Fixed rendering of printbed while the camera is below it

This commit is contained in:
enricoturri1966 2022-04-11 08:38:09 +02:00
parent 43d306260f
commit bea50dce7c
6 changed files with 137 additions and 26 deletions

View File

@ -30,5 +30,7 @@ vec4 non_svg_color()
void main()
{
gl_FragColor = svg_source ? svg_color() : non_svg_color();
vec4 color = svg_source ? svg_color() : non_svg_color();
color.a = transparent_background ? color.a * 0.5 : color.a;
gl_FragColor = color;
}

View File

@ -31,5 +31,7 @@ vec4 non_svg_color()
void main()
{
frag_color = svg_source ? svg_color() : non_svg_color();
vec4 color = svg_source ? svg_color() : non_svg_color();
color.a = transparent_background ? color.a * 0.5 : color.a;
frag_color = color;
}

View File

@ -30,5 +30,7 @@ vec4 non_svg_color()
void main()
{
gl_FragColor = svg_source ? svg_color() : non_svg_color();
vec4 color = svg_source ? svg_color() : non_svg_color();
color.a = transparent_background ? color.a * 0.5 : color.a;
gl_FragColor = color;
}

View File

@ -233,6 +233,7 @@ bool Bed3D::set_shape(const Pointfs& bed_shape, const double max_print_height, c
m_triangles.reset();
m_gridlines.reset();
m_contourlines.reset();
#else
ExPolygon poly{ Polygon::new_scale(bed_shape) };
@ -241,6 +242,8 @@ bool Bed3D::set_shape(const Pointfs& bed_shape, const double max_print_height, c
const BoundingBox& bed_bbox = poly.contour.bounding_box();
calc_gridlines(poly, bed_bbox);
calc_contourlines(poly);
m_polygon = offset(poly.contour, (float)bed_bbox.radius() * 1.7f, jtRound, scale_(0.5)).front();
this->release_VBOs();
@ -474,6 +477,41 @@ void Bed3D::calc_gridlines(const ExPolygon& poly, const BoundingBox& bed_bbox)
}
#endif // ENABLE_LEGACY_OPENGL_REMOVAL
#if ENABLE_LEGACY_OPENGL_REMOVAL
void Bed3D::init_contourlines()
{
if (m_contourlines.is_initialized())
return;
if (m_contour.empty())
return;
const Lines contour_lines = to_lines(m_contour);
GLModel::Geometry init_data;
init_data.format = { GLModel::Geometry::EPrimitiveType::Lines, GLModel::Geometry::EVertexLayout::P3 };
init_data.reserve_vertices(2 * contour_lines.size());
init_data.reserve_indices(2 * contour_lines.size());
for (const Slic3r::Line& l : contour_lines) {
init_data.add_vertex(Vec3f(unscale<float>(l.a.x()), unscale<float>(l.a.y()), GROUND_Z));
init_data.add_vertex(Vec3f(unscale<float>(l.b.x()), unscale<float>(l.b.y()), GROUND_Z));
const unsigned int vertices_counter = (unsigned int)init_data.vertices_count();
init_data.add_line(vertices_counter - 2, vertices_counter - 1);
}
m_contourlines.init_from(std::move(init_data));
m_contourlines.set_color({ 1.0f, 1.0f, 1.0f, 0.5f });
}
#else
void Bed3D::calc_contourlines(const ExPolygon& poly)
{
const Lines contour_lines = to_lines(poly);
if (!m_contourlines.set_from_lines(contour_lines, GROUND_Z))
BOOST_LOG_TRIVIAL(error) << "Unable to create bed contour lines\n";
}
#endif // ENABLE_LEGACY_OPENGL_REMOVAL
// Try to match the print bed shape with the shape of an active profile. If such a match exists,
// return the print bed model.
std::tuple<Bed3D::Type, std::string, std::string> Bed3D::detect_type(const Pointfs& shape)
@ -512,6 +550,8 @@ void Bed3D::render_system(GLCanvas3D& canvas, const Transform3d& view_matrix, co
if (show_texture)
render_texture(bottom, canvas, view_matrix, projection_matrix);
else if (bottom)
render_contour(view_matrix, projection_matrix);
}
#else
void Bed3D::render_system(GLCanvas3D& canvas, bool bottom, bool show_texture)
@ -521,6 +561,8 @@ void Bed3D::render_system(GLCanvas3D& canvas, bool bottom, bool show_texture)
if (show_texture)
render_texture(bottom, canvas);
else if (bottom)
render_contour();
}
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
@ -533,9 +575,9 @@ void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas)
if (m_texture_filename.empty()) {
m_texture.reset();
#if ENABLE_GL_SHADERS_ATTRIBUTES
render_default(bottom, false, view_matrix, projection_matrix);
render_default(bottom, false, true, view_matrix, projection_matrix);
#else
render_default(bottom, false);
render_default(bottom, false, true);
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
return;
}
@ -550,9 +592,9 @@ void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas)
// 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 ENABLE_GL_SHADERS_ATTRIBUTES
render_default(bottom, false, view_matrix, projection_matrix);
render_default(bottom, false, true, view_matrix, projection_matrix);
#else
render_default(bottom, false);
render_default(bottom, false, true);
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
return;
}
@ -562,9 +604,9 @@ void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas)
// 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 ENABLE_GL_SHADERS_ATTRIBUTES
render_default(bottom, false, view_matrix, projection_matrix);
render_default(bottom, false, true, view_matrix, projection_matrix);
#else
render_default(bottom, false);
render_default(bottom, false, true);
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
return;
}
@ -574,9 +616,9 @@ void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas)
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 ENABLE_GL_SHADERS_ATTRIBUTES
render_default(bottom, false, view_matrix, projection_matrix);
render_default(bottom, false, true, view_matrix, projection_matrix);
#else
render_default(bottom, false);
render_default(bottom, false, true);
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
return;
}
@ -586,18 +628,18 @@ void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas)
// starts generating the main texture, compression will run asynchronously
if (!m_texture.load_from_file(m_texture_filename, true, GLTexture::MultiThreaded, true)) {
#if ENABLE_GL_SHADERS_ATTRIBUTES
render_default(bottom, false, view_matrix, projection_matrix);
render_default(bottom, false, true, view_matrix, projection_matrix);
#else
render_default(bottom, false);
render_default(bottom, false, true);
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
return;
}
}
else {
#if ENABLE_GL_SHADERS_ATTRIBUTES
render_default(bottom, false, view_matrix, projection_matrix);
render_default(bottom, false, true, view_matrix, projection_matrix);
#else
render_default(bottom, false);
render_default(bottom, false, true);
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
return;
}
@ -770,9 +812,9 @@ void Bed3D::render_custom(GLCanvas3D& canvas, bool bottom, bool show_texture, bo
{
if (m_texture_filename.empty() && m_model_filename.empty()) {
#if ENABLE_GL_SHADERS_ATTRIBUTES
render_default(bottom, picking, view_matrix, projection_matrix);
render_default(bottom, picking, show_texture, view_matrix, projection_matrix);
#else
render_default(bottom, picking);
render_default(bottom, picking, show_texture);
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
return;
}
@ -787,15 +829,19 @@ void Bed3D::render_custom(GLCanvas3D& canvas, bool bottom, bool show_texture, bo
if (show_texture)
#if ENABLE_GL_SHADERS_ATTRIBUTES
render_texture(bottom, canvas, view_matrix, projection_matrix);
else if (bottom)
render_contour(view_matrix, projection_matrix);
#else
render_texture(bottom, canvas);
else if (bottom)
render_contour();
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
}
#if ENABLE_GL_SHADERS_ATTRIBUTES
void Bed3D::render_default(bool bottom, bool picking, const Transform3d& view_matrix, const Transform3d& projection_matrix)
void Bed3D::render_default(bool bottom, bool picking, bool show_texture, const Transform3d& view_matrix, const Transform3d& projection_matrix)
#else
void Bed3D::render_default(bool bottom, bool picking)
void Bed3D::render_default(bool bottom, bool picking, bool show_texture)
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
{
m_texture.reset();
@ -827,12 +873,14 @@ void Bed3D::render_default(bool bottom, bool picking)
glsafe(::glDepthMask(GL_TRUE));
}
if (!picking) {
if (!picking && show_texture) {
// draw grid
glsafe(::glLineWidth(1.5f * m_scale_factor));
m_gridlines.set_color(has_model && !bottom ? DEFAULT_SOLID_GRID_COLOR : DEFAULT_TRANSPARENT_GRID_COLOR);
m_gridlines.render();
}
else if (!show_texture)
render_contour(view_matrix, projection_matrix);
glsafe(::glDisable(GL_BLEND));
@ -859,13 +907,15 @@ void Bed3D::render_default(bool bottom, bool picking)
glsafe(::glDepthMask(GL_TRUE));
}
if (!picking) {
if (!picking && show_texture) {
// draw grid
glsafe(::glLineWidth(1.5f * m_scale_factor));
glsafe(::glColor4fv(has_model && !bottom ? DEFAULT_SOLID_GRID_COLOR.data() : DEFAULT_TRANSPARENT_GRID_COLOR.data()));
glsafe(::glVertexPointer(3, GL_FLOAT, m_triangles.get_vertex_data_size(), (GLvoid*)m_gridlines.get_vertices_data()));
glsafe(::glVertexPointer(3, GL_FLOAT, m_gridlines.get_vertex_data_size(), (GLvoid*)m_gridlines.get_vertices_data()));
glsafe(::glDrawArrays(GL_LINES, 0, (GLsizei)m_gridlines.get_vertices_count()));
}
else if (!show_texture)
render_contour();
glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
@ -874,6 +924,45 @@ void Bed3D::render_default(bool bottom, bool picking)
#endif // ENABLE_LEGACY_OPENGL_REMOVAL
}
#if ENABLE_LEGACY_OPENGL_REMOVAL
void Bed3D::render_contour(const Transform3d& view_matrix, const Transform3d& projection_matrix)
{
init_contourlines();
GLShaderProgram* shader = wxGetApp().get_shader("flat");
if (shader != nullptr) {
shader->start_using();
#if ENABLE_GL_SHADERS_ATTRIBUTES
shader->set_uniform("view_model_matrix", view_matrix);
shader->set_uniform("projection_matrix", projection_matrix);
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
glsafe(::glEnable(GL_DEPTH_TEST));
glsafe(::glEnable(GL_BLEND));
glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
// draw contour
glsafe(::glLineWidth(1.5f * m_scale_factor));
m_contourlines.render();
glsafe(::glDisable(GL_BLEND));
shader->stop_using();
}
}
#else
void Bed3D::render_contour()
{
glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
glsafe(::glLineWidth(1.5f * m_scale_factor));
glsafe(::glColor4f(1.0f, 1.0f, 1.0f, 0.5f));
glsafe(::glVertexPointer(3, GL_FLOAT, m_contourlines.get_vertex_data_size(), (GLvoid*)m_contourlines.get_vertices_data()));
glsafe(::glDrawArrays(GL_LINES, 0, (GLsizei)m_contourlines.get_vertices_count()));
glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
}
#endif // ENABLE_LEGACY_OPENGL_REMOVAL
#if !ENABLE_LEGACY_OPENGL_REMOVAL
void Bed3D::release_VBOs()
{

View File

@ -93,9 +93,11 @@ private:
#if ENABLE_LEGACY_OPENGL_REMOVAL
GLModel m_triangles;
GLModel m_gridlines;
GLModel m_contourlines;
#else
GeometryBuffer m_triangles;
GeometryBuffer m_gridlines;
GeometryBuffer m_contourlines;
#endif // ENABLE_LEGACY_OPENGL_REMOVAL
GLTexture m_texture;
// temporary texture shown until the main texture has still no levels compressed
@ -153,9 +155,11 @@ private:
#if ENABLE_LEGACY_OPENGL_REMOVAL
void init_triangles();
void init_gridlines();
void init_contourlines();
#else
void calc_triangles(const ExPolygon& poly);
void calc_gridlines(const ExPolygon& poly, const BoundingBox& bed_bbox);
void calc_contourlines(const ExPolygon& poly);
#endif // ENABLE_LEGACY_OPENGL_REMOVAL
static std::tuple<Type, std::string, std::string> detect_type(const Pointfs& shape);
#if ENABLE_GL_SHADERS_ATTRIBUTES
@ -171,13 +175,15 @@ private:
void render_texture(bool bottom, GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix);
void render_model(const Transform3d& view_matrix, const Transform3d& projection_matrix);
void render_custom(GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom, bool show_texture, bool picking);
void render_default(bool bottom, bool picking, const Transform3d& view_matrix, const Transform3d& projection_matrix);
void render_default(bool bottom, bool picking, bool show_texture, const Transform3d& view_matrix, const Transform3d& projection_matrix);
void render_contour(const Transform3d& view_matrix, const Transform3d& projection_matrix);
#else
void render_system(GLCanvas3D& canvas, bool bottom, bool show_texture);
void render_texture(bool bottom, GLCanvas3D& canvas);
void render_model();
void render_custom(GLCanvas3D& canvas, bool bottom, bool show_texture, bool picking);
void render_default(bool bottom, bool picking);
void render_default(bool bottom, bool picking, bool show_texture);
void render_contour();
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
#if !ENABLE_LEGACY_OPENGL_REMOVAL

View File

@ -1692,6 +1692,9 @@ void GLCanvas3D::render()
#if ENABLE_RENDER_PICKING_PASS
if (!m_picking_enabled || !m_show_picking_texture) {
#endif // ENABLE_RENDER_PICKING_PASS
const bool is_looking_downward = camera.is_looking_downward();
// draw scene
glsafe(::glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT));
_render_background();
@ -1701,10 +1704,11 @@ void GLCanvas3D::render()
_render_gcode();
_render_sla_slices();
_render_selection();
if (is_looking_downward)
#if ENABLE_GL_SHADERS_ATTRIBUTES
_render_bed(camera.get_view_matrix(), camera.get_projection_matrix(), !camera.is_looking_downward(), true);
_render_bed(camera.get_view_matrix(), camera.get_projection_matrix(), false, true);
#else
_render_bed(!camera.is_looking_downward(), true);
_render_bed(false, true);
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
_render_objects(GLVolumeCollection::ERenderType::Transparent);
@ -1727,6 +1731,12 @@ void GLCanvas3D::render()
// could be invalidated by the following gizmo render methods
_render_selection_sidebar_hints();
_render_current_gizmo();
if (!is_looking_downward)
#if ENABLE_GL_SHADERS_ATTRIBUTES
_render_bed(camera.get_view_matrix(), camera.get_projection_matrix(), true, true);
#else
_render_bed(true, true);
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
#if ENABLE_RENDER_PICKING_PASS
}
#endif // ENABLE_RENDER_PICKING_PASS