FDM supports gizmo: Further attempts to increase performance when painting
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e312f3be43
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2 changed files with 96 additions and 43 deletions
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@ -15,6 +15,8 @@
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namespace Slic3r {
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namespace GUI {
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static constexpr size_t MaxVertexBuffers = 50;
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GLGizmoFdmSupports::GLGizmoFdmSupports(GLCanvas3D& parent, const std::string& icon_filename, unsigned int sprite_id)
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: GLGizmoBase(parent, icon_filename, sprite_id)
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, m_quadric(nullptr)
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@ -123,10 +125,9 @@ void GLGizmoFdmSupports::render_triangles(const Selection& selection) const
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// Now render both enforcers and blockers.
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for (int i=0; i<2; ++i) {
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if (m_ivas[mesh_id][i].has_VBOs()) {
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glsafe(::glColor4f(i ? 1.f : 0.2f, 0.2f, i ? 0.2f : 1.0f, 0.5f));
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m_ivas[mesh_id][i].render();
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}
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glsafe(::glColor4f(i ? 1.f : 0.2f, 0.2f, i ? 0.2f : 1.0f, 0.5f));
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for (const GLIndexedVertexArray& iva : m_ivas[mesh_id][i])
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iva.render();
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}
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glsafe(::glPopMatrix());
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}
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@ -205,8 +206,14 @@ void GLGizmoFdmSupports::update_from_model_object()
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++num_of_volumes;
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m_selected_facets.resize(num_of_volumes);
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m_neighbors.resize(num_of_volumes);
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m_ivas.clear();
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m_ivas.resize(num_of_volumes);
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for (size_t i=0; i<num_of_volumes; ++i) {
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m_ivas[i][0].reserve(MaxVertexBuffers);
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m_ivas[i][1].reserve(MaxVertexBuffers);
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}
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int volume_id = -1;
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for (const ModelVolume* mv : mo->volumes) {
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@ -226,7 +233,8 @@ void GLGizmoFdmSupports::update_from_model_object()
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for (int i : list)
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m_selected_facets[volume_id][i] = type;
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}
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update_vertex_buffers(mv, volume_id, true, true);
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update_vertex_buffers(mv, volume_id, FacetSupportType::ENFORCER);
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update_vertex_buffers(mv, volume_id, FacetSupportType::BLOCKER);
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m_neighbors[volume_id].resize(3 * mesh->its.indices.size());
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@ -389,6 +397,8 @@ bool GLGizmoFdmSupports::gizmo_event(SLAGizmoEventType action, const Vec2d& mous
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const float avg_scaling = (sf(0) + sf(1) + sf(2))/3.;
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const float limit = pow(m_cursor_radius/avg_scaling , 2.f);
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std::vector<size_t> new_facets;
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// For all hits on this mesh...
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for (const std::pair<Vec3f, size_t>& hit_and_facet : hit_positions_and_facet_ids[mesh_id]) {
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some_mesh_was_hit = true;
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@ -438,23 +448,43 @@ bool GLGizmoFdmSupports::gizmo_event(SLAGizmoEventType action, const Vec2d& mous
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++facet_idx;
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}
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// Now just select all facets that passed.
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//std::vector<size_t> new_facets;
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//new_facets.clear();
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new_facets.reserve(facets_to_select.size());
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// Now just select all facets that passed and remember which
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// ones have really changed state.
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for (size_t next_facet : facets_to_select) {
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FacetSupportType& facet = m_selected_facets[mesh_id][next_facet];
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if (facet != new_state && facet != FacetSupportType::NONE) {
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// this triangle is currently in the other VBA.
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// Both VBAs need to be refreshed.
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update_both = true;
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if (facet != new_state) {
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if (facet != FacetSupportType::NONE) {
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// this triangle is currently in the other VBA.
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// Both VBAs need to be refreshed.
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update_both = true;
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}
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facet = new_state;
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new_facets.push_back(next_facet);
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}
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facet = new_state;
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}
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}
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update_vertex_buffers(mv, mesh_id,
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new_state == FacetSupportType::ENFORCER || update_both,
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new_state == FacetSupportType::BLOCKER || update_both
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);
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if (! new_facets.empty()) {
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if (new_state != FacetSupportType::NONE) {
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// append triangles into the respective VBA
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update_vertex_buffers(mv, mesh_id, new_state, &new_facets);
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if (update_both) {
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auto other = new_state == FacetSupportType::ENFORCER
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? FacetSupportType::BLOCKER
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: FacetSupportType::ENFORCER;
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update_vertex_buffers(mv, mesh_id, other); // regenerate the other VBA
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}
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}
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else {
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update_vertex_buffers(mv, mesh_id, FacetSupportType::ENFORCER);
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update_vertex_buffers(mv, mesh_id, FacetSupportType::BLOCKER);
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}
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}
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}
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if (some_mesh_was_hit)
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@ -488,34 +518,54 @@ bool GLGizmoFdmSupports::gizmo_event(SLAGizmoEventType action, const Vec2d& mous
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void GLGizmoFdmSupports::update_vertex_buffers(const ModelVolume* mv,
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int mesh_id,
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bool update_enforcers,
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bool update_blockers)
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FacetSupportType type,
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const std::vector<size_t>* new_facets)
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{
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const TriangleMesh* mesh = &mv->mesh();
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for (FacetSupportType type : {FacetSupportType::ENFORCER, FacetSupportType::BLOCKER}) {
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if ((type == FacetSupportType::ENFORCER && ! update_enforcers)
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|| (type == FacetSupportType::BLOCKER && ! update_blockers))
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continue;
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std::vector<GLIndexedVertexArray>& ivas = m_ivas[mesh_id][type == FacetSupportType::ENFORCER ? 0 : 1];
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GLIndexedVertexArray& iva = m_ivas[mesh_id][type==FacetSupportType::ENFORCER ? 0 : 1];
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iva.release_geometry();
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size_t triangle_cnt=0;
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// lambda to push facet into vertex buffer
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auto push_facet = [this, &mesh, &mesh_id](size_t idx, GLIndexedVertexArray& iva) {
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for (int i=0; i<3; ++i)
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iva.push_geometry(
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mesh->its.vertices[mesh->its.indices[idx](i)].cast<double>(),
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m_c->raycaster()->raycasters()[mesh_id]->get_triangle_normal(idx).cast<double>()
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);
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size_t num = iva.triangle_indices_size;
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iva.push_triangle(num, num+1, num+2);
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};
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if (ivas.size() == MaxVertexBuffers || ! new_facets) {
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// If there are too many or they should be regenerated, make one large
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// GLVertexBufferArray.
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ivas.clear(); // destructors release geometry
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ivas.push_back(GLIndexedVertexArray());
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bool pushed = false;
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for (size_t facet_idx=0; facet_idx<m_selected_facets[mesh_id].size(); ++facet_idx) {
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FacetSupportType status = m_selected_facets[mesh_id][facet_idx];
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if (status != type)
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continue;
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for (int i=0; i<3; ++i)
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iva.push_geometry(
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mesh->its.vertices[mesh->its.indices[facet_idx](i)].cast<double>(),
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m_c->raycaster()->raycasters()[mesh_id]->get_triangle_normal(facet_idx).cast<double>()
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);
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iva.push_triangle(3*triangle_cnt, 3*triangle_cnt+1, 3*triangle_cnt+2);
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++triangle_cnt;
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if (m_selected_facets[mesh_id][facet_idx] == type) {
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push_facet(facet_idx, ivas.back());
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pushed = true;
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}
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}
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if (! m_selected_facets[mesh_id].empty())
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iva.finalize_geometry(true);
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if (pushed)
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ivas.back().finalize_geometry(true);
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else
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ivas.pop_back();
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} else {
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// we are only appending - let's make new vertex array and let the old ones live
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ivas.push_back(GLIndexedVertexArray());
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for (size_t facet_idx : *new_facets)
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push_facet(facet_idx, ivas.back());
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if (! new_facets->empty())
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ivas.back().finalize_geometry(true);
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else
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ivas.pop_back();
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}
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}
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@ -548,7 +598,8 @@ void GLGizmoFdmSupports::select_facets_by_angle(float threshold_deg, bool overwr
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? FacetSupportType::BLOCKER
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: FacetSupportType::ENFORCER;
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}
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update_vertex_buffers(mv, mesh_id, true, true);
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update_vertex_buffers(mv, mesh_id, FacetSupportType::ENFORCER);
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update_vertex_buffers(mv, mesh_id, FacetSupportType::BLOCKER);
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}
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Plater::TakeSnapshot(wxGetApp().plater(), block ? _L("Block supports by angle")
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@ -618,7 +669,8 @@ void GLGizmoFdmSupports::on_render_input_window(float x, float y, float bottom_l
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if (mv->is_model_part()) {
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m_selected_facets[idx].assign(m_selected_facets[idx].size(), FacetSupportType::NONE);
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mv->m_supported_facets.clear();
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update_vertex_buffers(mv, idx, true, true);
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update_vertex_buffers(mv, idx, FacetSupportType::ENFORCER);
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update_vertex_buffers(mv, idx, FacetSupportType::BLOCKER);
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m_parent.set_as_dirty();
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}
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}
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@ -33,14 +33,15 @@ private:
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// individual facets (one of the enum values above).
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std::vector<std::vector<FacetSupportType>> m_selected_facets;
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// Store two vertex buffer arrays (for enforcers/blockers)
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// for each model-part volume.
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std::vector<std::array<GLIndexedVertexArray, 2>> m_ivas;
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// Vertex buffer arrays for each model-part volume. There is a vector of
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// arrays so that adding triangles can be done without regenerating all
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// other triangles. Enforcers and blockers are of course separate.
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std::vector<std::array<std::vector<GLIndexedVertexArray>, 2>> m_ivas;
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void update_vertex_buffers(const ModelVolume* mv,
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int mesh_id,
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bool update_enforcers,
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bool update_blockers);
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FacetSupportType type, // enforcers / blockers
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const std::vector<size_t>* new_facets = nullptr); // nullptr -> regenerate all
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public:
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GLGizmoFdmSupports(GLCanvas3D& parent, const std::string& icon_filename, unsigned int sprite_id);
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