Add opencsg demo sandbox

This commit is contained in:
tamasmeszaros 2019-12-16 11:02:54 +01:00
parent 9a0a4a5327
commit 66759e10e3
8 changed files with 1176 additions and 2 deletions

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@ -1,3 +1,4 @@
#add_subdirectory(slasupporttree)
#add_subdirectory(openvdb)
add_subdirectory(meshboolean)
#add_subdirectory(meshboolean)
add_subdirectory(opencsg)

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cmake_minimum_required(VERSION 3.0)
project(OpenCSG-example)
add_executable(opencsg_example main.cpp GLScene.hpp GLScene.cpp Canvas.hpp
${CMAKE_CURRENT_SOURCE_DIR}/../../src/slic3r/GUI/ProgressStatusBar.cpp
${CMAKE_CURRENT_SOURCE_DIR}/../../src/slic3r/GUI/I18N.hpp
${CMAKE_CURRENT_SOURCE_DIR}/../../src/slic3r/GUI/I18N.cpp)
find_package(wxWidgets 3.1 REQUIRED COMPONENTS core base gl html)
find_package(OpenGL REQUIRED)
find_package(GLEW REQUIRED)
find_package(OpenCSG REQUIRED)
find_package(GLUT REQUIRED)
include(${wxWidgets_USE_FILE})
target_link_libraries(opencsg_example libslic3r)
target_include_directories(opencsg_example PRIVATE ${wxWidgets_INCLUDE_DIRS})
target_compile_definitions(opencsg_example PRIVATE ${wxWidgets_DEFINITIONS})
target_link_libraries(opencsg_example ${wxWidgets_LIBRARIES} GLEW::GLEW OpenCSG::opencsg GLUT::GLUT OpenGL::OpenGL -lXrandr -lXext -lX11)

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#ifndef CANVAS_HPP
#define CANVAS_HPP
#include <memory>
// For compilers that support precompilation, includes "wx/wx.h".
#include <wx/wxprec.h>
#ifndef WX_PRECOMP
#include <wx/wx.h>
#endif
#include <wx/glcanvas.h>
#include <wx/msgdlg.h>
#include "GLScene.hpp"
namespace Slic3r { namespace GL {
class Canvas: public wxGLCanvas, public Slic3r::GL::Display
{
std::unique_ptr<wxGLContext> m_context;
public:
void set_active(long w, long h) override
{
SetCurrent(*m_context);
Slic3r::GL::Display::set_active(w, h);
}
void repaint(long width, long height) override
{
Slic3r::GL::Display::repaint(width, height);
}
using Slic3r::GL::Display::repaint;
void swap_buffers() override { SwapBuffers(); }
void on_scroll(long v, long d, Slic3r::GL::MouseInput::WheelAxis wa) override
{
Slic3r::GL::Display::on_scroll(v, d, wa);
}
template<class...Args>
Canvas(Args &&...args): wxGLCanvas(std::forward<Args>(args)...)
{
auto ctx = new wxGLContext(this);
if (!ctx || !ctx->IsOK()) {
wxMessageBox("Could not create OpenGL context.", "Error",
wxOK | wxICON_ERROR);
return;
}
m_context.reset(ctx);
Bind(
wxEVT_MOUSEWHEEL,
[this](wxMouseEvent &evt) {
on_scroll(evt.GetWheelRotation(), evt.GetWheelDelta(),
evt.GetWheelAxis() == wxMOUSE_WHEEL_VERTICAL ?
Slic3r::GL::MouseInput::waVertical :
Slic3r::GL::MouseInput::waHorizontal);
},
GetId());
Bind(
wxEVT_MOTION,
[this](wxMouseEvent &evt) {
on_moved_to(evt.GetPosition().x, evt.GetPosition().y);
},
GetId());
Bind(
wxEVT_RIGHT_DOWN,
[this](wxMouseEvent & /*evt*/) { on_right_click_down(); },
GetId());
Bind(
wxEVT_RIGHT_UP,
[this](wxMouseEvent & /*evt*/) { on_right_click_up(); },
GetId());
Bind(
wxEVT_LEFT_DOWN,
[this](wxMouseEvent & /*evt*/) { on_left_click_down(); },
GetId());
Bind(
wxEVT_LEFT_UP,
[this](wxMouseEvent & /*evt*/) { on_left_click_up(); },
GetId());
Bind(wxEVT_PAINT, [this](wxPaintEvent &) {
// This is required even though dc is not used otherwise.
wxPaintDC dc(this);
// Set the OpenGL viewport according to the client size of this
// canvas. This is done here rather than in a wxSizeEvent handler
// because our OpenGL rendering context (and thus viewport setting) is
// used with multiple canvases: If we updated the viewport in the
// wxSizeEvent handler, changing the size of one canvas causes a
// viewport setting that is wrong when next another canvas is
// repainted.
const wxSize ClientSize = GetClientSize();
repaint(ClientSize.x, ClientSize.y);
}, GetId());
}
};
}} // namespace Slic3r::GL
#endif // CANVAS_HPP

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#include "GLScene.hpp"
#include <libslic3r/Utils.hpp>
#include <libslic3r/SLAPrint.hpp>
#include <libslic3r/MTUtils.hpp>
#include <GL/glew.h>
#ifdef __APPLE__
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
#include <boost/log/trivial.hpp>
#ifndef NDEBUG
#define HAS_GLSAFE
#endif
#ifdef HAS_GLSAFE
extern void glAssertRecentCallImpl(const char *file_name, unsigned int line, const char *function_name);
inline void glAssertRecentCall() { glAssertRecentCallImpl(__FILE__, __LINE__, __FUNCTION__); }
#define glsafe(cmd) do { cmd; glAssertRecentCallImpl(__FILE__, __LINE__, __FUNCTION__); } while (false)
#define glcheck() do { glAssertRecentCallImpl(__FILE__, __LINE__, __FUNCTION__); } while (false)
void glAssertRecentCallImpl(const char *file_name, unsigned int line, const char *function_name)
{
GLenum err = glGetError();
if (err == GL_NO_ERROR)
return;
const char *sErr = 0;
switch (err) {
case GL_INVALID_ENUM: sErr = "Invalid Enum"; break;
case GL_INVALID_VALUE: sErr = "Invalid Value"; break;
// be aware that GL_INVALID_OPERATION is generated if glGetError is executed between the execution of glBegin and the corresponding execution of glEnd
case GL_INVALID_OPERATION: sErr = "Invalid Operation"; break;
case GL_STACK_OVERFLOW: sErr = "Stack Overflow"; break;
case GL_STACK_UNDERFLOW: sErr = "Stack Underflow"; break;
case GL_OUT_OF_MEMORY: sErr = "Out Of Memory"; break;
default: sErr = "Unknown"; break;
}
BOOST_LOG_TRIVIAL(error) << "OpenGL error in " << file_name << ":" << line << ", function " << function_name << "() : " << (int)err << " - " << sErr;
assert(false);
}
#else
inline void glAssertRecentCall() { }
#define glsafe(cmd) cmd
#define glcheck()
#endif
namespace Slic3r { namespace GL {
Scene::Scene() = default;
Scene::~Scene() = default;
void renderfps () {
static std::ostringstream fpsStream;
static int fps = 0;
static int ancient = 0;
static int last = 0;
static int msec = 0;
last = msec;
msec = glutGet(GLUT_ELAPSED_TIME);
if (last / 1000 != msec / 1000) {
float correctedFps = fps * 1000.0f / float(msec - ancient);
fpsStream.str("");
fpsStream << "fps: " << correctedFps << std::ends;
ancient = msec;
fps = 0;
}
glDisable(GL_DEPTH_TEST);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glColor3f(0.0f, 0.0f, 0.0f);
glRasterPos2f(-1.0f, -1.0f);
glDisable(GL_LIGHTING);
std::string s = fpsStream.str();
for (unsigned int i=0; i<s.size(); ++i) {
glutBitmapCharacter(GLUT_BITMAP_8_BY_13, s[i]);
}
glEnable(GL_LIGHTING);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glEnable(GL_DEPTH_TEST);
++fps;
glFlush();
}
void Display::render_scene()
{
GLfloat color[] = {1.f, 1.f, 0.f, 0.f};
glsafe(::glColor4fv(color));
OpenCSG::render(m_scene->csg_primitives());
glDepthFunc(GL_EQUAL);
for (auto& p : m_scene->csg_primitives()) p->render();
glDepthFunc(GL_LESS);
for (auto& p : m_scene->free_primitives()) p->render();
glFlush();
}
template<class It,
class Trafo,
class GetPt,
class V = typename std::iterator_traits<It>::value_type>
std::vector<V> transform_pts(
It from, It to, Trafo &&tr, GetPt &&point)
{
auto ret = reserve_vector<V>(to - from);
for(auto it = from; it != to; ++it) {
V v = *it;
v.pos = tr * point(*it);
ret.emplace_back(std::move(v));
}
return ret;
}
void Scene::set_print(uqptr<SLAPrint> &&print)
{
m_print = std::move(print);
for (const SLAPrintObject *po : m_print->objects()) {
const ModelObject *mo = po->model_object();
TriangleMesh msh = mo->raw_mesh();
sla::DrainHoles holedata = mo->sla_drain_holes;
for (const ModelInstance *mi : mo->instances) {
TriangleMesh mshinst = msh;
auto interior = po->hollowed_interior_mesh();
interior.transform(po->trafo().inverse());
mshinst.merge(interior);
mshinst.require_shared_vertices();
mi->transform_mesh(&mshinst);
auto bb = mshinst.bounding_box();
auto center = bb.center().cast<float>();
mshinst.translate(-center);
mshinst.require_shared_vertices();
add_mesh(mshinst, OpenCSG::Intersection, 15);
auto tr = Transform3f::Identity();
tr.translate(-center);
transform_pts(holedata.begin(), holedata.end(), tr,
[](const sla::DrainHole &dh) {
return dh.pos;
});
transform_pts(holedata.begin(), holedata.end(), tr,
[](const sla::DrainHole &dh) {
return dh.normal;
});
}
for (const sla::DrainHole &holept : holedata) {
TriangleMesh holemesh = sla::to_triangle_mesh(holept.to_mesh());
holemesh.require_shared_vertices();
add_mesh(holemesh, OpenCSG::Subtraction, 1);
}
}
// Notify displays
call(&Display::on_scene_updated, m_displays);
}
BoundingBoxf3 Scene::get_bounding_box() const
{
return m_print->model().bounding_box();
}
shptr<Primitive> Scene::add_mesh(const TriangleMesh &mesh)
{
auto p = std::make_shared<Primitive>();
p->load_mesh(mesh);
m_primitives.emplace_back(p);
m_primitives_free.emplace_back(p.get());
return p;
}
shptr<Primitive> Scene::add_mesh(const TriangleMesh &mesh, OpenCSG::Operation o, unsigned c)
{
auto p = std::make_shared<Primitive>(o, c);
p->load_mesh(mesh);
m_primitives.emplace_back(p);
m_primitives_csg.emplace_back(p.get());
return p;
}
void IndexedVertexArray::push_geometry(float x, float y, float z, float nx, float ny, float nz)
{
assert(this->vertices_and_normals_interleaved_VBO_id == 0);
if (this->vertices_and_normals_interleaved_VBO_id != 0)
return;
if (this->vertices_and_normals_interleaved.size() + 6 > this->vertices_and_normals_interleaved.capacity())
this->vertices_and_normals_interleaved.reserve(next_highest_power_of_2(this->vertices_and_normals_interleaved.size() + 6));
this->vertices_and_normals_interleaved.emplace_back(nx);
this->vertices_and_normals_interleaved.emplace_back(ny);
this->vertices_and_normals_interleaved.emplace_back(nz);
this->vertices_and_normals_interleaved.emplace_back(x);
this->vertices_and_normals_interleaved.emplace_back(y);
this->vertices_and_normals_interleaved.emplace_back(z);
this->vertices_and_normals_interleaved_size = this->vertices_and_normals_interleaved.size();
}
void IndexedVertexArray::push_triangle(int idx1, int idx2, int idx3) {
assert(this->vertices_and_normals_interleaved_VBO_id == 0);
if (this->vertices_and_normals_interleaved_VBO_id != 0)
return;
if (this->triangle_indices.size() + 3 > this->vertices_and_normals_interleaved.capacity())
this->triangle_indices.reserve(next_highest_power_of_2(this->triangle_indices.size() + 3));
this->triangle_indices.emplace_back(idx1);
this->triangle_indices.emplace_back(idx2);
this->triangle_indices.emplace_back(idx3);
this->triangle_indices_size = this->triangle_indices.size();
}
void IndexedVertexArray::load_mesh(const TriangleMesh &mesh)
{
assert(triangle_indices.empty() && vertices_and_normals_interleaved_size == 0);
assert(quad_indices.empty() && triangle_indices_size == 0);
assert(vertices_and_normals_interleaved.size() % 6 == 0 && quad_indices_size == vertices_and_normals_interleaved.size());
this->vertices_and_normals_interleaved.reserve(this->vertices_and_normals_interleaved.size() + 3 * 3 * 2 * mesh.facets_count());
int vertices_count = 0;
for (size_t i = 0; i < mesh.stl.stats.number_of_facets; ++i) {
const stl_facet &facet = mesh.stl.facet_start[i];
for (int j = 0; j < 3; ++j)
this->push_geometry(facet.vertex[j](0), facet.vertex[j](1), facet.vertex[j](2), facet.normal(0), facet.normal(1), facet.normal(2));
this->push_triangle(vertices_count, vertices_count + 1, vertices_count + 2);
vertices_count += 3;
}
}
void IndexedVertexArray::finalize_geometry()
{
assert(this->vertices_and_normals_interleaved_VBO_id == 0);
assert(this->triangle_indices_VBO_id == 0);
assert(this->quad_indices_VBO_id == 0);
if (!this->vertices_and_normals_interleaved.empty()) {
glsafe(
::glGenBuffers(1, &this->vertices_and_normals_interleaved_VBO_id));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER,
this->vertices_and_normals_interleaved_VBO_id));
glsafe(
::glBufferData(GL_ARRAY_BUFFER,
GLsizeiptr(
this->vertices_and_normals_interleaved.size() *
4),
this->vertices_and_normals_interleaved.data(),
GL_STATIC_DRAW));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
this->vertices_and_normals_interleaved.clear();
}
if (!this->triangle_indices.empty()) {
glsafe(::glGenBuffers(1, &this->triangle_indices_VBO_id));
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,
this->triangle_indices_VBO_id));
glsafe(::glBufferData(GL_ELEMENT_ARRAY_BUFFER,
GLsizeiptr(this->triangle_indices.size() * 4),
this->triangle_indices.data(), GL_STATIC_DRAW));
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
this->triangle_indices.clear();
}
if (!this->quad_indices.empty()) {
glsafe(::glGenBuffers(1, &this->quad_indices_VBO_id));
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,
this->quad_indices_VBO_id));
glsafe(::glBufferData(GL_ELEMENT_ARRAY_BUFFER,
GLsizeiptr(this->quad_indices.size() * 4),
this->quad_indices.data(), GL_STATIC_DRAW));
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
this->quad_indices.clear();
}
}
void IndexedVertexArray::release_geometry()
{
if (this->vertices_and_normals_interleaved_VBO_id) {
glsafe(
::glDeleteBuffers(1,
&this->vertices_and_normals_interleaved_VBO_id));
this->vertices_and_normals_interleaved_VBO_id = 0;
}
if (this->triangle_indices_VBO_id) {
glsafe(::glDeleteBuffers(1, &this->triangle_indices_VBO_id));
this->triangle_indices_VBO_id = 0;
}
if (this->quad_indices_VBO_id) {
glsafe(::glDeleteBuffers(1, &this->quad_indices_VBO_id));
this->quad_indices_VBO_id = 0;
}
this->clear();
}
void IndexedVertexArray::render() const
{
assert(this->vertices_and_normals_interleaved_VBO_id != 0);
assert(this->triangle_indices_VBO_id != 0 ||
this->quad_indices_VBO_id != 0);
glsafe(::glBindBuffer(GL_ARRAY_BUFFER,
this->vertices_and_normals_interleaved_VBO_id));
glsafe(::glVertexPointer(3, GL_FLOAT, 6 * sizeof(float),
reinterpret_cast<const void *>(3 * sizeof(float))));
glsafe(::glNormalPointer(GL_FLOAT, 6 * sizeof(float), nullptr));
glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
glsafe(::glEnableClientState(GL_NORMAL_ARRAY));
// Render using the Vertex Buffer Objects.
if (this->triangle_indices_size > 0) {
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,
this->triangle_indices_VBO_id));
glsafe(::glDrawElements(GL_TRIANGLES,
GLsizei(this->triangle_indices_size),
GL_UNSIGNED_INT, nullptr));
glsafe(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
}
if (this->quad_indices_size > 0) {
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,
this->quad_indices_VBO_id));
glsafe(::glDrawElements(GL_QUADS, GLsizei(this->quad_indices_size),
GL_UNSIGNED_INT, nullptr));
glsafe(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
}
glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
glsafe(::glDisableClientState(GL_NORMAL_ARRAY));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
}
void IndexedVertexArray::clear() {
this->vertices_and_normals_interleaved.clear();
this->triangle_indices.clear();
this->quad_indices.clear();
vertices_and_normals_interleaved_size = 0;
triangle_indices_size = 0;
quad_indices_size = 0;
}
void IndexedVertexArray::shrink_to_fit() {
this->vertices_and_normals_interleaved.shrink_to_fit();
this->triangle_indices.shrink_to_fit();
this->quad_indices.shrink_to_fit();
}
void Primitive::render()
{
glsafe(::glPushMatrix());
glsafe(::glMultMatrixd(m_trafo.get_matrix().data()));
m_geom.render();
glsafe(::glPopMatrix());
}
void Display::clear_screen()
{
glViewport(0, 0, GLsizei(m_size.x()), GLsizei(m_size.y()));
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
void Display::set_active(long width, long height)
{
static int argc = 0;
if (!m_initialized) {
glewInit();
glutInit(&argc, nullptr);
m_initialized = true;
}
m_size = {width, height};
// gray background
glClearColor(0.9f, 0.9f, 0.9f, 1.0f);
// Enable two OpenGL lights
GLfloat light_diffuse[] = { 1.0f, 1.0f, 0.0f, 1.0f}; // White diffuse light
GLfloat light_position0[] = {-1.0f, -1.0f, -1.0f, 0.0f}; // Infinite light location
GLfloat light_position1[] = { 1.0f, 1.0f, 1.0f, 0.0f}; // Infinite light location
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_POSITION, light_position0);
glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT1, GL_POSITION, light_position1);
glEnable(GL_LIGHT1);
glEnable(GL_LIGHTING);
glEnable(GL_NORMALIZE);
// Use depth buffering for hidden surface elimination
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
m_camera->set_screen(width, height);
}
void Display::repaint(long width, long height)
{
if (m_size.x() != width || m_size.y() != height)
m_camera->set_screen(width, height);
m_size = {width, height};
clear_screen();
m_camera->view();
render_scene();
renderfps();
swap_buffers();
}
void Display::on_scroll(long v, long d, MouseInput::WheelAxis wa)
{
m_wheel_pos += v / d;
m_camera->set_zoom(m_wheel_pos);
m_scene->on_scroll(v, d, wa);
repaint(m_size.x(), m_size.y());
}
void Display::on_moved_to(long x, long y)
{
if (m_left_btn) {
m_camera->rotate((Vec2i{x, y} - m_mouse_pos).cast<float>());
repaint();
}
m_mouse_pos = {x, y};
}
void CSGSettings::set_csg_algo(OpenCSG::Algorithm alg) { m_csgalg = alg; }
void Display::on_scene_updated()
{
auto bb = m_scene->get_bounding_box();
double d = std::max(std::max(bb.size().x(), bb.size().y()), bb.size().z());
m_wheel_pos = long(2 * d);
m_camera->set_zoom(m_wheel_pos);
repaint();
}
void Display::set_scene(shptr<Scene> scene)
{
m_scene = scene;
m_scene->add_display(shared_from_this());
}
void Camera::view()
{
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.0, m_zoom, 0.0, /* eye is at (0,zoom,0) */
m_referene.x(), m_referene.y(), m_referene.z(),
0.0, 0.0, 1.0); /* up is in positive Y direction */
// TODO Could have been set in prevoius gluLookAt in first argument
glRotatef(m_rot.y(), 1.0, 0.0, 0.0);
glRotatef(m_rot.x(), 0.0, 0.0, 1.0);
// glClipPlane()
}
void PerspectiveCamera::set_screen(long width, long height)
{
// Setup the view of the CSG shape
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, width / double(height), .1, 200.0);
glMatrixMode(GL_MODELVIEW);
}
bool enable_multisampling(bool e)
{
if (!e) { glDisable(GL_MULTISAMPLE); return false; }
GLint is_ms_context;
glGetIntegerv(GL_SAMPLE_BUFFERS, &is_ms_context);
if (is_ms_context) { glEnable(GL_MULTISAMPLE); return true; }
else return false;
}
}} // namespace Slic3r::GL

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#ifndef GLSCENE_HPP
#define GLSCENE_HPP
#include <vector>
#include <memory>
#include <libslic3r/Geometry.hpp>
#include <libslic3r/Model.hpp>
#include <libslic3r/TriangleMesh.hpp>
#include <libslic3r/SLA/Hollowing.hpp>
#include <opencsg/opencsg.h>
namespace Slic3r {
class SLAPrint;
namespace GL {
template<class T> using shptr = std::shared_ptr<T>;
template<class T> using uqptr = std::unique_ptr<T>;
template<class T> using wkptr = std::weak_ptr<T>;
template<class T, class A = std::allocator<T>>
using Collection = std::vector<T, A>;
template<class L> void cleanup(Collection<std::weak_ptr<L>> &listeners) {
auto it = std::remove_if(listeners.begin(), listeners.end(),
[](auto &l) { return !l.lock(); });
listeners.erase(it, listeners.end());
}
template<class F, class L, class...Args>
void call(F &&f, Collection<std::weak_ptr<L>> &listeners, Args&&... args) {
for (auto &l : listeners)
if (auto p = l.lock()) ((p.get())->*f)(std::forward<Args>(args)...);
}
class MouseInput
{
public:
enum WheelAxis {
waVertical, waHorizontal
};
class Listener {
public:
virtual ~Listener() = default;
virtual void on_left_click_down() {}
virtual void on_left_click_up() {}
virtual void on_right_click_down() {}
virtual void on_right_click_up() {}
virtual void on_double_click() {}
virtual void on_scroll(long /*v*/, long /*delta*/, WheelAxis ) {}
virtual void on_moved_to(long /*x*/, long /*y*/) {}
};
private:
Collection<wkptr<Listener>> m_listeners;
public:
virtual ~MouseInput() = default;
virtual void left_click_down()
{
call(&Listener::on_left_click_down, m_listeners);
}
virtual void left_click_up()
{
call(&Listener::on_left_click_up, m_listeners);
}
virtual void right_click_down()
{
call(&Listener::on_right_click_down, m_listeners);
}
virtual void right_click_up()
{
call(&Listener::on_right_click_up, m_listeners);
}
virtual void double_click()
{
call(&Listener::on_double_click, m_listeners);
}
virtual void scroll(long v, long d, WheelAxis wa)
{
call(&Listener::on_scroll, m_listeners, v, d, wa);
}
virtual void move_to(long x, long y)
{
call(&Listener::on_moved_to, m_listeners, x, y);
}
void add_listener(shptr<Listener> listener)
{
m_listeners.emplace_back(listener);
cleanup(m_listeners);
}
};
class IndexedVertexArray {
public:
~IndexedVertexArray() { release_geometry(); }
// Vertices and their normals, interleaved to be used by void
// glInterleavedArrays(GL_N3F_V3F, 0, x)
Collection<float> vertices_and_normals_interleaved;
Collection<int> triangle_indices;
Collection<int> quad_indices;
// When the geometry data is loaded into the graphics card as Vertex
// Buffer Objects, the above mentioned std::vectors are cleared and the
// following variables keep their original length.
size_t vertices_and_normals_interleaved_size{ 0 };
size_t triangle_indices_size{ 0 };
size_t quad_indices_size{ 0 };
// IDs of the Vertex Array Objects, into which the geometry has been loaded.
// Zero if the VBOs are not sent to GPU yet.
unsigned int vertices_and_normals_interleaved_VBO_id{ 0 };
unsigned int triangle_indices_VBO_id{ 0 };
unsigned int quad_indices_VBO_id{ 0 };
void push_geometry(float x, float y, float z, float nx, float ny, float nz);
inline void push_geometry(
double x, double y, double z, double nx, double ny, double nz)
{
push_geometry(float(x), float(y), float(z), float(nx), float(ny), float(nz));
}
inline void push_geometry(const Vec3d &p, const Vec3d &n)
{
push_geometry(p(0), p(1), p(2), n(0), n(1), n(2));
}
void push_triangle(int idx1, int idx2, int idx3);
void load_mesh(const TriangleMesh &mesh);
inline bool has_VBOs() const
{
return vertices_and_normals_interleaved_VBO_id != 0;
}
// Finalize the initialization of the geometry & indices,
// upload the geometry and indices to OpenGL VBO objects
// and shrink the allocated data, possibly relasing it if it has been
// loaded into the VBOs.
void finalize_geometry();
// Release the geometry data, release OpenGL VBOs.
void release_geometry();
void render() const;
// Is there any geometry data stored?
bool empty() const { return vertices_and_normals_interleaved_size == 0; }
void clear();
// Shrink the internal storage to tighly fit the data stored.
void shrink_to_fit();
};
bool enable_multisampling(bool e = true);
void renderfps();
class Primitive : public OpenCSG::Primitive
{
IndexedVertexArray m_geom;
Geometry::Transformation m_trafo;
public:
using OpenCSG::Primitive::Primitive;
Primitive() : OpenCSG::Primitive(OpenCSG::Intersection, 1) {}
void render();
void translation(const Vec3d &offset) { m_trafo.set_offset(offset); }
void rotation(const Vec3d &rot) { m_trafo.set_rotation(rot); }
void scale(const Vec3d &scaleing) { m_trafo.set_scaling_factor(scaleing); }
void scale(double s) { scale({s, s, s}); }
inline void load_mesh(const TriangleMesh &mesh) {
m_geom.load_mesh(mesh);
m_geom.finalize_geometry();
}
};
class Scene;
class Camera {
protected:
Vec2f m_rot = {0., 0.};
Vec3d m_referene = {0., 0., 0.};
double m_zoom = 0.;
double m_clip_z = 0.;
public:
virtual ~Camera() = default;
virtual void view();
virtual void set_screen(long width, long height) = 0;
void set_rotation(const Vec2f &rotation) { m_rot = rotation; }
void rotate(const Vec2f &rotation) { m_rot += rotation; }
void set_zoom(double z) { m_zoom = z; }
void set_reference_point(const Vec3d &p) { m_referene = p; }
void set_clip_z(double z) { m_clip_z = z; }
};
class PerspectiveCamera: public Camera {
public:
void set_screen(long width, long height) override;
};
class CSGSettings {
OpenCSG::Algorithm m_csgalg = OpenCSG::Algorithm::Automatic;
public:
void set_csg_algo(OpenCSG::Algorithm alg);
};
class Display : public std::enable_shared_from_this<Display>,
public MouseInput::Listener
{
protected:
shptr<Scene> m_scene;
long m_wheel_pos = 0;
Vec2i m_mouse_pos, m_mouse_pos_rprev, m_mouse_pos_lprev;
Vec2i m_size;
bool m_initialized = false, m_left_btn = false, m_right_btn = false;
CSGSettings m_csgsettings;
shptr<Camera> m_camera;
public:
Display(shptr<Scene> scene = nullptr, shptr<Camera> camera = nullptr)
: m_scene(scene)
, m_camera(camera ? camera : std::make_shared<PerspectiveCamera>())
{}
virtual void swap_buffers() = 0;
virtual void set_active(long width, long height);
virtual void repaint(long width, long height);
void repaint() { repaint(m_size.x(), m_size.y()); }
void set_scene(shptr<Scene> scene);
shptr<Scene> get_scene() { return m_scene; }
bool is_initialized() const { return m_initialized; }
void on_scroll(long v, long d, MouseInput::WheelAxis wa) override;
void on_moved_to(long x, long y) override;
void on_left_click_down() override { m_left_btn = true; }
void on_left_click_up() override { m_left_btn = false; }
void on_right_click_down() override { m_right_btn = true; }
void on_right_click_up() override { m_right_btn = false; }
void move_clip_plane(double z) { m_camera->set_clip_z(z); }
const CSGSettings & csgsettings() const { return m_csgsettings; }
void csgsettings(const CSGSettings &settings) { m_csgsettings = settings; }
virtual void on_scene_updated();
virtual void clear_screen();
virtual void render_scene();
};
class Scene: public MouseInput::Listener
{
Collection<shptr<Primitive>> m_primitives;
Collection<Primitive *> m_primitives_free;
Collection<OpenCSG::Primitive *> m_primitives_csg;
uqptr<SLAPrint> m_print;
public:
Scene();
~Scene();
const Collection<Primitive*>& free_primitives() const
{
return m_primitives_free;
}
const Collection<OpenCSG::Primitive*>& csg_primitives() const
{
return m_primitives_csg;
}
void add_display(shptr<Display> disp)
{
m_displays.emplace_back(disp);
cleanup(m_displays);
}
void set_print(uqptr<SLAPrint> &&print);
BoundingBoxf3 get_bounding_box() const;
protected:
shptr<Primitive> add_mesh(const TriangleMesh &mesh);
shptr<Primitive> add_mesh(const TriangleMesh &mesh,
OpenCSG::Operation op,
unsigned covexity);
private:
Collection<wkptr<Display>> m_displays;
};
}} // namespace Slic3r::GL
#endif // GLSCENE_HPP

195
sandboxes/opencsg/main.cpp Normal file
View file

@ -0,0 +1,195 @@
#include <iostream>
#include <utility>
#include <memory>
#include <GL/glew.h>
#include <opencsg/opencsg.h>
// For compilers that support precompilation, includes "wx/wx.h".
#include <wx/wxprec.h>
#ifndef WX_PRECOMP
#include <wx/wx.h>
#endif
#include <wx/slider.h>
#include <wx/tglbtn.h>
#include <wx/combobox.h>
#include <wx/glcanvas.h>
#include "Canvas.hpp"
#include "GLScene.hpp"
#include "libslic3r/Model.hpp"
#include "libslic3r/Format/3mf.hpp"
#include "libslic3r/SLAPrint.hpp"
#include "slic3r/GUI/Job.hpp"
#include "slic3r/GUI/ProgressStatusBar.hpp"
//#include "slic3r/GUI/3DEngine.hpp"
using namespace Slic3r::GL;
class MyFrame: public wxFrame
{
std::shared_ptr<Canvas> m_canvas;
std::shared_ptr<Slic3r::GUI::ProgressStatusBar> m_stbar;
std::unique_ptr<Slic3r::GUI::Job> m_ui_job;
class SLAJob: public Slic3r::GUI::Job {
MyFrame *m_parent;
std::unique_ptr<Slic3r::SLAPrint> m_print;
std::string m_fname;
public:
SLAJob(MyFrame *frame, const std::string &fname)
: Slic3r::GUI::Job{frame->m_stbar}
, m_parent{frame}
, m_fname{fname}
{
}
void process() override
{
using Status = Slic3r::PrintBase::SlicingStatus;
Slic3r::DynamicPrintConfig cfg;
auto model = Slic3r::Model::read_from_file(m_fname, &cfg);
m_print = std::make_unique<Slic3r::SLAPrint>();
m_print->apply(model, cfg);
m_print->set_status_callback([this](const Status &status) {
update_status(status.percent, status.text);
});
m_print->process();
}
protected:
void finalize() override
{
m_parent->m_canvas->get_scene()->set_print(std::move(m_print));
m_parent->m_stbar->set_status_text(
wxString::Format("Model %s loaded.", m_fname));
}
};
public:
MyFrame(const wxString& title, const wxPoint& pos, const wxSize& size):
wxFrame(nullptr, wxID_ANY, title, pos, size)
{
wxMenu *menuFile = new wxMenu;
menuFile->Append(wxID_OPEN);
menuFile->Append(wxID_EXIT);
wxMenuBar *menuBar = new wxMenuBar;
menuBar->Append( menuFile, "&File" );
SetMenuBar( menuBar );
m_stbar = std::make_shared<Slic3r::GUI::ProgressStatusBar>(this);
m_stbar->embed(this);
SetStatusText( "Welcome to wxWidgets!" );
int attribList[] =
{WX_GL_RGBA, WX_GL_DOUBLEBUFFER,
// RGB channels each should be allocated with 8 bit depth. One
// should almost certainly get these bit depths by default.
WX_GL_MIN_RED, 8, WX_GL_MIN_GREEN, 8, WX_GL_MIN_BLUE, 8,
// Requesting an 8 bit alpha channel. Interestingly, the NVIDIA
// drivers would most likely work with some alpha plane, but
// glReadPixels would not return the alpha channel on NVIDIA if
// not requested when the GL context is created.
WX_GL_MIN_ALPHA, 8, WX_GL_DEPTH_SIZE, 8, WX_GL_STENCIL_SIZE, 8, WX_GL_SAMPLE_BUFFERS,
GL_TRUE, WX_GL_SAMPLES, 4, 0};
m_canvas = std::make_shared<Canvas>(this, wxID_ANY, attribList,
wxDefaultPosition, wxDefaultSize,
wxWANTS_CHARS | wxFULL_REPAINT_ON_RESIZE);
wxPanel *control_panel = new wxPanel(this);
auto controlsizer = new wxBoxSizer(wxHORIZONTAL);
auto slider_sizer = new wxBoxSizer(wxVERTICAL);
auto console_sizer = new wxBoxSizer(wxVERTICAL);
auto slider = new wxSlider(control_panel, wxID_ANY, 0, 0, 100, wxDefaultPosition, wxDefaultSize, wxSL_VERTICAL);
auto toggle = new wxToggleButton(control_panel, wxID_ANY, "Multisampling");
wxString algorithms [] = {"Default", "Different"};
auto alg_select = new wxComboBox(control_panel, wxID_ANY, "Default", wxDefaultPosition, wxDefaultSize, 2, algorithms);
slider_sizer->Add(slider, 1, wxEXPAND);
console_sizer->Add(toggle, 0, wxALL, 5);
console_sizer->Add(alg_select, 0, wxALL, 5);
controlsizer->Add(slider_sizer, 0, wxEXPAND);
controlsizer->Add(console_sizer, 1, wxEXPAND);
control_panel->SetSizer(controlsizer);
auto sizer = new wxBoxSizer(wxHORIZONTAL);
sizer->Add(m_canvas.get(), 1, wxEXPAND);
sizer->Add(control_panel, 0, wxEXPAND);
SetSizer(sizer);
Bind(wxEVT_MENU, &MyFrame::OnOpen, this, wxID_OPEN);
Bind(wxEVT_MENU, &MyFrame::OnExit, this, wxID_EXIT);
Bind(wxEVT_SHOW, &MyFrame::OnShown, this, GetId());
Bind(wxEVT_SLIDER, [this, slider](wxCommandEvent &) {
m_canvas->move_clip_plane(double(slider->GetValue()));
}, slider->GetId());
Bind(wxEVT_TOGGLEBUTTON, [this, toggle](wxCommandEvent &){
enable_multisampling(toggle->GetValue());
m_canvas->repaint();
}, toggle->GetId());
m_canvas->set_scene(std::make_shared<Slic3r::GL::Scene>());
}
private:
void OnExit(wxCommandEvent& /*event*/)
{
RemoveChild(m_canvas.get());
m_canvas->Destroy();
Close( true );
}
void OnOpen(wxCommandEvent &/*evt*/)
{
wxFileDialog dlg(this, "Select project file",
wxEmptyString, wxEmptyString, "*.3mf");
if (dlg.ShowModal() == wxID_OK)
{
m_ui_job = std::make_unique<SLAJob>(this, dlg.GetPath().ToStdString());
m_ui_job->start();
}
}
void OnShown(wxShowEvent&)
{
const wxSize ClientSize = GetClientSize();
m_canvas->set_active(ClientSize.x, ClientSize.y);
m_canvas->repaint(ClientSize.x, ClientSize.y);
// Do the repaint continuously
Bind(wxEVT_IDLE, [this](wxIdleEvent &evt) {
m_canvas->repaint();
evt.RequestMore();
});
}
};
class App : public wxApp {
MyFrame *m_frame;
public:
bool OnInit() override {
m_frame = new MyFrame( "PrusaSlicer OpenCSG Demo", wxDefaultPosition, wxSize(1024, 768) );
m_frame->Show( true );
return true;
}
};
wxIMPLEMENT_APP(App);

View file

@ -5,6 +5,7 @@
#include <libslic3r/SLA/Hollowing.hpp>
#include <libslic3r/SLA/Contour3D.hpp>
#include <libslic3r/SLA/EigenMesh3D.hpp>
#include <libslic3r/SLA/SupportTreeBuilder.hpp>
#include <boost/log/trivial.hpp>
@ -120,6 +121,17 @@ std::unique_ptr<TriangleMesh> generate_interior(const TriangleMesh & mesh,
hc.closing_distance));
}
Contour3D DrainHole::to_mesh() const
{
auto r = double(radius);
auto h = double(height);
sla::Contour3D hole = sla::cylinder(r, h);
Eigen::Quaterniond q;
q.setFromTwoVectors(Vec3d{0., 0., 1.}, normal.cast<double>());
for(auto& p : hole.points) p = q * p + pos.cast<double>();
return hole;
}
bool DrainHole::operator==(const DrainHole &sp) const
{
return (pos == sp.pos) && (normal == sp.normal) &&
@ -131,7 +143,7 @@ bool DrainHole::is_inside(const Vec3f& pt) const
{
Eigen::Hyperplane<float, 3> plane(normal, pos);
float dist = plane.signedDistance(pt);
if (dist < EPSILON || dist > height)
if (dist < float(EPSILON) || dist > height)
return false;
Eigen::ParametrizedLine<float, 3> axis(pos, normal);

View file

@ -3,6 +3,7 @@
#include <memory>
#include <libslic3r/SLA/Common.hpp>
#include <libslic3r/SLA/Contour3D.hpp>
#include <libslic3r/SLA/JobController.hpp>
namespace Slic3r {
@ -42,6 +43,8 @@ struct DrainHole
bool get_intersections(const Vec3f& s, const Vec3f& dir,
std::array<std::pair<float, Vec3d>, 2>& out) const;
Contour3D to_mesh() const;
template<class Archive> inline void serialize(Archive &ar)
{
ar(pos, normal, radius, height);