Custom bed texture applied to custom bed shapes

This commit is contained in:
Enrico Turri 2019-07-24 10:11:17 +02:00
parent 1b5ba6c823
commit 7e7550b416
3 changed files with 129 additions and 26 deletions

View File

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

View File

@ -109,7 +109,7 @@ public:
bool contains(const Point& point) const;
Point point_projection(const Point& point) const;
void render(GLCanvas3D* canvas, float theta, float scale_factor) const;
void render(GLCanvas3D& canvas, float theta, float scale_factor) const;
void render_axes() const;
private:
@ -117,9 +117,10 @@ private:
void calc_triangles(const ExPolygon& poly);
void calc_gridlines(const ExPolygon& poly, const BoundingBox& bed_bbox);
EType detect_type(const Pointfs& shape) const;
void render_prusa(GLCanvas3D* canvas, const std::string& key, bool bottom) const;
void render_prusa_shader(bool transparent) const;
void render_custom() const;
void render_prusa(GLCanvas3D& canvas, const std::string& key, bool bottom) const;
void render_texture(bool transparent) const;
void render_custom(GLCanvas3D& canvas, bool bottom) const;
void render_default() const;
void reset();
};

View File

@ -3919,7 +3919,7 @@ void GLCanvas3D::_render_bed(float theta) const
#if ENABLE_RETINA_GL
scale_factor = m_retina_helper->get_scale_factor();
#endif // ENABLE_RETINA_GL
m_bed.render(const_cast<GLCanvas3D*>(this), theta, scale_factor);
m_bed.render(const_cast<GLCanvas3D&>(*this), theta, scale_factor);
}
void GLCanvas3D::_render_axes() const