#include "Engine.hpp" #include #include #include #include #ifndef NDEBUG #define HAS_GLSAFE #endif #ifdef HAS_GLSAFE extern void glAssertRecentCallImpl(const char *file_name, unsigned int line, const char *function_name); inline void glAssertRecentCall() { glAssertRecentCallImpl(__FILE__, __LINE__, __FUNCTION__); } #define glsafe(cmd) do { cmd; glAssertRecentCallImpl(__FILE__, __LINE__, __FUNCTION__); } while (false) #define glcheck() do { glAssertRecentCallImpl(__FILE__, __LINE__, __FUNCTION__); } while (false) void glAssertRecentCallImpl(const char *file_name, unsigned int line, const char *function_name) { GLenum err = glGetError(); if (err == GL_NO_ERROR) return; const char *sErr = 0; switch (err) { case GL_INVALID_ENUM: sErr = "Invalid Enum"; break; case GL_INVALID_VALUE: sErr = "Invalid Value"; break; // be aware that GL_INVALID_OPERATION is generated if glGetError is executed between the execution of glBegin and the corresponding execution of glEnd case GL_INVALID_OPERATION: sErr = "Invalid Operation"; break; case GL_STACK_OVERFLOW: sErr = "Stack Overflow"; break; case GL_STACK_UNDERFLOW: sErr = "Stack Underflow"; break; case GL_OUT_OF_MEMORY: sErr = "Out Of Memory"; break; default: sErr = "Unknown"; break; } BOOST_LOG_TRIVIAL(error) << "OpenGL error in " << file_name << ":" << line << ", function " << function_name << "() : " << (int)err << " - " << sErr; assert(false); } #else inline void glAssertRecentCall() { } #define glsafe(cmd) cmd #define glcheck() #endif namespace Slic3r { namespace GL { Scene::Scene() = default; Scene::~Scene() = default; void CSGDisplay::render_scene() { GLfloat color[] = {1.f, 1.f, 0.f, 0.f}; glsafe(::glColor4fv(color)); if (m_csgsettings.is_enabled()) { OpenCSG::render(m_scene_cache.primitives_csg); glDepthFunc(GL_EQUAL); } for (auto& p : m_scene_cache.primitives_csg) p->render(); if (m_csgsettings.is_enabled()) glDepthFunc(GL_LESS); for (auto& p : m_scene_cache.primitives_free) p->render(); glFlush(); } void Scene::set_print(uqptr &&print) { m_print = std::move(print); // Notify displays call(&Listener::on_scene_updated, m_listeners, *this); } BoundingBoxf3 Scene::get_bounding_box() const { return m_print->model().bounding_box(); } void CSGDisplay::SceneCache::clear() { primitives_csg.clear(); primitives_free.clear(); primitives.clear(); } shptr CSGDisplay::SceneCache::add_mesh(const TriangleMesh &mesh) { auto p = std::make_shared(); p->load_mesh(mesh); primitives.emplace_back(p); primitives_free.emplace_back(p.get()); return p; } shptr CSGDisplay::SceneCache::add_mesh(const TriangleMesh &mesh, OpenCSG::Operation o, unsigned c) { auto p = std::make_shared(o, c); p->load_mesh(mesh); primitives.emplace_back(p); primitives_csg.emplace_back(p.get()); return p; } void IndexedVertexArray::push_geometry(float x, float y, float z, float nx, float ny, float nz) { assert(this->vertices_and_normals_interleaved_VBO_id == 0); if (this->vertices_and_normals_interleaved_VBO_id != 0) return; if (this->vertices_and_normals_interleaved.size() + 6 > this->vertices_and_normals_interleaved.capacity()) this->vertices_and_normals_interleaved.reserve(next_highest_power_of_2(this->vertices_and_normals_interleaved.size() + 6)); this->vertices_and_normals_interleaved.emplace_back(nx); this->vertices_and_normals_interleaved.emplace_back(ny); this->vertices_and_normals_interleaved.emplace_back(nz); this->vertices_and_normals_interleaved.emplace_back(x); this->vertices_and_normals_interleaved.emplace_back(y); this->vertices_and_normals_interleaved.emplace_back(z); this->vertices_and_normals_interleaved_size = this->vertices_and_normals_interleaved.size(); } void IndexedVertexArray::push_triangle(int idx1, int idx2, int idx3) { assert(this->vertices_and_normals_interleaved_VBO_id == 0); if (this->vertices_and_normals_interleaved_VBO_id != 0) return; if (this->triangle_indices.size() + 3 > this->vertices_and_normals_interleaved.capacity()) this->triangle_indices.reserve(next_highest_power_of_2(this->triangle_indices.size() + 3)); this->triangle_indices.emplace_back(idx1); this->triangle_indices.emplace_back(idx2); this->triangle_indices.emplace_back(idx3); this->triangle_indices_size = this->triangle_indices.size(); } void IndexedVertexArray::load_mesh(const TriangleMesh &mesh) { assert(triangle_indices.empty() && vertices_and_normals_interleaved_size == 0); assert(quad_indices.empty() && triangle_indices_size == 0); assert(vertices_and_normals_interleaved.size() % 6 == 0 && quad_indices_size == vertices_and_normals_interleaved.size()); this->vertices_and_normals_interleaved.reserve(this->vertices_and_normals_interleaved.size() + 3 * 3 * 2 * mesh.facets_count()); int vertices_count = 0; for (size_t i = 0; i < mesh.facets_count(); ++i) { const stl_facet &facet = mesh.stl.facet_start[i]; for (int j = 0; j < 3; ++j) this->push_geometry(facet.vertex[j](0), facet.vertex[j](1), facet.vertex[j](2), facet.normal(0), facet.normal(1), facet.normal(2)); this->push_triangle(vertices_count, vertices_count + 1, vertices_count + 2); vertices_count += 3; } } void IndexedVertexArray::finalize_geometry() { assert(this->vertices_and_normals_interleaved_VBO_id == 0); assert(this->triangle_indices_VBO_id == 0); assert(this->quad_indices_VBO_id == 0); if (!this->vertices_and_normals_interleaved.empty()) { glsafe( ::glGenBuffers(1, &this->vertices_and_normals_interleaved_VBO_id)); glsafe(::glBindBuffer(GL_ARRAY_BUFFER, this->vertices_and_normals_interleaved_VBO_id)); glsafe( ::glBufferData(GL_ARRAY_BUFFER, GLsizeiptr( this->vertices_and_normals_interleaved.size() * 4), this->vertices_and_normals_interleaved.data(), GL_STATIC_DRAW)); glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0)); this->vertices_and_normals_interleaved.clear(); } if (!this->triangle_indices.empty()) { glsafe(::glGenBuffers(1, &this->triangle_indices_VBO_id)); glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->triangle_indices_VBO_id)); glsafe(::glBufferData(GL_ELEMENT_ARRAY_BUFFER, GLsizeiptr(this->triangle_indices.size() * 4), this->triangle_indices.data(), GL_STATIC_DRAW)); glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)); this->triangle_indices.clear(); } if (!this->quad_indices.empty()) { glsafe(::glGenBuffers(1, &this->quad_indices_VBO_id)); glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->quad_indices_VBO_id)); glsafe(::glBufferData(GL_ELEMENT_ARRAY_BUFFER, GLsizeiptr(this->quad_indices.size() * 4), this->quad_indices.data(), GL_STATIC_DRAW)); glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)); this->quad_indices.clear(); } } void IndexedVertexArray::release_geometry() { if (this->vertices_and_normals_interleaved_VBO_id) { glsafe( ::glDeleteBuffers(1, &this->vertices_and_normals_interleaved_VBO_id)); this->vertices_and_normals_interleaved_VBO_id = 0; } if (this->triangle_indices_VBO_id) { glsafe(::glDeleteBuffers(1, &this->triangle_indices_VBO_id)); this->triangle_indices_VBO_id = 0; } if (this->quad_indices_VBO_id) { glsafe(::glDeleteBuffers(1, &this->quad_indices_VBO_id)); this->quad_indices_VBO_id = 0; } this->clear(); } void IndexedVertexArray::render() const { assert(this->vertices_and_normals_interleaved_VBO_id != 0); assert(this->triangle_indices_VBO_id != 0 || this->quad_indices_VBO_id != 0); glsafe(::glBindBuffer(GL_ARRAY_BUFFER, this->vertices_and_normals_interleaved_VBO_id)); glsafe(::glVertexPointer(3, GL_FLOAT, 6 * sizeof(float), reinterpret_cast(3 * sizeof(float)))); glsafe(::glNormalPointer(GL_FLOAT, 6 * sizeof(float), nullptr)); glsafe(::glEnableClientState(GL_VERTEX_ARRAY)); glsafe(::glEnableClientState(GL_NORMAL_ARRAY)); // Render using the Vertex Buffer Objects. if (this->triangle_indices_size > 0) { glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->triangle_indices_VBO_id)); glsafe(::glDrawElements(GL_TRIANGLES, GLsizei(this->triangle_indices_size), GL_UNSIGNED_INT, nullptr)); glsafe(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)); } if (this->quad_indices_size > 0) { glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->quad_indices_VBO_id)); glsafe(::glDrawElements(GL_QUADS, GLsizei(this->quad_indices_size), GL_UNSIGNED_INT, nullptr)); glsafe(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)); } glsafe(::glDisableClientState(GL_VERTEX_ARRAY)); glsafe(::glDisableClientState(GL_NORMAL_ARRAY)); glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0)); } void IndexedVertexArray::clear() { this->vertices_and_normals_interleaved.clear(); this->triangle_indices.clear(); this->quad_indices.clear(); vertices_and_normals_interleaved_size = 0; triangle_indices_size = 0; quad_indices_size = 0; } void IndexedVertexArray::shrink_to_fit() { this->vertices_and_normals_interleaved.shrink_to_fit(); this->triangle_indices.shrink_to_fit(); this->quad_indices.shrink_to_fit(); } void Volume::render() { glsafe(::glPushMatrix()); glsafe(::glMultMatrixd(m_trafo.get_matrix().data())); m_geom.render(); glsafe(::glPopMatrix()); } void Display::clear_screen() { glViewport(0, 0, GLsizei(m_size.x()), GLsizei(m_size.y())); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); } Display::~Display() { OpenCSG::freeResources(); } void Display::set_active(long width, long height) { if (!m_initialized) { glewInit(); m_initialized = true; } // gray background glClearColor(0.9f, 0.9f, 0.9f, 1.0f); // Enable two OpenGL lights GLfloat light_diffuse[] = { 1.0f, 1.0f, 0.0f, 1.0f}; // White diffuse light GLfloat light_position0[] = {-1.0f, -1.0f, -1.0f, 0.0f}; // Infinite light location GLfloat light_position1[] = { 1.0f, 1.0f, 1.0f, 0.0f}; // Infinite light location glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse); glLightfv(GL_LIGHT0, GL_POSITION, light_position0); glEnable(GL_LIGHT0); glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse); glLightfv(GL_LIGHT1, GL_POSITION, light_position1); glEnable(GL_LIGHT1); glEnable(GL_LIGHTING); glEnable(GL_NORMALIZE); // Use depth buffering for hidden surface elimination glEnable(GL_DEPTH_TEST); glEnable(GL_STENCIL_TEST); set_screen_size(width, height); } void Display::set_screen_size(long width, long height) { if (m_size.x() != width || m_size.y() != height) m_camera->set_screen(width, height); m_size = {width, height}; } void Display::repaint() { clear_screen(); m_camera->view(); render_scene(); m_fps_counter.update(); swap_buffers(); } void Controller::on_scene_updated(const Scene &scene) { const SLAPrint *print = scene.get_print(); if (!print) return; auto bb = scene.get_bounding_box(); double d = std::max(std::max(bb.size().x(), bb.size().y()), bb.size().z()); m_wheel_pos = long(2 * d); call_cameras(&Camera::set_zoom, m_wheel_pos); call(&Display::on_scene_updated, m_displays, scene); } void Controller::on_scroll(long v, long d, MouseInput::WheelAxis /*wa*/) { m_wheel_pos += v / d; call_cameras(&Camera::set_zoom, m_wheel_pos); call(&Display::repaint, m_displays); } void Controller::on_moved_to(long x, long y) { if (m_left_btn) { call_cameras(&Camera::rotate, (Vec2i{x, y} - m_mouse_pos).cast()); call(&Display::repaint, m_displays); } m_mouse_pos = {x, y}; } void CSGDisplay::apply_csgsettings(const CSGSettings &settings) { using namespace OpenCSG; bool needupdate = m_csgsettings.get_convexity() != settings.get_convexity(); m_csgsettings = settings; setOption(AlgorithmSetting, m_csgsettings.get_algo()); setOption(DepthComplexitySetting, m_csgsettings.get_depth_algo()); setOption(DepthBoundsOptimization, m_csgsettings.get_optimization()); if (needupdate) { for (OpenCSG::Primitive * p : m_scene_cache.primitives_csg) if (p->getConvexity() > 1) p->setConvexity(m_csgsettings.get_convexity()); } } void CSGDisplay::on_scene_updated(const Scene &scene) { const SLAPrint *print = scene.get_print(); if (!print) return; m_scene_cache.clear(); for (const SLAPrintObject *po : print->objects()) { const ModelObject *mo = po->model_object(); TriangleMesh msh = mo->raw_mesh(); sla::DrainHoles holedata = mo->sla_drain_holes; for (const ModelInstance *mi : mo->instances) { TriangleMesh mshinst = msh; auto interior = po->hollowed_interior_mesh(); interior.transform(po->trafo().inverse()); mshinst.merge(interior); mi->transform_mesh(&mshinst); auto bb = mshinst.bounding_box(); auto center = bb.center().cast(); mshinst.translate(-center); m_scene_cache.add_mesh(mshinst, OpenCSG::Intersection, m_csgsettings.get_convexity()); } for (const sla::DrainHole &holept : holedata) { TriangleMesh holemesh = sla::to_triangle_mesh(holept.to_mesh()); m_scene_cache.add_mesh(holemesh, OpenCSG::Subtraction, 1); } } repaint(); } void Camera::view() { glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(0.0, m_zoom, 0.0, /* eye is at (0,zoom,0) */ m_referene.x(), m_referene.y(), m_referene.z(), 0.0, 0.0, 1.0); /* up is in positive Y direction */ // TODO Could have been set in prevoius gluLookAt in first argument glRotatef(m_rot.y(), 1.0, 0.0, 0.0); glRotatef(m_rot.x(), 0.0, 0.0, 1.0); if (m_clip_z > 0.) { GLdouble plane[] = {0., 0., 1., m_clip_z}; glClipPlane(GL_CLIP_PLANE0, plane); glEnable(GL_CLIP_PLANE0); } else { glDisable(GL_CLIP_PLANE0); } } void PerspectiveCamera::set_screen(long width, long height) { // Setup the view of the CSG shape glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0, width / double(height), .1, 200.0); glMatrixMode(GL_MODELVIEW); } bool enable_multisampling(bool e) { if (!e) { glDisable(GL_MULTISAMPLE); return false; } GLint is_ms_context; glGetIntegerv(GL_SAMPLE_BUFFERS, &is_ms_context); if (is_ms_context) { glEnable(GL_MULTISAMPLE); return true; } else return false; } MouseInput::Listener::~Listener() = default; void FpsCounter::update() { ++m_frames; TimePoint msec = Clock::now(); double seconds_window = to_sec(msec - m_window); m_fps = 0.5 * m_fps + 0.5 * (m_frames / seconds_window); if (to_sec(msec - m_last) >= m_resolution) { m_last = msec; for (auto &l : m_listeners) l(m_fps); } if (seconds_window >= m_window_size) { m_frames = 0; m_window = msec; } } }} // namespace Slic3r::GL