#ifndef slic3r_3DBed_hpp_ #define slic3r_3DBed_hpp_ #include "GLTexture.hpp" #include "3DScene.hpp" #if ENABLE_TEXTURES_FROM_SVG #include "GLShader.hpp" #endif // ENABLE_TEXTURES_FROM_SVG class GLUquadric; typedef class GLUquadric GLUquadricObj; namespace Slic3r { namespace GUI { class GeometryBuffer { #if ENABLE_TEXTURES_FROM_SVG struct Vertex { float position[3]; float tex_coords[2]; Vertex() { position[0] = 0.0f; position[1] = 0.0f; position[2] = 0.0f; tex_coords[0] = 0.0f; tex_coords[1] = 0.0f; } }; std::vector m_vertices; #else std::vector m_vertices; std::vector m_tex_coords; #endif // ENABLE_TEXTURES_FROM_SVG public: bool set_from_triangles(const Polygons& triangles, float z, bool generate_tex_coords); bool set_from_lines(const Lines& lines, float z); #if ENABLE_TEXTURES_FROM_SVG const float* get_vertices_data() const; unsigned int get_vertices_data_size() const { return (unsigned int)m_vertices.size() * get_vertex_data_size(); } unsigned int get_vertex_data_size() const { return (unsigned int)(5 * sizeof(float)); } unsigned int get_position_offset() const { return 0; } unsigned int get_tex_coords_offset() const { return (unsigned int)(3 * sizeof(float)); } unsigned int get_vertices_count() const { return (unsigned int)m_vertices.size(); } #else const float* get_vertices() const { return m_vertices.data(); } const float* get_tex_coords() const { return m_tex_coords.data(); } unsigned int get_vertices_count() const { return (unsigned int)m_vertices.size() / 3; } #endif // ENABLE_TEXTURES_FROM_SVG }; class Bed3D { struct Axes { static const double Radius; static const double ArrowBaseRadius; static const double ArrowLength; Vec3d origin; Vec3d length; GLUquadricObj* m_quadric; Axes(); ~Axes(); void render() const; private: void render_axis(double length) const; }; public: enum EType : unsigned char { MK2, MK3, SL1, Custom, Num_Types }; private: EType m_type; Pointfs m_shape; BoundingBoxf3 m_bounding_box; Polygon m_polygon; GeometryBuffer m_triangles; GeometryBuffer m_gridlines; #if ENABLE_TEXTURES_FROM_SVG mutable GLTexture m_texture; mutable Shader m_shader; mutable unsigned int m_vbo_id; #else mutable GLTexture m_top_texture; mutable GLTexture m_bottom_texture; #endif // ENABLE_TEXTURES_FROM_SVG mutable GLBed m_model; Axes m_axes; mutable float m_scale_factor; public: Bed3D(); #if ENABLE_TEXTURES_FROM_SVG ~Bed3D() { reset(); } #endif // ENABLE_TEXTURES_FROM_SVG EType get_type() const { return m_type; } bool is_prusa() const { return (m_type == MK2) || (m_type == MK3) || (m_type == SL1); } bool is_custom() const { return m_type == Custom; } const Pointfs& get_shape() const { return m_shape; } // Return true if the bed shape changed, so the calee will update the UI. bool set_shape(const Pointfs& shape); const BoundingBoxf3& get_bounding_box() const { return m_bounding_box; } bool contains(const Point& point) const; Point point_projection(const Point& point) const; void render(float theta, bool useVBOs, float scale_factor) const; void render_axes() const; private: void calc_bounding_box(); void calc_triangles(const ExPolygon& poly); void calc_gridlines(const ExPolygon& poly, const BoundingBox& bed_bbox); EType detect_type(const Pointfs& shape) const; #if ENABLE_TEXTURES_FROM_SVG void render_prusa(const std::string& key, bool bottom) const; void render_prusa_shader(unsigned int vertices_count, bool transparent) const; #else void render_prusa(const std::string &key, float theta, bool useVBOs) const; #endif // ENABLE_TEXTURES_FROM_SVG void render_custom() const; #if ENABLE_TEXTURES_FROM_SVG void reset(); #endif // ENABLE_TEXTURES_FROM_SVG }; } // GUI } // Slic3r #endif // slic3r_3DBed_hpp_