Tech ENABLE_TEXTURES_FROM_SVG set as default
This commit is contained in:
parent
3344650255
commit
84d61e28fd
7 changed files with 0 additions and 417 deletions
|
@ -32,13 +32,4 @@
|
||||||
#define ENABLE_NONCUSTOM_DATA_VIEW_RENDERING (0 && ENABLE_1_42_0_ALPHA1)
|
#define ENABLE_NONCUSTOM_DATA_VIEW_RENDERING (0 && ENABLE_1_42_0_ALPHA1)
|
||||||
|
|
||||||
|
|
||||||
//====================
|
|
||||||
// 1.42.0.alpha7 techs
|
|
||||||
//====================
|
|
||||||
#define ENABLE_1_42_0_ALPHA7 1
|
|
||||||
|
|
||||||
// Printbed textures generated from svg files
|
|
||||||
#define ENABLE_TEXTURES_FROM_SVG (1 && ENABLE_1_42_0_ALPHA7)
|
|
||||||
|
|
||||||
|
|
||||||
#endif // _technologies_h_
|
#endif // _technologies_h_
|
||||||
|
|
|
@ -23,7 +23,6 @@ namespace GUI {
|
||||||
|
|
||||||
bool GeometryBuffer::set_from_triangles(const Polygons& triangles, float z, bool generate_tex_coords)
|
bool GeometryBuffer::set_from_triangles(const Polygons& triangles, float z, bool generate_tex_coords)
|
||||||
{
|
{
|
||||||
#if ENABLE_TEXTURES_FROM_SVG
|
|
||||||
m_vertices.clear();
|
m_vertices.clear();
|
||||||
unsigned int v_size = 3 * (unsigned int)triangles.size();
|
unsigned int v_size = 3 * (unsigned int)triangles.size();
|
||||||
|
|
||||||
|
@ -83,75 +82,12 @@ bool GeometryBuffer::set_from_triangles(const Polygons& triangles, float z, bool
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
#else
|
|
||||||
m_vertices.clear();
|
|
||||||
m_tex_coords.clear();
|
|
||||||
|
|
||||||
unsigned int v_size = 9 * (unsigned int)triangles.size();
|
|
||||||
unsigned int t_size = 6 * (unsigned int)triangles.size();
|
|
||||||
if (v_size == 0)
|
|
||||||
return false;
|
|
||||||
|
|
||||||
m_vertices = std::vector<float>(v_size, 0.0f);
|
|
||||||
if (generate_tex_coords)
|
|
||||||
m_tex_coords = std::vector<float>(t_size, 0.0f);
|
|
||||||
|
|
||||||
float min_x = unscale<float>(triangles[0].points[0](0));
|
|
||||||
float min_y = unscale<float>(triangles[0].points[0](1));
|
|
||||||
float max_x = min_x;
|
|
||||||
float max_y = min_y;
|
|
||||||
|
|
||||||
unsigned int v_coord = 0;
|
|
||||||
unsigned int t_coord = 0;
|
|
||||||
for (const Polygon& t : triangles)
|
|
||||||
{
|
|
||||||
for (unsigned int v = 0; v < 3; ++v)
|
|
||||||
{
|
|
||||||
const Point& p = t.points[v];
|
|
||||||
float x = unscale<float>(p(0));
|
|
||||||
float y = unscale<float>(p(1));
|
|
||||||
|
|
||||||
m_vertices[v_coord++] = x;
|
|
||||||
m_vertices[v_coord++] = y;
|
|
||||||
m_vertices[v_coord++] = z;
|
|
||||||
|
|
||||||
if (generate_tex_coords)
|
|
||||||
{
|
|
||||||
m_tex_coords[t_coord++] = x;
|
|
||||||
m_tex_coords[t_coord++] = y;
|
|
||||||
|
|
||||||
min_x = std::min(min_x, x);
|
|
||||||
max_x = std::max(max_x, x);
|
|
||||||
min_y = std::min(min_y, y);
|
|
||||||
max_y = std::max(max_y, y);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (generate_tex_coords)
|
|
||||||
{
|
|
||||||
float size_x = max_x - min_x;
|
|
||||||
float size_y = max_y - min_y;
|
|
||||||
|
|
||||||
if ((size_x != 0.0f) && (size_y != 0.0f))
|
|
||||||
{
|
|
||||||
float inv_size_x = 1.0f / size_x;
|
|
||||||
float inv_size_y = -1.0f / size_y;
|
|
||||||
for (unsigned int i = 0; i < m_tex_coords.size(); i += 2)
|
|
||||||
{
|
|
||||||
m_tex_coords[i] = (m_tex_coords[i] - min_x) * inv_size_x;
|
|
||||||
m_tex_coords[i + 1] = (m_tex_coords[i + 1] - min_y) * inv_size_y;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
#endif // ENABLE_TEXTURES_FROM_SVG
|
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool GeometryBuffer::set_from_lines(const Lines& lines, float z)
|
bool GeometryBuffer::set_from_lines(const Lines& lines, float z)
|
||||||
{
|
{
|
||||||
#if ENABLE_TEXTURES_FROM_SVG
|
|
||||||
m_vertices.clear();
|
m_vertices.clear();
|
||||||
|
|
||||||
unsigned int v_size = 2 * (unsigned int)lines.size();
|
unsigned int v_size = 2 * (unsigned int)lines.size();
|
||||||
|
@ -175,37 +111,14 @@ bool GeometryBuffer::set_from_lines(const Lines& lines, float z)
|
||||||
v2.position[2] = z;
|
v2.position[2] = z;
|
||||||
++v_count;
|
++v_count;
|
||||||
}
|
}
|
||||||
#else
|
|
||||||
m_vertices.clear();
|
|
||||||
m_tex_coords.clear();
|
|
||||||
|
|
||||||
unsigned int size = 6 * (unsigned int)lines.size();
|
|
||||||
if (size == 0)
|
|
||||||
return false;
|
|
||||||
|
|
||||||
m_vertices = std::vector<float>(size, 0.0f);
|
|
||||||
|
|
||||||
unsigned int coord = 0;
|
|
||||||
for (const Line& l : lines)
|
|
||||||
{
|
|
||||||
m_vertices[coord++] = unscale<float>(l.a(0));
|
|
||||||
m_vertices[coord++] = unscale<float>(l.a(1));
|
|
||||||
m_vertices[coord++] = z;
|
|
||||||
m_vertices[coord++] = unscale<float>(l.b(0));
|
|
||||||
m_vertices[coord++] = unscale<float>(l.b(1));
|
|
||||||
m_vertices[coord++] = z;
|
|
||||||
}
|
|
||||||
#endif // ENABLE_TEXTURES_FROM_SVG
|
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
#if ENABLE_TEXTURES_FROM_SVG
|
|
||||||
const float* GeometryBuffer::get_vertices_data() const
|
const float* GeometryBuffer::get_vertices_data() const
|
||||||
{
|
{
|
||||||
return (m_vertices.size() > 0) ? (const float*)m_vertices.data() : nullptr;
|
return (m_vertices.size() > 0) ? (const float*)m_vertices.data() : nullptr;
|
||||||
}
|
}
|
||||||
#endif // ENABLE_TEXTURES_FROM_SVG
|
|
||||||
|
|
||||||
const double Bed3D::Axes::Radius = 0.5;
|
const double Bed3D::Axes::Radius = 0.5;
|
||||||
const double Bed3D::Axes::ArrowBaseRadius = 2.5 * Bed3D::Axes::Radius;
|
const double Bed3D::Axes::ArrowBaseRadius = 2.5 * Bed3D::Axes::Radius;
|
||||||
|
@ -276,10 +189,8 @@ void Bed3D::Axes::render_axis(double length) const
|
||||||
Bed3D::Bed3D()
|
Bed3D::Bed3D()
|
||||||
: m_type(Custom)
|
: m_type(Custom)
|
||||||
, m_custom_texture("")
|
, m_custom_texture("")
|
||||||
#if ENABLE_TEXTURES_FROM_SVG
|
|
||||||
, m_requires_canvas_update(false)
|
, m_requires_canvas_update(false)
|
||||||
, m_vbo_id(0)
|
, m_vbo_id(0)
|
||||||
#endif // ENABLE_TEXTURES_FROM_SVG
|
|
||||||
, m_scale_factor(1.0f)
|
, m_scale_factor(1.0f)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
@ -319,9 +230,7 @@ bool Bed3D::set_shape(const Pointfs& shape, const std::string& custom_texture)
|
||||||
|
|
||||||
m_polygon = offset_ex(poly.contour, (float)bed_bbox.radius() * 1.7f, jtRound, scale_(0.5))[0].contour;
|
m_polygon = offset_ex(poly.contour, (float)bed_bbox.radius() * 1.7f, jtRound, scale_(0.5))[0].contour;
|
||||||
|
|
||||||
#if ENABLE_TEXTURES_FROM_SVG
|
|
||||||
reset();
|
reset();
|
||||||
#endif // ENABLE_TEXTURES_FROM_SVG
|
|
||||||
|
|
||||||
// Set the origin and size for painting of the coordinate system axes.
|
// Set the origin and size for painting of the coordinate system axes.
|
||||||
m_axes.origin = Vec3d(0.0, 0.0, (double)GROUND_Z);
|
m_axes.origin = Vec3d(0.0, 0.0, (double)GROUND_Z);
|
||||||
|
@ -341,7 +250,6 @@ Point Bed3D::point_projection(const Point& point) const
|
||||||
return m_polygon.point_projection(point);
|
return m_polygon.point_projection(point);
|
||||||
}
|
}
|
||||||
|
|
||||||
#if ENABLE_TEXTURES_FROM_SVG
|
|
||||||
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;
|
m_scale_factor = scale_factor;
|
||||||
|
@ -371,40 +279,6 @@ void Bed3D::render(GLCanvas3D* canvas, float theta, float scale_factor) const
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
#else
|
|
||||||
void Bed3D::render(float theta, float scale_factor) const
|
|
||||||
{
|
|
||||||
m_scale_factor = scale_factor;
|
|
||||||
|
|
||||||
if (m_shape.empty())
|
|
||||||
return;
|
|
||||||
|
|
||||||
switch (m_type)
|
|
||||||
{
|
|
||||||
case MK2:
|
|
||||||
{
|
|
||||||
render_prusa("mk2", theta);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
case MK3:
|
|
||||||
{
|
|
||||||
render_prusa("mk3", theta);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
case SL1:
|
|
||||||
{
|
|
||||||
render_prusa("sl1", theta);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
default:
|
|
||||||
case Custom:
|
|
||||||
{
|
|
||||||
render_custom();
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
#endif // ENABLE_TEXTURES_FROM_SVG
|
|
||||||
|
|
||||||
void Bed3D::render_axes() const
|
void Bed3D::render_axes() const
|
||||||
{
|
{
|
||||||
|
@ -507,7 +381,6 @@ Bed3D::EType Bed3D::detect_type(const Pointfs& shape) const
|
||||||
return type;
|
return type;
|
||||||
}
|
}
|
||||||
|
|
||||||
#if ENABLE_TEXTURES_FROM_SVG
|
|
||||||
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 filename = !m_custom_texture.empty() ? m_custom_texture : resources_dir() + "/icons/bed/" + key + ".svg";
|
||||||
|
@ -692,136 +565,10 @@ void Bed3D::render_prusa_shader(bool transparent) const
|
||||||
m_shader.stop_using();
|
m_shader.stop_using();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
#else
|
|
||||||
void Bed3D::render_prusa(const std::string& key, float theta) const
|
|
||||||
{
|
|
||||||
std::string tex_path = resources_dir() + "/icons/bed/" + key;
|
|
||||||
|
|
||||||
// use higher resolution images if graphic card allows
|
|
||||||
GLint max_tex_size;
|
|
||||||
glsafe(::glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_tex_size));
|
|
||||||
|
|
||||||
// temporary set to lowest resolution
|
|
||||||
max_tex_size = 2048;
|
|
||||||
|
|
||||||
if (max_tex_size >= 8192)
|
|
||||||
tex_path += "_8192";
|
|
||||||
else if (max_tex_size >= 4096)
|
|
||||||
tex_path += "_4096";
|
|
||||||
|
|
||||||
std::string model_path = resources_dir() + "/models/" + key;
|
|
||||||
|
|
||||||
// use anisotropic filter if graphic card allows
|
|
||||||
GLfloat max_anisotropy = 0.0f;
|
|
||||||
if (glewIsSupported("GL_EXT_texture_filter_anisotropic"))
|
|
||||||
glsafe(::glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &max_anisotropy));
|
|
||||||
|
|
||||||
std::string filename = tex_path + "_top.png";
|
|
||||||
if ((m_top_texture.get_id() == 0) || (m_top_texture.get_source() != filename))
|
|
||||||
{
|
|
||||||
if (!m_top_texture.load_from_file(filename, true, true))
|
|
||||||
{
|
|
||||||
render_custom();
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (max_anisotropy > 0.0f)
|
|
||||||
{
|
|
||||||
glsafe(::glBindTexture(GL_TEXTURE_2D, m_top_texture.get_id()));
|
|
||||||
glsafe(::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, max_anisotropy));
|
|
||||||
glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
filename = tex_path + "_bottom.png";
|
|
||||||
if ((m_bottom_texture.get_id() == 0) || (m_bottom_texture.get_source() != filename))
|
|
||||||
{
|
|
||||||
if (!m_bottom_texture.load_from_file(filename, true, true))
|
|
||||||
{
|
|
||||||
render_custom();
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (max_anisotropy > 0.0f)
|
|
||||||
{
|
|
||||||
glsafe(::glBindTexture(GL_TEXTURE_2D, m_bottom_texture.get_id()));
|
|
||||||
glsafe(::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, max_anisotropy));
|
|
||||||
glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (theta <= 90.0f)
|
|
||||||
{
|
|
||||||
filename = model_path + "_bed.stl";
|
|
||||||
if ((m_model.get_filename() != filename) && m_model.init_from_file(filename)) {
|
|
||||||
Vec3d offset = m_bounding_box.center() - Vec3d(0.0, 0.0, 0.5 * m_model.get_bounding_box().size()(2));
|
|
||||||
if (key == "mk2")
|
|
||||||
// hardcoded value to match the stl model
|
|
||||||
offset += Vec3d(0.0, 7.5, -0.03);
|
|
||||||
else if (key == "mk3")
|
|
||||||
// hardcoded value to match the stl model
|
|
||||||
offset += Vec3d(0.0, 5.5, 2.43);
|
|
||||||
else if (key == "sl1")
|
|
||||||
// hardcoded value to match the stl model
|
|
||||||
offset += Vec3d(0.0, 0.0, -0.03);
|
|
||||||
|
|
||||||
m_model.center_around(offset);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (!m_model.get_filename().empty())
|
|
||||||
{
|
|
||||||
glsafe(::glEnable(GL_LIGHTING));
|
|
||||||
m_model.render();
|
|
||||||
glsafe(::glDisable(GL_LIGHTING));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
unsigned int triangles_vcount = m_triangles.get_vertices_count();
|
|
||||||
if (triangles_vcount > 0)
|
|
||||||
{
|
|
||||||
glsafe(::glEnable(GL_DEPTH_TEST));
|
|
||||||
glsafe(::glDepthMask(GL_FALSE));
|
|
||||||
|
|
||||||
glsafe(::glEnable(GL_BLEND));
|
|
||||||
glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
|
|
||||||
|
|
||||||
glsafe(::glEnable(GL_TEXTURE_2D));
|
|
||||||
glsafe(::glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE));
|
|
||||||
|
|
||||||
glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
|
|
||||||
glsafe(::glEnableClientState(GL_TEXTURE_COORD_ARRAY));
|
|
||||||
|
|
||||||
if (theta > 90.0f)
|
|
||||||
glsafe(::glFrontFace(GL_CW));
|
|
||||||
|
|
||||||
glsafe(::glBindTexture(GL_TEXTURE_2D, (theta <= 90.0f) ? (GLuint)m_top_texture.get_id() : (GLuint)m_bottom_texture.get_id()));
|
|
||||||
glsafe(::glVertexPointer(3, GL_FLOAT, 0, (GLvoid*)m_triangles.get_vertices()));
|
|
||||||
glsafe(::glTexCoordPointer(2, GL_FLOAT, 0, (GLvoid*)m_triangles.get_tex_coords()));
|
|
||||||
glsafe(::glDrawArrays(GL_TRIANGLES, 0, (GLsizei)triangles_vcount));
|
|
||||||
|
|
||||||
if (theta > 90.0f)
|
|
||||||
glsafe(::glFrontFace(GL_CCW));
|
|
||||||
|
|
||||||
glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
|
|
||||||
glsafe(::glDisableClientState(GL_TEXTURE_COORD_ARRAY));
|
|
||||||
glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
|
|
||||||
|
|
||||||
glsafe(::glDisable(GL_TEXTURE_2D));
|
|
||||||
|
|
||||||
glsafe(::glDisable(GL_BLEND));
|
|
||||||
glsafe(::glDepthMask(GL_TRUE));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
#endif // ENABLE_TEXTURES_FROM_SVG
|
|
||||||
|
|
||||||
void Bed3D::render_custom() const
|
void Bed3D::render_custom() const
|
||||||
{
|
{
|
||||||
#if ENABLE_TEXTURES_FROM_SVG
|
|
||||||
m_texture.reset();
|
m_texture.reset();
|
||||||
#else
|
|
||||||
m_top_texture.reset();
|
|
||||||
m_bottom_texture.reset();
|
|
||||||
#endif // ENABLE_TEXTURES_FROM_SVG
|
|
||||||
|
|
||||||
unsigned int triangles_vcount = m_triangles.get_vertices_count();
|
unsigned int triangles_vcount = m_triangles.get_vertices_count();
|
||||||
if (triangles_vcount > 0)
|
if (triangles_vcount > 0)
|
||||||
|
@ -836,11 +583,7 @@ void Bed3D::render_custom() const
|
||||||
|
|
||||||
glsafe(::glColor4f(0.35f, 0.35f, 0.35f, 0.4f));
|
glsafe(::glColor4f(0.35f, 0.35f, 0.35f, 0.4f));
|
||||||
glsafe(::glNormal3d(0.0f, 0.0f, 1.0f));
|
glsafe(::glNormal3d(0.0f, 0.0f, 1.0f));
|
||||||
#if ENABLE_TEXTURES_FROM_SVG
|
|
||||||
glsafe(::glVertexPointer(3, GL_FLOAT, m_triangles.get_vertex_data_size(), (GLvoid*)m_triangles.get_vertices_data()));
|
glsafe(::glVertexPointer(3, GL_FLOAT, m_triangles.get_vertex_data_size(), (GLvoid*)m_triangles.get_vertices_data()));
|
||||||
#else
|
|
||||||
glsafe(::glVertexPointer(3, GL_FLOAT, 0, (GLvoid*)m_triangles.get_vertices()));
|
|
||||||
#endif // ENABLE_TEXTURES_FROM_SVG
|
|
||||||
glsafe(::glDrawArrays(GL_TRIANGLES, 0, (GLsizei)triangles_vcount));
|
glsafe(::glDrawArrays(GL_TRIANGLES, 0, (GLsizei)triangles_vcount));
|
||||||
|
|
||||||
// draw grid
|
// draw grid
|
||||||
|
@ -850,11 +593,7 @@ void Bed3D::render_custom() const
|
||||||
glsafe(::glEnable(GL_DEPTH_TEST));
|
glsafe(::glEnable(GL_DEPTH_TEST));
|
||||||
glsafe(::glLineWidth(3.0f * m_scale_factor));
|
glsafe(::glLineWidth(3.0f * m_scale_factor));
|
||||||
glsafe(::glColor4f(0.2f, 0.2f, 0.2f, 0.4f));
|
glsafe(::glColor4f(0.2f, 0.2f, 0.2f, 0.4f));
|
||||||
#if ENABLE_TEXTURES_FROM_SVG
|
|
||||||
glsafe(::glVertexPointer(3, GL_FLOAT, m_triangles.get_vertex_data_size(), (GLvoid*)m_gridlines.get_vertices_data()));
|
glsafe(::glVertexPointer(3, GL_FLOAT, m_triangles.get_vertex_data_size(), (GLvoid*)m_gridlines.get_vertices_data()));
|
||||||
#else
|
|
||||||
glsafe(::glVertexPointer(3, GL_FLOAT, 0, (GLvoid*)m_gridlines.get_vertices()));
|
|
||||||
#endif // ENABLE_TEXTURES_FROM_SVG
|
|
||||||
glsafe(::glDrawArrays(GL_LINES, 0, (GLsizei)gridlines_vcount));
|
glsafe(::glDrawArrays(GL_LINES, 0, (GLsizei)gridlines_vcount));
|
||||||
|
|
||||||
glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
|
glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
|
||||||
|
@ -864,7 +603,6 @@ void Bed3D::render_custom() const
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
#if ENABLE_TEXTURES_FROM_SVG
|
|
||||||
void Bed3D::reset()
|
void Bed3D::reset()
|
||||||
{
|
{
|
||||||
if (m_vbo_id > 0)
|
if (m_vbo_id > 0)
|
||||||
|
@ -873,7 +611,6 @@ void Bed3D::reset()
|
||||||
m_vbo_id = 0;
|
m_vbo_id = 0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
#endif // ENABLE_TEXTURES_FROM_SVG
|
|
||||||
|
|
||||||
} // GUI
|
} // GUI
|
||||||
} // Slic3r
|
} // Slic3r
|
|
@ -3,9 +3,7 @@
|
||||||
|
|
||||||
#include "GLTexture.hpp"
|
#include "GLTexture.hpp"
|
||||||
#include "3DScene.hpp"
|
#include "3DScene.hpp"
|
||||||
#if ENABLE_TEXTURES_FROM_SVG
|
|
||||||
#include "GLShader.hpp"
|
#include "GLShader.hpp"
|
||||||
#endif // ENABLE_TEXTURES_FROM_SVG
|
|
||||||
|
|
||||||
class GLUquadric;
|
class GLUquadric;
|
||||||
typedef class GLUquadric GLUquadricObj;
|
typedef class GLUquadric GLUquadricObj;
|
||||||
|
@ -17,7 +15,6 @@ class GLCanvas3D;
|
||||||
|
|
||||||
class GeometryBuffer
|
class GeometryBuffer
|
||||||
{
|
{
|
||||||
#if ENABLE_TEXTURES_FROM_SVG
|
|
||||||
struct Vertex
|
struct Vertex
|
||||||
{
|
{
|
||||||
float position[3];
|
float position[3];
|
||||||
|
@ -31,27 +28,17 @@ class GeometryBuffer
|
||||||
};
|
};
|
||||||
|
|
||||||
std::vector<Vertex> m_vertices;
|
std::vector<Vertex> m_vertices;
|
||||||
#else
|
|
||||||
std::vector<float> m_vertices;
|
|
||||||
std::vector<float> m_tex_coords;
|
|
||||||
#endif // ENABLE_TEXTURES_FROM_SVG
|
|
||||||
|
|
||||||
public:
|
public:
|
||||||
bool set_from_triangles(const Polygons& triangles, float z, bool generate_tex_coords);
|
bool set_from_triangles(const Polygons& triangles, float z, bool generate_tex_coords);
|
||||||
bool set_from_lines(const Lines& lines, float z);
|
bool set_from_lines(const Lines& lines, float z);
|
||||||
|
|
||||||
#if ENABLE_TEXTURES_FROM_SVG
|
|
||||||
const float* get_vertices_data() const;
|
const float* get_vertices_data() const;
|
||||||
unsigned int get_vertices_data_size() const { return (unsigned int)m_vertices.size() * get_vertex_data_size(); }
|
unsigned int get_vertices_data_size() const { return (unsigned int)m_vertices.size() * get_vertex_data_size(); }
|
||||||
unsigned int get_vertex_data_size() const { return (unsigned int)(5 * sizeof(float)); }
|
unsigned int get_vertex_data_size() const { return (unsigned int)(5 * sizeof(float)); }
|
||||||
size_t get_position_offset() const { return 0; }
|
size_t get_position_offset() const { return 0; }
|
||||||
size_t get_tex_coords_offset() const { return (size_t)(3 * sizeof(float)); }
|
size_t get_tex_coords_offset() const { return (size_t)(3 * sizeof(float)); }
|
||||||
unsigned int get_vertices_count() const { return (unsigned int)m_vertices.size(); }
|
unsigned int get_vertices_count() const { return (unsigned int)m_vertices.size(); }
|
||||||
#else
|
|
||||||
const float* get_vertices() const { return m_vertices.data(); }
|
|
||||||
const float* get_tex_coords() const { return m_tex_coords.data(); }
|
|
||||||
unsigned int get_vertices_count() const { return (unsigned int)m_vertices.size() / 3; }
|
|
||||||
#endif // ENABLE_TEXTURES_FROM_SVG
|
|
||||||
};
|
};
|
||||||
|
|
||||||
class Bed3D
|
class Bed3D
|
||||||
|
@ -93,7 +80,6 @@ private:
|
||||||
Polygon m_polygon;
|
Polygon m_polygon;
|
||||||
GeometryBuffer m_triangles;
|
GeometryBuffer m_triangles;
|
||||||
GeometryBuffer m_gridlines;
|
GeometryBuffer m_gridlines;
|
||||||
#if ENABLE_TEXTURES_FROM_SVG
|
|
||||||
mutable GLTexture m_texture;
|
mutable GLTexture m_texture;
|
||||||
// temporary texture shown until the main texture has still no levels compressed
|
// temporary texture shown until the main texture has still no levels compressed
|
||||||
mutable GLTexture m_temp_texture;
|
mutable GLTexture m_temp_texture;
|
||||||
|
@ -101,10 +87,6 @@ private:
|
||||||
mutable bool m_requires_canvas_update;
|
mutable bool m_requires_canvas_update;
|
||||||
mutable Shader m_shader;
|
mutable Shader m_shader;
|
||||||
mutable unsigned int m_vbo_id;
|
mutable unsigned int m_vbo_id;
|
||||||
#else
|
|
||||||
mutable GLTexture m_top_texture;
|
|
||||||
mutable GLTexture m_bottom_texture;
|
|
||||||
#endif // ENABLE_TEXTURES_FROM_SVG
|
|
||||||
mutable GLBed m_model;
|
mutable GLBed m_model;
|
||||||
Axes m_axes;
|
Axes m_axes;
|
||||||
|
|
||||||
|
@ -112,9 +94,7 @@ private:
|
||||||
|
|
||||||
public:
|
public:
|
||||||
Bed3D();
|
Bed3D();
|
||||||
#if ENABLE_TEXTURES_FROM_SVG
|
|
||||||
~Bed3D() { reset(); }
|
~Bed3D() { reset(); }
|
||||||
#endif // ENABLE_TEXTURES_FROM_SVG
|
|
||||||
|
|
||||||
EType get_type() const { return m_type; }
|
EType get_type() const { return m_type; }
|
||||||
|
|
||||||
|
@ -129,11 +109,7 @@ public:
|
||||||
bool contains(const Point& point) const;
|
bool contains(const Point& point) const;
|
||||||
Point point_projection(const Point& point) const;
|
Point point_projection(const Point& point) const;
|
||||||
|
|
||||||
#if ENABLE_TEXTURES_FROM_SVG
|
|
||||||
void render(GLCanvas3D* canvas, float theta, float scale_factor) const;
|
void render(GLCanvas3D* canvas, float theta, float scale_factor) const;
|
||||||
#else
|
|
||||||
void render(float theta, float scale_factor) const;
|
|
||||||
#endif // ENABLE_TEXTURES_FROM_SVG
|
|
||||||
void render_axes() const;
|
void render_axes() const;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
@ -141,16 +117,10 @@ private:
|
||||||
void calc_triangles(const ExPolygon& poly);
|
void calc_triangles(const ExPolygon& poly);
|
||||||
void calc_gridlines(const ExPolygon& poly, const BoundingBox& bed_bbox);
|
void calc_gridlines(const ExPolygon& poly, const BoundingBox& bed_bbox);
|
||||||
EType detect_type(const Pointfs& shape) const;
|
EType detect_type(const Pointfs& shape) const;
|
||||||
#if ENABLE_TEXTURES_FROM_SVG
|
|
||||||
void render_prusa(GLCanvas3D* canvas, const std::string& key, bool bottom) const;
|
void render_prusa(GLCanvas3D* canvas, const std::string& key, bool bottom) const;
|
||||||
void render_prusa_shader(bool transparent) const;
|
void render_prusa_shader(bool transparent) const;
|
||||||
#else
|
|
||||||
void render_prusa(const std::string& key, float theta) const;
|
|
||||||
#endif // ENABLE_TEXTURES_FROM_SVG
|
|
||||||
void render_custom() const;
|
void render_custom() const;
|
||||||
#if ENABLE_TEXTURES_FROM_SVG
|
|
||||||
void reset();
|
void reset();
|
||||||
#endif // ENABLE_TEXTURES_FROM_SVG
|
|
||||||
};
|
};
|
||||||
|
|
||||||
} // GUI
|
} // GUI
|
||||||
|
|
|
@ -116,87 +116,6 @@ void Size::set_scale_factor(int scale_factor)
|
||||||
m_scale_factor = scale_factor;
|
m_scale_factor = scale_factor;
|
||||||
}
|
}
|
||||||
|
|
||||||
#if !ENABLE_TEXTURES_FROM_SVG
|
|
||||||
GLCanvas3D::Shader::Shader()
|
|
||||||
: m_shader(nullptr)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
GLCanvas3D::Shader::~Shader()
|
|
||||||
{
|
|
||||||
_reset();
|
|
||||||
}
|
|
||||||
|
|
||||||
bool GLCanvas3D::Shader::init(const std::string& vertex_shader_filename, const std::string& fragment_shader_filename)
|
|
||||||
{
|
|
||||||
if (is_initialized())
|
|
||||||
return true;
|
|
||||||
|
|
||||||
m_shader = new GLShader();
|
|
||||||
if (m_shader != nullptr)
|
|
||||||
{
|
|
||||||
if (!m_shader->load_from_file(fragment_shader_filename.c_str(), vertex_shader_filename.c_str()))
|
|
||||||
{
|
|
||||||
std::cout << "Compilaton of shader failed:" << std::endl;
|
|
||||||
std::cout << m_shader->last_error << std::endl;
|
|
||||||
_reset();
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool GLCanvas3D::Shader::is_initialized() const
|
|
||||||
{
|
|
||||||
return (m_shader != nullptr);
|
|
||||||
}
|
|
||||||
|
|
||||||
bool GLCanvas3D::Shader::start_using() const
|
|
||||||
{
|
|
||||||
if (is_initialized())
|
|
||||||
{
|
|
||||||
m_shader->enable();
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
void GLCanvas3D::Shader::stop_using() const
|
|
||||||
{
|
|
||||||
if (m_shader != nullptr)
|
|
||||||
m_shader->disable();
|
|
||||||
}
|
|
||||||
|
|
||||||
void GLCanvas3D::Shader::set_uniform(const std::string& name, float value) const
|
|
||||||
{
|
|
||||||
if (m_shader != nullptr)
|
|
||||||
m_shader->set_uniform(name.c_str(), value);
|
|
||||||
}
|
|
||||||
|
|
||||||
void GLCanvas3D::Shader::set_uniform(const std::string& name, const float* matrix) const
|
|
||||||
{
|
|
||||||
if (m_shader != nullptr)
|
|
||||||
m_shader->set_uniform(name.c_str(), matrix);
|
|
||||||
}
|
|
||||||
|
|
||||||
const GLShader* GLCanvas3D::Shader::get_shader() const
|
|
||||||
{
|
|
||||||
return m_shader;
|
|
||||||
}
|
|
||||||
|
|
||||||
void GLCanvas3D::Shader::_reset()
|
|
||||||
{
|
|
||||||
if (m_shader != nullptr)
|
|
||||||
{
|
|
||||||
m_shader->release();
|
|
||||||
delete m_shader;
|
|
||||||
m_shader = nullptr;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
#endif // !ENABLE_TEXTURES_FROM_SVG
|
|
||||||
|
|
||||||
GLCanvas3D::LayersEditing::LayersEditing()
|
GLCanvas3D::LayersEditing::LayersEditing()
|
||||||
: m_enabled(false)
|
: m_enabled(false)
|
||||||
, m_z_texture_id(0)
|
, m_z_texture_id(0)
|
||||||
|
@ -3907,11 +3826,7 @@ void GLCanvas3D::_render_bed(float theta) const
|
||||||
#if ENABLE_RETINA_GL
|
#if ENABLE_RETINA_GL
|
||||||
scale_factor = m_retina_helper->get_scale_factor();
|
scale_factor = m_retina_helper->get_scale_factor();
|
||||||
#endif // ENABLE_RETINA_GL
|
#endif // ENABLE_RETINA_GL
|
||||||
#if ENABLE_TEXTURES_FROM_SVG
|
|
||||||
m_bed.render(const_cast<GLCanvas3D*>(this), theta, scale_factor);
|
m_bed.render(const_cast<GLCanvas3D*>(this), theta, scale_factor);
|
||||||
#else
|
|
||||||
m_bed.render(theta, scale_factor);
|
|
||||||
#endif // ENABLE_TEXTURES_FROM_SVG
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void GLCanvas3D::_render_axes() const
|
void GLCanvas3D::_render_axes() const
|
||||||
|
|
|
@ -159,32 +159,6 @@ class GLCanvas3D
|
||||||
void reset() { first_volumes.clear(); }
|
void reset() { first_volumes.clear(); }
|
||||||
};
|
};
|
||||||
|
|
||||||
#if !ENABLE_TEXTURES_FROM_SVG
|
|
||||||
class Shader
|
|
||||||
{
|
|
||||||
GLShader* m_shader;
|
|
||||||
|
|
||||||
public:
|
|
||||||
Shader();
|
|
||||||
~Shader();
|
|
||||||
|
|
||||||
bool init(const std::string& vertex_shader_filename, const std::string& fragment_shader_filename);
|
|
||||||
|
|
||||||
bool is_initialized() const;
|
|
||||||
|
|
||||||
bool start_using() const;
|
|
||||||
void stop_using() const;
|
|
||||||
|
|
||||||
void set_uniform(const std::string& name, float value) const;
|
|
||||||
void set_uniform(const std::string& name, const float* matrix) const;
|
|
||||||
|
|
||||||
const GLShader* get_shader() const;
|
|
||||||
|
|
||||||
private:
|
|
||||||
void _reset();
|
|
||||||
};
|
|
||||||
#endif // !ENABLE_TEXTURES_FROM_SVG
|
|
||||||
|
|
||||||
class LayersEditing
|
class LayersEditing
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
|
|
|
@ -268,7 +268,6 @@ sub SetMatrix
|
||||||
}
|
}
|
||||||
*/
|
*/
|
||||||
|
|
||||||
#if ENABLE_TEXTURES_FROM_SVG
|
|
||||||
Shader::Shader()
|
Shader::Shader()
|
||||||
: m_shader(nullptr)
|
: m_shader(nullptr)
|
||||||
{
|
{
|
||||||
|
@ -363,6 +362,5 @@ void Shader::reset()
|
||||||
m_shader = nullptr;
|
m_shader = nullptr;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
#endif // ENABLE_TEXTURES_FROM_SVG
|
|
||||||
|
|
||||||
} // namespace Slic3r
|
} // namespace Slic3r
|
||||||
|
|
|
@ -37,7 +37,6 @@ public:
|
||||||
std::string last_error;
|
std::string last_error;
|
||||||
};
|
};
|
||||||
|
|
||||||
#if ENABLE_TEXTURES_FROM_SVG
|
|
||||||
class Shader
|
class Shader
|
||||||
{
|
{
|
||||||
GLShader* m_shader;
|
GLShader* m_shader;
|
||||||
|
@ -66,7 +65,6 @@ public:
|
||||||
private:
|
private:
|
||||||
void reset();
|
void reset();
|
||||||
};
|
};
|
||||||
#endif // ENABLE_TEXTURES_FROM_SVG
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue