z, false);
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top_obj_triangles = triangulate_expolygons_3df(model_slices[it_max_z->second.model_slices_idx], max_z, false);
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// calculate support top cap
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if (top_sup_triangles.empty() && (it_max_z->second.support_slices_idx < support_slices.size()))
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top_sup_triangles = triangulate_expolygons(support_slices[it_max_z->second.support_slices_idx], max_z, false);
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top_sup_triangles = triangulate_expolygons_3df(support_slices[it_max_z->second.support_slices_idx], max_z, false);
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}
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}
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