Custom bed texture applied to custom bed shapes
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1b5ba6c823
commit
7e7550b416
@ -250,7 +250,7 @@ Point Bed3D::point_projection(const Point& point) const
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return m_polygon.point_projection(point);
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}
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void Bed3D::render(GLCanvas3D* canvas, float theta, float scale_factor) const
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void Bed3D::render(GLCanvas3D& canvas, float theta, float scale_factor) const
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{
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m_scale_factor = scale_factor;
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@ -274,7 +274,7 @@ void Bed3D::render(GLCanvas3D* canvas, float theta, float scale_factor) const
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default:
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case Custom:
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{
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render_custom();
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render_custom(canvas, theta > 90.0f);
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break;
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}
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}
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@ -309,7 +309,7 @@ void Bed3D::calc_triangles(const ExPolygon& poly)
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Polygons triangles;
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poly.triangulate(&triangles);
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if (!m_triangles.set_from_triangles(triangles, GROUND_Z, m_type != Custom))
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if (!m_triangles.set_from_triangles(triangles, GROUND_Z, true))
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printf("Unable to create bed triangles\n");
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}
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@ -381,27 +381,26 @@ Bed3D::EType Bed3D::detect_type(const Pointfs& shape) const
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return type;
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}
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void Bed3D::render_prusa(GLCanvas3D* canvas, const std::string &key, bool bottom) const
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void Bed3D::render_prusa(GLCanvas3D& canvas, const std::string& key, bool bottom) const
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{
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std::string filename = !m_custom_texture.empty() ? m_custom_texture : resources_dir() + "/icons/bed/" + key + ".svg";
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std::string model_path = resources_dir() + "/models/" + key;
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// use higher resolution images if graphic card and opengl version allow
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GLint max_tex_size = GLCanvas3DManager::get_gl_info().get_max_tex_size();
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if ((m_texture.get_id() == 0) || (m_texture.get_source() != filename))
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{
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m_texture.reset();
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if (boost::algorithm::iends_with(filename, ".svg"))
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{
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// use higher resolution images if graphic card and opengl version allow
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GLint max_tex_size = GLCanvas3DManager::get_gl_info().get_max_tex_size();
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if ((m_temp_texture.get_id() == 0) || (m_temp_texture.get_source() != filename))
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{
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// generate a temporary lower resolution texture to show while no main texture levels have been compressed
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if (!m_temp_texture.load_from_svg_file(filename, false, false, false, max_tex_size / 8))
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{
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render_custom();
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render_default();
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return;
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}
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}
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@ -409,7 +408,7 @@ void Bed3D::render_prusa(GLCanvas3D* canvas, const std::string &key, bool bottom
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// starts generating the main texture, compression will run asynchronously
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if (!m_texture.load_from_svg_file(filename, true, true, true, max_tex_size))
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{
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render_custom();
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render_default();
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return;
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}
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}
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@ -420,7 +419,7 @@ void Bed3D::render_prusa(GLCanvas3D* canvas, const std::string &key, bool bottom
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{
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if (!m_temp_texture.load_from_file(filename, false, GLTexture::None, false))
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{
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render_custom();
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render_default();
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return;
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}
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}
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@ -428,13 +427,13 @@ void Bed3D::render_prusa(GLCanvas3D* canvas, const std::string &key, bool bottom
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// starts generating the main texture, compression will run asynchronously
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if (!m_texture.load_from_file(filename, true, GLTexture::MultiThreaded, true))
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{
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render_custom();
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render_default();
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return;
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}
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}
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else
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{
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render_custom();
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render_default();
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return;
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}
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}
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@ -451,9 +450,7 @@ void Bed3D::render_prusa(GLCanvas3D* canvas, const std::string &key, bool bottom
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}
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else if (m_requires_canvas_update && m_texture.all_compressed_data_sent_to_gpu())
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{
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if (canvas != nullptr)
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canvas->stop_keeping_dirty();
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canvas.stop_keeping_dirty();
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m_requires_canvas_update = false;
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}
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@ -506,7 +503,7 @@ void Bed3D::render_prusa(GLCanvas3D* canvas, const std::string &key, bool bottom
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if (bottom)
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glsafe(::glFrontFace(GL_CW));
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render_prusa_shader(bottom);
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render_texture(bottom);
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if (bottom)
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glsafe(::glFrontFace(GL_CCW));
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@ -516,7 +513,7 @@ void Bed3D::render_prusa(GLCanvas3D* canvas, const std::string &key, bool bottom
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}
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}
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void Bed3D::render_prusa_shader(bool transparent) const
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void Bed3D::render_texture(bool transparent) const
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{
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if (m_shader.get_shader_program_id() == 0)
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m_shader.init("printbed.vs", "printbed.fs");
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@ -566,7 +563,114 @@ void Bed3D::render_prusa_shader(bool transparent) const
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}
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}
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void Bed3D::render_custom() const
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void Bed3D::render_custom(GLCanvas3D& canvas, bool bottom) const
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{
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if (m_custom_texture.empty())
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{
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render_default();
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return;
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}
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else
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{
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if ((m_texture.get_id() == 0) || (m_texture.get_source() != m_custom_texture))
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{
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m_texture.reset();
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if (boost::algorithm::iends_with(m_custom_texture, ".svg"))
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{
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// use higher resolution images if graphic card and opengl version allow
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GLint max_tex_size = GLCanvas3DManager::get_gl_info().get_max_tex_size();
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if ((m_temp_texture.get_id() == 0) || (m_temp_texture.get_source() != m_custom_texture))
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{
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// generate a temporary lower resolution texture to show while no main texture levels have been compressed
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if (!m_temp_texture.load_from_svg_file(m_custom_texture, false, false, false, max_tex_size / 8))
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{
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render_default();
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return;
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}
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}
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// starts generating the main texture, compression will run asynchronously
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if (!m_texture.load_from_svg_file(m_custom_texture, true, true, true, max_tex_size))
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{
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render_default();
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return;
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}
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}
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else if (boost::algorithm::iends_with(m_custom_texture, ".png"))
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{
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// generate a temporary lower resolution texture to show while no main texture levels have been compressed
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if ((m_temp_texture.get_id() == 0) || (m_temp_texture.get_source() != m_custom_texture))
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{
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if (!m_temp_texture.load_from_file(m_custom_texture, false, GLTexture::None, false))
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{
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render_default();
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return;
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}
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}
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// starts generating the main texture, compression will run asynchronously
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if (!m_texture.load_from_file(m_custom_texture, true, GLTexture::MultiThreaded, true))
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{
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render_default();
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return;
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}
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}
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else
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{
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render_default();
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return;
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}
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}
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else if (m_texture.unsent_compressed_data_available())
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{
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// sends to gpu the already available compressed levels of the main texture
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m_texture.send_compressed_data_to_gpu();
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// the temporary texture is not needed anymore, reset it
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if (m_temp_texture.get_id() != 0)
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m_temp_texture.reset();
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m_requires_canvas_update = true;
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}
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else if (m_requires_canvas_update && m_texture.all_compressed_data_sent_to_gpu())
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{
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canvas.stop_keeping_dirty();
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m_requires_canvas_update = false;
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}
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}
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unsigned int triangles_vcount = m_triangles.get_vertices_count();
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if (triangles_vcount > 0)
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{
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if (m_vbo_id == 0)
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{
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glsafe(::glGenBuffers(1, &m_vbo_id));
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id));
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glsafe(::glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)m_triangles.get_vertices_data_size(), (const GLvoid*)m_triangles.get_vertices_data(), GL_STATIC_DRAW));
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
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}
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glsafe(::glEnable(GL_DEPTH_TEST));
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glsafe(::glDepthMask(GL_FALSE));
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glsafe(::glEnable(GL_BLEND));
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glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
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if (bottom)
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glsafe(::glFrontFace(GL_CW));
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render_texture(bottom);
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if (bottom)
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glsafe(::glFrontFace(GL_CCW));
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glsafe(::glDisable(GL_BLEND));
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glsafe(::glDepthMask(GL_TRUE));
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}
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}
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void Bed3D::render_default() const
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{
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m_texture.reset();
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@ -587,14 +691,12 @@ void Bed3D::render_custom() const
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glsafe(::glDrawArrays(GL_TRIANGLES, 0, (GLsizei)triangles_vcount));
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// draw grid
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unsigned int gridlines_vcount = m_gridlines.get_vertices_count();
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// we need depth test for grid, otherwise it would disappear when looking the object from below
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glsafe(::glEnable(GL_DEPTH_TEST));
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glsafe(::glLineWidth(3.0f * m_scale_factor));
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glsafe(::glColor4f(0.2f, 0.2f, 0.2f, 0.4f));
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glsafe(::glVertexPointer(3, GL_FLOAT, m_triangles.get_vertex_data_size(), (GLvoid*)m_gridlines.get_vertices_data()));
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glsafe(::glDrawArrays(GL_LINES, 0, (GLsizei)gridlines_vcount));
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glsafe(::glDrawArrays(GL_LINES, 0, (GLsizei)m_gridlines.get_vertices_count()));
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glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
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@ -109,7 +109,7 @@ public:
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bool contains(const Point& point) const;
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Point point_projection(const Point& point) const;
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void render(GLCanvas3D* canvas, float theta, float scale_factor) const;
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void render(GLCanvas3D& canvas, float theta, float scale_factor) const;
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void render_axes() const;
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private:
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@ -117,9 +117,10 @@ private:
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void calc_triangles(const ExPolygon& poly);
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void calc_gridlines(const ExPolygon& poly, const BoundingBox& bed_bbox);
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EType detect_type(const Pointfs& shape) const;
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void render_prusa(GLCanvas3D* canvas, const std::string& key, bool bottom) const;
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void render_prusa_shader(bool transparent) const;
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void render_custom() const;
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void render_prusa(GLCanvas3D& canvas, const std::string& key, bool bottom) const;
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void render_texture(bool transparent) const;
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void render_custom(GLCanvas3D& canvas, bool bottom) const;
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void render_default() const;
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void reset();
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};
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@ -3919,7 +3919,7 @@ void GLCanvas3D::_render_bed(float theta) const
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#if ENABLE_RETINA_GL
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scale_factor = m_retina_helper->get_scale_factor();
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#endif // ENABLE_RETINA_GL
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m_bed.render(const_cast<GLCanvas3D*>(this), theta, scale_factor);
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m_bed.render(const_cast<GLCanvas3D&>(*this), theta, scale_factor);
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}
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void GLCanvas3D::_render_axes() const
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