Fixed some picking issues after porting GLVolumes to C++.

Initial interface for print paths visualization by VBOs.
This commit is contained in:
bubnikv 2017-03-14 10:11:08 +01:00
parent 79e6f23fdc
commit e7a920fe16
5 changed files with 286 additions and 35 deletions

View File

@ -148,6 +148,8 @@ sub new {
$self->{layer_height_edit_last_object_id} = -1;
$self->{layer_height_edit_last_z} = 0.;
$self->{layer_height_edit_last_action} = 0;
$self->{use_VBOs} = 0;
$self->reset_objects;
@ -415,7 +417,7 @@ sub mouse_event {
}
# apply new temporary volume origin and ignore Z
$_->origin->translate($vector->x, $vector->y, 0) for @volumes; #,,
$_->translate($vector->x, $vector->y, 0) for @volumes; #,,
$self->_drag_start_pos($cur_pos);
$self->_dragged(1);
$self->Refresh;
@ -1685,7 +1687,8 @@ sub load_object {
sub load_print_toolpaths {
my ($self, $print) = @_;
Slic3r::GUI::_3DScene::_load_print_toolpaths($print, $self->volumes)
$self->GetContext if ($self->{use_VBOs});
Slic3r::GUI::_3DScene::_load_print_toolpaths($print, $self->volumes, $self->{use_VBOs})
if ($print->step_done(STEP_SKIRT) && $print->step_done(STEP_BRIM));
}
@ -1695,7 +1698,8 @@ sub load_print_toolpaths {
sub load_print_object_toolpaths {
my ($self, $object) = @_;
Slic3r::GUI::_3DScene::_load_print_object_toolpaths($object, $self->volumes);
$self->GetContext if ($self->{use_VBOs});
Slic3r::GUI::_3DScene::_load_print_object_toolpaths($object, $self->volumes, $self->{use_VBOs});
}
sub set_toolpaths_range {

View File

@ -237,7 +237,7 @@ sub selection_changed {
# deselect all meshes
if ($self->{canvas}) {
$_->selected(0) for @{$self->{canvas}->volumes};
$_->set_selected(0) for @{$self->{canvas}->volumes};
}
# disable things as if nothing is selected
@ -265,7 +265,7 @@ sub selection_changed {
if ($itemData->{type} eq 'volume') {
# select volume in 3D preview
if ($self->{canvas}) {
$self->{canvas}->volumes->[ $itemData->{volume_id} ]{selected} = 1;
$self->{canvas}->volumes->[ $itemData->{volume_id} ]->set_selected(1);
}
$self->{btn_delete}->Enable;

View File

@ -178,22 +178,23 @@ static void thick_lines_to_verts(
Vectorf3 prev_xy_left_normal, prev_xy_right_normal;
// loop once more in case of closed loops
bool first_done = false;
for (size_t i = 0; i <= lines.size(); ++i) {
if (i == lines.size()) i = 0;
const Line &line = lines.at(i);
if (i == 0 && first_done && !closed) break;
for (size_t ii = 0; ii <= lines.size(); ++ ii) {
size_t i = ii;
if (ii == lines.size()) {
if (! closed)
break;
i = 0;
}
const Line &line = lines[i];
double len = line.length();
double unscaled_len = unscale(len);
double bottom_z = top_z - heights.at(i);
double bottom_z = top_z - heights[i];
double middle_z = (top_z + bottom_z) / 2;
double dist = widths.at(i)/2; // scaled
Vectorf v = Vectorf::new_unscale(line.vector());
v.scale(1/unscaled_len);
v.scale(1. / unscaled_len);
Pointf a = Pointf::new_unscale(line.a);
Pointf b = Pointf::new_unscale(line.b);
@ -209,11 +210,11 @@ static void thick_lines_to_verts(
// calculate new XY normals
Vector n = line.normal();
Vectorf3 xy_right_normal = Vectorf3::new_unscale(n.x, n.y, 0);
xy_right_normal.scale(1/unscaled_len);
xy_right_normal.scale(1.f / unscaled_len);
Vectorf3 xy_left_normal = xy_right_normal;
xy_left_normal.scale(-1);
xy_left_normal.scale(-1.f);
if (first_done) {
if (ii > 0) {
// if we're making a ccw turn, draw the triangles on the right side, otherwise draw them on the left side
double ccw = line.b.ccw(prev_line);
if (ccw > EPSILON) {
@ -228,7 +229,7 @@ static void thick_lines_to_verts(
volume.tverts.push_vert(a1.x, a1.y, middle_z);
// normal going upwards
volume.tverts.push_norm(0,0,1);
volume.tverts.push_norm(0.f, 0.f, 1.f);
volume.tverts.push_vert(a.x, a.y, top_z);
}
// bottom-right vertex triangle between previous line and this one
@ -238,7 +239,7 @@ static void thick_lines_to_verts(
volume.tverts.push_vert(prev_b1.x, prev_b1.y, middle_z);
// normal going downwards
volume.tverts.push_norm(0,0,-1);
volume.tverts.push_norm(0.f, 0.f, -1.f);
volume.tverts.push_vert(a.x, a.y, bottom_z);
// use the normal going to the right calculated for this line
@ -253,7 +254,7 @@ static void thick_lines_to_verts(
volume.tverts.push_vert(prev_b2.x, prev_b2.y, middle_z);
// normal going upwards
volume.tverts.push_norm(0,0,1);
volume.tverts.push_norm(0.f, 0.f, 1.f);
volume.tverts.push_vert(a.x, a.y, top_z);
// use the normal going to the right calculated for this line
@ -271,14 +272,15 @@ static void thick_lines_to_verts(
volume.tverts.push_vert(a2.x, a2.y, middle_z);
// normal going downwards
volume.tverts.push_norm(0,0,-1);
volume.tverts.push_norm(0.f, 0.f, -1.f);
volume.tverts.push_vert(a.x, a.y, bottom_z);
}
}
}
// if this was the extra iteration we were only interested in the triangles
if (first_done && i == 0) break;
if (ii == lines.size())
break;
prev_line = line;
prev_b1 = b1;
@ -286,7 +288,7 @@ static void thick_lines_to_verts(
prev_xy_right_normal = xy_right_normal;
prev_xy_left_normal = xy_left_normal;
if (!closed) {
if (! closed) {
// terminate open paths with caps
if (i == 0) {
// normal pointing downwards
@ -306,7 +308,7 @@ static void thick_lines_to_verts(
volume.qverts.push_vert(a2.x, a2.y, middle_z);
}
// we don't use 'else' because both cases are true if we have only one line
if (i == lines.size()-1) {
if (i + 1 == lines.size()) {
// normal pointing downwards
volume.qverts.push_norm(0,0,-1);
volume.qverts.push_vert(b.x, b.y, bottom_z);
@ -379,8 +381,230 @@ static void thick_lines_to_verts(
volume.qverts.push_vert(b.x, b.y, bottom_z);
volume.qverts.push_vert(a.x, a.y, bottom_z);
}
}
}
// caller is responsible for supplying NO lines with zero length
static void thick_lines_to_VBOs(
const Lines &lines,
const std::vector<double> &widths,
const std::vector<double> &heights,
bool closed,
double top_z,
GLVolume &volume)
{
assert(! lines.empty());
if (lines.empty())
return;
Line prev_line;
Pointf prev_b1, prev_b2;
Vectorf3 prev_xy_left_normal, prev_xy_right_normal;
// loop once more in case of closed loops
for (size_t ii = 0; ii <= lines.size(); ++ ii) {
size_t i = ii;
if (ii == lines.size()) {
if (! closed)
break;
i = 0;
}
first_done = true;
const Line &line = lines[i];
double len = line.length();
double unscaled_len = unscale(len);
double bottom_z = top_z - heights[i];
double middle_z = (top_z + bottom_z) / 2;
double dist = widths.at(i)/2; // scaled
Vectorf v = Vectorf::new_unscale(line.vector());
v.scale(1. / unscaled_len);
Pointf a = Pointf::new_unscale(line.a);
Pointf b = Pointf::new_unscale(line.b);
Pointf a1 = a;
Pointf a2 = a;
a1.translate(+dist*v.y, -dist*v.x);
a2.translate(-dist*v.y, +dist*v.x);
Pointf b1 = b;
Pointf b2 = b;
b1.translate(+dist*v.y, -dist*v.x);
b2.translate(-dist*v.y, +dist*v.x);
// calculate new XY normals
Vector n = line.normal();
Vectorf3 xy_right_normal = Vectorf3::new_unscale(n.x, n.y, 0);
xy_right_normal.scale(1.f / unscaled_len);
Vectorf3 xy_left_normal = xy_right_normal;
xy_left_normal.scale(-1.f);
if (ii > 0) {
// if we're making a ccw turn, draw the triangles on the right side, otherwise draw them on the left side
double ccw = line.b.ccw(prev_line);
if (ccw > EPSILON) {
// top-right vertex triangle between previous line and this one
{
// use the normal going to the right calculated for the previous line
volume.tverts.push_norm(prev_xy_right_normal);
volume.tverts.push_vert(prev_b1.x, prev_b1.y, middle_z);
// use the normal going to the right calculated for this line
volume.tverts.push_norm(xy_right_normal);
volume.tverts.push_vert(a1.x, a1.y, middle_z);
// normal going upwards
volume.tverts.push_norm(0.f, 0.f, 1.f);
volume.tverts.push_vert(a.x, a.y, top_z);
}
// bottom-right vertex triangle between previous line and this one
{
// use the normal going to the right calculated for the previous line
volume.tverts.push_norm(prev_xy_right_normal);
volume.tverts.push_vert(prev_b1.x, prev_b1.y, middle_z);
// normal going downwards
volume.tverts.push_norm(0.f, 0.f, -1.f);
volume.tverts.push_vert(a.x, a.y, bottom_z);
// use the normal going to the right calculated for this line
volume.tverts.push_norm(xy_right_normal);
volume.tverts.push_vert(a1.x, a1.y, middle_z);
}
} else if (ccw < -EPSILON) {
// top-left vertex triangle between previous line and this one
{
// use the normal going to the left calculated for the previous line
volume.tverts.push_norm(prev_xy_left_normal);
volume.tverts.push_vert(prev_b2.x, prev_b2.y, middle_z);
// normal going upwards
volume.tverts.push_norm(0.f, 0.f, 1.f);
volume.tverts.push_vert(a.x, a.y, top_z);
// use the normal going to the right calculated for this line
volume.tverts.push_norm(xy_left_normal);
volume.tverts.push_vert(a2.x, a2.y, middle_z);
}
// bottom-left vertex triangle between previous line and this one
{
// use the normal going to the left calculated for the previous line
volume.tverts.push_norm(prev_xy_left_normal);
volume.tverts.push_vert(prev_b2.x, prev_b2.y, middle_z);
// use the normal going to the right calculated for this line
volume.tverts.push_norm(xy_left_normal);
volume.tverts.push_vert(a2.x, a2.y, middle_z);
// normal going downwards
volume.tverts.push_norm(0.f, 0.f, -1.f);
volume.tverts.push_vert(a.x, a.y, bottom_z);
}
}
}
// if this was the extra iteration we were only interested in the triangles
if (ii == lines.size())
break;
prev_line = line;
prev_b1 = b1;
prev_b2 = b2;
prev_xy_right_normal = xy_right_normal;
prev_xy_left_normal = xy_left_normal;
if (! closed) {
// terminate open paths with caps
if (i == 0) {
// normal pointing downwards
volume.qverts.push_norm(0,0,-1);
volume.qverts.push_vert(a.x, a.y, bottom_z);
// normal pointing to the right
volume.qverts.push_norm(xy_right_normal);
volume.qverts.push_vert(a1.x, a1.y, middle_z);
// normal pointing upwards
volume.qverts.push_norm(0,0,1);
volume.qverts.push_vert(a.x, a.y, top_z);
// normal pointing to the left
volume.qverts.push_norm(xy_left_normal);
volume.qverts.push_vert(a2.x, a2.y, middle_z);
}
// we don't use 'else' because both cases are true if we have only one line
if (i + 1 == lines.size()) {
// normal pointing downwards
volume.qverts.push_norm(0,0,-1);
volume.qverts.push_vert(b.x, b.y, bottom_z);
// normal pointing to the left
volume.qverts.push_norm(xy_left_normal);
volume.qverts.push_vert(b2.x, b2.y, middle_z);
// normal pointing upwards
volume.qverts.push_norm(0,0,1);
volume.qverts.push_vert(b.x, b.y, top_z);
// normal pointing to the right
volume.qverts.push_norm(xy_right_normal);
volume.qverts.push_vert(b1.x, b1.y, middle_z);
}
}
// bottom-right face
{
// normal going downwards
volume.qverts.push_norm(0,0,-1);
volume.qverts.push_norm(0,0,-1);
volume.qverts.push_vert(a.x, a.y, bottom_z);
volume.qverts.push_vert(b.x, b.y, bottom_z);
volume.qverts.push_norm(xy_right_normal);
volume.qverts.push_norm(xy_right_normal);
volume.qverts.push_vert(b1.x, b1.y, middle_z);
volume.qverts.push_vert(a1.x, a1.y, middle_z);
}
// top-right face
{
volume.qverts.push_norm(xy_right_normal);
volume.qverts.push_norm(xy_right_normal);
volume.qverts.push_vert(a1.x, a1.y, middle_z);
volume.qverts.push_vert(b1.x, b1.y, middle_z);
// normal going upwards
volume.qverts.push_norm(0,0,1);
volume.qverts.push_norm(0,0,1);
volume.qverts.push_vert(b.x, b.y, top_z);
volume.qverts.push_vert(a.x, a.y, top_z);
}
// top-left face
{
volume.qverts.push_norm(0,0,1);
volume.qverts.push_norm(0,0,1);
volume.qverts.push_vert(a.x, a.y, top_z);
volume.qverts.push_vert(b.x, b.y, top_z);
volume.qverts.push_norm(xy_left_normal);
volume.qverts.push_norm(xy_left_normal);
volume.qverts.push_vert(b2.x, b2.y, middle_z);
volume.qverts.push_vert(a2.x, a2.y, middle_z);
}
// bottom-left face
{
volume.qverts.push_norm(xy_left_normal);
volume.qverts.push_norm(xy_left_normal);
volume.qverts.push_vert(a2.x, a2.y, middle_z);
volume.qverts.push_vert(b2.x, b2.y, middle_z);
// normal going downwards
volume.qverts.push_norm(0,0,-1);
volume.qverts.push_norm(0,0,-1);
volume.qverts.push_vert(b.x, b.y, bottom_z);
volume.qverts.push_vert(a.x, a.y, bottom_z);
}
}
}
@ -469,7 +693,10 @@ static void extrusionentity_to_verts(const ExtrusionEntity *extrusion_entity, fl
// Create 3D thick extrusion lines for a skirt and brim.
// Adds a new Slic3r::GUI::3DScene::Volume to volumes.
void _3DScene::_load_print_toolpaths(const Print *print, GLVolumeCollection *volumes)
void _3DScene::_load_print_toolpaths(
const Print *print,
GLVolumeCollection *volumes,
bool use_VBOs)
{
if (! print->has_skirt() && print->config.brim_width.value == 0)
return;
@ -520,7 +747,8 @@ void _3DScene::_load_print_toolpaths(const Print *print, GLVolumeCollection *vol
// one for perimeters, one for infill and one for supports.
void _3DScene::_load_print_object_toolpaths(
const PrintObject *print_object,
GLVolumeCollection *volumes)
GLVolumeCollection *volumes,
bool use_VBOs)
{
struct Ctxt
{

View File

@ -103,7 +103,10 @@ public:
selected(false),
hover(false),
qverts_range(0, size_t(-1)),
tverts_range(0, size_t(-1))
tverts_range(0, size_t(-1)),
name_vertex_buffer(0),
name_normal_buffer(0),
name_index_buffer(0)
{
color[0] = r;
color[1] = g;
@ -144,10 +147,17 @@ public:
// Triangle vertices.
GLVertexArray tverts;
std::pair<size_t, size_t> tverts_range;
// OpenGL buffers for vertices and their normals.
int name_vertex_buffer;
int name_normal_buffer;
// OpenGL buffer of the indices.
int name_index_buffer;
// Triangle indices for the vertex buffer object.
std::vector<size_t> triangle_indices;
// If the qverts or tverts contain thick extrusions, then offsets keeps pointers of the starts
// of the extrusions per layer.
// The offsets stores tripples of (z_top, qverts_idx, tverts_idx) in a linear array.
std::vector<coordf_t> print_zs;
// Offset into qverts & tverts, or offsets into indices stored into an OpenGL name_index_buffer.
std::vector<size_t> offsets;
int object_idx() const { return this->composite_id / 1000000; }
@ -165,6 +175,8 @@ public:
void* tnorms_to_render_ptr() { return tverts.norms.data() + tverts_range.first; }
size_t tverts_to_render_cnt() { return std::min(tverts.verts.size(), tverts_range.second - tverts_range.first); }
void render_VBOs() const;
std::shared_ptr<GLTexture> layer_height_texture;
bool has_layer_height_texture() const
@ -209,6 +221,7 @@ public:
void clear() { for (auto *v : volumes) delete v; volumes.clear(); }
bool empty() const { return volumes.empty(); }
void set_range(double low, double high) { for (GLVolume *vol : this->volumes) vol->set_range(low, high); }
void render_VBOs() const { for (GLVolume *vol : this->volumes) vol->render_VBOs(); }
};
class _3DScene
@ -216,11 +229,13 @@ class _3DScene
public:
static void _load_print_toolpaths(
const Print *print,
GLVolumeCollection *volumes);
GLVolumeCollection *volumes,
bool use_VBOs);
static void _load_print_object_toolpaths(
const PrintObject *print_object,
GLVolumeCollection *volumes);
GLVolumeCollection *volumes,
bool use_VBOs);
};
}

View File

@ -30,6 +30,8 @@
bool empty() const;
Clone<Pointf3> origin() const
%code%{ RETVAL = THIS->origin; %};
void translate(double x, double y, double z)
%code%{ THIS->origin.translate(x, y, z); %};
Clone<BoundingBoxf3> bounding_box() const
%code%{ RETVAL = THIS->bounding_box; %};
Clone<BoundingBoxf3> transformed_bounding_box() const;
@ -87,17 +89,19 @@ GLVolumeCollection::arrayref()
%{
void
_load_print_toolpaths(print, volumes)
_load_print_toolpaths(print, volumes, use_VBOs)
Print *print;
GLVolumeCollection *volumes;
bool use_VBOs;
CODE:
_3DScene::_load_print_toolpaths(print, volumes);
_3DScene::_load_print_toolpaths(print, volumes, use_VBOs);
void
_load_print_object_toolpaths(print_object, volumes)
_load_print_object_toolpaths(print_object, volumes, use_VBOs)
PrintObject *print_object;
GLVolumeCollection *volumes;
bool use_VBOs;
CODE:
_3DScene::_load_print_object_toolpaths(print_object, volumes);
_3DScene::_load_print_object_toolpaths(print_object, volumes, use_VBOs);
%}