GCodeViewer -> Modified shape of printbed for the unknown size case
This commit is contained in:
parent
db77f80681
commit
992d7065b2
2 changed files with 52 additions and 76 deletions
|
@ -45,10 +45,8 @@ bool GeometryBuffer::set_from_triangles(const Polygons& triangles, float z, bool
|
||||||
float max_y = min_y;
|
float max_y = min_y;
|
||||||
|
|
||||||
unsigned int v_count = 0;
|
unsigned int v_count = 0;
|
||||||
for (const Polygon& t : triangles)
|
for (const Polygon& t : triangles) {
|
||||||
{
|
for (unsigned int i = 0; i < 3; ++i) {
|
||||||
for (unsigned int i = 0; i < 3; ++i)
|
|
||||||
{
|
|
||||||
Vertex& v = m_vertices[v_count];
|
Vertex& v = m_vertices[v_count];
|
||||||
|
|
||||||
const Point& p = t.points[i];
|
const Point& p = t.points[i];
|
||||||
|
@ -59,8 +57,7 @@ bool GeometryBuffer::set_from_triangles(const Polygons& triangles, float z, bool
|
||||||
v.position[1] = y;
|
v.position[1] = y;
|
||||||
v.position[2] = z;
|
v.position[2] = z;
|
||||||
|
|
||||||
if (generate_tex_coords)
|
if (generate_tex_coords) {
|
||||||
{
|
|
||||||
v.tex_coords[0] = x;
|
v.tex_coords[0] = x;
|
||||||
v.tex_coords[1] = y;
|
v.tex_coords[1] = y;
|
||||||
|
|
||||||
|
@ -74,17 +71,14 @@ bool GeometryBuffer::set_from_triangles(const Polygons& triangles, float z, bool
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (generate_tex_coords)
|
if (generate_tex_coords) {
|
||||||
{
|
|
||||||
float size_x = max_x - min_x;
|
float size_x = max_x - min_x;
|
||||||
float size_y = max_y - min_y;
|
float size_y = max_y - min_y;
|
||||||
|
|
||||||
if ((size_x != 0.0f) && (size_y != 0.0f))
|
if ((size_x != 0.0f) && (size_y != 0.0f)) {
|
||||||
{
|
|
||||||
float inv_size_x = 1.0f / size_x;
|
float inv_size_x = 1.0f / size_x;
|
||||||
float inv_size_y = -1.0f / size_y;
|
float inv_size_y = -1.0f / size_y;
|
||||||
for (Vertex& v : m_vertices)
|
for (Vertex& v : m_vertices) {
|
||||||
{
|
|
||||||
v.tex_coords[0] = (v.tex_coords[0] - min_x) * inv_size_x;
|
v.tex_coords[0] = (v.tex_coords[0] - min_x) * inv_size_x;
|
||||||
v.tex_coords[1] = (v.tex_coords[1] - min_y) * inv_size_y;
|
v.tex_coords[1] = (v.tex_coords[1] - min_y) * inv_size_y;
|
||||||
}
|
}
|
||||||
|
@ -105,8 +99,7 @@ bool GeometryBuffer::set_from_lines(const Lines& lines, float z)
|
||||||
m_vertices = std::vector<Vertex>(v_size, Vertex());
|
m_vertices = std::vector<Vertex>(v_size, Vertex());
|
||||||
|
|
||||||
unsigned int v_count = 0;
|
unsigned int v_count = 0;
|
||||||
for (const Line& l : lines)
|
for (const Line& l : lines) {
|
||||||
{
|
|
||||||
Vertex& v1 = m_vertices[v_count];
|
Vertex& v1 = m_vertices[v_count];
|
||||||
v1.position[0] = unscale<float>(l.a(0));
|
v1.position[0] = unscale<float>(l.a(0));
|
||||||
v1.position[1] = unscale<float>(l.a(1));
|
v1.position[1] = unscale<float>(l.a(1));
|
||||||
|
@ -360,8 +353,7 @@ void Bed3D::render(GLCanvas3D& canvas, bool bottom, float scale_factor,
|
||||||
void Bed3D::calc_bounding_boxes() const
|
void Bed3D::calc_bounding_boxes() const
|
||||||
{
|
{
|
||||||
m_bounding_box = BoundingBoxf3();
|
m_bounding_box = BoundingBoxf3();
|
||||||
for (const Vec2d& p : m_shape)
|
for (const Vec2d& p : m_shape) {
|
||||||
{
|
|
||||||
m_bounding_box.merge(Vec3d(p(0), p(1), 0.0));
|
m_bounding_box.merge(Vec3d(p(0), p(1), 0.0));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -374,8 +366,7 @@ void Bed3D::calc_bounding_boxes() const
|
||||||
|
|
||||||
// extend to contain model, if any
|
// extend to contain model, if any
|
||||||
BoundingBoxf3 model_bb = m_model.get_bounding_box();
|
BoundingBoxf3 model_bb = m_model.get_bounding_box();
|
||||||
if (model_bb.defined)
|
if (model_bb.defined) {
|
||||||
{
|
|
||||||
model_bb.translate(m_model_offset);
|
model_bb.translate(m_model_offset);
|
||||||
m_extended_bounding_box.merge(model_bb);
|
m_extended_bounding_box.merge(model_bb);
|
||||||
}
|
}
|
||||||
|
@ -390,7 +381,7 @@ void Bed3D::calc_bounding_boxes() const
|
||||||
void Bed3D::calc_triangles(const ExPolygon& poly)
|
void Bed3D::calc_triangles(const ExPolygon& poly)
|
||||||
{
|
{
|
||||||
Polygons triangles;
|
Polygons triangles;
|
||||||
poly.triangulate(&triangles);
|
poly.triangulate_p2t(&triangles);
|
||||||
|
|
||||||
if (!m_triangles.set_from_triangles(triangles, GROUND_Z, true))
|
if (!m_triangles.set_from_triangles(triangles, GROUND_Z, true))
|
||||||
printf("Unable to create bed triangles\n");
|
printf("Unable to create bed triangles\n");
|
||||||
|
@ -399,15 +390,13 @@ void Bed3D::calc_triangles(const ExPolygon& poly)
|
||||||
void Bed3D::calc_gridlines(const ExPolygon& poly, const BoundingBox& bed_bbox)
|
void Bed3D::calc_gridlines(const ExPolygon& poly, const BoundingBox& bed_bbox)
|
||||||
{
|
{
|
||||||
Polylines axes_lines;
|
Polylines axes_lines;
|
||||||
for (coord_t x = bed_bbox.min(0); x <= bed_bbox.max(0); x += scale_(10.0))
|
for (coord_t x = bed_bbox.min(0); x <= bed_bbox.max(0); x += scale_(10.0)) {
|
||||||
{
|
|
||||||
Polyline line;
|
Polyline line;
|
||||||
line.append(Point(x, bed_bbox.min(1)));
|
line.append(Point(x, bed_bbox.min(1)));
|
||||||
line.append(Point(x, bed_bbox.max(1)));
|
line.append(Point(x, bed_bbox.max(1)));
|
||||||
axes_lines.push_back(line);
|
axes_lines.push_back(line);
|
||||||
}
|
}
|
||||||
for (coord_t y = bed_bbox.min(1); y <= bed_bbox.max(1); y += scale_(10.0))
|
for (coord_t y = bed_bbox.min(1); y <= bed_bbox.max(1); y += scale_(10.0)) {
|
||||||
{
|
|
||||||
Polyline line;
|
Polyline line;
|
||||||
line.append(Point(bed_bbox.min(0), y));
|
line.append(Point(bed_bbox.min(0), y));
|
||||||
line.append(Point(bed_bbox.max(0), y));
|
line.append(Point(bed_bbox.max(0), y));
|
||||||
|
@ -482,26 +471,21 @@ void Bed3D::render_system(GLCanvas3D& canvas, bool bottom, bool show_texture) co
|
||||||
|
|
||||||
void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas) const
|
void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas) const
|
||||||
{
|
{
|
||||||
if (m_texture_filename.empty())
|
if (m_texture_filename.empty()) {
|
||||||
{
|
|
||||||
m_texture.reset();
|
m_texture.reset();
|
||||||
render_default(bottom);
|
render_default(bottom);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if ((m_texture.get_id() == 0) || (m_texture.get_source() != m_texture_filename))
|
if ((m_texture.get_id() == 0) || (m_texture.get_source() != m_texture_filename)) {
|
||||||
{
|
|
||||||
m_texture.reset();
|
m_texture.reset();
|
||||||
|
|
||||||
if (boost::algorithm::iends_with(m_texture_filename, ".svg"))
|
if (boost::algorithm::iends_with(m_texture_filename, ".svg")) {
|
||||||
{
|
|
||||||
// use higher resolution images if graphic card and opengl version allow
|
// use higher resolution images if graphic card and opengl version allow
|
||||||
GLint max_tex_size = OpenGLManager::get_gl_info().get_max_tex_size();
|
GLint max_tex_size = OpenGLManager::get_gl_info().get_max_tex_size();
|
||||||
if ((m_temp_texture.get_id() == 0) || (m_temp_texture.get_source() != m_texture_filename))
|
if ((m_temp_texture.get_id() == 0) || (m_temp_texture.get_source() != m_texture_filename)) {
|
||||||
{
|
|
||||||
// generate a temporary lower resolution texture to show while no main texture levels have been compressed
|
// 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_texture_filename, false, false, false, max_tex_size / 8))
|
if (!m_temp_texture.load_from_svg_file(m_texture_filename, false, false, false, max_tex_size / 8)) {
|
||||||
{
|
|
||||||
render_default(bottom);
|
render_default(bottom);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
@ -509,19 +493,15 @@ void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas) const
|
||||||
}
|
}
|
||||||
|
|
||||||
// starts generating the main texture, compression will run asynchronously
|
// starts generating the main texture, compression will run asynchronously
|
||||||
if (!m_texture.load_from_svg_file(m_texture_filename, true, true, true, max_tex_size))
|
if (!m_texture.load_from_svg_file(m_texture_filename, true, true, true, max_tex_size)) {
|
||||||
{
|
|
||||||
render_default(bottom);
|
render_default(bottom);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else if (boost::algorithm::iends_with(m_texture_filename, ".png"))
|
else if (boost::algorithm::iends_with(m_texture_filename, ".png")) {
|
||||||
{
|
|
||||||
// generate a temporary lower resolution texture to show while no main texture levels have been compressed
|
// 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_texture_filename))
|
if ((m_temp_texture.get_id() == 0) || (m_temp_texture.get_source() != m_texture_filename)) {
|
||||||
{
|
if (!m_temp_texture.load_from_file(m_texture_filename, false, GLTexture::None, false)) {
|
||||||
if (!m_temp_texture.load_from_file(m_texture_filename, false, GLTexture::None, false))
|
|
||||||
{
|
|
||||||
render_default(bottom);
|
render_default(bottom);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
@ -529,20 +509,17 @@ void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas) const
|
||||||
}
|
}
|
||||||
|
|
||||||
// starts generating the main texture, compression will run asynchronously
|
// starts generating the main texture, compression will run asynchronously
|
||||||
if (!m_texture.load_from_file(m_texture_filename, true, GLTexture::MultiThreaded, true))
|
if (!m_texture.load_from_file(m_texture_filename, true, GLTexture::MultiThreaded, true)) {
|
||||||
{
|
|
||||||
render_default(bottom);
|
render_default(bottom);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else {
|
||||||
{
|
|
||||||
render_default(bottom);
|
render_default(bottom);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else if (m_texture.unsent_compressed_data_available())
|
else if (m_texture.unsent_compressed_data_available()) {
|
||||||
{
|
|
||||||
// sends to gpu the already available compressed levels of the main texture
|
// sends to gpu the already available compressed levels of the main texture
|
||||||
m_texture.send_compressed_data_to_gpu();
|
m_texture.send_compressed_data_to_gpu();
|
||||||
|
|
||||||
|
@ -554,17 +531,14 @@ void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas) const
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (m_triangles.get_vertices_count() > 0)
|
if (m_triangles.get_vertices_count() > 0) {
|
||||||
{
|
|
||||||
GLShaderProgram* shader = wxGetApp().get_shader("printbed");
|
GLShaderProgram* shader = wxGetApp().get_shader("printbed");
|
||||||
if (shader != nullptr)
|
if (shader != nullptr) {
|
||||||
{
|
|
||||||
shader->start_using();
|
shader->start_using();
|
||||||
shader->set_uniform("transparent_background", bottom);
|
shader->set_uniform("transparent_background", bottom);
|
||||||
shader->set_uniform("svg_source", boost::algorithm::iends_with(m_texture.get_source(), ".svg"));
|
shader->set_uniform("svg_source", boost::algorithm::iends_with(m_texture.get_source(), ".svg"));
|
||||||
|
|
||||||
if (m_vbo_id == 0)
|
if (m_vbo_id == 0) {
|
||||||
{
|
|
||||||
glsafe(::glGenBuffers(1, &m_vbo_id));
|
glsafe(::glGenBuffers(1, &m_vbo_id));
|
||||||
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 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(::glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)m_triangles.get_vertices_data_size(), (const GLvoid*)m_triangles.get_vertices_data(), GL_STATIC_DRAW));
|
||||||
|
@ -593,13 +567,11 @@ void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas) const
|
||||||
glsafe(::glBindTexture(GL_TEXTURE_2D, tex_id));
|
glsafe(::glBindTexture(GL_TEXTURE_2D, tex_id));
|
||||||
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id));
|
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id));
|
||||||
|
|
||||||
if (position_id != -1)
|
if (position_id != -1) {
|
||||||
{
|
|
||||||
glsafe(::glEnableVertexAttribArray(position_id));
|
glsafe(::glEnableVertexAttribArray(position_id));
|
||||||
glsafe(::glVertexAttribPointer(position_id, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)(intptr_t)m_triangles.get_position_offset()));
|
glsafe(::glVertexAttribPointer(position_id, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)(intptr_t)m_triangles.get_position_offset()));
|
||||||
}
|
}
|
||||||
if (tex_coords_id != -1)
|
if (tex_coords_id != -1) {
|
||||||
{
|
|
||||||
glsafe(::glEnableVertexAttribArray(tex_coords_id));
|
glsafe(::glEnableVertexAttribArray(tex_coords_id));
|
||||||
glsafe(::glVertexAttribPointer(tex_coords_id, 2, GL_FLOAT, GL_FALSE, stride, (GLvoid*)(intptr_t)m_triangles.get_tex_coords_offset()));
|
glsafe(::glVertexAttribPointer(tex_coords_id, 2, GL_FLOAT, GL_FALSE, stride, (GLvoid*)(intptr_t)m_triangles.get_tex_coords_offset()));
|
||||||
}
|
}
|
||||||
|
@ -631,8 +603,7 @@ void Bed3D::render_model() const
|
||||||
if (m_model_filename.empty())
|
if (m_model_filename.empty())
|
||||||
return;
|
return;
|
||||||
|
|
||||||
if ((m_model.get_filename() != m_model_filename) && m_model.init_from_file(m_model_filename))
|
if ((m_model.get_filename() != m_model_filename) && m_model.init_from_file(m_model_filename)) {
|
||||||
{
|
|
||||||
// move the model so that its origin (0.0, 0.0, 0.0) goes into the bed shape center and a bit down to avoid z-fighting with the texture quad
|
// move the model so that its origin (0.0, 0.0, 0.0) goes into the bed shape center and a bit down to avoid z-fighting with the texture quad
|
||||||
Vec3d shift = m_bounding_box.center();
|
Vec3d shift = m_bounding_box.center();
|
||||||
shift(2) = -0.03;
|
shift(2) = -0.03;
|
||||||
|
@ -646,11 +617,9 @@ void Bed3D::render_model() const
|
||||||
calc_bounding_boxes();
|
calc_bounding_boxes();
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!m_model.get_filename().empty())
|
if (!m_model.get_filename().empty()) {
|
||||||
{
|
|
||||||
GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
|
GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
|
||||||
if (shader != nullptr)
|
if (shader != nullptr) {
|
||||||
{
|
|
||||||
shader->start_using();
|
shader->start_using();
|
||||||
#if ENABLE_GCODE_VIEWER
|
#if ENABLE_GCODE_VIEWER
|
||||||
shader->set_uniform("uniform_color", m_model_color);
|
shader->set_uniform("uniform_color", m_model_color);
|
||||||
|
@ -668,8 +637,7 @@ void Bed3D::render_model() const
|
||||||
|
|
||||||
void Bed3D::render_custom(GLCanvas3D& canvas, bool bottom, bool show_texture) const
|
void Bed3D::render_custom(GLCanvas3D& canvas, bool bottom, bool show_texture) const
|
||||||
{
|
{
|
||||||
if (m_texture_filename.empty() && m_model_filename.empty())
|
if (m_texture_filename.empty() && m_model_filename.empty()) {
|
||||||
{
|
|
||||||
render_default(bottom);
|
render_default(bottom);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
@ -686,8 +654,7 @@ void Bed3D::render_default(bool bottom) const
|
||||||
m_texture.reset();
|
m_texture.reset();
|
||||||
|
|
||||||
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) {
|
||||||
{
|
|
||||||
bool has_model = !m_model.get_filename().empty();
|
bool has_model = !m_model.get_filename().empty();
|
||||||
|
|
||||||
glsafe(::glEnable(GL_DEPTH_TEST));
|
glsafe(::glEnable(GL_DEPTH_TEST));
|
||||||
|
@ -696,8 +663,7 @@ void Bed3D::render_default(bool bottom) const
|
||||||
|
|
||||||
glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
|
glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
|
||||||
|
|
||||||
if (!has_model && !bottom)
|
if (!has_model && !bottom) {
|
||||||
{
|
|
||||||
// draw background
|
// draw background
|
||||||
glsafe(::glDepthMask(GL_FALSE));
|
glsafe(::glDepthMask(GL_FALSE));
|
||||||
#if ENABLE_GCODE_VIEWER
|
#if ENABLE_GCODE_VIEWER
|
||||||
|
@ -728,8 +694,7 @@ void Bed3D::render_default(bool bottom) const
|
||||||
|
|
||||||
void Bed3D::reset()
|
void Bed3D::reset()
|
||||||
{
|
{
|
||||||
if (m_vbo_id > 0)
|
if (m_vbo_id > 0) {
|
||||||
{
|
|
||||||
glsafe(::glDeleteBuffers(1, &m_vbo_id));
|
glsafe(::glDeleteBuffers(1, &m_vbo_id));
|
||||||
m_vbo_id = 0;
|
m_vbo_id = 0;
|
||||||
}
|
}
|
||||||
|
|
|
@ -343,10 +343,21 @@ void GCodeViewer::load(const GCodeProcessor::Result& gcode_result, const Print&
|
||||||
const double margin = 10.0;
|
const double margin = 10.0;
|
||||||
Vec2d min(m_paths_bounding_box.min(0) - margin, m_paths_bounding_box.min(1) - margin);
|
Vec2d min(m_paths_bounding_box.min(0) - margin, m_paths_bounding_box.min(1) - margin);
|
||||||
Vec2d max(m_paths_bounding_box.max(0) + margin, m_paths_bounding_box.max(1) + margin);
|
Vec2d max(m_paths_bounding_box.max(0) + margin, m_paths_bounding_box.max(1) + margin);
|
||||||
bed_shape = { { min(0), min(1) },
|
|
||||||
{ max(0), min(1) },
|
Vec2d size = max - min;
|
||||||
{ max(0), max(1) },
|
bed_shape = {
|
||||||
{ min(0), max(1) } };
|
{ min(0), min(1) },
|
||||||
|
{ max(0), min(1) },
|
||||||
|
{ max(0), min(1) + 0.442265 * size[1]},
|
||||||
|
{ max(0) - 10.0, min(1) + 0.4711325 * size[1]},
|
||||||
|
{ max(0) + 10.0, min(1) + 0.5288675 * size[1]},
|
||||||
|
{ max(0), min(1) + 0.557735 * size[1]},
|
||||||
|
{ max(0), max(1) },
|
||||||
|
{ min(0) + 0.557735 * size[0], max(1)},
|
||||||
|
{ min(0) + 0.5288675 * size[0], max(1) - 10.0},
|
||||||
|
{ min(0) + 0.4711325 * size[0], max(1) + 10.0},
|
||||||
|
{ min(0) + 0.442265 * size[0], max(1)},
|
||||||
|
{ min(0), max(1) } };
|
||||||
}
|
}
|
||||||
wxGetApp().plater()->set_bed_shape(bed_shape, "", "", true);
|
wxGetApp().plater()->set_bed_shape(bed_shape, "", "", true);
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue