GCodeViewer -> Prototype for tool marker

This commit is contained in:
enricoturri1966 2020-05-11 13:09:26 +02:00
parent fd32e7ea6a
commit c02a77d942
5 changed files with 244 additions and 42 deletions

View file

@ -0,0 +1,11 @@
#version 110
uniform vec4 uniform_color;
// x = tainted, y = specular;
varying vec2 intensity;
void main()
{
gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + uniform_color.rgb * intensity.x, uniform_color.a);
}

View file

@ -0,0 +1,38 @@
#version 110
#define INTENSITY_CORRECTION 0.6
// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 20.0
// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
#define INTENSITY_AMBIENT 0.3
// x = tainted, y = specular;
varying vec2 intensity;
void main()
{
// First transform the normal into camera space and normalize the result.
vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
vec3 position = (gl_ModelViewMatrix * gl_Vertex).xyz;
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
// Perform the same lighting calculation for the 2nd light source (no specular applied).
NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
gl_Position = ftransform();
}

View file

@ -3,6 +3,8 @@
#if ENABLE_GCODE_VIEWER
#include "libslic3r/Print.hpp"
#include "libslic3r/TriangleMesh.hpp"
#include "libslic3r/Geometry.hpp"
#include "GUI_App.hpp"
#include "PresetBundle.hpp"
#include "Camera.hpp"
@ -146,20 +148,160 @@ GCodeViewer::Color GCodeViewer::Extrusions::Range::get_color_at(float value) con
void GCodeViewer::SequentialView::Marker::init()
{
if (m_initialized)
return;
Pointf3s vertices;
std::vector<Vec3i> triangles;
// arrow tip
vertices.emplace_back(0.0, 0.0, 0.0);
vertices.emplace_back(0.5, -0.5, 1.0);
vertices.emplace_back(0.5, 0.5, 1.0);
vertices.emplace_back(-0.5, 0.5, 1.0);
vertices.emplace_back(-0.5, -0.5, 1.0);
triangles.emplace_back(0, 1, 4);
triangles.emplace_back(0, 2, 1);
triangles.emplace_back(0, 3, 2);
triangles.emplace_back(0, 4, 3);
triangles.emplace_back(1, 2, 4);
triangles.emplace_back(2, 3, 4);
// arrow stem
vertices.emplace_back(0.25, -0.25, 1.0);
vertices.emplace_back(0.25, 0.25, 1.0);
vertices.emplace_back(-0.25, 0.25, 1.0);
vertices.emplace_back(-0.25, -0.25, 1.0);
vertices.emplace_back(0.25, -0.25, 3.0);
vertices.emplace_back(0.25, 0.25, 3.0);
vertices.emplace_back(-0.25, 0.25, 3.0);
vertices.emplace_back(-0.25, -0.25, 3.0);
triangles.emplace_back(5, 9, 8);
triangles.emplace_back(8, 9, 12);
triangles.emplace_back(6, 10, 5);
triangles.emplace_back(5, 10, 9);
triangles.emplace_back(7, 11, 6);
triangles.emplace_back(6, 11, 10);
triangles.emplace_back(8, 12, 7);
triangles.emplace_back(7, 12, 11);
triangles.emplace_back(9, 10, 12);
triangles.emplace_back(12, 10, 11);
TriangleMesh mesh(vertices, triangles);
mesh.require_shared_vertices();
init_from_mesh(mesh);
}
bool GCodeViewer::SequentialView::Marker::init_from_mesh(const TriangleMesh& mesh)
{
auto get_normal = [](const std::array<stl_vertex, 3>& triangle) {
return (triangle[1] - triangle[0]).cross(triangle[2] - triangle[0]).normalized();
};
reset();
// vertex data -> load from mesh
std::vector<float> vertices(6 * mesh.its.vertices.size());
for (size_t i = 0; i < mesh.its.vertices.size(); ++i) {
::memcpy(static_cast<void*>(&vertices[i * 6]), static_cast<const void*>(mesh.its.vertices[i].data()), 3 * sizeof(float));
}
// indices/normals data -> load from mesh
std::vector<unsigned int> indices(3 * mesh.its.indices.size());
for (size_t i = 0; i < mesh.its.indices.size(); ++i) {
const stl_triangle_vertex_indices& triangle = mesh.its.indices[i];
for (size_t j = 0; j < 3; ++j) {
indices[i * 3 + j] = static_cast<unsigned int>(triangle[j]);
}
Vec3f normal = get_normal({ mesh.its.vertices[triangle[0]], mesh.its.vertices[triangle[1]], mesh.its.vertices[triangle[2]] });
::memcpy(static_cast<void*>(&vertices[3 + static_cast<size_t>(triangle[0]) * 6]), static_cast<const void*>(normal.data()), 3 * sizeof(float));
::memcpy(static_cast<void*>(&vertices[3 + static_cast<size_t>(triangle[1]) * 6]), static_cast<const void*>(normal.data()), 3 * sizeof(float));
::memcpy(static_cast<void*>(&vertices[3 + static_cast<size_t>(triangle[2]) * 6]), static_cast<const void*>(normal.data()), 3 * sizeof(float));
}
m_indices_count = static_cast<unsigned int>(indices.size());
// vertex data -> send to gpu
glsafe(::glGenBuffers(1, &m_vbo_id));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id));
glsafe(::glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(float), vertices.data(), GL_STATIC_DRAW));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
// indices data -> send to gpu
glsafe(::glGenBuffers(1, &m_ibo_id));
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo_id));
glsafe(::glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), indices.data(), GL_STATIC_DRAW));
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
return init_shader();
}
void GCodeViewer::SequentialView::Marker::render() const
{
if (!m_initialized)
if (!m_visible || !m_shader.is_initialized())
return;
glsafe(::glEnable(GL_BLEND));
glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
m_shader.start_using();
GLint color_id = ::glGetUniformLocation(m_shader.get_shader_program_id(), "uniform_color");
if (color_id >= 0)
glsafe(::glUniform4fv(color_id, 1, (const GLfloat*)m_color.data()));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id));
glsafe(::glVertexPointer(3, GL_FLOAT, 6 * sizeof(float), (const void*)0));
glsafe(::glNormalPointer(GL_FLOAT, 6 * sizeof(float), (const void*)(3 * sizeof(float))));
glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
glsafe(::glEnableClientState(GL_NORMAL_ARRAY));
glsafe(::glPushMatrix());
glsafe(::glMultMatrixf(m_world_transform.data()));
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo_id));
glsafe(::glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(m_indices_count), GL_UNSIGNED_INT, (const void*)0));
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
glsafe(::glPopMatrix());
glsafe(::glDisableClientState(GL_NORMAL_ARRAY));
glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
m_shader.stop_using();
glsafe(::glDisable(GL_BLEND));
}
const std::vector<GCodeViewer::Color> GCodeViewer::Extrusion_Role_Colors{ {
void GCodeViewer::SequentialView::Marker::reset()
{
// release gpu memory
if (m_ibo_id > 0) {
glsafe(::glDeleteBuffers(1, &m_ibo_id));
m_ibo_id = 0;
}
if (m_vbo_id > 0) {
glsafe(::glDeleteBuffers(1, &m_vbo_id));
m_vbo_id = 0;
}
m_indices_count = 0;
}
bool GCodeViewer::SequentialView::Marker::init_shader()
{
if (!m_shader.init("gouraud_light.vs", "gouraud_light.fs")) {
BOOST_LOG_TRIVIAL(error) << "Unable to initialize gouraud_light shader: please, check that the files gouraud_light.vs and gouraud_light.fs are available";
return false;
}
return true;
}
const std::vector<GCodeViewer::Color> GCodeViewer::Extrusion_Role_Colors {{
{ 0.50f, 0.50f, 0.50f }, // erNone
{ 1.00f, 1.00f, 0.40f }, // erPerimeter
{ 1.00f, 0.65f, 0.00f }, // erExternalPerimeter
@ -178,13 +320,13 @@ const std::vector<GCodeViewer::Color> GCodeViewer::Extrusion_Role_Colors{ {
{ 0.00f, 0.00f, 0.00f } // erMixed
}};
const std::vector<GCodeViewer::Color> GCodeViewer::Travel_Colors{ {
const std::vector<GCodeViewer::Color> GCodeViewer::Travel_Colors {{
{ 0.0f, 0.0f, 0.5f }, // Move
{ 0.0f, 0.5f, 0.0f }, // Extrude
{ 0.5f, 0.0f, 0.0f } // Retract
}};
const std::vector<GCodeViewer::Color> GCodeViewer::Range_Colors{ {
const std::vector<GCodeViewer::Color> GCodeViewer::Range_Colors {{
{ 0.043f, 0.173f, 0.478f }, // bluish
{ 0.075f, 0.349f, 0.522f },
{ 0.110f, 0.533f, 0.569f },
@ -292,10 +434,13 @@ void GCodeViewer::render() const
m_statistics.reset_opengl();
#endif // ENABLE_GCODE_VIEWER_STATISTICS
if (m_roles.empty())
return;
glsafe(::glEnable(GL_DEPTH_TEST));
render_toolpaths();
if (m_sequential_view.marker.visible)
m_sequential_view.marker.render();
m_sequential_view.marker.set_world_transform(Geometry::assemble_transform(m_sequential_view.current_position.cast<double>() + 0.5 * Vec3d::UnitZ(), { 0.0, 0.0, 0.0 }, { 4.0, 4.0, 4.0 }, { 1.0, 1.0, 1.0 }).cast<float>());
m_sequential_view.marker.render();
render_shells();
render_legend();
render_sequential_bar();
@ -332,7 +477,8 @@ unsigned int GCodeViewer::get_options_visibility_flags() const
flags = set_flag(flags, 5, is_toolpath_move_type_visible(GCodeProcessor::EMoveType::Pause_Print));
flags = set_flag(flags, 6, is_toolpath_move_type_visible(GCodeProcessor::EMoveType::Custom_GCode));
flags = set_flag(flags, 7, m_shells.visible);
flags = set_flag(flags, 8, is_legend_enabled());
flags = set_flag(flags, 8, m_sequential_view.marker.is_visible());
flags = set_flag(flags, 9, is_legend_enabled());
return flags;
}
@ -350,7 +496,8 @@ void GCodeViewer::set_options_visibility_from_flags(unsigned int flags)
set_toolpath_move_type_visible(GCodeProcessor::EMoveType::Pause_Print, is_flag_set(5));
set_toolpath_move_type_visible(GCodeProcessor::EMoveType::Custom_GCode, is_flag_set(6));
m_shells.visible = is_flag_set(7);
enable_legend(is_flag_set(8));
m_sequential_view.marker.set_visible(is_flag_set(8));
enable_legend(is_flag_set(9));
}
bool GCodeViewer::init_shaders()
@ -706,7 +853,7 @@ void GCodeViewer::render_toolpaths() const
{
auto set_color = [](GLint current_program_id, const Color& color) {
if (current_program_id > 0) {
GLint color_id = (current_program_id > 0) ? ::glGetUniformLocation(current_program_id, "uniform_color") : -1;
GLint color_id = ::glGetUniformLocation(current_program_id, "uniform_color");
if (color_id >= 0) {
glsafe(::glUniform3fv(color_id, 1, (const GLfloat*)color.data()));
return;
@ -737,10 +884,7 @@ void GCodeViewer::render_toolpaths() const
GCodeProcessor::EMoveType type = buffer_type(i);
buffer.shader.start_using();
GLint current_program_id;
glsafe(::glGetIntegerv(GL_CURRENT_PROGRAM, &current_program_id));
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer.ibo_id));
switch (type)
@ -748,7 +892,7 @@ void GCodeViewer::render_toolpaths() const
case GCodeProcessor::EMoveType::Tool_change:
{
Color color = { 1.0f, 1.0f, 1.0f };
set_color(current_program_id, color);
set_color(static_cast<GLint>(buffer.shader.get_shader_program_id()), color);
for (const RenderPath& path : buffer.render_paths)
{
glsafe(::glEnable(GL_PROGRAM_POINT_SIZE));
@ -764,7 +908,7 @@ void GCodeViewer::render_toolpaths() const
case GCodeProcessor::EMoveType::Color_change:
{
Color color = { 1.0f, 0.0f, 0.0f };
set_color(current_program_id, color);
set_color(static_cast<GLint>(buffer.shader.get_shader_program_id()), color);
for (const RenderPath& path : buffer.render_paths)
{
glsafe(::glEnable(GL_PROGRAM_POINT_SIZE));
@ -780,7 +924,7 @@ void GCodeViewer::render_toolpaths() const
case GCodeProcessor::EMoveType::Pause_Print:
{
Color color = { 0.0f, 1.0f, 0.0f };
set_color(current_program_id, color);
set_color(static_cast<GLint>(buffer.shader.get_shader_program_id()), color);
for (const RenderPath& path : buffer.render_paths)
{
glsafe(::glEnable(GL_PROGRAM_POINT_SIZE));
@ -796,7 +940,7 @@ void GCodeViewer::render_toolpaths() const
case GCodeProcessor::EMoveType::Custom_GCode:
{
Color color = { 0.0f, 0.0f, 1.0f };
set_color(current_program_id, color);
set_color(static_cast<GLint>(buffer.shader.get_shader_program_id()), color);
for (const RenderPath& path : buffer.render_paths)
{
glsafe(::glEnable(GL_PROGRAM_POINT_SIZE));
@ -812,7 +956,7 @@ void GCodeViewer::render_toolpaths() const
case GCodeProcessor::EMoveType::Retract:
{
Color color = { 1.0f, 0.0f, 1.0f };
set_color(current_program_id, color);
set_color(static_cast<GLint>(buffer.shader.get_shader_program_id()), color);
for (const RenderPath& path : buffer.render_paths)
{
glsafe(::glEnable(GL_PROGRAM_POINT_SIZE));
@ -828,7 +972,7 @@ void GCodeViewer::render_toolpaths() const
case GCodeProcessor::EMoveType::Unretract:
{
Color color = { 0.0f, 1.0f, 1.0f };
set_color(current_program_id, color);
set_color(static_cast<GLint>(buffer.shader.get_shader_program_id()), color);
for (const RenderPath& path : buffer.render_paths)
{
glsafe(::glEnable(GL_PROGRAM_POINT_SIZE));
@ -845,7 +989,7 @@ void GCodeViewer::render_toolpaths() const
{
for (const RenderPath& path : buffer.render_paths)
{
set_color(current_program_id, path.color);
set_color(static_cast<GLint>(buffer.shader.get_shader_program_id()), path.color);
glsafe(::glMultiDrawElements(GL_LINE_STRIP, (const GLsizei*)path.sizes.data(), GL_UNSIGNED_INT, (const void* const*)path.offsets.data(), (GLsizei)path.sizes.size()));
#if ENABLE_GCODE_VIEWER_STATISTICS
++m_statistics.gl_multi_line_strip_calls_count;
@ -858,7 +1002,7 @@ void GCodeViewer::render_toolpaths() const
{
for (const RenderPath& path : buffer.render_paths)
{
set_color(current_program_id, path.color);
set_color(static_cast<GLint>(buffer.shader.get_shader_program_id()), path.color);
glsafe(::glMultiDrawElements(GL_LINE_STRIP, (const GLsizei*)path.sizes.data(), GL_UNSIGNED_INT, (const void* const*)path.offsets.data(), (GLsizei)path.sizes.size()));
#if ENABLE_GCODE_VIEWER_STATISTICS
++m_statistics.gl_multi_line_strip_calls_count;
@ -897,7 +1041,7 @@ void GCodeViewer::render_legend() const
static const ImVec4 ORANGE(1.0f, 0.49f, 0.22f, 1.0f);
static const ImU32 ICON_BORDER_COLOR = ImGui::GetColorU32(ImVec4(0.0f, 0.0f, 0.0f, 1.0f));
if (!m_legend_enabled || m_roles.empty())
if (!m_legend_enabled)
return;
ImGuiWrapper& imgui = *wxGetApp().imgui();
@ -1130,9 +1274,6 @@ void GCodeViewer::render_sequential_bar() const
refresh_render_paths(true);
};
if (m_roles.empty())
return;
if (m_sequential_view.last <= m_sequential_view.first)
return;
@ -1204,9 +1345,6 @@ void GCodeViewer::render_sequential_bar() const
ImGui::SameLine();
imgui.text(std::to_string(i_max));
ImGui::Separator();
ImGui::Checkbox(I18N::translate_utf8(L("Show marker")).c_str(), &m_sequential_view.marker.visible);
imgui.end();
ImGui::PopStyleVar();
}
@ -1217,9 +1355,6 @@ void GCodeViewer::render_statistics() const
static const ImVec4 ORANGE(1.0f, 0.49f, 0.22f, 1.0f);
static const float offset = 250.0f;
if (m_roles.empty())
return;
ImGuiWrapper& imgui = *wxGetApp().imgui();
imgui.set_next_window_pos(0.5f * wxGetApp().plater()->get_current_canvas3D()->get_canvas_size().get_width(), 0.0f, ImGuiCond_Once, 0.5f, 0.0f);

View file

@ -9,7 +9,10 @@
#include <float.h>
namespace Slic3r {
class Print;
class TriangleMesh;
namespace GUI {
class GCodeViewer
@ -73,8 +76,8 @@ class GCodeViewer
struct IBuffer
{
unsigned int ibo_id{ 0 };
Shader shader;
size_t indices_count{ 0 };
Shader shader;
std::vector<Path> paths;
std::vector<RenderPath> render_paths;
bool visible{ false };
@ -147,19 +150,33 @@ class GCodeViewer
struct SequentialView
{
struct Marker
class Marker
{
private:
bool m_initialized{ false };
unsigned int m_vbo_id{ 0 };
unsigned int m_ibo_id{ 0 };
size_t m_indices_count{ 0 };
Transform3f m_world_transform;
std::array<float, 4> m_color{ 1.0f, 1.0f, 1.0f, 1.0f };
bool m_visible{ false };
Shader m_shader;
public:
unsigned int vbo_id{ 0 };
unsigned int ibo_id{ 0 };
bool visible{ false };
Shader shader;
~Marker() { reset(); }
void init();
bool init_from_mesh(const TriangleMesh& mesh);
void set_world_transform(const Transform3f& transform) { m_world_transform = transform; }
void set_color(const std::array<float, 4>& color) { m_color = color; }
bool is_visible() const { return m_visible; }
void set_visible(bool visible) { m_visible = visible; }
void render() const;
void reset();
private:
bool init_shader();
};
unsigned int first{ 0 };

View file

@ -298,8 +298,9 @@ bool Preview::init(wxWindow* parent, Model* model)
_L("Pause prints") + "|0|" +
_L("Custom GCodes") + "|0|" +
_L("Shells") + "|0|" +
_L("Tool marker") + "|1|" +
_L("Legend") + "|1"
);
);
Slic3r::GUI::create_combochecklist(m_combochecklist_options, GUI::into_u8(_L("Options")), options_items);
#else
m_checkbox_travel = new wxCheckBox(this, wxID_ANY, _(L("Travel")));