GCodeViewer -> Pass vertex normal to shaders for toolpaths
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13 changed files with 431 additions and 265 deletions
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@ -1,40 +0,0 @@
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#version 110
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#define INTENSITY_AMBIENT 0.3
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#define INTENSITY_CORRECTION 0.6
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// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
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const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
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#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SHININESS 20.0
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// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
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const vec3 LIGHT_FRONT_DIR = vec3(0.0, 0.0, 1.0);
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#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
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uniform vec3 uniform_color;
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varying vec3 eye_position;
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varying vec3 eye_normal;
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// x = tainted, y = specular;
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vec2 intensity;
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void main()
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{
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vec3 normal = normalize(eye_normal);
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
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intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
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// Perform the same lighting calculation for the 2nd light source (no specular applied).
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NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + uniform_color * intensity.x, 1.0);
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}
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@ -1,11 +0,0 @@
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#version 110
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varying vec3 eye_position;
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varying vec3 eye_normal;
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void main()
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{
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eye_position = (gl_ModelViewMatrix * gl_Vertex).xyz;
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eye_normal = gl_NormalMatrix * vec3(0.0, 0.0, 1.0);
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gl_Position = ftransform();
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}
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@ -84,6 +84,6 @@ void main()
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vec3 eye_on_sphere_position = eye_position_on_sphere(eye_position_from_fragment());
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gl_FragDepth = fragment_depth(eye_on_sphere_position);
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// gl_FragDepth = fragment_depth(eye_on_sphere_position);
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gl_FragColor = on_sphere_color(eye_on_sphere_position);
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}
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31
resources/shaders/toolpaths.fs
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31
resources/shaders/toolpaths.fs
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#version 110
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// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
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const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
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const vec3 LIGHT_FRONT_DIR = vec3(0.0, 0.0, 1.0);
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// x = ambient, y = top diffuse, z = front diffuse, w = global
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uniform vec4 light_intensity;
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uniform vec3 uniform_color;
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varying vec3 eye_position;
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varying vec3 eye_normal;
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float intensity;
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void main()
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{
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vec3 normal = normalize(eye_normal);
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. Take the abs value to light the lines no matter in which direction the normal points.
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float NdotL = abs(dot(normal, LIGHT_TOP_DIR));
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intensity = light_intensity.x + NdotL * light_intensity.y;
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// Perform the same lighting calculation for the 2nd light source.
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NdotL = abs(dot(normal, LIGHT_FRONT_DIR));
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intensity += NdotL * light_intensity.z;
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gl_FragColor = vec4(uniform_color * light_intensity.w * intensity, 1.0);
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}
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21
resources/shaders/toolpaths.vs
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21
resources/shaders/toolpaths.vs
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#version 110
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varying vec3 eye_position;
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varying vec3 eye_normal;
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vec3 world_normal()
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{
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// the world normal is always parallel to the world XY plane
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// the x component is stored into gl_Vertex.w
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float x = gl_Vertex.w;
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float y = sqrt(1.0 - x * x);
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return vec3(x, y, 0.0);
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}
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void main()
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{
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vec4 world_position = vec4(gl_Vertex.xyz, 1.0);
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gl_Position = gl_ModelViewProjectionMatrix * world_position;
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eye_position = (gl_ModelViewMatrix * world_position).xyz;
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eye_normal = gl_NormalMatrix * world_normal();
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}
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#version 110
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#define INTENSITY_AMBIENT 0.3
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#define INTENSITY_CORRECTION 0.6
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// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
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const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
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#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SHININESS 20.0
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// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
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const vec3 LIGHT_FRONT_DIR = vec3(0.0, 0.0, 1.0);
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#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
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uniform vec3 uniform_color;
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varying vec3 eye_position;
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varying vec3 eye_normal;
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// x = tainted, y = specular;
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vec2 intensity;
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void main()
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{
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vec3 normal = normalize(eye_normal);
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
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intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
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// Perform the same lighting calculation for the 2nd light source (no specular applied).
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NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + uniform_color * intensity.x, 1.0);
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}
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#version 110
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varying vec3 eye_position;
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varying vec3 eye_normal;
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void main()
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{
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eye_position = (gl_ModelViewMatrix * gl_Vertex).xyz;
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eye_normal = gl_NormalMatrix * vec3(0.0, 0.0, 1.0);
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gl_Position = ftransform();
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}
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@ -7,6 +7,10 @@
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#if ENABLE_GCODE_VIEWER
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#if ENABLE_GCODE_VIEWER_STATISTICS
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#include <chrono>
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#endif // ENABLE_GCODE_VIEWER_STATISTICS
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static const float INCHES_TO_MM = 25.4f;
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static const float MMMIN_TO_MMSEC = 1.0f / 60.0f;
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@ -89,9 +93,17 @@ void GCodeProcessor::reset()
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void GCodeProcessor::process_file(const std::string& filename)
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{
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#if ENABLE_GCODE_VIEWER_STATISTICS
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auto start_time = std::chrono::high_resolution_clock::now();
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#endif // ENABLE_GCODE_VIEWER_STATISTICS
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m_result.id = ++s_result_id;
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m_result.moves.emplace_back(MoveVertex());
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m_parser.parse_file(filename, [this](GCodeReader& reader, const GCodeReader::GCodeLine& line) { process_gcode_line(line); });
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#if ENABLE_GCODE_VIEWER_STATISTICS
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m_result.time = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::high_resolution_clock::now() - start_time).count();
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#endif // ENABLE_GCODE_VIEWER_STATISTICS
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}
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void GCodeProcessor::process_gcode_line(const GCodeReader::GCodeLine& line)
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@ -106,7 +106,12 @@ namespace Slic3r {
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{
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unsigned int id;
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std::vector<MoveVertex> moves;
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#if ENABLE_GCODE_VIEWER_STATISTICS
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long long time{ 0 };
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void reset() { time = 0; moves = std::vector<MoveVertex>(); }
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#else
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void reset() { moves = std::vector<MoveVertex>(); }
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#endif // ENABLE_GCODE_VIEWER_STATISTICS
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};
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private:
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// Enable G-Code viewer
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#define ENABLE_GCODE_VIEWER (1 && ENABLE_2_3_0_ALPHA1)
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#define ENABLE_GCODE_VIEWER_STATISTICS (0 && ENABLE_GCODE_VIEWER)
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#define ENABLE_GCODE_VIEWER_SHADERS_EDITOR (0 && ENABLE_GCODE_VIEWER)
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#define ENABLE_GCODE_VIEWER_STATISTICS (1 && ENABLE_GCODE_VIEWER)
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#define ENABLE_GCODE_VIEWER_SHADERS_EDITOR (1 && ENABLE_GCODE_VIEWER)
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#define ENABLE_GCODE_VIEWER_AS_STATE (1 && ENABLE_GCODE_VIEWER)
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@ -64,12 +64,23 @@ std::vector<std::array<float, 3>> decode_colors(const std::vector<std::string> &
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void GCodeViewer::VBuffer::reset()
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{
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// release gpu memory
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if (vbo_id > 0) {
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glsafe(::glDeleteBuffers(1, &vbo_id));
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vbo_id = 0;
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if (id > 0) {
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glsafe(::glDeleteBuffers(1, &id));
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id = 0;
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}
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vertices_count = 0;
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count = 0;
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}
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void GCodeViewer::IBuffer::reset()
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{
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// release gpu memory
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if (id > 0) {
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glsafe(::glDeleteBuffers(1, &id));
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id = 0;
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}
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count = 0;
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}
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bool GCodeViewer::Path::matches(const GCodeProcessor::MoveVertex& move) const
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}
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}
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void GCodeViewer::IBuffer::reset()
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void GCodeViewer::TBuffer::reset()
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{
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// release gpu memory
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if (ibo_id > 0) {
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glsafe(::glDeleteBuffers(1, &ibo_id));
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ibo_id = 0;
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}
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vertices.reset();
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indices.reset();
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// release cpu memory
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indices_count = 0;
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paths = std::vector<Path>();
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render_paths = std::vector<RenderPath>();
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}
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void GCodeViewer::IBuffer::add_path(const GCodeProcessor::MoveVertex& move, unsigned int i_id, unsigned int s_id)
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void GCodeViewer::TBuffer::add_path(const GCodeProcessor::MoveVertex& move, unsigned int i_id, unsigned int s_id)
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{
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Path::Endpoint endpoint = { i_id, s_id, move.position };
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paths.push_back({ move.type, move.extrusion_role, endpoint, endpoint, move.delta_extruder, move.height, move.width, move.feedrate, move.fan_speed, move.volumetric_rate(), move.extruder_id, move.cp_color_id });
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@ -209,7 +217,7 @@ void GCodeViewer::SequentialView::Marker::render() const
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}
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const std::vector<GCodeViewer::Color> GCodeViewer::Extrusion_Role_Colors {{
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{ 0.50f, 0.50f, 0.50f }, // erNone
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{ 0.75f, 0.75f, 0.75f }, // erNone
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{ 1.00f, 1.00f, 0.40f }, // erPerimeter
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{ 1.00f, 0.65f, 0.00f }, // erExternalPerimeter
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{ 0.00f, 0.00f, 1.00f }, // erOverhangPerimeter
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@ -257,6 +265,29 @@ const std::vector<GCodeViewer::Color> GCodeViewer::Range_Colors {{
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bool GCodeViewer::init()
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{
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for (size_t i = 0; i < m_buffers.size(); ++i)
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{
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switch (buffer_type(i))
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{
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case GCodeProcessor::EMoveType::Tool_change:
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case GCodeProcessor::EMoveType::Color_change:
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case GCodeProcessor::EMoveType::Pause_Print:
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case GCodeProcessor::EMoveType::Custom_GCode:
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case GCodeProcessor::EMoveType::Retract:
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case GCodeProcessor::EMoveType::Unretract:
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{
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m_buffers[i].vertices.format = VBuffer::EFormat::Position;
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break;
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}
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case GCodeProcessor::EMoveType::Extrude:
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case GCodeProcessor::EMoveType::Travel:
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{
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m_buffers[i].vertices.format = VBuffer::EFormat::PositionNormal;
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break;
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}
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}
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}
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set_toolpath_move_type_visible(GCodeProcessor::EMoveType::Extrude, true);
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m_sequential_view.marker.init();
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init_shaders();
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@ -306,7 +337,7 @@ void GCodeViewer::refresh(const GCodeProcessor::Result& gcode_result, const std:
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auto start_time = std::chrono::high_resolution_clock::now();
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#endif // ENABLE_GCODE_VIEWER_STATISTICS
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if (m_vertices.vertices_count == 0)
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if (m_vertices_count == 0)
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return;
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// update tool colors
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// update ranges for coloring / legend
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m_extrusions.reset_ranges();
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for (size_t i = 0; i < m_vertices.vertices_count; ++i) {
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for (size_t i = 0; i < m_vertices_count; ++i) {
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// skip first vertex
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if (i == 0)
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continue;
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}
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}
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// update buffers' render paths
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refresh_render_paths(false, false);
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#if ENABLE_GCODE_VIEWER_STATISTICS
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m_statistics.refresh_time = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::high_resolution_clock::now() - start_time).count();
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#endif // ENABLE_GCODE_VIEWER_STATISTICS
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// update buffers' render paths
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refresh_render_paths(false, false);
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}
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void GCodeViewer::reset()
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{
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m_vertices.reset();
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for (IBuffer& buffer : m_buffers) {
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m_vertices_count = 0;
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for (TBuffer& buffer : m_buffers) {
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buffer.reset();
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}
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@ -472,8 +502,8 @@ void GCodeViewer::init_shaders()
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case GCodeProcessor::EMoveType::Custom_GCode: { m_buffers[i].shader = is_glsl_120 ? "options_120_solid" : "options_110"; break; }
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case GCodeProcessor::EMoveType::Retract: { m_buffers[i].shader = is_glsl_120 ? "options_120_solid" : "options_110"; break; }
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case GCodeProcessor::EMoveType::Unretract: { m_buffers[i].shader = is_glsl_120 ? "options_120_solid" : "options_110"; break; }
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case GCodeProcessor::EMoveType::Extrude: { m_buffers[i].shader = "extrusions"; break; }
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case GCodeProcessor::EMoveType::Travel: { m_buffers[i].shader = "travels"; break; }
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case GCodeProcessor::EMoveType::Extrude: { m_buffers[i].shader = "toolpaths"; break; }
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case GCodeProcessor::EMoveType::Travel: { m_buffers[i].shader = "toolpaths"; break; }
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default: { break; }
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}
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}
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@ -484,16 +514,15 @@ void GCodeViewer::load_toolpaths(const GCodeProcessor::Result& gcode_result)
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#if ENABLE_GCODE_VIEWER_STATISTICS
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auto start_time = std::chrono::high_resolution_clock::now();
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m_statistics.results_size = SLIC3R_STDVEC_MEMSIZE(gcode_result.moves, GCodeProcessor::MoveVertex);
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m_statistics.results_time = gcode_result.time;
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#endif // ENABLE_GCODE_VIEWER_STATISTICS
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// vertex data
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m_vertices.vertices_count = gcode_result.moves.size();
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if (m_vertices.vertices_count == 0)
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// vertices data
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m_vertices_count = gcode_result.moves.size();
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if (m_vertices_count == 0)
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return;
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// vertex data / bounding box -> extract from result
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std::vector<float> vertices_data(m_vertices.vertices_count * 3);
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for (size_t i = 0; i < m_vertices.vertices_count; ++i) {
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for (size_t i = 0; i < m_vertices_count; ++i) {
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const GCodeProcessor::MoveVertex& move = gcode_result.moves[i];
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#if ENABLE_GCODE_VIEWER_AS_STATE
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if (wxGetApp().mainframe->get_mode() == MainFrame::EMode::GCodeViewer)
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@ -506,29 +535,16 @@ void GCodeViewer::load_toolpaths(const GCodeProcessor::Result& gcode_result)
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#if ENABLE_GCODE_VIEWER_AS_STATE
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}
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#endif // ENABLE_GCODE_VIEWER_AS_STATE
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::memcpy(static_cast<void*>(&vertices_data[i * 3]), static_cast<const void*>(move.position.data()), 3 * sizeof(float));
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}
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// max bounding box
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m_max_bounding_box = m_paths_bounding_box;
|
||||
m_max_bounding_box.merge(m_paths_bounding_box.max + m_sequential_view.marker.get_bounding_box().size()[2] * Vec3d::UnitZ());
|
||||
|
||||
#if ENABLE_GCODE_VIEWER_STATISTICS
|
||||
m_statistics.vertices_size = SLIC3R_STDVEC_MEMSIZE(vertices_data, float);
|
||||
m_statistics.vertices_gpu_size = vertices_data.size() * sizeof(float);
|
||||
#endif // ENABLE_GCODE_VIEWER_STATISTICS
|
||||
|
||||
// vertex data -> send to gpu
|
||||
glsafe(::glGenBuffers(1, &m_vertices.vbo_id));
|
||||
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_vertices.vbo_id));
|
||||
glsafe(::glBufferData(GL_ARRAY_BUFFER, vertices_data.size() * sizeof(float), vertices_data.data(), GL_STATIC_DRAW));
|
||||
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
|
||||
|
||||
// vertex data -> no more needed, free ram
|
||||
vertices_data = std::vector<float>();
|
||||
|
||||
// indices data -> extract from result
|
||||
// toolpaths data -> extract from result
|
||||
std::vector<std::vector<float>> vertices(m_buffers.size());
|
||||
std::vector<std::vector<unsigned int>> indices(m_buffers.size());
|
||||
for (size_t i = 0; i < m_vertices.vertices_count; ++i) {
|
||||
for (size_t i = 0; i < m_vertices_count; ++i) {
|
||||
// skip first vertex
|
||||
if (i == 0)
|
||||
continue;
|
||||
|
@ -537,7 +553,8 @@ void GCodeViewer::load_toolpaths(const GCodeProcessor::Result& gcode_result)
|
|||
const GCodeProcessor::MoveVertex& curr = gcode_result.moves[i];
|
||||
|
||||
unsigned char id = buffer_id(curr.type);
|
||||
IBuffer& buffer = m_buffers[id];
|
||||
TBuffer& buffer = m_buffers[id];
|
||||
std::vector<float>& buffer_vertices = vertices[id];
|
||||
std::vector<unsigned int>& buffer_indices = indices[id];
|
||||
|
||||
switch (curr.type)
|
||||
|
@ -549,54 +566,103 @@ void GCodeViewer::load_toolpaths(const GCodeProcessor::Result& gcode_result)
|
|||
case GCodeProcessor::EMoveType::Retract:
|
||||
case GCodeProcessor::EMoveType::Unretract:
|
||||
{
|
||||
for (int j = 0; j < 3; ++j) {
|
||||
buffer_vertices.push_back(curr.position[j]);
|
||||
}
|
||||
buffer.add_path(curr, static_cast<unsigned int>(buffer_indices.size()), static_cast<unsigned int>(i));
|
||||
buffer_indices.push_back(static_cast<unsigned int>(i));
|
||||
buffer_indices.push_back(static_cast<unsigned int>(buffer_indices.size()));
|
||||
break;
|
||||
}
|
||||
case GCodeProcessor::EMoveType::Extrude:
|
||||
case GCodeProcessor::EMoveType::Travel:
|
||||
{
|
||||
// x component of the normal to the current segment (the normal is parallel to the XY plane)
|
||||
float normal_x = (curr.position - prev.position).normalized()[1];
|
||||
|
||||
if (prev.type != curr.type || !buffer.paths.back().matches(curr)) {
|
||||
buffer.add_path(curr, static_cast<unsigned int>(buffer_indices.size()), static_cast<unsigned int>(i - 1));
|
||||
// add starting vertex position
|
||||
for (int j = 0; j < 3; ++j) {
|
||||
buffer_vertices.push_back(prev.position[j]);
|
||||
}
|
||||
// add starting vertex normal x component
|
||||
buffer_vertices.push_back(normal_x);
|
||||
// add starting index
|
||||
buffer_indices.push_back(buffer_indices.size());
|
||||
buffer.add_path(curr, static_cast<unsigned int>(buffer_indices.size() - 1), static_cast<unsigned int>(i - 1));
|
||||
Path& last_path = buffer.paths.back();
|
||||
last_path.first.position = prev.position;
|
||||
buffer_indices.push_back(static_cast<unsigned int>(i - 1));
|
||||
}
|
||||
|
||||
buffer.paths.back().last = { static_cast<unsigned int>(buffer_indices.size()), static_cast<unsigned int>(i), curr.position };
|
||||
buffer_indices.push_back(static_cast<unsigned int>(i));
|
||||
|
||||
Path& last_path = buffer.paths.back();
|
||||
if (last_path.first.i_id != last_path.last.i_id)
|
||||
{
|
||||
// add previous vertex position
|
||||
for (int j = 0; j < 3; ++j) {
|
||||
buffer_vertices.push_back(prev.position[j]);
|
||||
}
|
||||
// add previous vertex normal x component
|
||||
buffer_vertices.push_back(normal_x);
|
||||
// add previous index
|
||||
buffer_indices.push_back(buffer_indices.size());
|
||||
}
|
||||
|
||||
// add current vertex position
|
||||
for (int j = 0; j < 3; ++j) {
|
||||
buffer_vertices.push_back(curr.position[j]);
|
||||
}
|
||||
// add current vertex normal x component
|
||||
buffer_vertices.push_back(normal_x);
|
||||
// add current index
|
||||
buffer_indices.push_back(buffer_indices.size());
|
||||
last_path.last = { static_cast<unsigned int>(buffer_indices.size() - 1), static_cast<unsigned int>(i), curr.position };
|
||||
break;
|
||||
}
|
||||
default: { break; }
|
||||
}
|
||||
}
|
||||
|
||||
// toolpaths data -> send data to gpu
|
||||
for (size_t i = 0; i < m_buffers.size(); ++i) {
|
||||
TBuffer& buffer = m_buffers[i];
|
||||
|
||||
// vertices
|
||||
const std::vector<float>& buffer_vertices = vertices[i];
|
||||
buffer.vertices.count = buffer_vertices.size() / buffer.vertices.vertex_size_floats();
|
||||
#if ENABLE_GCODE_VIEWER_STATISTICS
|
||||
for (IBuffer& buffer : m_buffers) {
|
||||
m_statistics.paths_size += SLIC3R_STDVEC_MEMSIZE(buffer.paths, Path);
|
||||
}
|
||||
m_statistics.vertices_gpu_size = buffer_vertices.size() * sizeof(float);
|
||||
#endif // ENABLE_GCODE_VIEWER_STATISTICS
|
||||
|
||||
// indices data -> send data to gpu
|
||||
for (size_t i = 0; i < m_buffers.size(); ++i) {
|
||||
IBuffer& buffer = m_buffers[i];
|
||||
glsafe(::glGenBuffers(1, &buffer.vertices.id));
|
||||
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, buffer.vertices.id));
|
||||
glsafe(::glBufferData(GL_ARRAY_BUFFER, buffer_vertices.size() * sizeof(float), buffer_vertices.data(), GL_STATIC_DRAW));
|
||||
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
|
||||
|
||||
// indices
|
||||
const std::vector<unsigned int>& buffer_indices = indices[i];
|
||||
buffer.indices_count = buffer_indices.size();
|
||||
buffer.indices.count = buffer_indices.size();
|
||||
#if ENABLE_GCODE_VIEWER_STATISTICS
|
||||
m_statistics.indices_size += SLIC3R_STDVEC_MEMSIZE(buffer_indices, unsigned int);
|
||||
m_statistics.indices_gpu_size += buffer.indices_count * sizeof(unsigned int);
|
||||
m_statistics.indices_gpu_size += buffer.indices.count * sizeof(unsigned int);
|
||||
#endif // ENABLE_GCODE_VIEWER_STATISTICS
|
||||
|
||||
if (buffer.indices_count > 0) {
|
||||
glsafe(::glGenBuffers(1, &buffer.ibo_id));
|
||||
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer.ibo_id));
|
||||
glsafe(::glBufferData(GL_ELEMENT_ARRAY_BUFFER, buffer.indices_count * sizeof(unsigned int), buffer_indices.data(), GL_STATIC_DRAW));
|
||||
if (buffer.indices.count > 0) {
|
||||
glsafe(::glGenBuffers(1, &buffer.indices.id));
|
||||
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer.indices.id));
|
||||
glsafe(::glBufferData(GL_ELEMENT_ARRAY_BUFFER, buffer.indices.count * sizeof(unsigned int), buffer_indices.data(), GL_STATIC_DRAW));
|
||||
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
|
||||
}
|
||||
}
|
||||
|
||||
#if ENABLE_GCODE_VIEWER_STATISTICS
|
||||
for (const TBuffer& buffer : m_buffers) {
|
||||
m_statistics.paths_size += SLIC3R_STDVEC_MEMSIZE(buffer.paths, Path);
|
||||
}
|
||||
m_statistics.travel_segments_count = indices[buffer_id(GCodeProcessor::EMoveType::Travel)].size() / 2;
|
||||
m_statistics.extrude_segments_count = indices[buffer_id(GCodeProcessor::EMoveType::Extrude)].size() / 2;
|
||||
#endif // ENABLE_GCODE_VIEWER_STATISTICS
|
||||
|
||||
// layers zs / roles / extruder ids / cp color ids -> extract from result
|
||||
for (size_t i = 0; i < m_vertices.vertices_count; ++i) {
|
||||
for (size_t i = 0; i < m_vertices_count; ++i) {
|
||||
const GCodeProcessor::MoveVertex& move = gcode_result.moves[i];
|
||||
if (move.type == GCodeProcessor::EMoveType::Extrude)
|
||||
m_layers_zs.emplace_back(static_cast<double>(move.position[2]));
|
||||
|
@ -728,18 +794,18 @@ void GCodeViewer::refresh_render_paths(bool keep_sequential_current_first, bool
|
|||
m_statistics.render_paths_size = 0;
|
||||
#endif // ENABLE_GCODE_VIEWER_STATISTICS
|
||||
|
||||
m_sequential_view.endpoints.first = m_vertices.vertices_count;
|
||||
m_sequential_view.endpoints.first = m_vertices_count;
|
||||
m_sequential_view.endpoints.last = 0;
|
||||
if (!keep_sequential_current_first)
|
||||
m_sequential_view.current.first = 0;
|
||||
if (!keep_sequential_current_last)
|
||||
m_sequential_view.current.last = m_vertices.vertices_count;
|
||||
m_sequential_view.current.last = m_vertices_count;
|
||||
|
||||
// first pass: collect visible paths and update sequential view data
|
||||
std::vector<std::pair<IBuffer*, size_t>> paths;
|
||||
for (IBuffer& buffer : m_buffers) {
|
||||
std::vector<std::pair<TBuffer*, size_t>> paths;
|
||||
for (TBuffer& buffer : m_buffers) {
|
||||
// reset render paths
|
||||
buffer.render_paths = std::vector<RenderPath>();
|
||||
buffer.render_paths.clear();
|
||||
|
||||
if (!buffer.visible)
|
||||
continue;
|
||||
|
@ -767,23 +833,43 @@ void GCodeViewer::refresh_render_paths(bool keep_sequential_current_first, bool
|
|||
// update current sequential position
|
||||
m_sequential_view.current.first = keep_sequential_current_first ? std::clamp(m_sequential_view.current.first, m_sequential_view.endpoints.first, m_sequential_view.endpoints.last) : m_sequential_view.endpoints.first;
|
||||
m_sequential_view.current.last = keep_sequential_current_last ? std::clamp(m_sequential_view.current.last, m_sequential_view.endpoints.first, m_sequential_view.endpoints.last) : m_sequential_view.endpoints.last;
|
||||
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_vertices.vbo_id));
|
||||
size_t v_size = VBuffer::vertex_size_bytes();
|
||||
glsafe(::glGetBufferSubData(GL_ARRAY_BUFFER, static_cast<GLintptr>(m_sequential_view.current.last * v_size), static_cast<GLsizeiptr>(v_size), static_cast<void*>(m_sequential_view.current_position.data())));
|
||||
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
|
||||
|
||||
// second pass: filter paths by sequential data
|
||||
// get the world position from gpu
|
||||
bool found = false;
|
||||
for (const TBuffer& buffer : m_buffers) {
|
||||
// searches the path containing the current position
|
||||
for (const Path& path : buffer.paths) {
|
||||
if (path.first.s_id <= m_sequential_view.current.last && m_sequential_view.current.last <= path.last.s_id) {
|
||||
size_t offset = m_sequential_view.current.last - path.first.s_id;
|
||||
if (offset > 0 && (path.type == GCodeProcessor::EMoveType::Travel || path.type == GCodeProcessor::EMoveType::Extrude))
|
||||
offset = 1 + 2 * (offset - 1);
|
||||
|
||||
offset += path.first.i_id;
|
||||
|
||||
// gets the position from the vertices buffer on gpu
|
||||
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, buffer.vertices.id));
|
||||
glsafe(::glGetBufferSubData(GL_ARRAY_BUFFER, static_cast<GLintptr>(offset * buffer.vertices.vertex_size_bytes()), static_cast<GLsizeiptr>(3 * sizeof(float)), static_cast<void*>(m_sequential_view.current_position.data())));
|
||||
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
|
||||
found = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (found)
|
||||
break;
|
||||
}
|
||||
|
||||
// second pass: filter paths by sequential data and collect them by color
|
||||
for (auto&& [buffer, id] : paths) {
|
||||
const Path& path = buffer->paths[id];
|
||||
if ((m_sequential_view.current.last <= path.first.s_id) || (path.last.s_id <= m_sequential_view.current.first))
|
||||
if (m_sequential_view.current.last <= path.first.s_id || path.last.s_id <= m_sequential_view.current.first)
|
||||
continue;
|
||||
|
||||
Color color;
|
||||
switch (path.type)
|
||||
{
|
||||
case GCodeProcessor::EMoveType::Extrude: { color = extrusion_color(path); break; }
|
||||
case GCodeProcessor::EMoveType::Travel: { color = (m_view_type == EViewType::Feedrate || m_view_type == EViewType::Tool || m_view_type == EViewType::ColorPrint) ? extrusion_color(path) : travel_color(path); break; }
|
||||
default: { color = { 0.0f, 0.0f, 0.0f }; break; }
|
||||
case GCodeProcessor::EMoveType::Travel: { color = (m_view_type == EViewType::Feedrate || m_view_type == EViewType::Tool || m_view_type == EViewType::ColorPrint) ? extrusion_color(path) : travel_color(path); break; }
|
||||
default: { color = { 0.0f, 0.0f, 0.0f }; break; }
|
||||
}
|
||||
|
||||
auto it = std::find_if(buffer->render_paths.begin(), buffer->render_paths.end(), [color](const RenderPath& path) { return path.color == color; });
|
||||
|
@ -792,7 +878,11 @@ void GCodeViewer::refresh_render_paths(bool keep_sequential_current_first, bool
|
|||
it->color = color;
|
||||
}
|
||||
|
||||
it->sizes.push_back(std::min(m_sequential_view.current.last, path.last.s_id) - std::max(m_sequential_view.current.first, path.first.s_id) + 1);
|
||||
unsigned int size = std::min(m_sequential_view.current.last, path.last.s_id) - std::max(m_sequential_view.current.first, path.first.s_id) + 1;
|
||||
if (path.type == GCodeProcessor::EMoveType::Extrude || path.type == GCodeProcessor::EMoveType::Travel)
|
||||
size = 2 * (size - 1);
|
||||
|
||||
it->sizes.push_back(size);
|
||||
unsigned int delta_1st = 0;
|
||||
if ((path.first.s_id < m_sequential_view.current.first) && (m_sequential_view.current.first <= path.last.s_id))
|
||||
delta_1st = m_sequential_view.current.first - path.first.s_id;
|
||||
|
@ -801,14 +891,13 @@ void GCodeViewer::refresh_render_paths(bool keep_sequential_current_first, bool
|
|||
}
|
||||
|
||||
#if ENABLE_GCODE_VIEWER_STATISTICS
|
||||
for (const IBuffer& buffer : m_buffers) {
|
||||
for (const TBuffer& buffer : m_buffers) {
|
||||
m_statistics.render_paths_size += SLIC3R_STDVEC_MEMSIZE(buffer.render_paths, RenderPath);
|
||||
for (const RenderPath& path : buffer.render_paths) {
|
||||
m_statistics.render_paths_size += SLIC3R_STDVEC_MEMSIZE(path.sizes, unsigned int);
|
||||
m_statistics.render_paths_size += SLIC3R_STDVEC_MEMSIZE(path.offsets, size_t);
|
||||
}
|
||||
}
|
||||
|
||||
m_statistics.refresh_paths_time = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::high_resolution_clock::now() - start_time).count();
|
||||
#endif // ENABLE_GCODE_VIEWER_STATISTICS
|
||||
}
|
||||
|
@ -816,9 +905,9 @@ void GCodeViewer::refresh_render_paths(bool keep_sequential_current_first, bool
|
|||
void GCodeViewer::render_toolpaths() const
|
||||
{
|
||||
#if ENABLE_GCODE_VIEWER_SHADERS_EDITOR
|
||||
float point_size = m_shaders_editor.point_size;
|
||||
float point_size = m_shaders_editor.points.point_size;
|
||||
#else
|
||||
float point_size = 1.0f;
|
||||
float point_size = 0.8f;
|
||||
#endif // ENABLE_GCODE_VIEWER_SHADERS_EDITOR
|
||||
const Camera& camera = wxGetApp().plater()->get_camera();
|
||||
double zoom = camera.get_zoom();
|
||||
|
@ -828,12 +917,12 @@ void GCodeViewer::render_toolpaths() const
|
|||
|
||||
Transform3d inv_proj = camera.get_projection_matrix().inverse();
|
||||
|
||||
auto render_as_points = [this, zoom, inv_proj, viewport, point_size, near_plane_height](const IBuffer& buffer, EOptionsColors color_id, GLShaderProgram& shader) {
|
||||
auto render_as_points = [this, zoom, inv_proj, viewport, point_size, near_plane_height](const TBuffer& buffer, EOptionsColors color_id, GLShaderProgram& shader) {
|
||||
shader.set_uniform("uniform_color", Options_Colors[static_cast<unsigned int>(color_id)]);
|
||||
shader.set_uniform("zoom", zoom);
|
||||
#if ENABLE_GCODE_VIEWER_SHADERS_EDITOR
|
||||
shader.set_uniform("percent_outline_radius", 0.01f * static_cast<float>(m_shaders_editor.percent_outline));
|
||||
shader.set_uniform("percent_center_radius", 0.01f * static_cast<float>(m_shaders_editor.percent_center));
|
||||
shader.set_uniform("percent_outline_radius", 0.01f * static_cast<float>(m_shaders_editor.points.percent_outline));
|
||||
shader.set_uniform("percent_center_radius", 0.01f * static_cast<float>(m_shaders_editor.points.percent_center));
|
||||
#else
|
||||
shader.set_uniform("percent_outline_radius", 0.15f);
|
||||
shader.set_uniform("percent_center_radius", 0.15f);
|
||||
|
@ -852,16 +941,16 @@ void GCodeViewer::render_toolpaths() const
|
|||
++m_statistics.gl_multi_points_calls_count;
|
||||
#endif // ENABLE_GCODE_VIEWER_STATISTICS
|
||||
}
|
||||
|
||||
|
||||
glsafe(::glDisable(GL_POINT_SPRITE));
|
||||
glsafe(::glDisable(GL_VERTEX_PROGRAM_POINT_SIZE));
|
||||
};
|
||||
|
||||
auto render_as_lines = [this](const IBuffer& buffer, GLShaderProgram& shader) {
|
||||
auto render_as_lines = [this](const TBuffer& buffer, GLShaderProgram& shader) {
|
||||
for (const RenderPath& path : buffer.render_paths)
|
||||
{
|
||||
shader.set_uniform("uniform_color", path.color);
|
||||
glsafe(::glMultiDrawElements(GL_LINE_STRIP, (const GLsizei*)path.sizes.data(), GL_UNSIGNED_INT, (const void* const*)path.offsets.data(), (GLsizei)path.sizes.size()));
|
||||
glsafe(::glMultiDrawElements(GL_LINES, (const GLsizei*)path.sizes.data(), GL_UNSIGNED_INT, (const void* const*)path.offsets.data(), (GLsizei)path.sizes.size()));
|
||||
#if ENABLE_GCODE_VIEWER_STATISTICS
|
||||
++m_statistics.gl_multi_line_strip_calls_count;
|
||||
#endif // ENABLE_GCODE_VIEWER_STATISTICS
|
||||
|
@ -878,27 +967,25 @@ void GCodeViewer::render_toolpaths() const
|
|||
unsigned char begin_id = buffer_id(GCodeProcessor::EMoveType::Retract);
|
||||
unsigned char end_id = buffer_id(GCodeProcessor::EMoveType::Count);
|
||||
|
||||
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_vertices.vbo_id));
|
||||
glsafe(::glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, VBuffer::vertex_size_bytes(), (const void*)0));
|
||||
glsafe(::glEnableVertexAttribArray(0));
|
||||
|
||||
for (unsigned char i = begin_id; i < end_id; ++i) {
|
||||
const IBuffer& buffer = m_buffers[i];
|
||||
if (buffer.ibo_id == 0)
|
||||
continue;
|
||||
|
||||
const TBuffer& buffer = m_buffers[i];
|
||||
if (!buffer.visible)
|
||||
continue;
|
||||
|
||||
if (buffer.vertices.id == 0 || buffer.indices.id == 0)
|
||||
continue;
|
||||
|
||||
GLShaderProgram* shader = wxGetApp().get_shader(buffer.shader.c_str());
|
||||
if (shader != nullptr) {
|
||||
shader->start_using();
|
||||
|
||||
GCodeProcessor::EMoveType type = buffer_type(i);
|
||||
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, buffer.vertices.id));
|
||||
glsafe(::glVertexAttribPointer(0, buffer.vertices.vertex_size_floats(), GL_FLOAT, GL_FALSE, buffer.vertices.vertex_size_bytes(), (const void*)0));
|
||||
glsafe(::glEnableVertexAttribArray(0));
|
||||
|
||||
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer.ibo_id));
|
||||
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer.indices.id));
|
||||
|
||||
switch (type)
|
||||
switch (buffer_type(i))
|
||||
{
|
||||
case GCodeProcessor::EMoveType::Tool_change: { render_as_points(buffer, EOptionsColors::ToolChanges, *shader); break; }
|
||||
case GCodeProcessor::EMoveType::Color_change: { render_as_points(buffer, EOptionsColors::ColorChanges, *shader); break; }
|
||||
|
@ -907,16 +994,33 @@ void GCodeViewer::render_toolpaths() const
|
|||
case GCodeProcessor::EMoveType::Retract: { render_as_points(buffer, EOptionsColors::Retractions, *shader); break; }
|
||||
case GCodeProcessor::EMoveType::Unretract: { render_as_points(buffer, EOptionsColors::Unretractions, *shader); break; }
|
||||
case GCodeProcessor::EMoveType::Extrude:
|
||||
case GCodeProcessor::EMoveType::Travel: { render_as_lines(buffer, *shader); break; }
|
||||
case GCodeProcessor::EMoveType::Travel:
|
||||
{
|
||||
std::array<float, 4> light_intensity;
|
||||
#if ENABLE_GCODE_VIEWER_SHADERS_EDITOR
|
||||
light_intensity[0] = m_shaders_editor.lines.lights.ambient;
|
||||
light_intensity[1] = m_shaders_editor.lines.lights.top_diffuse;
|
||||
light_intensity[2] = m_shaders_editor.lines.lights.front_diffuse;
|
||||
light_intensity[3] = m_shaders_editor.lines.lights.global;
|
||||
#else
|
||||
light_intensity[0] = 0.25f;
|
||||
light_intensity[1] = 0.7f;
|
||||
light_intensity[2] = 0.75f;
|
||||
light_intensity[3] = 0.75f;
|
||||
#endif // ENABLE_GCODE_VIEWER_SHADERS_EDITOR
|
||||
shader->set_uniform("light_intensity", light_intensity);
|
||||
render_as_lines(buffer, *shader); break;
|
||||
}
|
||||
}
|
||||
|
||||
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
|
||||
|
||||
glsafe(::glDisableVertexAttribArray(0));
|
||||
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
|
||||
|
||||
shader->stop_using();
|
||||
}
|
||||
}
|
||||
|
||||
glsafe(::glDisableVertexAttribArray(0));
|
||||
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
|
||||
}
|
||||
|
||||
void GCodeViewer::render_shells() const
|
||||
|
@ -985,13 +1089,13 @@ void GCodeViewer::render_legend() const
|
|||
{
|
||||
#if ENABLE_GCODE_VIEWER_SHADERS_EDITOR
|
||||
ImVec2 center(0.5f * (pos.x + pos.x + icon_size), 0.5f * (pos.y + pos.y + icon_size));
|
||||
if (m_shaders_editor.shader_version == 1) {
|
||||
if (m_shaders_editor.points.shader_version == 1) {
|
||||
draw_list->AddCircleFilled(center, 0.5f * icon_size,
|
||||
ImGui::GetColorU32({ 0.5f * color[0], 0.5f * color[1], 0.5f * color[2], 1.0f }), 16);
|
||||
float radius = 0.5f * icon_size * (1.0f - 0.01f * static_cast<float>(m_shaders_editor.percent_outline));
|
||||
float radius = 0.5f * icon_size * (1.0f - 0.01f * static_cast<float>(m_shaders_editor.points.percent_outline));
|
||||
draw_list->AddCircleFilled(center, radius, ImGui::GetColorU32({ color[0], color[1], color[2], 1.0f }), 16);
|
||||
if (m_shaders_editor.percent_center > 0) {
|
||||
radius = 0.5f * icon_size * 0.01f * static_cast<float>(m_shaders_editor.percent_center);
|
||||
if (m_shaders_editor.points.percent_center > 0) {
|
||||
radius = 0.5f * icon_size * 0.01f * static_cast<float>(m_shaders_editor.points.percent_center);
|
||||
draw_list->AddCircleFilled(center, radius, ImGui::GetColorU32({ 0.5f * color[0], 0.5f * color[1], 0.5f * color[2], 1.0f }), 16);
|
||||
}
|
||||
}
|
||||
|
@ -1284,10 +1388,10 @@ void GCodeViewer::render_legend() const
|
|||
};
|
||||
|
||||
auto add_option = [this, add_item](GCodeProcessor::EMoveType move_type, EOptionsColors color, const std::string& text) {
|
||||
const IBuffer& buffer = m_buffers[buffer_id(move_type)];
|
||||
if (buffer.visible && buffer.indices_count > 0)
|
||||
const TBuffer& buffer = m_buffers[buffer_id(move_type)];
|
||||
if (buffer.visible && buffer.indices.count > 0)
|
||||
#if ENABLE_GCODE_VIEWER_SHADERS_EDITOR
|
||||
add_item((m_shaders_editor.shader_version == 0) ? EItemType::Rect : EItemType::Circle, Options_Colors[static_cast<unsigned int>(color)], text);
|
||||
add_item((m_shaders_editor.points.shader_version == 0) ? EItemType::Rect : EItemType::Circle, Options_Colors[static_cast<unsigned int>(color)], text);
|
||||
#else
|
||||
add_item((buffer.shader == "options_110") ? EItemType::Rect : EItemType::Circle, Options_Colors[static_cast<unsigned int>(color)], text);
|
||||
#endif // ENABLE_GCODE_VIEWER_SHADERS_EDITOR
|
||||
|
@ -1320,14 +1424,22 @@ void GCodeViewer::render_legend() const
|
|||
void GCodeViewer::render_statistics() const
|
||||
{
|
||||
static const ImVec4 ORANGE(1.0f, 0.49f, 0.22f, 1.0f);
|
||||
static const float offset = 250.0f;
|
||||
static const float offset = 230.0f;
|
||||
|
||||
ImGuiWrapper& imgui = *wxGetApp().imgui();
|
||||
|
||||
imgui.set_next_window_pos(0.5f * wxGetApp().plater()->get_current_canvas3D()->get_canvas_size().get_width(), 0.0f, ImGuiCond_Once, 0.5f, 0.0f);
|
||||
imgui.begin(std::string("Statistics"), ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse);
|
||||
imgui.begin(std::string("GCodeViewer Statistics"), ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoResize);
|
||||
ImGui::BringWindowToDisplayFront(ImGui::GetCurrentWindow());
|
||||
|
||||
ImGui::PushStyleColor(ImGuiCol_Text, ORANGE);
|
||||
imgui.text(std::string("GCodeProcessor time:"));
|
||||
ImGui::PopStyleColor();
|
||||
ImGui::SameLine(offset);
|
||||
imgui.text(std::to_string(m_statistics.results_time) + " ms");
|
||||
|
||||
ImGui::Separator();
|
||||
|
||||
ImGui::PushStyleColor(ImGuiCol_Text, ORANGE);
|
||||
imgui.text(std::string("Load time:"));
|
||||
ImGui::PopStyleColor();
|
||||
|
@ -1370,12 +1482,6 @@ void GCodeViewer::render_statistics() const
|
|||
|
||||
ImGui::Separator();
|
||||
|
||||
ImGui::PushStyleColor(ImGuiCol_Text, ORANGE);
|
||||
imgui.text(std::string("Vertices CPU:"));
|
||||
ImGui::PopStyleColor();
|
||||
ImGui::SameLine(offset);
|
||||
imgui.text(std::to_string(m_statistics.vertices_size) + " bytes");
|
||||
|
||||
ImGui::PushStyleColor(ImGuiCol_Text, ORANGE);
|
||||
imgui.text(std::string("Indices CPU:"));
|
||||
ImGui::PopStyleColor();
|
||||
|
@ -1408,6 +1514,20 @@ void GCodeViewer::render_statistics() const
|
|||
ImGui::SameLine(offset);
|
||||
imgui.text(std::to_string(m_statistics.indices_gpu_size) + " bytes");
|
||||
|
||||
ImGui::Separator();
|
||||
|
||||
ImGui::PushStyleColor(ImGuiCol_Text, ORANGE);
|
||||
imgui.text(std::string("Travel segments:"));
|
||||
ImGui::PopStyleColor();
|
||||
ImGui::SameLine(offset);
|
||||
imgui.text(std::to_string(m_statistics.travel_segments_count));
|
||||
|
||||
ImGui::PushStyleColor(ImGuiCol_Text, ORANGE);
|
||||
imgui.text(std::string("Extrude segments:"));
|
||||
ImGui::PopStyleColor();
|
||||
ImGui::SameLine(offset);
|
||||
imgui.text(std::to_string(m_statistics.extrude_segments_count));
|
||||
|
||||
imgui.end();
|
||||
}
|
||||
#endif // ENABLE_GCODE_VIEWER_STATISTICS
|
||||
|
@ -1429,34 +1549,58 @@ void GCodeViewer::render_shaders_editor() const
|
|||
|
||||
Size cnv_size = wxGetApp().plater()->get_current_canvas3D()->get_canvas_size();
|
||||
imgui.set_next_window_pos(static_cast<float>(cnv_size.get_width()), 0.5f * static_cast<float>(cnv_size.get_height()), ImGuiCond_Once, 1.0f, 0.5f);
|
||||
|
||||
imgui.begin(std::string("Shaders editor (DEV only)"), ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoResize);
|
||||
|
||||
ImGui::RadioButton("glsl version 1.10 (low end PCs)", &m_shaders_editor.shader_version, 0);
|
||||
ImGui::RadioButton("glsl version 1.20 flat (billboards)", &m_shaders_editor.shader_version, 1);
|
||||
ImGui::RadioButton("glsl version 1.20 solid (spheres default)", &m_shaders_editor.shader_version, 2);
|
||||
if (ImGui::CollapsingHeader("Points", ImGuiTreeNodeFlags_DefaultOpen)) {
|
||||
if (ImGui::TreeNode("GLSL version")) {
|
||||
ImGui::RadioButton("1.10 (low end PCs)", &m_shaders_editor.points.shader_version, 0);
|
||||
ImGui::RadioButton("1.20 flat (billboards)", &m_shaders_editor.points.shader_version, 1);
|
||||
ImGui::RadioButton("1.20 solid (spheres default)", &m_shaders_editor.points.shader_version, 2);
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
switch (m_shaders_editor.shader_version)
|
||||
{
|
||||
case 0: { set_shader("options_110"); break; }
|
||||
case 1: { set_shader("options_120_flat"); break; }
|
||||
case 2: { set_shader("options_120_solid"); break; }
|
||||
switch (m_shaders_editor.points.shader_version)
|
||||
{
|
||||
case 0: { set_shader("options_110"); break; }
|
||||
case 1: { set_shader("options_120_flat"); break; }
|
||||
case 2: { set_shader("options_120_solid"); break; }
|
||||
}
|
||||
|
||||
if (ImGui::TreeNode("Options")) {
|
||||
ImGui::SliderFloat("point size", &m_shaders_editor.points.point_size, 0.5f, 3.0f, "%.2f");
|
||||
if (m_shaders_editor.points.shader_version == 1) {
|
||||
ImGui::SliderInt("% outline", &m_shaders_editor.points.percent_outline, 0, 50);
|
||||
ImGui::SliderInt("% center", &m_shaders_editor.points.percent_center, 0, 50);
|
||||
}
|
||||
ImGui::TreePop();
|
||||
}
|
||||
}
|
||||
|
||||
if (ImGui::CollapsingHeader("Options", ImGuiTreeNodeFlags_DefaultOpen)) {
|
||||
ImGui::SliderFloat("point size", &m_shaders_editor.point_size, 0.5f, 3.0f, "%.1f");
|
||||
if (m_shaders_editor.shader_version == 1) {
|
||||
ImGui::SliderInt("percent outline", &m_shaders_editor.percent_outline, 0, 50);
|
||||
ImGui::SliderInt("percent center", &m_shaders_editor.percent_center, 0, 50);
|
||||
if (ImGui::CollapsingHeader("Lines", ImGuiTreeNodeFlags_DefaultOpen)) {
|
||||
if (ImGui::TreeNode("Lights")) {
|
||||
ImGui::SliderFloat("ambient", &m_shaders_editor.lines.lights.ambient, 0.0f, 1.0f, "%.2f");
|
||||
ImGui::SliderFloat("top diffuse", &m_shaders_editor.lines.lights.top_diffuse, 0.0f, 1.0f, "%.2f");
|
||||
ImGui::SliderFloat("front diffuse", &m_shaders_editor.lines.lights.front_diffuse, 0.0f, 1.0f, "%.2f");
|
||||
ImGui::SliderFloat("global", &m_shaders_editor.lines.lights.global, 0.0f, 1.0f, "%.2f");
|
||||
ImGui::TreePop();
|
||||
}
|
||||
}
|
||||
|
||||
ImGui::SetWindowSize(ImVec2(std::max(ImGui::GetWindowWidth(), 600.0f), -1.0f), ImGuiCond_Always);
|
||||
if (ImGui::GetWindowPos().x + ImGui::GetWindowWidth() > static_cast<float>(cnv_size.get_width())) {
|
||||
ImGui::SetWindowPos(ImVec2(static_cast<float>(cnv_size.get_width()) - ImGui::GetWindowWidth(), ImGui::GetWindowPos().y), ImGuiCond_Always);
|
||||
wxGetApp().plater()->get_current_canvas3D()->set_as_dirty();
|
||||
wxGetApp().plater()->get_current_canvas3D()->request_extra_frame();
|
||||
}
|
||||
|
||||
imgui.end();
|
||||
}
|
||||
#endif // ENABLE_GCODE_VIEWER_SHADERS_EDITOR
|
||||
|
||||
bool GCodeViewer::is_travel_in_z_range(size_t id) const
|
||||
{
|
||||
const IBuffer& buffer = m_buffers[buffer_id(GCodeProcessor::EMoveType::Travel)];
|
||||
const TBuffer& buffer = m_buffers[buffer_id(GCodeProcessor::EMoveType::Travel)];
|
||||
if (id >= buffer.paths.size())
|
||||
return false;
|
||||
|
||||
|
|
|
@ -33,18 +33,47 @@ class GCodeViewer
|
|||
CustomGCodes
|
||||
};
|
||||
|
||||
// buffer containing vertices data
|
||||
// vbo buffer containing vertices data for a specific toolpath type
|
||||
struct VBuffer
|
||||
{
|
||||
unsigned int vbo_id{ 0 };
|
||||
size_t vertices_count{ 0 };
|
||||
enum class EFormat : unsigned char
|
||||
{
|
||||
Position,
|
||||
PositionNormal
|
||||
};
|
||||
|
||||
size_t data_size_bytes() { return vertices_count * vertex_size_bytes(); }
|
||||
EFormat format{ EFormat::Position };
|
||||
// vbo id
|
||||
unsigned int id{ 0 };
|
||||
// count of vertices, updated after data are sent to gpu
|
||||
size_t count{ 0 };
|
||||
|
||||
size_t data_size_bytes() const { return count * vertex_size_bytes(); }
|
||||
size_t vertex_size_floats() const
|
||||
{
|
||||
switch (format)
|
||||
{
|
||||
// vertex format: 3 floats -> position.x|position.y|position.z
|
||||
case EFormat::Position: { return 3; }
|
||||
// vertex format: 4 floats -> position.x|position.y|position.z|normal.x
|
||||
case EFormat::PositionNormal: { return 4; }
|
||||
default: { return 0; }
|
||||
}
|
||||
}
|
||||
size_t vertex_size_bytes() const { return vertex_size_floats() * sizeof(float); }
|
||||
|
||||
void reset();
|
||||
};
|
||||
|
||||
static size_t vertex_size_floats() { return 3; }
|
||||
static size_t vertex_size_bytes() { return vertex_size_floats() * sizeof(float); }
|
||||
// ibo buffer containing indices data for a specific toolpath type
|
||||
struct IBuffer
|
||||
{
|
||||
// ibo id
|
||||
unsigned int id{ 0 };
|
||||
// count of indices, updated after data are sent to gpu
|
||||
size_t count{ 0 };
|
||||
|
||||
void reset();
|
||||
};
|
||||
|
||||
// Used to identify different toolpath sub-types inside a IBuffer
|
||||
|
@ -52,9 +81,9 @@ class GCodeViewer
|
|||
{
|
||||
struct Endpoint
|
||||
{
|
||||
// index into the buffer indices ibo
|
||||
// index into the indices buffer
|
||||
unsigned int i_id{ 0u };
|
||||
// sequential id (same as index into the vertices vbo)
|
||||
// sequential id
|
||||
unsigned int s_id{ 0u };
|
||||
Vec3f position{ Vec3f::Zero() };
|
||||
};
|
||||
|
@ -83,11 +112,12 @@ class GCodeViewer
|
|||
std::vector<size_t> offsets; // use size_t because we need the pointer's size (used in the call glMultiDrawElements())
|
||||
};
|
||||
|
||||
// buffer containing indices data and shader for a specific toolpath type
|
||||
struct IBuffer
|
||||
// buffer containing data for rendering a specific toolpath type
|
||||
struct TBuffer
|
||||
{
|
||||
unsigned int ibo_id{ 0 };
|
||||
size_t indices_count{ 0 };
|
||||
VBuffer vertices;
|
||||
IBuffer indices;
|
||||
|
||||
std::string shader;
|
||||
std::vector<Path> paths;
|
||||
std::vector<RenderPath> render_paths;
|
||||
|
@ -161,6 +191,7 @@ class GCodeViewer
|
|||
struct Statistics
|
||||
{
|
||||
// times
|
||||
long long results_time{ 0 };
|
||||
long long load_time{ 0 };
|
||||
long long refresh_time{ 0 };
|
||||
long long refresh_paths_time{ 0 };
|
||||
|
@ -169,20 +200,24 @@ class GCodeViewer
|
|||
long long gl_multi_line_strip_calls_count{ 0 };
|
||||
// memory
|
||||
long long results_size{ 0 };
|
||||
long long vertices_size{ 0 };
|
||||
long long vertices_gpu_size{ 0 };
|
||||
long long indices_size{ 0 };
|
||||
long long indices_gpu_size{ 0 };
|
||||
long long paths_size{ 0 };
|
||||
long long render_paths_size{ 0 };
|
||||
// others
|
||||
long long travel_segments_count{ 0 };
|
||||
long long extrude_segments_count{ 0 };
|
||||
|
||||
void reset_all() {
|
||||
reset_times();
|
||||
reset_opengl();
|
||||
reset_sizes();
|
||||
reset_counters();
|
||||
}
|
||||
|
||||
void reset_times() {
|
||||
results_time = 0;
|
||||
load_time = 0;
|
||||
refresh_time = 0;
|
||||
refresh_paths_time = 0;
|
||||
|
@ -195,23 +230,46 @@ class GCodeViewer
|
|||
|
||||
void reset_sizes() {
|
||||
results_size = 0;
|
||||
vertices_size = 0;
|
||||
vertices_gpu_size = 0;
|
||||
indices_size = 0;
|
||||
indices_gpu_size = 0;
|
||||
paths_size = 0;
|
||||
paths_size = 0;
|
||||
render_paths_size = 0;
|
||||
}
|
||||
|
||||
void reset_counters() {
|
||||
travel_segments_count = 0;
|
||||
extrude_segments_count = 0;
|
||||
}
|
||||
};
|
||||
#endif // ENABLE_GCODE_VIEWER_STATISTICS
|
||||
|
||||
#if ENABLE_GCODE_VIEWER_SHADERS_EDITOR
|
||||
struct ShadersEditor
|
||||
{
|
||||
int shader_version{ 2 };
|
||||
float point_size{ 1.0f };
|
||||
int percent_outline{ 0 };
|
||||
int percent_center{ 33 };
|
||||
struct Points
|
||||
{
|
||||
int shader_version{ 2 };
|
||||
float point_size{ 0.8f };
|
||||
int percent_outline{ 0 };
|
||||
int percent_center{ 33 };
|
||||
};
|
||||
|
||||
struct Lines
|
||||
{
|
||||
struct Lights
|
||||
{
|
||||
float ambient{ 0.25f };
|
||||
float top_diffuse{ 0.7f };
|
||||
float front_diffuse{ 0.75f };
|
||||
float global{ 0.75f };
|
||||
};
|
||||
|
||||
Lights lights;
|
||||
};
|
||||
|
||||
Points points;
|
||||
Lines lines;
|
||||
};
|
||||
#endif // ENABLE_GCODE_VIEWER_SHADERS_EDITOR
|
||||
|
||||
|
@ -268,8 +326,8 @@ public:
|
|||
|
||||
private:
|
||||
unsigned int m_last_result_id{ 0 };
|
||||
VBuffer m_vertices;
|
||||
mutable std::vector<IBuffer> m_buffers{ static_cast<size_t>(GCodeProcessor::EMoveType::Extrude) };
|
||||
size_t m_vertices_count{ 0 };
|
||||
mutable std::vector<TBuffer> m_buffers{ static_cast<size_t>(GCodeProcessor::EMoveType::Extrude) };
|
||||
// bounding box of toolpaths
|
||||
BoundingBoxf3 m_paths_bounding_box;
|
||||
// bounding box of toolpaths + marker tools
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|
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|
@ -35,15 +35,12 @@ std::pair<bool, std::string> GLShadersManager::init()
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valid &= append_shader("printbed", { "printbed.vs", "printbed.fs" });
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// used to render options in gcode preview
|
||||
valid &= append_shader("options_110", { "options_110.vs", "options_110.fs" });
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||||
if (GUI::wxGetApp().is_glsl_version_greater_or_equal_to(1, 20))
|
||||
{
|
||||
if (GUI::wxGetApp().is_glsl_version_greater_or_equal_to(1, 20)) {
|
||||
valid &= append_shader("options_120_flat", { "options_120_flat.vs", "options_120_flat.fs" });
|
||||
valid &= append_shader("options_120_solid", { "options_120_solid.vs", "options_120_solid.fs" });
|
||||
}
|
||||
// used to render extrusion paths in gcode preview
|
||||
valid &= append_shader("extrusions", { "extrusions.vs", "extrusions.fs" });
|
||||
// used to render travel paths in gcode preview
|
||||
valid &= append_shader("travels", { "travels.vs", "travels.fs" });
|
||||
// used to render extrusion and travel paths in gcode preview
|
||||
valid &= append_shader("toolpaths", { "toolpaths.vs", "toolpaths.fs" });
|
||||
// used to render objects in 3d editor
|
||||
valid &= append_shader("gouraud", { "gouraud.vs", "gouraud.fs" });
|
||||
// used to render variable layers heights in 3d editor
|
||||
|
|
Loading…
Reference in a new issue