Out of bed detection - Volumes' layer texture rendering moved to cpp
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bdd2d725c8
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@ -1309,6 +1309,7 @@ sub Render {
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$self->draw_volumes;
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} elsif ($self->UseVBOs) {
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if ($self->enable_picking) {
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$self->mark_volumes_for_layer_height;
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$self->volumes->set_print_box($self->bed_bounding_box->x_min, $self->bed_bounding_box->y_min, 0.0, $self->bed_bounding_box->x_max, $self->bed_bounding_box->y_max, $self->{config}->get('max_print_height'));
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}
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$self->{plain_shader}->enable if $self->{plain_shader};
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@ -1358,36 +1359,10 @@ sub draw_volumes {
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_NORMAL_ARRAY);
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my $z_cursor_relative = $self->_variable_layer_thickness_bar_mouse_cursor_z_relative;
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foreach my $volume_idx (0..$#{$self->volumes}) {
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my $volume = $self->volumes->[$volume_idx];
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my $shader_active = 0;
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my $object_id = int($volume->select_group_id / 1000000);
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if ($self->layer_editing_enabled && ! $fakecolor && $volume->selected && $self->{layer_height_edit_shader} &&
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$volume->has_layer_height_texture && $object_id < $self->{print}->object_count) {
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# Update the height texture if the ModelObject::layer_height_texture is invalid.
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$volume->generate_layer_height_texture($self->{print}->get_object($object_id), 0);
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$self->{layer_height_edit_shader}->enable;
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$self->{layer_height_edit_shader}->set_uniform('z_to_texture_row', $volume->layer_height_texture_z_to_row_id);
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$self->{layer_height_edit_shader}->set_uniform('z_texture_row_to_normalized', 1. / $volume->layer_height_texture_height);
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$self->{layer_height_edit_shader}->set_uniform('z_cursor', $volume->bounding_box->z_max * $z_cursor_relative);
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$self->{layer_height_edit_shader}->set_uniform('z_cursor_band_width', $self->{layer_height_edit_band_width});
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glBindTexture(GL_TEXTURE_2D, $self->{layer_preview_z_texture_id});
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# glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_LEVEL, 0);
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# glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
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glTexImage2D_c(GL_TEXTURE_2D, 0, GL_RGBA8, $volume->layer_height_texture_width, $volume->layer_height_texture_height,
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0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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glTexImage2D_c(GL_TEXTURE_2D, 1, GL_RGBA8, $volume->layer_height_texture_width / 2, $volume->layer_height_texture_height / 2,
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0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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# glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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# glPixelStorei(GL_UNPACK_ROW_LENGTH, $self->{layer_preview_z_texture_width});
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glTexSubImage2D_c(GL_TEXTURE_2D, 0, 0, 0, $volume->layer_height_texture_width, $volume->layer_height_texture_height,
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GL_RGBA, GL_UNSIGNED_BYTE, $volume->layer_height_texture_data_ptr_level0);
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glTexSubImage2D_c(GL_TEXTURE_2D, 1, 0, 0, $volume->layer_height_texture_width / 2, $volume->layer_height_texture_height / 2,
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GL_RGBA, GL_UNSIGNED_BYTE, $volume->layer_height_texture_data_ptr_level1);
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$shader_active = 1;
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} elsif ($fakecolor) {
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if ($fakecolor) {
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# Object picking mode. Render the object with a color encoding the object index.
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my $r = ($volume_idx & 0x000000FF) >> 0;
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my $g = ($volume_idx & 0x0000FF00) >> 8;
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@ -1402,11 +1377,6 @@ sub draw_volumes {
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}
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$volume->render;
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if ($shader_active) {
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glBindTexture(GL_TEXTURE_2D, 0);
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$self->{layer_height_edit_shader}->disable;
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}
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}
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glDisableClientState(GL_NORMAL_ARRAY);
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glDisable(GL_BLEND);
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@ -1421,6 +1391,22 @@ sub draw_volumes {
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glDisableClientState(GL_VERTEX_ARRAY);
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}
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sub mark_volumes_for_layer_height {
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my ($self) = @_;
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foreach my $volume_idx (0..$#{$self->volumes}) {
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my $volume = $self->volumes->[$volume_idx];
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my $object_id = int($volume->select_group_id / 1000000);
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if ($self->layer_editing_enabled && $volume->selected && $self->{layer_height_edit_shader} &&
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$volume->has_layer_height_texture && $object_id < $self->{print}->object_count) {
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$volume->set_layer_height_texture_data($self->{layer_preview_z_texture_id}, $self->{layer_height_edit_shader}->shader_program_id,
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$self->{print}->get_object($object_id), $self->_variable_layer_thickness_bar_mouse_cursor_z_relative, $self->{layer_height_edit_band_width});
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} else {
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$volume->reset_layer_height_texture_data();
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}
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}
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}
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sub _load_image_set_texture {
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my ($self, $file_name) = @_;
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# Load a PNG with an alpha channel.
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@ -281,6 +281,51 @@ void GLVolume::render() const
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glPopMatrix();
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}
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void GLVolume::render_using_layer_height() const
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{
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if (!is_active)
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return;
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GLint current_program_id;
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glGetIntegerv(GL_CURRENT_PROGRAM, ¤t_program_id);
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if ((layer_height_texture_data.shader_id > 0) && (layer_height_texture_data.shader_id != current_program_id))
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glUseProgram(layer_height_texture_data.shader_id);
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GLint z_to_texture_row_id = (layer_height_texture_data.shader_id > 0) ? glGetUniformLocation(layer_height_texture_data.shader_id, "z_to_texture_row") : -1;
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GLint z_texture_row_to_normalized_id = (layer_height_texture_data.shader_id > 0) ? glGetUniformLocation(layer_height_texture_data.shader_id, "z_texture_row_to_normalized") : -1;
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GLint z_cursor_id = (layer_height_texture_data.shader_id > 0) ? glGetUniformLocation(layer_height_texture_data.shader_id, "z_cursor") : -1;
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GLint z_cursor_band_width_id = (layer_height_texture_data.shader_id > 0) ? glGetUniformLocation(layer_height_texture_data.shader_id, "z_cursor_band_width") : -1;
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if (z_to_texture_row_id >= 0)
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glUniform1f(z_to_texture_row_id, (GLfloat)layer_height_texture_z_to_row_id());
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if (z_texture_row_to_normalized_id >= 0)
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glUniform1f(z_texture_row_to_normalized_id, (GLfloat)(1.0f / layer_height_texture_height()));
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if (z_cursor_id >= 0)
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glUniform1f(z_cursor_id, (GLfloat)(bounding_box.max.z * layer_height_texture_data.z_cursor_relative));
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if (z_cursor_band_width_id >= 0)
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glUniform1f(z_cursor_band_width_id, (GLfloat)layer_height_texture_data.edit_band_width);
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unsigned int w = layer_height_texture_width();
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unsigned int h = layer_height_texture_height();
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glBindTexture(GL_TEXTURE_2D, layer_height_texture_data.texture_id);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, w / 2, h / 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, layer_height_texture_data_ptr_level0());
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glTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, w / 2, h / 2, GL_RGBA, GL_UNSIGNED_BYTE, layer_height_texture_data_ptr_level1());
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render();
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glBindTexture(GL_TEXTURE_2D, 0);
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if ((current_program_id > 0) && (layer_height_texture_data.shader_id != current_program_id))
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glUseProgram(current_program_id);
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}
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void GLVolume::generate_layer_height_texture(PrintObject *print_object, bool force)
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{
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GLTexture *tex = this->layer_height_texture.get();
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@ -398,15 +443,15 @@ int GLVolumeCollection::load_wipe_tower_preview(
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void GLVolumeCollection::render_VBOs() const
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{
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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::glEnable(GL_BLEND);
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::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glCullFace(GL_BACK);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_NORMAL_ARRAY);
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::glCullFace(GL_BACK);
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::glEnableClientState(GL_VERTEX_ARRAY);
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::glEnableClientState(GL_NORMAL_ARRAY);
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GLint current_program_id;
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glGetIntegerv(GL_CURRENT_PROGRAM, ¤t_program_id);
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::glGetIntegerv(GL_CURRENT_PROGRAM, ¤t_program_id);
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GLint color_id = (current_program_id > 0) ? glGetUniformLocation(current_program_id, "uniform_color") : -1;
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GLint print_box_min_id = (current_program_id > 0) ? glGetUniformLocation(current_program_id, "print_box.min") : -1;
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GLint print_box_max_id = (current_program_id > 0) ? glGetUniformLocation(current_program_id, "print_box.max") : -1;
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@ -419,6 +464,17 @@ void GLVolumeCollection::render_VBOs() const
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if (!volume->indexed_vertex_array.vertices_and_normals_interleaved_VBO_id)
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continue;
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if (volume->layer_height_texture_data.can_use())
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{
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::glDisableClientState(GL_VERTEX_ARRAY);
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::glDisableClientState(GL_NORMAL_ARRAY);
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volume->generate_layer_height_texture(volume->layer_height_texture_data.print_object, false);
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volume->render_using_layer_height();
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::glEnableClientState(GL_VERTEX_ARRAY);
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::glEnableClientState(GL_NORMAL_ARRAY);
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continue;
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}
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volume->set_render_color();
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GLsizei n_triangles = GLsizei(std::min(volume->indexed_vertex_array.triangle_indices_size, volume->tverts_range.second - volume->tverts_range.first));
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@ -458,9 +514,9 @@ void GLVolumeCollection::render_VBOs() const
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}
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if (color_id >= 0)
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glUniform4fv(color_id, 1, (const GLfloat*)volume->render_color);
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::glUniform4fv(color_id, 1, (const GLfloat*)volume->render_color);
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else
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glColor4f(volume->render_color[0], volume->render_color[1], volume->render_color[2], volume->render_color[3]);
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::glColor4f(volume->render_color[0], volume->render_color[1], volume->render_color[2], volume->render_color[3]);
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if (print_box_min_id != -1)
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::glUniform3fv(print_box_min_id, 1, (const GLfloat*)print_box_min);
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@ -474,36 +530,36 @@ void GLVolumeCollection::render_VBOs() const
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::glUniform4fv(print_box_origin_id, 1, (const GLfloat*)origin);
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}
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glBindBuffer(GL_ARRAY_BUFFER, volume->indexed_vertex_array.vertices_and_normals_interleaved_VBO_id);
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glVertexPointer(3, GL_FLOAT, 6 * sizeof(float), (const void*)(3 * sizeof(float)));
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glNormalPointer(GL_FLOAT, 6 * sizeof(float), nullptr);
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::glBindBuffer(GL_ARRAY_BUFFER, volume->indexed_vertex_array.vertices_and_normals_interleaved_VBO_id);
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::glVertexPointer(3, GL_FLOAT, 6 * sizeof(float), (const void*)(3 * sizeof(float)));
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::glNormalPointer(GL_FLOAT, 6 * sizeof(float), nullptr);
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bool has_offset = (volume->origin.x != 0) || (volume->origin.y != 0) || (volume->origin.z != 0);
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if (has_offset) {
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glPushMatrix();
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glTranslated(volume->origin.x, volume->origin.y, volume->origin.z);
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::glPushMatrix();
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::glTranslated(volume->origin.x, volume->origin.y, volume->origin.z);
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}
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if (n_triangles > 0) {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, volume->indexed_vertex_array.triangle_indices_VBO_id);
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glDrawElements(GL_TRIANGLES, n_triangles, GL_UNSIGNED_INT, (const void*)(volume->tverts_range.first * 4));
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::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, volume->indexed_vertex_array.triangle_indices_VBO_id);
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::glDrawElements(GL_TRIANGLES, n_triangles, GL_UNSIGNED_INT, (const void*)(volume->tverts_range.first * 4));
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}
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if (n_quads > 0) {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, volume->indexed_vertex_array.quad_indices_VBO_id);
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glDrawElements(GL_QUADS, n_quads, GL_UNSIGNED_INT, (const void*)(volume->qverts_range.first * 4));
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::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, volume->indexed_vertex_array.quad_indices_VBO_id);
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::glDrawElements(GL_QUADS, n_quads, GL_UNSIGNED_INT, (const void*)(volume->qverts_range.first * 4));
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}
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if (has_offset)
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glPopMatrix();
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::glPopMatrix();
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}
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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::glBindBuffer(GL_ARRAY_BUFFER, 0);
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::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_NORMAL_ARRAY);
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::glDisableClientState(GL_VERTEX_ARRAY);
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::glDisableClientState(GL_NORMAL_ARRAY);
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glDisable(GL_BLEND);
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::glDisable(GL_BLEND);
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}
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void GLVolumeCollection::render_legacy() const
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@ -210,6 +210,32 @@ public:
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};
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class GLVolume {
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struct LayerHeightTextureData
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{
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// ID of the layer height texture
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unsigned int texture_id;
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// ID of the shader used to render with the layer height texture
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unsigned int shader_id;
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// The print object to update when generating the layer height texture
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PrintObject* print_object;
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float z_cursor_relative;
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float edit_band_width;
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LayerHeightTextureData() { reset(); }
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void reset()
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{
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texture_id = 0;
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shader_id = 0;
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print_object = nullptr;
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z_cursor_relative = 0.0f;
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edit_band_width = 0.0f;
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}
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bool can_use() { return (texture_id > 0) && (shader_id > 0) && (print_object != nullptr); }
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};
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public:
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static const float SELECTED_COLOR[4];
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static const float HOVER_COLOR[4];
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@ -301,11 +327,14 @@ public:
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void set_range(coordf_t low, coordf_t high);
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void render() const;
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void render_using_layer_height() const;
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void finalize_geometry(bool use_VBOs) { this->indexed_vertex_array.finalize_geometry(use_VBOs); }
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void release_geometry() { this->indexed_vertex_array.release_geometry(); }
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/************************************************ Layer height texture ****************************************************/
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std::shared_ptr<GLTexture> layer_height_texture;
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// Data to render this volume using the layer height texture
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LayerHeightTextureData layer_height_texture_data;
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bool has_layer_height_texture() const
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{ return this->layer_height_texture.get() != nullptr; }
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@ -315,11 +344,11 @@ public:
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{ return (this->layer_height_texture.get() == nullptr) ? 0 : this->layer_height_texture->height; }
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size_t layer_height_texture_cells() const
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{ return (this->layer_height_texture.get() == nullptr) ? 0 : this->layer_height_texture->cells; }
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void* layer_height_texture_data_ptr_level0() {
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void* layer_height_texture_data_ptr_level0() const {
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return (layer_height_texture.get() == nullptr) ? 0 :
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(void*)layer_height_texture->data.data();
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}
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void* layer_height_texture_data_ptr_level1() {
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void* layer_height_texture_data_ptr_level1() const {
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return (layer_height_texture.get() == nullptr) ? 0 :
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(void*)(layer_height_texture->data.data() + layer_height_texture->width * layer_height_texture->height * 4);
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}
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@ -328,6 +357,17 @@ public:
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double(this->layer_height_texture->cells - 1) / (double(this->layer_height_texture->width) * bounding_box.max.z);
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}
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void generate_layer_height_texture(PrintObject *print_object, bool force);
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void set_layer_height_texture_data(unsigned int texture_id, unsigned int shader_id, PrintObject* print_object, float z_cursor_relative, float edit_band_width)
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{
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layer_height_texture_data.texture_id = texture_id;
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layer_height_texture_data.shader_id = shader_id;
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layer_height_texture_data.print_object = print_object;
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layer_height_texture_data.z_cursor_relative = z_cursor_relative;
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layer_height_texture_data.edit_band_width = edit_band_width;
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}
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void reset_layer_height_texture_data() { layer_height_texture_data.reset(); }
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};
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class GLVolumeCollection
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void enable() const;
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void disable() const;
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int shader_program_id() const
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%code%{ RETVAL = THIS->shader_program_id; %};
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std::string last_error() const
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%code%{ RETVAL = THIS->last_error; %};
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};
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@ -45,6 +48,9 @@
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int zoom_to_volumes()
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%code%{ RETVAL = THIS->zoom_to_volumes; %};
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void set_layer_height_texture_data(unsigned int texture_id, unsigned int shader_id, PrintObject* print_object, float z_cursor_relative, float edit_band_width);
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void reset_layer_height_texture_data();
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int object_idx() const;
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int volume_idx() const;
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int instance_idx() const;
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