Added class GCodeViewer -> basic render of gcode toolpaths using dedicated shaders

This commit is contained in:
enricoturri1966 2020-04-14 10:02:08 +02:00
parent 4df141815b
commit c3eb65c461
18 changed files with 652 additions and 13 deletions
src/slic3r/GUI

View file

@ -0,0 +1,242 @@
#include "libslic3r/libslic3r.h"
#include "GCodeViewer.hpp"
#include "3DScene.hpp"
#if ENABLE_GCODE_VIEWER
#include <GL/glew.h>
#include <boost/log/trivial.hpp>
#include <array>
namespace Slic3r {
namespace GUI {
static unsigned char buffer_id(GCodeProcessor::EMoveType type) {
return static_cast<unsigned char>(type) - static_cast<unsigned char>(GCodeProcessor::EMoveType::Retract);
}
static GCodeProcessor::EMoveType buffer_type(unsigned char id) {
return static_cast<GCodeProcessor::EMoveType>(static_cast<unsigned char>(GCodeProcessor::EMoveType::Retract) + id);
}
void GCodeViewer::generate(const GCodeProcessor::Result& gcode_result)
{
if (m_last_result_id == gcode_result.id)
return;
m_last_result_id = gcode_result.id;
// release gpu memory, if used
reset_buffers();
// convert data
size_t vertices_count = gcode_result.moves.size();
for (size_t i = 0; i < vertices_count; ++i)
{
// skip first vertex
if (i == 0)
continue;
const GCodeProcessor::MoveVertex& prev = gcode_result.moves[i - 1];
const GCodeProcessor::MoveVertex& curr = gcode_result.moves[i];
Buffer& buffer = m_buffers[buffer_id(curr.type)];
switch (curr.type)
{
case GCodeProcessor::EMoveType::Tool_change:
case GCodeProcessor::EMoveType::Retract:
case GCodeProcessor::EMoveType::Unretract:
{
for (int j = 0; j < 3; ++j)
{
buffer.data.insert(buffer.data.end(), curr.position[j]);
}
break;
}
case GCodeProcessor::EMoveType::Extrude:
case GCodeProcessor::EMoveType::Travel:
{
for (int j = 0; j < 3; ++j)
{
buffer.data.insert(buffer.data.end(), prev.position[j]);
}
for (int j = 0; j < 3; ++j)
{
buffer.data.insert(buffer.data.end(), curr.position[j]);
}
break;
}
default:
{
continue;
}
}
}
// send data to gpu
for (Buffer& buffer : m_buffers)
{
glsafe(::glGenBuffers(1, &buffer.vbo_id));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, buffer.vbo_id));
glsafe(::glBufferData(GL_ARRAY_BUFFER, buffer.data.size() * sizeof(float), buffer.data.data(), GL_STATIC_DRAW));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
}
}
void GCodeViewer::render() const
{
auto set_color = [](GLint current_program_id, const std::array<float, 4>& color) {
if (current_program_id > 0)
{
GLint color_id = (current_program_id > 0) ? ::glGetUniformLocation(current_program_id, "uniform_color") : -1;
if (color_id >= 0)
{
glsafe(::glUniform4fv(color_id, 1, (const GLfloat*)color.data()));
return;
}
}
BOOST_LOG_TRIVIAL(error) << "Unable to find uniform_color uniform";
};
unsigned char begin_id = buffer_id(GCodeProcessor::EMoveType::Retract);
unsigned char end_id = buffer_id(GCodeProcessor::EMoveType::Count);
glsafe(::glEnable(GL_DEPTH_TEST));
for (unsigned char i = begin_id; i < end_id; ++i)
{
const Buffer& buffer = m_buffers[i];
if (buffer.vbo_id == 0)
continue;
const Shader& shader = m_shaders[i];
if (shader.is_initialized())
{
shader.start_using();
GLint current_program_id;
glsafe(::glGetIntegerv(GL_CURRENT_PROGRAM, &current_program_id));
GCodeProcessor::EMoveType type = buffer_type(i);
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, buffer.vbo_id));
glsafe(::glVertexPointer(3, GL_FLOAT, Buffer::stride(type), (const void*)0));
glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
switch (type)
{
case GCodeProcessor::EMoveType::Tool_change:
case GCodeProcessor::EMoveType::Retract:
case GCodeProcessor::EMoveType::Unretract:
{
std::array<float, 4> color = { 0.0f, 1.0f, 0.0f, 1.0f };
set_color(current_program_id, color);
glsafe(::glDrawArrays(GL_POINTS, 0, (GLsizei)buffer.data.size() / Buffer::record_size(type)));
break;
}
case GCodeProcessor::EMoveType::Extrude:
{
std::array<float, 4> color = { 1.0f, 0.0f, 0.0f, 1.0f };
set_color(current_program_id, color);
glsafe(::glDrawArrays(GL_LINES, 0, (GLsizei)buffer.data.size() / Buffer::record_size(type)));
break;
}
case GCodeProcessor::EMoveType::Travel:
{
std::array<float, 4> color = { 1.0f, 1.0f, 0.0f, 1.0f };
set_color(current_program_id, color);
glsafe(::glDrawArrays(GL_LINES, 0, (GLsizei)buffer.data.size() / Buffer::record_size(type)));
break;
}
default:
{
break;
}
}
glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
shader.stop_using();
}
}
}
bool GCodeViewer::init_shaders()
{
unsigned char begin_id = buffer_id(GCodeProcessor::EMoveType::Retract);
unsigned char end_id = buffer_id(GCodeProcessor::EMoveType::Count);
for (unsigned char i = begin_id; i < end_id; ++i)
{
Shader& shader = m_shaders[i];
std::string vertex_shader_src;
std::string fragment_shader_src;
GCodeProcessor::EMoveType type = buffer_type(i);
switch (type)
{
case GCodeProcessor::EMoveType::Tool_change:
{
vertex_shader_src = "toolchanges.vs";
fragment_shader_src = "toolchanges.fs";
break;
}
case GCodeProcessor::EMoveType::Retract:
{
vertex_shader_src = "retractions.vs";
fragment_shader_src = "retractions.fs";
break;
}
case GCodeProcessor::EMoveType::Unretract:
{
vertex_shader_src = "unretractions.vs";
fragment_shader_src = "unretractions.fs";
break;
}
case GCodeProcessor::EMoveType::Extrude:
{
vertex_shader_src = "extrusions.vs";
fragment_shader_src = "extrusions.fs";
break;
}
case GCodeProcessor::EMoveType::Travel:
{
vertex_shader_src = "travels.vs";
fragment_shader_src = "travels.fs";
break;
}
default:
{
break;
}
}
if (!shader.init(vertex_shader_src, fragment_shader_src))
{
BOOST_LOG_TRIVIAL(error) << "Unable to initialize toolpaths shader: please, check that the files " << vertex_shader_src << " and " << fragment_shader_src << " are available";
return false;
}
}
return true;
}
void GCodeViewer::reset_buffers()
{
for (Buffer& buffer : m_buffers)
{
// release gpu memory
if (buffer.vbo_id > 0)
glsafe(::glDeleteBuffers(1, &buffer.vbo_id));
// release cpu memory
buffer.data = std::vector<float>();
}
}
} // namespace GUI
} // namespace Slic3r
#endif // ENABLE_GCODE_VIEWER