Merge branch 'master' of https://github.com/prusa3d/PrusaSlicer into et_new_camera_movements
This commit is contained in:
commit
4e17c02505
@ -1,3 +1,5 @@
|
||||
min_slic3r_version = 2.4.1
|
||||
0.1.4 Added Ender-3 Pro. Added M25 support for some printers.
|
||||
min_slic3r_version = 2.4.0-rc
|
||||
0.1.3 Ender-3 S1 improvements.
|
||||
0.1.2 Added alpha Ender 3 S1 profiles.
|
||||
|
@ -5,7 +5,7 @@
|
||||
name = Creality
|
||||
# Configuration version of this file. Config file will only be installed, if the config_version differs.
|
||||
# This means, the server may force the PrusaSlicer configuration to be downgraded.
|
||||
config_version = 0.1.3
|
||||
config_version = 0.1.4
|
||||
# Where to get the updates from?
|
||||
config_update_url = https://files.prusa3d.com/wp-content/uploads/repository/PrusaSlicer-settings-master/live/Creality/
|
||||
# changelog_url = https://files.prusa3d.com/?latest=slicer-profiles&lng=%1%
|
||||
@ -32,6 +32,15 @@ bed_model = ender3_bed.stl
|
||||
bed_texture = ender3.svg
|
||||
default_materials = Generic PLA @CREALITY; Generic PETG @CREALITY; Generic ABS @CREALITY; Creality PLA @CREALITY; Prusament PLA @CREALITY; Prusament PETG @CREALITY; AzureFilm PLA @CREALITY; Devil Design PLA @CREALITY; Devil Design PLA Matt @CREALITY; Devil Design PLA Galaxy @CREALITY; Extrudr PLA NX2 @CREALITY; Real Filament PLA @CREALITY; Velleman PLA @CREALITY; 3DJAKE ecoPLA @CREALITY; 3DJAKE ecoPLA Matt @CREALITY; 3DJAKE ecoPLA Tough @CREALITY; 123-3D Jupiter PLA @CREALITY
|
||||
|
||||
[printer_model:ENDER3PRO]
|
||||
name = Creality Ender-3 Pro
|
||||
variants = 0.4
|
||||
technology = FFF
|
||||
family = ENDER
|
||||
bed_model = ender3_bed.stl
|
||||
bed_texture = ender3.svg
|
||||
default_materials = Generic PLA @CREALITY; Generic PETG @CREALITY; Generic ABS @CREALITY; Creality PLA @CREALITY; Prusament PLA @CREALITY; Prusament PETG @CREALITY; AzureFilm PLA @CREALITY; Devil Design PLA @CREALITY; Devil Design PLA Matt @CREALITY; Devil Design PLA Galaxy @CREALITY; Extrudr PLA NX2 @CREALITY; Real Filament PLA @CREALITY; Velleman PLA @CREALITY; 3DJAKE ecoPLA @CREALITY; 3DJAKE ecoPLA Matt @CREALITY; 3DJAKE ecoPLA Tough @CREALITY; 123-3D Jupiter PLA @CREALITY
|
||||
|
||||
[printer_model:ENDER3V2]
|
||||
name = Creality Ender-3 V2
|
||||
variants = 0.4
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@ -960,8 +969,16 @@ inherits = Creality Ender-3; *fastabl*
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||||
renamed_from = "Creality ENDER-3 BLTouch"
|
||||
printer_model = ENDER3BLTOUCH
|
||||
|
||||
[printer:Creality Ender-3 Pro]
|
||||
inherits = *common*; *pauseprint*
|
||||
renamed_from = "Creality Ender-3 Pro"
|
||||
bed_shape = 5x0,215x0,215x220,5x220
|
||||
max_print_height = 250
|
||||
printer_model = ENDER3PRO
|
||||
printer_notes = Don't remove the following keywords! These keywords are used in the "compatible printer" condition of the print and filament profiles to link the particular print and filament profiles to this printer profile.\nPRINTER_VENDOR_CREALITY\nPRINTER_MODEL_ENDER3PRO\nPRINTER_HAS_BOWDEN
|
||||
|
||||
[printer:Creality Ender-3 V2]
|
||||
inherits = *common*
|
||||
inherits = *common*; *pauseprint*
|
||||
renamed_from = "Creality Ender-3V2"
|
||||
bed_shape = 5x0,215x0,215x220,5x220
|
||||
max_print_height = 250
|
||||
@ -969,14 +986,14 @@ printer_model = ENDER3V2
|
||||
printer_notes = Don't remove the following keywords! These keywords are used in the "compatible printer" condition of the print and filament profiles to link the particular print and filament profiles to this printer profile.\nPRINTER_VENDOR_CREALITY\nPRINTER_MODEL_ENDER3V2\nPRINTER_HAS_BOWDEN
|
||||
|
||||
[printer:Creality Ender-3 S1]
|
||||
inherits = *common*; *spriteextruder*
|
||||
inherits = *common*; *pauseprint*; *spriteextruder*
|
||||
bed_shape = 5x0,215x0,215x220,5x220
|
||||
max_print_height = 270
|
||||
printer_model = ENDER3S1
|
||||
printer_notes = Don't remove the following keywords! These keywords are used in the "compatible printer" condition of the print and filament profiles to link the particular print and filament profiles to this printer profile.\nPRINTER_VENDOR_CREALITY\nPRINTER_MODEL_ENDER3S1
|
||||
|
||||
[printer:Creality Ender-3 Max]
|
||||
inherits = *common*
|
||||
inherits = *common*; *pauseprint*
|
||||
retract_length = 6
|
||||
bed_shape = 5x5,295x5,295x295,5x295
|
||||
max_print_height = 340
|
||||
|
11
resources/shaders/imgui.fs
Normal file
11
resources/shaders/imgui.fs
Normal file
@ -0,0 +1,11 @@
|
||||
#version 110
|
||||
|
||||
uniform sampler2D Texture;
|
||||
|
||||
varying vec2 Frag_UV;
|
||||
varying vec4 Frag_Color;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);
|
||||
}
|
17
resources/shaders/imgui.vs
Normal file
17
resources/shaders/imgui.vs
Normal file
@ -0,0 +1,17 @@
|
||||
#version 110
|
||||
|
||||
uniform mat4 ProjMtx;
|
||||
|
||||
attribute vec2 Position;
|
||||
attribute vec2 UV;
|
||||
attribute vec4 Color;
|
||||
|
||||
varying vec2 Frag_UV;
|
||||
varying vec4 Frag_Color;
|
||||
|
||||
void main()
|
||||
{
|
||||
Frag_UV = UV;
|
||||
Frag_Color = Color;
|
||||
gl_Position = ProjMtx * vec4(Position.xy, 0.0, 1.0);
|
||||
}
|
@ -1952,12 +1952,15 @@ void GCodeProcessor::process_tags(const std::string_view comment, bool producers
|
||||
++m_layer_id;
|
||||
#if ENABLE_SPIRAL_VASE_LAYERS
|
||||
if (m_spiral_vase_active) {
|
||||
assert(!m_result.moves.empty());
|
||||
size_t move_id = m_result.moves.size() - 1;
|
||||
if (!m_result.spiral_vase_layers.empty() && m_end_position[Z] == m_result.spiral_vase_layers.back().first)
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||||
m_result.spiral_vase_layers.back().second.second = move_id;
|
||||
else
|
||||
m_result.spiral_vase_layers.push_back({ static_cast<float>(m_end_position[Z]), { move_id, move_id } });
|
||||
if (m_result.moves.empty())
|
||||
m_result.spiral_vase_layers.push_back({ m_first_layer_height, { 0, 0 } });
|
||||
else {
|
||||
const size_t move_id = m_result.moves.size() - 1;
|
||||
if (!m_result.spiral_vase_layers.empty() && m_end_position[Z] == m_result.spiral_vase_layers.back().first)
|
||||
m_result.spiral_vase_layers.back().second.second = move_id;
|
||||
else
|
||||
m_result.spiral_vase_layers.push_back({ static_cast<float>(m_end_position[Z]), { move_id, move_id } });
|
||||
}
|
||||
}
|
||||
#endif // ENABLE_SPIRAL_VASE_LAYERS
|
||||
return;
|
||||
|
@ -34,8 +34,6 @@
|
||||
#define ENABLE_ENVIRONMENT_MAP 0
|
||||
// Enable smoothing of objects normals
|
||||
#define ENABLE_SMOOTH_NORMALS 0
|
||||
// Enable rendering markers for options in preview as fixed screen size points
|
||||
#define ENABLE_FIXED_SCREEN_SIZE_POINT_MARKERS 1
|
||||
|
||||
|
||||
//================
|
||||
@ -70,6 +68,8 @@
|
||||
#define ENABLE_LEGACY_OPENGL_REMOVAL (1 && ENABLE_2_5_0_ALPHA1)
|
||||
// Enable using vertex attributes and matrices in shaders
|
||||
#define ENABLE_GL_SHADERS_ATTRIBUTES (1 && ENABLE_LEGACY_OPENGL_REMOVAL)
|
||||
// Enable rendering imgui using shaders
|
||||
#define ENABLE_GL_IMGUI_SHADERS (1 && ENABLE_GL_SHADERS_ATTRIBUTES)
|
||||
// Shows an imgui dialog with GLModel statistics data
|
||||
#define ENABLE_GLMODEL_STATISTICS (0 && ENABLE_LEGACY_OPENGL_REMOVAL)
|
||||
// Enable show non-manifold edges
|
||||
|
@ -515,7 +515,7 @@ void Bed3D::render_system(GLCanvas3D& canvas, const Transform3d& view_matrix, co
|
||||
render_model(view_matrix, projection_matrix);
|
||||
|
||||
if (show_texture)
|
||||
render_texture(bottom, canvas);
|
||||
render_texture(bottom, canvas, view_matrix, projection_matrix);
|
||||
}
|
||||
#else
|
||||
void Bed3D::render_system(GLCanvas3D& canvas, bool bottom, bool show_texture)
|
||||
@ -528,11 +528,19 @@ void Bed3D::render_system(GLCanvas3D& canvas, bool bottom, bool show_texture)
|
||||
}
|
||||
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
|
||||
#if ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix)
|
||||
#else
|
||||
void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas)
|
||||
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
{
|
||||
if (m_texture_filename.empty()) {
|
||||
m_texture.reset();
|
||||
#if ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
render_default(bottom, false, view_matrix, projection_matrix);
|
||||
#else
|
||||
render_default(bottom, false);
|
||||
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
return;
|
||||
}
|
||||
|
||||
@ -545,7 +553,11 @@ void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas)
|
||||
if (m_temp_texture.get_id() == 0 || m_temp_texture.get_source() != m_texture_filename) {
|
||||
// generate a temporary lower resolution texture to show while no main texture levels have been compressed
|
||||
if (!m_temp_texture.load_from_svg_file(m_texture_filename, false, false, false, max_tex_size / 8)) {
|
||||
#if ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
render_default(bottom, false, view_matrix, projection_matrix);
|
||||
#else
|
||||
render_default(bottom, false);
|
||||
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
return;
|
||||
}
|
||||
canvas.request_extra_frame();
|
||||
@ -553,7 +565,11 @@ void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas)
|
||||
|
||||
// starts generating the main texture, compression will run asynchronously
|
||||
if (!m_texture.load_from_svg_file(m_texture_filename, true, true, true, max_tex_size)) {
|
||||
#if ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
render_default(bottom, false, view_matrix, projection_matrix);
|
||||
#else
|
||||
render_default(bottom, false);
|
||||
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
return;
|
||||
}
|
||||
}
|
||||
@ -561,7 +577,11 @@ void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas)
|
||||
// generate a temporary lower resolution texture to show while no main texture levels have been compressed
|
||||
if (m_temp_texture.get_id() == 0 || m_temp_texture.get_source() != m_texture_filename) {
|
||||
if (!m_temp_texture.load_from_file(m_texture_filename, false, GLTexture::None, false)) {
|
||||
#if ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
render_default(bottom, false, view_matrix, projection_matrix);
|
||||
#else
|
||||
render_default(bottom, false);
|
||||
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
return;
|
||||
}
|
||||
canvas.request_extra_frame();
|
||||
@ -569,12 +589,20 @@ void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas)
|
||||
|
||||
// starts generating the main texture, compression will run asynchronously
|
||||
if (!m_texture.load_from_file(m_texture_filename, true, GLTexture::MultiThreaded, true)) {
|
||||
#if ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
render_default(bottom, false, view_matrix, projection_matrix);
|
||||
#else
|
||||
render_default(bottom, false);
|
||||
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
return;
|
||||
}
|
||||
}
|
||||
else {
|
||||
#if ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
render_default(bottom, false, view_matrix, projection_matrix);
|
||||
#else
|
||||
render_default(bottom, false);
|
||||
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
return;
|
||||
}
|
||||
}
|
||||
@ -600,9 +628,8 @@ void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas)
|
||||
if (shader != nullptr) {
|
||||
shader->start_using();
|
||||
#if ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
const Camera& camera = wxGetApp().plater()->get_camera();
|
||||
shader->set_uniform("view_model_matrix", camera.get_view_matrix());
|
||||
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
|
||||
shader->set_uniform("view_model_matrix", view_matrix);
|
||||
shader->set_uniform("projection_matrix", projection_matrix);
|
||||
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
shader->set_uniform("transparent_background", bottom);
|
||||
shader->set_uniform("svg_source", boost::algorithm::iends_with(m_texture.get_source(), ".svg"));
|
||||
@ -754,7 +781,11 @@ void Bed3D::render_custom(GLCanvas3D& canvas, bool bottom, bool show_texture, bo
|
||||
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
{
|
||||
if (m_texture_filename.empty() && m_model_filename.empty()) {
|
||||
#if ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
render_default(bottom, picking, view_matrix, projection_matrix);
|
||||
#else
|
||||
render_default(bottom, picking);
|
||||
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
return;
|
||||
}
|
||||
|
||||
@ -766,10 +797,18 @@ void Bed3D::render_custom(GLCanvas3D& canvas, bool bottom, bool show_texture, bo
|
||||
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
|
||||
if (show_texture)
|
||||
#if ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
render_texture(bottom, canvas, view_matrix, projection_matrix);
|
||||
#else
|
||||
render_texture(bottom, canvas);
|
||||
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
}
|
||||
|
||||
#if ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
void Bed3D::render_default(bool bottom, bool picking, const Transform3d& view_matrix, const Transform3d& projection_matrix)
|
||||
#else
|
||||
void Bed3D::render_default(bool bottom, bool picking)
|
||||
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
{
|
||||
m_texture.reset();
|
||||
|
||||
@ -786,9 +825,8 @@ void Bed3D::render_default(bool bottom, bool picking)
|
||||
shader->start_using();
|
||||
|
||||
#if ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
const Camera& camera = wxGetApp().plater()->get_camera();
|
||||
shader->set_uniform("view_model_matrix", camera.get_view_matrix());
|
||||
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
|
||||
shader->set_uniform("view_model_matrix", view_matrix);
|
||||
shader->set_uniform("projection_matrix", projection_matrix);
|
||||
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
|
||||
glsafe(::glEnable(GL_DEPTH_TEST));
|
||||
|
@ -168,18 +168,18 @@ private:
|
||||
void render_axes();
|
||||
#if ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
void render_system(GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom, bool show_texture);
|
||||
#else
|
||||
void render_system(GLCanvas3D& canvas, bool bottom, bool show_texture);
|
||||
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
void render_texture(bool bottom, GLCanvas3D& canvas);
|
||||
#if ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
void render_texture(bool bottom, GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix);
|
||||
void render_model(const Transform3d& view_matrix, const Transform3d& projection_matrix);
|
||||
void render_custom(GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom, bool show_texture, bool picking);
|
||||
void render_default(bool bottom, bool picking, const Transform3d& view_matrix, const Transform3d& projection_matrix);
|
||||
#else
|
||||
void render_system(GLCanvas3D& canvas, bool bottom, bool show_texture);
|
||||
void render_texture(bool bottom, GLCanvas3D& canvas);
|
||||
void render_model();
|
||||
void render_custom(GLCanvas3D& canvas, bool bottom, bool show_texture, bool picking);
|
||||
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
void render_default(bool bottom, bool picking);
|
||||
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
|
||||
#if !ENABLE_LEGACY_OPENGL_REMOVAL
|
||||
void release_VBOs();
|
||||
#endif // !ENABLE_LEGACY_OPENGL_REMOVAL
|
||||
|
@ -459,6 +459,7 @@ void GCodeViewer::SequentialView::GCodeWindow::render(float top, float bottom, u
|
||||
static const ImVec4 COMMAND_COLOR = { 0.8f, 0.8f, 0.0f, 1.0f };
|
||||
static const ImVec4 PARAMETERS_COLOR = { 1.0f, 1.0f, 1.0f, 1.0f };
|
||||
static const ImVec4 COMMENT_COLOR = { 0.7f, 0.7f, 0.7f, 1.0f };
|
||||
static const ImVec4 ELLIPSIS_COLOR = { 0.0f, 0.7f, 0.0f, 1.0f };
|
||||
|
||||
if (!m_visible || m_filename.empty() || m_lines_ends.empty() || curr_line_id == 0)
|
||||
return;
|
||||
@ -503,6 +504,35 @@ void GCodeViewer::SequentialView::GCodeWindow::render(float top, float bottom, u
|
||||
|
||||
ImGuiWrapper& imgui = *wxGetApp().imgui();
|
||||
|
||||
auto add_item_to_line = [&imgui](const std::string& txt, const ImVec4& color, float spacing, size_t& current_length) {
|
||||
static const size_t LENGTH_THRESHOLD = 60;
|
||||
|
||||
if (txt.empty())
|
||||
return false;
|
||||
|
||||
std::string out_text = txt;
|
||||
bool reduced = false;
|
||||
if (current_length + out_text.length() > LENGTH_THRESHOLD) {
|
||||
out_text = out_text.substr(0, LENGTH_THRESHOLD - current_length);
|
||||
reduced = true;
|
||||
}
|
||||
|
||||
current_length += out_text.length();
|
||||
|
||||
ImGui::SameLine(0.0f, spacing);
|
||||
ImGui::PushStyleColor(ImGuiCol_Text, color);
|
||||
imgui.text(out_text);
|
||||
ImGui::PopStyleColor();
|
||||
if (reduced) {
|
||||
ImGui::SameLine(0.0f, 0.0f);
|
||||
ImGui::PushStyleColor(ImGuiCol_Text, ELLIPSIS_COLOR);
|
||||
imgui.text("...");
|
||||
ImGui::PopStyleColor();
|
||||
}
|
||||
|
||||
return reduced;
|
||||
};
|
||||
|
||||
imgui.set_next_window_pos(0.0f, top, ImGuiCond_Always, 0.0f, 0.0f);
|
||||
imgui.set_next_window_size(0.0f, wnd_height, ImGuiCond_Always);
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
|
||||
@ -527,41 +557,22 @@ void GCodeViewer::SequentialView::GCodeWindow::render(float top, float bottom, u
|
||||
ImGui::GetColorU32(SELECTION_RECT_COLOR));
|
||||
}
|
||||
|
||||
// render line number
|
||||
const std::string id_str = std::to_string(id);
|
||||
// spacer to right align text
|
||||
ImGui::Dummy({ id_width - ImGui::CalcTextSize(id_str.c_str()).x, text_height });
|
||||
ImGui::SameLine(0.0f, 0.0f);
|
||||
ImGui::PushStyleColor(ImGuiCol_Text, LINE_NUMBER_COLOR);
|
||||
imgui.text(id_str);
|
||||
ImGui::PopStyleColor();
|
||||
|
||||
if (!line.command.empty() || !line.comment.empty())
|
||||
ImGui::SameLine();
|
||||
|
||||
// render command
|
||||
if (!line.command.empty()) {
|
||||
ImGui::PushStyleColor(ImGuiCol_Text, COMMAND_COLOR);
|
||||
imgui.text(line.command);
|
||||
ImGui::PopStyleColor();
|
||||
}
|
||||
|
||||
// render parameters
|
||||
if (!line.parameters.empty()) {
|
||||
ImGui::SameLine(0.0f, 0.0f);
|
||||
ImGui::PushStyleColor(ImGuiCol_Text, PARAMETERS_COLOR);
|
||||
imgui.text(line.parameters);
|
||||
ImGui::PopStyleColor();
|
||||
}
|
||||
|
||||
// render comment
|
||||
if (!line.comment.empty()) {
|
||||
if (!line.command.empty())
|
||||
ImGui::SameLine(0.0f, 0.0f);
|
||||
ImGui::PushStyleColor(ImGuiCol_Text, COMMENT_COLOR);
|
||||
imgui.text(line.comment);
|
||||
ImGui::PopStyleColor();
|
||||
}
|
||||
size_t line_length = 0;
|
||||
// render line number
|
||||
bool stop_adding = add_item_to_line(id_str, LINE_NUMBER_COLOR, 0.0f, line_length);
|
||||
if (!stop_adding && !line.command.empty())
|
||||
// render command
|
||||
stop_adding = add_item_to_line(line.command, COMMAND_COLOR, -1.0f, line_length);
|
||||
if (!stop_adding && !line.parameters.empty())
|
||||
// render parameters
|
||||
stop_adding = add_item_to_line(line.parameters, PARAMETERS_COLOR, 0.0f, line_length);
|
||||
if (!stop_adding && !line.comment.empty())
|
||||
// render comment
|
||||
stop_adding = add_item_to_line(line.comment, COMMENT_COLOR, line.command.empty() ? -1.0f : 0.0f, line_length);
|
||||
}
|
||||
|
||||
imgui.end();
|
||||
@ -1310,18 +1321,6 @@ void GCodeViewer::load_toolpaths(const GCodeProcessorResult& gcode_result)
|
||||
log_memory_used(label, vertices_size + indices_size);
|
||||
};
|
||||
|
||||
// format data into the buffers to be rendered as points
|
||||
auto add_vertices_as_point = [](const GCodeProcessorResult::MoveVertex& curr, VertexBuffer& vertices) {
|
||||
vertices.push_back(curr.position.x());
|
||||
vertices.push_back(curr.position.y());
|
||||
vertices.push_back(curr.position.z());
|
||||
};
|
||||
auto add_indices_as_point = [](const GCodeProcessorResult::MoveVertex& curr, TBuffer& buffer,
|
||||
unsigned int ibuffer_id, IndexBuffer& indices, size_t move_id) {
|
||||
buffer.add_path(curr, ibuffer_id, indices.size(), move_id);
|
||||
indices.push_back(static_cast<IBufferType>(indices.size()));
|
||||
};
|
||||
|
||||
// format data into the buffers to be rendered as lines
|
||||
auto add_vertices_as_line = [](const GCodeProcessorResult::MoveVertex& prev, const GCodeProcessorResult::MoveVertex& curr, VertexBuffer& vertices) {
|
||||
#if !ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
@ -1816,7 +1815,6 @@ void GCodeViewer::load_toolpaths(const GCodeProcessorResult& gcode_result)
|
||||
|
||||
switch (t_buffer.render_primitive_type)
|
||||
{
|
||||
case TBuffer::ERenderPrimitiveType::Point: { add_vertices_as_point(curr, v_buffer); break; }
|
||||
case TBuffer::ERenderPrimitiveType::Line: { add_vertices_as_line(prev, curr, v_buffer); break; }
|
||||
#if ENABLE_VOLUMETRIC_RATE_TOOLPATHS_RECALC
|
||||
case TBuffer::ERenderPrimitiveType::Triangle: { add_vertices_as_solid(prev, curr, t_buffer, static_cast<unsigned int>(v_multibuffer.size()) - 1, v_buffer, move_id, account_for_volumetric_rate); break; }
|
||||
@ -2152,8 +2150,7 @@ void GCodeViewer::load_toolpaths(const GCodeProcessorResult& gcode_result)
|
||||
if (i_multibuffer.back().size() * sizeof(IBufferType) >= IBUFFER_THRESHOLD_BYTES - indiced_size_to_add) {
|
||||
i_multibuffer.push_back(IndexBuffer());
|
||||
vbo_index_list.push_back(t_buffer.vertices.vbos[curr_vertex_buffer.first]);
|
||||
if (t_buffer.render_primitive_type != TBuffer::ERenderPrimitiveType::Point &&
|
||||
t_buffer.render_primitive_type != TBuffer::ERenderPrimitiveType::BatchedModel) {
|
||||
if (t_buffer.render_primitive_type != TBuffer::ERenderPrimitiveType::BatchedModel) {
|
||||
Path& last_path = t_buffer.paths.back();
|
||||
last_path.add_sub_path(prev, static_cast<unsigned int>(i_multibuffer.size()) - 1, 0, move_id - 1);
|
||||
}
|
||||
@ -2169,8 +2166,7 @@ void GCodeViewer::load_toolpaths(const GCodeProcessorResult& gcode_result)
|
||||
curr_vertex_buffer.second = 0;
|
||||
vbo_index_list.push_back(t_buffer.vertices.vbos[curr_vertex_buffer.first]);
|
||||
|
||||
if (t_buffer.render_primitive_type != TBuffer::ERenderPrimitiveType::Point &&
|
||||
t_buffer.render_primitive_type != TBuffer::ERenderPrimitiveType::BatchedModel) {
|
||||
if (t_buffer.render_primitive_type != TBuffer::ERenderPrimitiveType::BatchedModel) {
|
||||
Path& last_path = t_buffer.paths.back();
|
||||
last_path.add_sub_path(prev, static_cast<unsigned int>(i_multibuffer.size()) - 1, 0, move_id - 1);
|
||||
}
|
||||
@ -2180,11 +2176,6 @@ void GCodeViewer::load_toolpaths(const GCodeProcessorResult& gcode_result)
|
||||
|
||||
switch (t_buffer.render_primitive_type)
|
||||
{
|
||||
case TBuffer::ERenderPrimitiveType::Point: {
|
||||
add_indices_as_point(curr, t_buffer, static_cast<unsigned int>(i_multibuffer.size()) - 1, i_buffer, move_id);
|
||||
curr_vertex_buffer.second += t_buffer.max_vertices_per_segment();
|
||||
break;
|
||||
}
|
||||
case TBuffer::ERenderPrimitiveType::Line: {
|
||||
#if ENABLE_VOLUMETRIC_RATE_TOOLPATHS_RECALC
|
||||
add_indices_as_line(prev, curr, t_buffer, static_cast<unsigned int>(i_multibuffer.size()) - 1, i_buffer, move_id, account_for_volumetric_rate);
|
||||
@ -2732,10 +2723,6 @@ void GCodeViewer::refresh_render_paths(bool keep_sequential_current_first, bool
|
||||
unsigned int size_in_indices = 0;
|
||||
switch (buffer.render_primitive_type)
|
||||
{
|
||||
case TBuffer::ERenderPrimitiveType::Point: {
|
||||
size_in_indices = buffer.indices_per_segment();
|
||||
break;
|
||||
}
|
||||
case TBuffer::ERenderPrimitiveType::Line:
|
||||
case TBuffer::ERenderPrimitiveType::Triangle: {
|
||||
unsigned int segments_count = std::min(m_sequential_view.current.last, sub_path.last.s_id) - std::max(m_sequential_view.current.first, sub_path.first.s_id);
|
||||
@ -2968,11 +2955,7 @@ void GCodeViewer::refresh_render_paths(bool keep_sequential_current_first, bool
|
||||
|
||||
void GCodeViewer::render_toolpaths()
|
||||
{
|
||||
#if ENABLE_FIXED_SCREEN_SIZE_POINT_MARKERS
|
||||
const float point_size = 20.0f;
|
||||
#else
|
||||
const float point_size = 0.8f;
|
||||
#endif // ENABLE_FIXED_SCREEN_SIZE_POINT_MARKERS
|
||||
#if !ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
const std::array<float, 4> light_intensity = { 0.25f, 0.70f, 0.75f, 0.75f };
|
||||
#endif // !ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
@ -2982,43 +2965,6 @@ void GCodeViewer::render_toolpaths()
|
||||
const float near_plane_height = camera.get_type() == Camera::EType::Perspective ? static_cast<float>(viewport[3]) / (2.0f * static_cast<float>(2.0 * std::tan(0.5 * Geometry::deg2rad(camera.get_fov())))) :
|
||||
static_cast<float>(viewport[3]) * 0.0005;
|
||||
|
||||
auto shader_init_as_points = [zoom, point_size, near_plane_height](GLShaderProgram& shader) {
|
||||
#if ENABLE_FIXED_SCREEN_SIZE_POINT_MARKERS
|
||||
shader.set_uniform("use_fixed_screen_size", 1);
|
||||
#else
|
||||
shader.set_uniform("use_fixed_screen_size", 0);
|
||||
#endif // ENABLE_FIXED_SCREEN_SIZE_POINT_MARKERS
|
||||
shader.set_uniform("zoom", zoom);
|
||||
shader.set_uniform("percent_outline_radius", 0.0f);
|
||||
shader.set_uniform("percent_center_radius", 0.33f);
|
||||
shader.set_uniform("point_size", point_size);
|
||||
shader.set_uniform("near_plane_height", near_plane_height);
|
||||
};
|
||||
|
||||
auto render_as_points = [
|
||||
#if ENABLE_GCODE_VIEWER_STATISTICS
|
||||
this
|
||||
#endif // ENABLE_GCODE_VIEWER_STATISTICS
|
||||
](std::vector<RenderPath>::iterator it_path, std::vector<RenderPath>::iterator it_end, GLShaderProgram& shader, int uniform_color) {
|
||||
glsafe(::glEnable(GL_VERTEX_PROGRAM_POINT_SIZE));
|
||||
glsafe(::glEnable(GL_POINT_SPRITE));
|
||||
|
||||
for (auto it = it_path; it != it_end && it_path->ibuffer_id == it->ibuffer_id; ++it) {
|
||||
const RenderPath& path = *it;
|
||||
// Some OpenGL drivers crash on empty glMultiDrawElements, see GH #7415.
|
||||
assert(! path.sizes.empty());
|
||||
assert(! path.offsets.empty());
|
||||
shader.set_uniform(uniform_color, path.color);
|
||||
glsafe(::glMultiDrawElements(GL_POINTS, (const GLsizei*)path.sizes.data(), GL_UNSIGNED_SHORT, (const void* const*)path.offsets.data(), (GLsizei)path.sizes.size()));
|
||||
#if ENABLE_GCODE_VIEWER_STATISTICS
|
||||
++m_statistics.gl_multi_points_calls_count;
|
||||
#endif // ENABLE_GCODE_VIEWER_STATISTICS
|
||||
}
|
||||
|
||||
glsafe(::glDisable(GL_POINT_SPRITE));
|
||||
glsafe(::glDisable(GL_VERTEX_PROGRAM_POINT_SIZE));
|
||||
};
|
||||
|
||||
#if !ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
auto shader_init_as_lines = [light_intensity](GLShaderProgram &shader) {
|
||||
shader.set_uniform("light_intensity", light_intensity);
|
||||
@ -3194,15 +3140,10 @@ void GCodeViewer::render_toolpaths()
|
||||
shader->start_using();
|
||||
|
||||
#if ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
int position_id = -1;
|
||||
int normal_id = -1;
|
||||
const Transform3d& view_matrix = camera.get_view_matrix();
|
||||
shader->set_uniform("view_model_matrix", view_matrix);
|
||||
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
|
||||
shader->set_uniform("normal_matrix", (Matrix3d)view_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
|
||||
|
||||
position_id = shader->get_attrib_location("v_position");
|
||||
normal_id = shader->get_attrib_location("v_normal");
|
||||
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
|
||||
if (buffer.render_primitive_type == TBuffer::ERenderPrimitiveType::InstancedModel) {
|
||||
@ -3213,6 +3154,8 @@ void GCodeViewer::render_toolpaths()
|
||||
else if (buffer.render_primitive_type == TBuffer::ERenderPrimitiveType::BatchedModel) {
|
||||
shader->set_uniform("emission_factor", 0.25f);
|
||||
#if ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
const int position_id = shader->get_attrib_location("v_position");
|
||||
const int normal_id = shader->get_attrib_location("v_normal");
|
||||
render_as_batched_model(buffer, *shader, position_id, normal_id);
|
||||
#else
|
||||
render_as_batched_model(buffer, *shader);
|
||||
@ -3221,8 +3164,8 @@ void GCodeViewer::render_toolpaths()
|
||||
}
|
||||
else {
|
||||
#if ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
if (buffer.render_primitive_type == TBuffer::ERenderPrimitiveType::Point)
|
||||
shader_init_as_points(*shader);
|
||||
const int position_id = shader->get_attrib_location("v_position");
|
||||
const int normal_id = shader->get_attrib_location("v_normal");
|
||||
#else
|
||||
switch (buffer.render_primitive_type) {
|
||||
case TBuffer::ERenderPrimitiveType::Point: shader_init_as_points(*shader); break;
|
||||
@ -3269,10 +3212,6 @@ void GCodeViewer::render_toolpaths()
|
||||
// Render all elements with it_path->ibuffer_id == ibuffer_id, possible with varying colors.
|
||||
switch (buffer.render_primitive_type)
|
||||
{
|
||||
case TBuffer::ERenderPrimitiveType::Point: {
|
||||
render_as_points(it_path, buffer.render_paths.end(), *shader, uniform_color);
|
||||
break;
|
||||
}
|
||||
case TBuffer::ERenderPrimitiveType::Line: {
|
||||
glsafe(::glLineWidth(static_cast<GLfloat>(line_width(zoom))));
|
||||
render_as_lines(it_path, buffer.render_paths.end(), *shader, uniform_color);
|
||||
@ -3319,16 +3258,14 @@ void GCodeViewer::render_toolpaths()
|
||||
shader->start_using();
|
||||
|
||||
#if ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
int position_id = -1;
|
||||
int normal_id = -1;
|
||||
const Camera& camera = wxGetApp().plater()->get_camera();
|
||||
const Transform3d& view_matrix = camera.get_view_matrix();
|
||||
shader->set_uniform("view_model_matrix", view_matrix);
|
||||
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
|
||||
shader->set_uniform("normal_matrix", (Matrix3d)view_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
|
||||
|
||||
position_id = shader->get_attrib_location("v_position");
|
||||
normal_id = shader->get_attrib_location("v_normal");
|
||||
const int position_id = shader->get_attrib_location("v_position");
|
||||
const int normal_id = shader->get_attrib_location("v_normal");
|
||||
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
|
||||
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, cap.vbo));
|
||||
@ -4682,7 +4619,6 @@ void GCodeViewer::render_statistics()
|
||||
}
|
||||
|
||||
if (ImGui::CollapsingHeader("OpenGL calls")) {
|
||||
add_counter(std::string("Multi GL_POINTS:"), m_statistics.gl_multi_points_calls_count);
|
||||
add_counter(std::string("Multi GL_LINES:"), m_statistics.gl_multi_lines_calls_count);
|
||||
add_counter(std::string("Multi GL_TRIANGLES:"), m_statistics.gl_multi_triangles_calls_count);
|
||||
add_counter(std::string("GL_TRIANGLES:"), m_statistics.gl_triangles_calls_count);
|
||||
|
@ -284,7 +284,6 @@ class GCodeViewer
|
||||
{
|
||||
enum class ERenderPrimitiveType : unsigned char
|
||||
{
|
||||
Point,
|
||||
Line,
|
||||
Triangle,
|
||||
InstancedModel,
|
||||
@ -325,7 +324,6 @@ class GCodeViewer
|
||||
unsigned int max_vertices_per_segment() const {
|
||||
switch (render_primitive_type)
|
||||
{
|
||||
case ERenderPrimitiveType::Point: { return 1; }
|
||||
case ERenderPrimitiveType::Line: { return 2; }
|
||||
case ERenderPrimitiveType::Triangle: { return 8; }
|
||||
default: { return 0; }
|
||||
@ -337,7 +335,6 @@ class GCodeViewer
|
||||
unsigned int indices_per_segment() const {
|
||||
switch (render_primitive_type)
|
||||
{
|
||||
case ERenderPrimitiveType::Point: { return 1; }
|
||||
case ERenderPrimitiveType::Line: { return 2; }
|
||||
case ERenderPrimitiveType::Triangle: { return 30; } // 3 indices x 10 triangles
|
||||
default: { return 0; }
|
||||
@ -347,7 +344,6 @@ class GCodeViewer
|
||||
unsigned int max_indices_per_segment() const {
|
||||
switch (render_primitive_type)
|
||||
{
|
||||
case ERenderPrimitiveType::Point: { return 1; }
|
||||
case ERenderPrimitiveType::Line: { return 2; }
|
||||
case ERenderPrimitiveType::Triangle: { return 36; } // 3 indices x 12 triangles
|
||||
default: { return 0; }
|
||||
@ -358,7 +354,6 @@ class GCodeViewer
|
||||
bool has_data() const {
|
||||
switch (render_primitive_type)
|
||||
{
|
||||
case ERenderPrimitiveType::Point:
|
||||
case ERenderPrimitiveType::Line:
|
||||
case ERenderPrimitiveType::Triangle: {
|
||||
return !vertices.vbos.empty() && vertices.vbos.front() != 0 && !indices.empty() && indices.front().ibo != 0;
|
||||
@ -585,7 +580,6 @@ class GCodeViewer
|
||||
int64_t refresh_time{ 0 };
|
||||
int64_t refresh_paths_time{ 0 };
|
||||
// opengl calls
|
||||
int64_t gl_multi_points_calls_count{ 0 };
|
||||
int64_t gl_multi_lines_calls_count{ 0 };
|
||||
int64_t gl_multi_triangles_calls_count{ 0 };
|
||||
int64_t gl_triangles_calls_count{ 0 };
|
||||
@ -628,7 +622,6 @@ class GCodeViewer
|
||||
}
|
||||
|
||||
void reset_opengl() {
|
||||
gl_multi_points_calls_count = 0;
|
||||
gl_multi_lines_calls_count = 0;
|
||||
gl_multi_triangles_calls_count = 0;
|
||||
gl_triangles_calls_count = 0;
|
||||
|
@ -122,8 +122,7 @@ bool GLShaderProgram::init_from_texts(const std::string& name, const ShaderSourc
|
||||
|
||||
for (size_t i = 0; i < static_cast<size_t>(EShaderType::Count); ++i) {
|
||||
const std::string& source = sources[i];
|
||||
if (!source.empty())
|
||||
{
|
||||
if (!source.empty()) {
|
||||
EShaderType type = static_cast<EShaderType>(i);
|
||||
auto [result, id] = create_shader(type);
|
||||
if (result)
|
||||
@ -303,6 +302,19 @@ void GLShaderProgram::set_uniform(int id, const Matrix3d& value) const
|
||||
}
|
||||
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
|
||||
#if ENABLE_GL_IMGUI_SHADERS
|
||||
void GLShaderProgram::set_uniform(int id, const Matrix4f& value) const
|
||||
{
|
||||
if (id >= 0)
|
||||
glsafe(::glUniformMatrix4fv(id, 1, GL_FALSE, static_cast<const GLfloat*>(value.data())));
|
||||
}
|
||||
|
||||
void GLShaderProgram::set_uniform(int id, const Matrix4d& value) const
|
||||
{
|
||||
set_uniform(id, (Matrix4f)value.cast<float>());
|
||||
}
|
||||
#endif // ENABLE_GL_IMGUI_SHADERS
|
||||
|
||||
void GLShaderProgram::set_uniform(int id, const Vec3f& value) const
|
||||
{
|
||||
if (id >= 0)
|
||||
|
@ -64,6 +64,10 @@ public:
|
||||
#if ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
void set_uniform(const char* name, const Matrix3d& value) const { set_uniform(get_uniform_location(name), value); }
|
||||
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
#if ENABLE_GL_IMGUI_SHADERS
|
||||
void set_uniform(const char* name, const Matrix4f& value) const { set_uniform(get_uniform_location(name), value); }
|
||||
void set_uniform(const char* name, const Matrix4d& value) const { set_uniform(get_uniform_location(name), value); }
|
||||
#endif // ENABLE_GL_IMGUI_SHADERS
|
||||
void set_uniform(const char* name, const Vec3f& value) const { set_uniform(get_uniform_location(name), value); }
|
||||
void set_uniform(const char* name, const Vec3d& value) const { set_uniform(get_uniform_location(name), value); }
|
||||
void set_uniform(const char* name, const ColorRGB& value) const { set_uniform(get_uniform_location(name), value); }
|
||||
@ -86,6 +90,10 @@ public:
|
||||
#if ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
void set_uniform(int id, const Matrix3d& value) const;
|
||||
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
#if ENABLE_GL_IMGUI_SHADERS
|
||||
void set_uniform(int id, const Matrix4f& value) const;
|
||||
void set_uniform(int id, const Matrix4d& value) const;
|
||||
#endif // ENABLE_GL_IMGUI_SHADERS
|
||||
void set_uniform(int id, const Vec3f& value) const;
|
||||
void set_uniform(int id, const Vec3d& value) const;
|
||||
void set_uniform(int id, const ColorRGB& value) const;
|
||||
|
@ -35,6 +35,8 @@ std::pair<bool, std::string> GLShadersManager::init()
|
||||
|
||||
#if ENABLE_LEGACY_OPENGL_REMOVAL
|
||||
#if ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
// imgui shader
|
||||
valid &= append_shader("imgui", { "imgui.vs", "imgui.fs" });
|
||||
// basic shader, used to render all what was previously rendered using the immediate mode
|
||||
valid &= append_shader("flat_attr", { "flat_attr.vs", "flat.fs" });
|
||||
// basic shader for textures, used to render textures
|
||||
|
@ -600,11 +600,17 @@ void TriangleSelectorMmGui::render(ImGuiWrapper *imgui)
|
||||
return;
|
||||
#if ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
assert(shader->get_name() == "mm_gouraud_attr");
|
||||
|
||||
const Camera& camera = wxGetApp().plater()->get_camera();
|
||||
const Transform3d view_model_matrix = camera.get_view_matrix() * matrix;
|
||||
shader->set_uniform("view_model_matrix", view_model_matrix);
|
||||
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
|
||||
shader->set_uniform("normal_matrix", (Matrix3d)view_model_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
|
||||
#else
|
||||
assert(shader->get_name() == "mm_gouraud");
|
||||
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
|
||||
for (size_t color_idx = 0; color_idx < m_gizmo_scene.triangle_indices.size(); ++color_idx)
|
||||
for (size_t color_idx = 0; color_idx < m_gizmo_scene.triangle_indices.size(); ++color_idx) {
|
||||
if (m_gizmo_scene.has_VBOs(color_idx)) {
|
||||
if (color_idx > m_colors.size()) // Seed fill VBO
|
||||
shader->set_uniform("uniform_color", TriangleSelectorGUI::get_seed_fill_color(color_idx == (m_colors.size() + 1) ? m_default_volume_color : m_colors[color_idx - (m_colors.size() + 1) - 1]));
|
||||
@ -613,6 +619,7 @@ void TriangleSelectorMmGui::render(ImGuiWrapper *imgui)
|
||||
|
||||
m_gizmo_scene.render(color_idx);
|
||||
}
|
||||
}
|
||||
|
||||
#if ENABLE_LEGACY_OPENGL_REMOVAL
|
||||
#if ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
@ -724,19 +731,41 @@ void GLMmSegmentationGizmo3DScene::render(size_t triangle_indices_idx) const
|
||||
assert(this->vertices_VBO_id != 0);
|
||||
assert(this->triangle_indices_VBO_ids[triangle_indices_idx] != 0);
|
||||
|
||||
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, this->vertices_VBO_id));
|
||||
glsafe(::glVertexPointer(3, GL_FLOAT, 3 * sizeof(float), (const void*)(0 * sizeof(float))));
|
||||
#if ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
GLShaderProgram* shader = wxGetApp().get_current_shader();
|
||||
if (shader == nullptr)
|
||||
return;
|
||||
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
|
||||
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, this->vertices_VBO_id));
|
||||
#if ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
const GLint position_id = shader->get_attrib_location("v_position");
|
||||
if (position_id != -1) {
|
||||
glsafe(::glVertexAttribPointer(position_id, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (GLvoid*)0));
|
||||
glsafe(::glEnableVertexAttribArray(position_id));
|
||||
}
|
||||
|
||||
// Render using the Vertex Buffer Objects.
|
||||
if (this->triangle_indices_VBO_ids[triangle_indices_idx] != 0 &&
|
||||
this->triangle_indices_sizes[triangle_indices_idx] > 0) {
|
||||
#else
|
||||
glsafe(::glVertexPointer(3, GL_FLOAT, 3 * sizeof(float), (const void*)(0 * sizeof(float))));
|
||||
glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
|
||||
|
||||
// Render using the Vertex Buffer Objects.
|
||||
if (this->triangle_indices_sizes[triangle_indices_idx] > 0) {
|
||||
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->triangle_indices_VBO_ids[triangle_indices_idx]));
|
||||
glsafe(::glDrawElements(GL_TRIANGLES, GLsizei(this->triangle_indices_sizes[triangle_indices_idx]), GL_UNSIGNED_INT, nullptr));
|
||||
glsafe(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
|
||||
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
|
||||
}
|
||||
|
||||
#if ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
if (position_id != -1)
|
||||
glsafe(::glDisableVertexAttribArray(position_id));
|
||||
#else
|
||||
glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
|
||||
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
|
||||
|
||||
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
|
||||
}
|
||||
|
@ -26,13 +26,18 @@
|
||||
#include "libslic3r/libslic3r.h"
|
||||
#include "libslic3r/Utils.hpp"
|
||||
#include "libslic3r/Color.hpp"
|
||||
|
||||
#include "3DScene.hpp"
|
||||
#include "GUI.hpp"
|
||||
#include "I18N.hpp"
|
||||
#include "Search.hpp"
|
||||
#include "BitmapCache.hpp"
|
||||
#if ENABLE_GL_IMGUI_SHADERS
|
||||
#include "GUI_App.hpp"
|
||||
#endif // ENABLE_GL_IMGUI_SHADERS
|
||||
|
||||
#include "../Utils/MacDarkMode.hpp"
|
||||
|
||||
#include "nanosvg/nanosvg.h"
|
||||
#include "nanosvg/nanosvgrast.h"
|
||||
|
||||
@ -1442,13 +1447,31 @@ void ImGuiWrapper::init_style()
|
||||
|
||||
void ImGuiWrapper::render_draw_data(ImDrawData *draw_data)
|
||||
{
|
||||
if (draw_data == nullptr || draw_data->CmdListsCount == 0)
|
||||
return;
|
||||
|
||||
#if ENABLE_GL_IMGUI_SHADERS
|
||||
GLShaderProgram* shader = wxGetApp().get_shader("imgui");
|
||||
if (shader == nullptr)
|
||||
return;
|
||||
#endif // ENABLE_GL_IMGUI_SHADERS
|
||||
|
||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
const int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
|
||||
const int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
|
||||
const int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
|
||||
if (fb_width == 0 || fb_height == 0)
|
||||
return;
|
||||
|
||||
#if ENABLE_GL_IMGUI_SHADERS
|
||||
GLShaderProgram* curr_shader = wxGetApp().get_current_shader();
|
||||
if (curr_shader != nullptr)
|
||||
curr_shader->stop_using();
|
||||
|
||||
shader->start_using();
|
||||
#else
|
||||
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
|
||||
#endif // ENABLE_GL_IMGUI_SHADERS
|
||||
|
||||
// We are using the OpenGL fixed pipeline to make the example code simpler to read!
|
||||
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
|
||||
@ -1456,25 +1479,43 @@ void ImGuiWrapper::render_draw_data(ImDrawData *draw_data)
|
||||
GLint last_polygon_mode[2]; glsafe(::glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode));
|
||||
GLint last_viewport[4]; glsafe(::glGetIntegerv(GL_VIEWPORT, last_viewport));
|
||||
GLint last_scissor_box[4]; glsafe(::glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box));
|
||||
GLint last_texture_env_mode; glsafe(::glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_texture_env_mode));
|
||||
glsafe(::glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT));
|
||||
glsafe(::glEnable(GL_BLEND));
|
||||
glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
|
||||
glsafe(::glDisable(GL_CULL_FACE));
|
||||
glsafe(::glDisable(GL_DEPTH_TEST));
|
||||
glsafe(::glEnable(GL_SCISSOR_TEST));
|
||||
#if !ENABLE_GL_IMGUI_SHADERS
|
||||
glsafe(::glDisable(GL_LIGHTING));
|
||||
glsafe(::glDisable(GL_COLOR_MATERIAL));
|
||||
glsafe(::glEnable(GL_SCISSOR_TEST));
|
||||
glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
|
||||
glsafe(::glEnableClientState(GL_TEXTURE_COORD_ARRAY));
|
||||
glsafe(::glEnableClientState(GL_COLOR_ARRAY));
|
||||
#endif // !ENABLE_GL_IMGUI_SHADERS
|
||||
glsafe(::glEnable(GL_TEXTURE_2D));
|
||||
glsafe(::glPolygonMode(GL_FRONT_AND_BACK, GL_FILL));
|
||||
glsafe(::glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE));
|
||||
GLint texture_env_mode = GL_MODULATE;
|
||||
glsafe(::glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &texture_env_mode));
|
||||
glsafe(::glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE));
|
||||
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
|
||||
|
||||
#if ENABLE_GL_IMGUI_SHADERS
|
||||
// Setup viewport, orthographic projection matrix
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
|
||||
glsafe(::glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height));
|
||||
const float L = draw_data->DisplayPos.x;
|
||||
const float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
|
||||
const float T = draw_data->DisplayPos.y;
|
||||
const float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
|
||||
|
||||
Matrix4f ortho_projection;
|
||||
ortho_projection <<
|
||||
2.0f / (R - L), 0.0f, 0.0f, (R + L) / (L - R),
|
||||
0.0f, 2.0f / (T - B), 0.0f, (T + B) / (B - T),
|
||||
0.0f, 0.0f, -1.0f, 0.0f,
|
||||
0.0f, 0.0f, 0.0f, 1.0f;
|
||||
|
||||
shader->set_uniform("Texture", 0);
|
||||
shader->set_uniform("ProjMtx", ortho_projection);
|
||||
#else
|
||||
// Setup viewport, orthographic projection matrix
|
||||
// Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
|
||||
glsafe(::glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height));
|
||||
@ -1485,16 +1526,55 @@ void ImGuiWrapper::render_draw_data(ImDrawData *draw_data)
|
||||
glsafe(::glMatrixMode(GL_MODELVIEW));
|
||||
glsafe(::glPushMatrix());
|
||||
glsafe(::glLoadIdentity());
|
||||
#endif // ENABLE_GL_IMGUI_SHADERS
|
||||
|
||||
#if ENABLE_GL_IMGUI_SHADERS
|
||||
// Will project scissor/clipping rectangles into framebuffer space
|
||||
const ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
|
||||
const ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
|
||||
#else
|
||||
const ImVec2 pos = draw_data->DisplayPos;
|
||||
#endif // ENABLE_GL_IMGUI_SHADERS
|
||||
|
||||
// Render command lists
|
||||
ImVec2 pos = draw_data->DisplayPos;
|
||||
for (int n = 0; n < draw_data->CmdListsCount; ++n) {
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
|
||||
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
|
||||
#if ENABLE_GL_IMGUI_SHADERS
|
||||
const GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
|
||||
const GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
|
||||
|
||||
GLuint vbo_id;
|
||||
glsafe(::glGenBuffers(1, &vbo_id));
|
||||
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, vbo_id));
|
||||
glsafe(::glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, vtx_buffer, GL_STATIC_DRAW));
|
||||
|
||||
GLuint ibo_id;
|
||||
glsafe(::glGenBuffers(1, &ibo_id));
|
||||
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id));
|
||||
glsafe(::glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, idx_buffer, GL_STATIC_DRAW));
|
||||
|
||||
const int position_id = shader->get_attrib_location("Position");
|
||||
if (position_id != -1) {
|
||||
glsafe(::glVertexAttribPointer(position_id, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)));
|
||||
glsafe(::glEnableVertexAttribArray(position_id));
|
||||
}
|
||||
const int uv_id = shader->get_attrib_location("UV");
|
||||
if (uv_id != -1) {
|
||||
glsafe(::glVertexAttribPointer(uv_id, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)));
|
||||
glsafe(::glEnableVertexAttribArray(uv_id));
|
||||
}
|
||||
const int color_id = shader->get_attrib_location("Color");
|
||||
if (color_id != -1) {
|
||||
glsafe(::glVertexAttribPointer(color_id, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)));
|
||||
glsafe(::glEnableVertexAttribArray(color_id));
|
||||
}
|
||||
#else
|
||||
glsafe(::glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))));
|
||||
glsafe(::glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))));
|
||||
glsafe(::glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))));
|
||||
#endif // ENABLE_GL_IMGUI_SHADERS
|
||||
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; ++cmd_i) {
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
@ -1502,34 +1582,71 @@ void ImGuiWrapper::render_draw_data(ImDrawData *draw_data)
|
||||
// User callback (registered via ImDrawList::AddCallback)
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
else {
|
||||
ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
|
||||
#if ENABLE_GL_IMGUI_SHADERS
|
||||
// Project scissor/clipping rectangles into framebuffer space
|
||||
const ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
|
||||
const ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
|
||||
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
||||
continue;
|
||||
|
||||
// Apply scissor/clipping rectangle (Y is inverted in OpenGL)
|
||||
glsafe(::glScissor((int)clip_min.x, (int)(fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y)));
|
||||
|
||||
// Bind texture, Draw
|
||||
glsafe(::glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()));
|
||||
glsafe(::glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))));
|
||||
#else
|
||||
const ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
|
||||
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f) {
|
||||
// Apply scissor/clipping rectangle
|
||||
glsafe(::glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y)));
|
||||
|
||||
// Bind texture, Draw
|
||||
glsafe(::glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId));
|
||||
glsafe(::glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer));
|
||||
glsafe(::glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()));
|
||||
glsafe(::glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))));
|
||||
}
|
||||
#endif // ENABLE_GL_IMGUI_SHADERS
|
||||
}
|
||||
idx_buffer += pcmd->ElemCount;
|
||||
}
|
||||
|
||||
#if ENABLE_GL_IMGUI_SHADERS
|
||||
if (position_id != -1)
|
||||
glsafe(::glDisableVertexAttribArray(position_id));
|
||||
if (uv_id != -1)
|
||||
glsafe(::glDisableVertexAttribArray(uv_id));
|
||||
if (color_id != -1)
|
||||
glsafe(::glDisableVertexAttribArray(color_id));
|
||||
|
||||
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
|
||||
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
|
||||
|
||||
glsafe(::glDeleteBuffers(1, &ibo_id));
|
||||
glsafe(::glDeleteBuffers(1, &vbo_id));
|
||||
#endif // ENABLE_GL_IMGUI_SHADERS
|
||||
}
|
||||
|
||||
// Restore modified state
|
||||
glsafe(::glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, texture_env_mode));
|
||||
glsafe(::glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_texture_env_mode));
|
||||
glsafe(::glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture));
|
||||
#if !ENABLE_GL_IMGUI_SHADERS
|
||||
glsafe(::glDisableClientState(GL_COLOR_ARRAY));
|
||||
glsafe(::glDisableClientState(GL_TEXTURE_COORD_ARRAY));
|
||||
glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
|
||||
glsafe(::glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture));
|
||||
glsafe(::glMatrixMode(GL_MODELVIEW));
|
||||
glsafe(::glPopMatrix());
|
||||
glsafe(::glMatrixMode(GL_PROJECTION));
|
||||
glsafe(::glPopMatrix());
|
||||
#endif // !ENABLE_GL_IMGUI_SHADERS
|
||||
glsafe(::glPopAttrib());
|
||||
glsafe(::glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]));
|
||||
glsafe(::glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]));
|
||||
glsafe(::glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]));
|
||||
|
||||
#if ENABLE_GL_IMGUI_SHADERS
|
||||
if (curr_shader != nullptr)
|
||||
curr_shader->start_using();
|
||||
#endif // ENABLE_GL_IMGUI_SHADERS
|
||||
}
|
||||
|
||||
bool ImGuiWrapper::display_initialized() const
|
||||
|
Loading…
Reference in New Issue
Block a user