Add some comments.
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@ -17,33 +17,36 @@ class SLAPrint;
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namespace GL {
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// Simple shorthands for smart pointers
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template<class T> using shptr = std::shared_ptr<T>;
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template<class T> using uqptr = std::unique_ptr<T>;
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template<class T> using wkptr = std::weak_ptr<T>;
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template<class T, class A = std::allocator<T>>
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using vector = std::vector<T, A>;
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template<class T, class A = std::allocator<T>> using vector = std::vector<T, A>;
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// remove empty weak pointers from a vector
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template<class L> void cleanup(vector<std::weak_ptr<L>> &listeners) {
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auto it = std::remove_if(listeners.begin(), listeners.end(),
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[](auto &l) { return !l.lock(); });
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listeners.erase(it, listeners.end());
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}
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// Call a class method on each element of a vector of objects (weak pointers)
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// of the same type.
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template<class F, class L, class...Args>
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void call(F &&f, vector<std::weak_ptr<L>> &listeners, Args&&... args) {
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for (auto &l : listeners)
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if (auto p = l.lock()) ((p.get())->*f)(std::forward<Args>(args)...);
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}
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// A representation of a mouse input for the engine.
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class MouseInput
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{
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public:
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enum WheelAxis { waVertical, waHorizontal };
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enum WheelAxis {
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waVertical, waHorizontal
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};
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// Interface to implement if an object wants to receive notifications
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// about mouse events.
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class Listener {
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public:
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virtual ~Listener();
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@ -99,6 +102,7 @@ public:
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}
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};
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// This is a stripped down version of Slic3r::IndexedVertexArray
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class IndexedVertexArray {
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public:
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~IndexedVertexArray() { release_geometry(); }
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@ -164,8 +168,11 @@ public:
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void shrink_to_fit();
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};
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// Try to enable or disable multisampling.
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bool enable_multisampling(bool e = true);
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// A primitive that can be used with OpenCSG rendering algorithms.
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// Does a similar job to GLVolume.
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class Primitive : public OpenCSG::Primitive
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{
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IndexedVertexArray m_geom;
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@ -176,19 +183,21 @@ public:
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Primitive() : OpenCSG::Primitive(OpenCSG::Intersection, 1) {}
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void render();
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void render() override;
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void translation(const Vec3d &offset) { m_trafo.set_offset(offset); }
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void rotation(const Vec3d &rot) { m_trafo.set_rotation(rot); }
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void scale(const Vec3d &scaleing) { m_trafo.set_scaling_factor(scaleing); }
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void scale(double s) { scale({s, s, s}); }
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inline void load_mesh(const TriangleMesh &mesh) {
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inline void load_mesh(const TriangleMesh &mesh)
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{
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m_geom.load_mesh(mesh);
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m_geom.finalize_geometry();
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}
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};
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// A simple representation of a camera in a 3D scene
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class Camera {
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protected:
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Vec2f m_rot = {0., 0.};
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@ -209,6 +218,7 @@ public:
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void set_clip_z(double z) { m_clip_z = z; }
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};
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// Reset a camera object
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inline void reset(Camera &cam)
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{
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cam.set_rotation({0., 0.});
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@ -217,12 +227,15 @@ inline void reset(Camera &cam)
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cam.set_clip_z(0.);
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}
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// Specialization of a camera which shows in perspective projection
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class PerspectiveCamera: public Camera {
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public:
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void set_screen(long width, long height) override;
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};
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// A simple counter of FPS. Subscribed objects will receive updates of the
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// current fps.
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class FpsCounter {
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vector<std::function<void(double)>> m_listeners;
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@ -259,6 +272,7 @@ public:
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double get_mesure_window_size() const { return m_window_size; }
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};
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// Collection of the used OpenCSG library settings.
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class CSGSettings {
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public:
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static const constexpr unsigned DEFAULT_CONVEXITY = 10;
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@ -286,12 +300,19 @@ public:
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unsigned get_convexity() const { return m_convexity; }
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void set_convexity(unsigned c) { m_convexity = c; }
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};
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// The scene is a wrapper around SLAPrint which holds the data to be visualized.
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class Scene
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{
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uqptr<SLAPrint> m_print;
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public:
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// Subscribers will be notified if the model is changed. This might be a
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// display which will have to load the meshes and repaint itself when
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// the scene data changes.
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// eg. We load a new 3mf through the UI, this will notify the controller
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// associated with the scene and all the displays that the controller is
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// connected with.
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class Listener {
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public:
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virtual ~Listener() = default;
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@ -316,6 +337,11 @@ private:
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vector<wkptr<Listener>> m_listeners;
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};
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// The basic Display. This is almost just an interface but will do all the
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// initialization and show the fps values. Overriding the render_scene is
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// needed to show the scene content. The specific method of displaying the
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// scene is up the the particular implementation (OpenCSG or other screen space
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// boolean algorithms)
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class Display : public Scene::Listener
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{
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protected:
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@ -356,10 +382,13 @@ public:
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FpsCounter &get_fps_counter() { return m_fps_counter; }
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};
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// Special dispaly using OpenCSG for rendering the scene.
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class CSGDisplay : public Display {
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protected:
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CSGSettings m_csgsettings;
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// Cache the renderable primitives. These will be fetched when the scene
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// is modified.
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struct SceneCache {
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vector<shptr<Primitive>> primitives;
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vector<Primitive *> primitives_free;
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@ -375,6 +404,7 @@ protected:
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public:
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// Receive or apply the new settings.
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const CSGSettings & get_csgsettings() const { return m_csgsettings; }
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void apply_csgsettings(const CSGSettings &settings);
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@ -383,6 +413,11 @@ public:
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void on_scene_updated(const Scene &scene) override;
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};
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// The controller is a hub which dispatches mouse events to the connected
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// displays. It keeps track of the mouse wheel position, the states whether
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// the mouse is being held, dragged, etc... All the connected displays will
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// mirror the camera movement (if there is more than one display).
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class Controller : public std::enable_shared_from_this<Controller>,
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public MouseInput::Listener,
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public Scene::Listener
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@ -404,6 +439,7 @@ class Controller : public std::enable_shared_from_this<Controller>,
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public:
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// Set the scene that will be controlled.
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void set_scene(shptr<Scene> scene)
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{
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m_scene = scene;
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@ -30,8 +30,11 @@
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using namespace Slic3r::GL;
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// The opengl rendering facility. Here we implement the rendering objects.
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class Canvas: public wxGLCanvas
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{
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// Tell the CSGDisplay how to swap buffers and set the gl context.
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class OCSGRenderer: public Slic3r::GL::CSGDisplay {
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Canvas *m_canvas;
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shptr<wxGLContext> m_context;
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@ -62,8 +65,10 @@ class Canvas: public wxGLCanvas
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~OCSGRenderer() override { m_scene_cache.clear(); }
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};
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// Create the OCSGDisplay for rendering with OpenCSG algorithms
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shptr<OCSGRenderer> m_ocsgdisplay = std::make_shared<OCSGRenderer>(this);
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// One display is active at a time, the OCSGRenderer by default.
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shptr<Slic3r::GL::Display> m_display = m_ocsgdisplay;
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public:
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@ -94,6 +99,7 @@ public:
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shptr<Slic3r::GL::CSGDisplay> get_ocsg_display() const { return m_ocsgdisplay; }
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};
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// Enumerate possible mouse events, we will record them.
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enum EEvents { LCLK_U, RCLK_U, LCLK_D, RCLK_D, DDCLK, SCRL, MV };
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struct Event
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{
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@ -102,6 +108,8 @@ struct Event
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Event(EEvents t, long x = 0, long y = 0) : type{t}, a{x}, b{y} {}
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};
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// Create a special mouse input adapter, which can store (record) the received
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// mouse signals into a file and play back the stored events later.
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class RecorderMouseInput: public MouseInput {
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std::vector<Event> m_events;
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bool m_recording = false, m_playing = false;
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@ -181,16 +189,20 @@ public:
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}
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};
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// The top level frame of the application.
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class MyFrame: public wxFrame
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{
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// Instantiate the 3D engine.
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shptr<Scene> m_scene; // Model
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shptr<Canvas> m_canvas; // View
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shptr<Controller> m_ctl; // Controller
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// Add a status bar with progress indication.
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shptr<Slic3r::GUI::ProgressStatusBar> m_stbar;
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RecorderMouseInput m_mouse;
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// When loading a Model from 3mf and preparing it, we use a separate thread.
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class SLAJob: public Slic3r::GUI::Job {
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MyFrame *m_parent;
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std::unique_ptr<Slic3r::SLAPrint> m_print;
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@ -202,12 +214,15 @@ class MyFrame: public wxFrame
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, m_parent{frame}
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, m_fname{fname}
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{}
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// Runs in separate thread
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void process() override;
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const std::string & get_project_fname() const { return m_fname; }
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protected:
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// Runs in the UI thread.
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void finalize() override
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{
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m_parent->m_scene->set_print(std::move(m_print));
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@ -218,16 +233,22 @@ class MyFrame: public wxFrame
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uqptr<SLAJob> m_ui_job;
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// To keep track of the running average of measured fps values.
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double m_fps_avg = 0.;
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public:
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MyFrame(const wxString& title, const wxPoint& pos, const wxSize& size, const Slic3r::GL::CSGSettings &settings);
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MyFrame(const wxString & title,
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const wxPoint & pos,
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const wxSize & size,
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const Slic3r::GL::CSGSettings &settings);
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// Grab a 3mf and load (hollow it out) within the UI job.
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void load_model(const std::string &fname) {
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m_ui_job = std::make_unique<SLAJob>(this, fname);
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m_ui_job->start();
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}
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// Load a previously stored mouse event log and play it back.
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void play_back_mouse(const std::string &events_fname)
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{
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std::fstream stream(events_fname, std::fstream::in);
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@ -249,11 +270,14 @@ public:
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Canvas * canvas() { return m_canvas.get(); }
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const Canvas * canvas() const { return m_canvas.get(); }
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// Bind the canvas mouse events to a class implementing MouseInput interface
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void bind_canvas_events(MouseInput &msinput);
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double get_fps_average() const { return m_fps_avg; }
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};
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// Possible OpenCSG configuration values. Will be used on the command line and
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// on the UI widgets.
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static const std::vector<wxString> CSG_ALGS = {"Auto", "Goldfeather", "SCS"};
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static const std::vector<wxString> CSG_DEPTH = {"Off", "OcclusionQuery", "On"};
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static const std::vector<wxString> CSG_OPT = { "Default", "ForceOn", "On", "Off" };
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@ -482,9 +506,9 @@ MyFrame::MyFrame(const wxString &title, const wxPoint &pos, const wxSize &size,
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});
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csg_toggle->Bind(wxEVT_TOGGLEBUTTON, [this, csg_toggle](wxCommandEvent &){
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CSGSettings settings = m_canvas->get_ocsg_display()->get_csgsettings();
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settings.enable_csg(csg_toggle->GetValue());
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m_canvas->get_ocsg_display()->apply_csgsettings(settings);
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CSGSettings stt = m_canvas->get_ocsg_display()->get_csgsettings();
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stt.enable_csg(csg_toggle->GetValue());
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m_canvas->get_ocsg_display()->apply_csgsettings(stt);
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});
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alg_select->Bind(wxEVT_COMBOBOX,
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@ -492,33 +516,33 @@ MyFrame::MyFrame(const wxString &title, const wxPoint &pos, const wxSize &size,
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{
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int sel = alg_select->GetSelection();
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depth_select->Enable(sel > 0);
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CSGSettings settings = m_canvas->get_ocsg_display()->get_csgsettings();
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settings.set_algo(OpenCSG::Algorithm(sel));
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m_canvas->get_ocsg_display()->apply_csgsettings(settings);
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CSGSettings stt = m_canvas->get_ocsg_display()->get_csgsettings();
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stt.set_algo(OpenCSG::Algorithm(sel));
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m_canvas->get_ocsg_display()->apply_csgsettings(stt);
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});
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depth_select->Bind(wxEVT_COMBOBOX, [this, depth_select](wxCommandEvent &) {
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int sel = depth_select->GetSelection();
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CSGSettings settings = m_canvas->get_ocsg_display()->get_csgsettings();
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settings.set_depth_algo(OpenCSG::DepthComplexityAlgorithm(sel));
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m_canvas->get_ocsg_display()->apply_csgsettings(settings);
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CSGSettings stt = m_canvas->get_ocsg_display()->get_csgsettings();
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stt.set_depth_algo(OpenCSG::DepthComplexityAlgorithm(sel));
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m_canvas->get_ocsg_display()->apply_csgsettings(stt);
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});
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optimization_select->Bind(wxEVT_COMBOBOX,
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[this, optimization_select](wxCommandEvent &) {
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int sel = optimization_select->GetSelection();
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CSGSettings settings = m_canvas->get_ocsg_display()->get_csgsettings();
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settings.set_optimization(OpenCSG::Optimization(sel));
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m_canvas->get_ocsg_display()->apply_csgsettings(settings);
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CSGSettings stt = m_canvas->get_ocsg_display()->get_csgsettings();
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stt.set_optimization(OpenCSG::Optimization(sel));
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m_canvas->get_ocsg_display()->apply_csgsettings(stt);
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});
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convexity_spin->Bind(wxEVT_SPINCTRL, [this, convexity_spin](wxSpinEvent &) {
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CSGSettings settings = m_canvas->get_ocsg_display()->get_csgsettings();
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CSGSettings stt = m_canvas->get_ocsg_display()->get_csgsettings();
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int c = convexity_spin->GetValue();
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if (c > 0) {
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settings.set_convexity(unsigned(c));
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m_canvas->get_ocsg_display()->apply_csgsettings(settings);
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stt.set_convexity(unsigned(c));
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m_canvas->get_ocsg_display()->apply_csgsettings(stt);
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}
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});
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