#include #include #include #include "Engine.hpp" #include "ShaderCSGDisplay.hpp" #include #include // For compilers that support precompilation, includes "wx/wx.h". #include #ifndef WX_PRECOMP #include #endif #include #include #include #include #include #include #include #include "libslic3r/Model.hpp" #include "libslic3r/Format/3mf.hpp" #include "libslic3r/SLAPrint.hpp" #include "slic3r/GUI/Job.hpp" #include "slic3r/GUI/ProgressStatusBar.hpp" using namespace Slic3r::GL; class Renderer { protected: wxGLCanvas *m_canvas; shptr m_context; public: Renderer(wxGLCanvas *c): m_canvas{c} { auto ctx = new wxGLContext(m_canvas); if (!ctx || !ctx->IsOK()) { wxMessageBox("Could not create OpenGL context.", "Error", wxOK | wxICON_ERROR); return; } m_context.reset(ctx); } wxGLContext * context() { return m_context.get(); } const wxGLContext * context() const { return m_context.get(); } }; // Tell the CSGDisplay how to swap buffers and set the gl context. class OCSGRenderer: public Renderer, public Slic3r::GL::CSGDisplay { public: OCSGRenderer(wxGLCanvas *c): Renderer{c} {} void set_active(long w, long h) override { m_canvas->SetCurrent(*m_context); Slic3r::GL::Display::set_active(w, h); } void swap_buffers() override { m_canvas->SwapBuffers(); } }; // Tell the CSGDisplay how to swap buffers and set the gl context. class ShaderCSGRenderer : public Renderer, public Slic3r::GL::ShaderCSGDisplay { public: ShaderCSGRenderer(wxGLCanvas *c): Renderer{c} {} void set_active(long w, long h) override { m_canvas->SetCurrent(*m_context); Slic3r::GL::Display::set_active(w, h); } void swap_buffers() override { m_canvas->SwapBuffers(); } }; // The opengl rendering facility. Here we implement the rendering objects. class Canvas: public wxGLCanvas { // One display is active at a time, the OCSGRenderer by default. shptr m_display; public: template Canvas(Args &&...args): wxGLCanvas(std::forward(args)...) { Bind(wxEVT_PAINT, [this](wxPaintEvent &) { // This is required even though dc is not used otherwise. wxPaintDC dc(this); // Set the OpenGL viewport according to the client size of this // canvas. This is done here rather than in a wxSizeEvent handler // because our OpenGL rendering context (and thus viewport // setting) is used with multiple canvases: If we updated the // viewport in the wxSizeEvent handler, changing the size of one // canvas causes a viewport setting that is wrong when next // another canvas is repainted. const wxSize ClientSize = GetClientSize(); m_display->set_screen_size(ClientSize.x, ClientSize.y); }); Bind(wxEVT_SIZE, [this](wxSizeEvent &) { const wxSize ClientSize = GetClientSize(); m_display->set_screen_size(ClientSize.x, ClientSize.y); m_display->repaint(); }); } shptr get_display() const { return m_display; } void set_display(shptr d) { m_display = d; } }; // Enumerate possible mouse events, we will record them. enum EEvents { LCLK_U, RCLK_U, LCLK_D, RCLK_D, DDCLK, SCRL, MV }; struct Event { EEvents type; long a, b; Event(EEvents t, long x = 0, long y = 0) : type{t}, a{x}, b{y} {} }; // Create a special mouse input adapter, which can store (record) the received // mouse signals into a file and play back the stored events later. class RecorderMouseInput: public MouseInput { std::vector m_events; bool m_recording = false, m_playing = false; public: void left_click_down() override { if (m_recording) m_events.emplace_back(LCLK_D); if (!m_playing) MouseInput::left_click_down(); } void left_click_up() override { if (m_recording) m_events.emplace_back(LCLK_U); if (!m_playing) MouseInput::left_click_up(); } void right_click_down() override { if (m_recording) m_events.emplace_back(RCLK_D); if (!m_playing) MouseInput::right_click_down(); } void right_click_up() override { if (m_recording) m_events.emplace_back(RCLK_U); if (!m_playing) MouseInput::right_click_up(); } void double_click() override { if (m_recording) m_events.emplace_back(DDCLK); if (!m_playing) MouseInput::double_click(); } void scroll(long v, long d, WheelAxis wa) override { if (m_recording) m_events.emplace_back(SCRL, v, d); if (!m_playing) MouseInput::scroll(v, d, wa); } void move_to(long x, long y) override { if (m_recording) m_events.emplace_back(MV, x, y); if (!m_playing) MouseInput::move_to(x, y); } void save(std::ostream &stream) { for (const Event &evt : m_events) stream << evt.type << " " << evt.a << " " << evt.b << std::endl; } void load(std::istream &stream) { m_events.clear(); while (stream.good()) { int type; long a, b; stream >> type >> a >> b; m_events.emplace_back(EEvents(type), a, b); } } void record(bool r) { m_recording = r; if (r) m_events.clear(); } void play() { m_playing = true; for (const Event &evt : m_events) { switch (evt.type) { case LCLK_U: MouseInput::left_click_up(); break; case LCLK_D: MouseInput::left_click_down(); break; case RCLK_U: MouseInput::right_click_up(); break; case RCLK_D: MouseInput::right_click_down(); break; case DDCLK: MouseInput::double_click(); break; case SCRL: MouseInput::scroll(evt.a, evt.b, WheelAxis::waVertical); break; case MV: MouseInput::move_to(evt.a, evt.b); break; } wxTheApp->Yield(); if (!m_playing) break; } m_playing = false; } void stop() { m_playing = false; } bool is_playing() const { return m_playing; } }; // The top level frame of the application. class MyFrame: public wxFrame { // Instantiate the 3D engine. shptr m_scene; // Model shptr m_canvas; // Views store shptr m_ocsgdisplay; // View shptr m_shadercsg_display; // Another view shptr m_ctl; // Controller // Add a status bar with progress indication. shptr m_stbar; RecorderMouseInput m_mouse; // When loading a Model from 3mf and preparing it, we use a separate thread. class SLAJob: public Slic3r::GUI::Job { MyFrame *m_parent; std::unique_ptr m_print; std::string m_fname; public: SLAJob(MyFrame *frame, const std::string &fname) : Slic3r::GUI::Job{frame->m_stbar} , m_parent{frame} , m_fname{fname} {} // Runs in separate thread void process() override; const std::string & get_project_fname() const { return m_fname; } protected: // Runs in the UI thread. void finalize() override { m_parent->m_scene->set_print(std::move(m_print)); m_parent->m_stbar->set_status_text( wxString::Format("Model %s loaded.", m_fname)); } }; uqptr m_ui_job; // To keep track of the running average of measured fps values. double m_fps_avg = 0.; // We need the record button across methods wxToggleButton *m_record_btn; wxComboBox * m_alg_select; wxComboBox * m_depth_select; wxComboBox * m_optimization_select; wxSpinCtrl * m_convexity_spin; wxToggleButton *m_csg_toggle; wxToggleButton *m_ms_toggle; wxStaticText *m_fpstext; CSGSettings m_csg_settings; void read_csg_settings(const wxCmdLineParser &parser); void set_renderer_algorithm(const wxString &alg); void activate_canvas_display(); public: MyFrame(const wxString & title, const wxPoint & pos, const wxSize & size, const wxCmdLineParser &parser); // Grab a 3mf and load (hollow it out) within the UI job. void load_model(const std::string &fname) { m_ui_job = std::make_unique(this, fname); m_ui_job->start(); } // Load a previously stored mouse event log and play it back. void play_back_mouse(const std::string &events_fname) { std::fstream stream(events_fname, std::fstream::in); if (stream.good()) { std::string model_name; std::getline(stream, model_name); load_model(model_name); while (!m_ui_job->is_finalized()) wxTheApp->Yield();; int w, h; stream >> w >> h; SetSize(w, h); m_mouse.load(stream); if (m_record_btn) m_record_btn->Disable(); m_mouse.play(); } } Canvas * canvas() { return m_canvas.get(); } const Canvas * canvas() const { return m_canvas.get(); } // Bind the canvas mouse events to a class implementing MouseInput interface void bind_canvas_events(MouseInput &msinput); double get_fps_average() const { return m_fps_avg; } }; // Possible OpenCSG configuration values. Will be used on the command line and // on the UI widgets. static const std::vector CSG_ALGS = {"Auto", "Goldfeather", "SCS", "EnricoShader"}; static const std::vector CSG_DEPTH = {"Off", "OcclusionQuery", "On"}; static const std::vector CSG_OPT = { "Default", "ForceOn", "On", "Off" }; inline long get_idx(const wxString &a, const std::vector &v) { auto it = std::find(v.begin(), v.end(), a.ToStdString()); return it - v.begin(); }; class App : public wxApp { MyFrame *m_frame = nullptr; wxString m_fname; public: bool OnInit() override { wxCmdLineParser parser(argc, argv); parser.AddOption("p", "play", "play back file", wxCMD_LINE_VAL_STRING, wxCMD_LINE_PARAM_OPTIONAL); parser.AddOption("a", "algorithm", "OpenCSG algorithm [Auto|Goldfeather|SCS]", wxCMD_LINE_VAL_STRING, wxCMD_LINE_PARAM_OPTIONAL); parser.AddOption("d", "depth", "OpenCSG depth strategy [Off|OcclusionQuery|On]", wxCMD_LINE_VAL_STRING, wxCMD_LINE_PARAM_OPTIONAL); parser.AddOption("o", "optimization", "OpenCSG optimization strategy [Default|ForceOn|On|Off]", wxCMD_LINE_VAL_STRING, wxCMD_LINE_PARAM_OPTIONAL); parser.AddOption("c", "convexity", "OpenCSG convexity parameter for generic meshes", wxCMD_LINE_VAL_NUMBER, wxCMD_LINE_PARAM_OPTIONAL); parser.AddSwitch("", "disable-csg", "Disable csg rendering", wxCMD_LINE_PARAM_OPTIONAL); parser.Parse(); bool is_play = parser.Found("play", &m_fname); m_frame = new MyFrame("PrusaSlicer OpenCSG Demo", wxDefaultPosition, wxSize(1024, 768), parser); if (is_play) { Bind(wxEVT_IDLE, &App::Play, this); m_frame->Show( true ); } else m_frame->Show( true ); return true; } void Play(wxIdleEvent &) { Unbind(wxEVT_IDLE, &App::Play, this); m_frame->play_back_mouse(m_fname.ToStdString()); m_frame->Destroy(); } }; wxIMPLEMENT_APP(App); void MyFrame::read_csg_settings(const wxCmdLineParser &parser) { wxString alg; parser.Found("algorithm", &alg); wxString depth; parser.Found("depth", &depth); wxString opt; parser.Found("optimization", &opt); long convexity = 1; parser.Found("convexity", &convexity); bool csg_off = parser.Found("disable-csg"); if (auto a = get_idx(alg, CSG_ALGS) < OpenCSG::AlgorithmUnused) m_csg_settings.set_algo(OpenCSG::Algorithm(a)); if (auto a = get_idx(depth, CSG_DEPTH) < OpenCSG::DepthComplexityAlgorithmUnused) m_csg_settings.set_depth_algo(OpenCSG::DepthComplexityAlgorithm(a)); if (auto a = get_idx(opt, CSG_OPT) < OpenCSG::OptimizationUnused) m_csg_settings.set_optimization(OpenCSG::Optimization(a)); m_csg_settings.set_convexity(unsigned(convexity)); m_csg_settings.enable_csg(!csg_off); if (m_ocsgdisplay) m_ocsgdisplay->apply_csgsettings(m_csg_settings); } void MyFrame::set_renderer_algorithm(const wxString &alg) { long alg_idx = get_idx("EnricoShader", CSG_ALGS); if (alg_idx < 0 || alg_idx >= CSG_ALGS.size()) return; // If there is a valid display in place, save its camera. auto cam = m_canvas->get_display() ? m_canvas->get_display()->get_camera() : nullptr; if (alg == "EnricoShader") { m_alg_select->SetSelection(int(alg_idx)); m_depth_select->Disable(); m_optimization_select->Disable(); m_csg_toggle->Disable(); m_ocsgdisplay.reset(); canvas()->set_display(nullptr); m_shadercsg_display = std::make_shared(canvas()); canvas()->set_display(m_shadercsg_display); } else { if (m_csg_settings.get_algo() > 0) m_depth_select->Enable(true); m_alg_select->SetSelection(m_csg_settings.get_algo()); m_depth_select->SetSelection(m_csg_settings.get_depth_algo()); m_optimization_select->SetSelection(m_csg_settings.get_optimization()); m_convexity_spin->SetValue(int(m_csg_settings.get_convexity())); m_csg_toggle->SetValue(m_csg_settings.is_enabled()); m_optimization_select->Enable(); m_csg_toggle->Enable(); m_shadercsg_display.reset(); canvas()->set_display(nullptr); m_ocsgdisplay = std::make_shared(canvas()); m_ocsgdisplay->apply_csgsettings(m_csg_settings); canvas()->set_display(m_ocsgdisplay); } if (cam) m_canvas->get_display()->set_camera(cam); m_ctl->remove_displays(); m_ctl->add_display(m_canvas->get_display()); m_canvas->get_display()->get_fps_counter().add_listener([this](double fps) { m_fpstext->SetLabel(wxString::Format("fps: %.2f", fps)); m_fps_avg = 0.9 * m_fps_avg + 0.1 * fps; }); if (IsShown()) { activate_canvas_display(); m_canvas->get_display()->on_scene_updated(*m_scene); } } void MyFrame::activate_canvas_display() { const wxSize ClientSize = m_canvas->GetClientSize(); m_canvas->get_display()->set_active(ClientSize.x, ClientSize.y); enable_multisampling(m_ms_toggle->GetValue()); // Do the repaint continuously m_canvas->Bind(wxEVT_IDLE, [this](wxIdleEvent &evt) { m_canvas->get_display()->repaint(); evt.RequestMore(); }); bind_canvas_events(m_mouse); } MyFrame::MyFrame(const wxString &title, const wxPoint &pos, const wxSize &size, const wxCmdLineParser &parser): wxFrame(nullptr, wxID_ANY, title, pos, size) { wxMenu *menuFile = new wxMenu; menuFile->Append(wxID_OPEN); menuFile->Append(wxID_EXIT); wxMenuBar *menuBar = new wxMenuBar; menuBar->Append( menuFile, "&File" ); SetMenuBar( menuBar ); m_stbar = std::make_shared(this); m_stbar->embed(this); SetStatusText( "Welcome to wxWidgets!" ); int attribList[] = {WX_GL_RGBA, WX_GL_DOUBLEBUFFER, // RGB channels each should be allocated with 8 bit depth. One // should almost certainly get these bit depths by default. WX_GL_MIN_RED, 8, WX_GL_MIN_GREEN, 8, WX_GL_MIN_BLUE, 8, // Requesting an 8 bit alpha channel. Interestingly, the NVIDIA // drivers would most likely work with some alpha plane, but // glReadPixels would not return the alpha channel on NVIDIA if // not requested when the GL context is created. WX_GL_MIN_ALPHA, 8, WX_GL_DEPTH_SIZE, 8, WX_GL_STENCIL_SIZE, 8, WX_GL_SAMPLE_BUFFERS, GL_TRUE, WX_GL_SAMPLES, 4, 0}; m_scene = std::make_shared(); m_ctl = std::make_shared(); m_ctl->set_scene(m_scene); m_canvas = std::make_shared(this, wxID_ANY, attribList, wxDefaultPosition, wxDefaultSize, wxWANTS_CHARS | wxFULL_REPAINT_ON_RESIZE); read_csg_settings(parser); wxPanel *control_panel = new wxPanel(this); auto controlsizer = new wxBoxSizer(wxHORIZONTAL); auto slider_sizer = new wxBoxSizer(wxVERTICAL); auto console_sizer = new wxBoxSizer(wxVERTICAL); auto slider = new wxSlider(control_panel, wxID_ANY, 0, 0, 100, wxDefaultPosition, wxDefaultSize, wxSL_VERTICAL); slider_sizer->Add(slider, 1, wxEXPAND); m_ms_toggle = new wxToggleButton(control_panel, wxID_ANY, "Multisampling"); console_sizer->Add(m_ms_toggle, 0, wxALL | wxEXPAND, 5); m_csg_toggle = new wxToggleButton(control_panel, wxID_ANY, "CSG"); m_csg_toggle->SetValue(true); console_sizer->Add(m_csg_toggle, 0, wxALL | wxEXPAND, 5); auto add_combobox = [control_panel, console_sizer] (const wxString &label, const std::vector &list) { auto widget = new wxComboBox(control_panel, wxID_ANY, list[0], wxDefaultPosition, wxDefaultSize, int(list.size()), list.data()); auto sz = new wxBoxSizer(wxHORIZONTAL); sz->Add(new wxStaticText(control_panel, wxID_ANY, label), 0, wxALL | wxALIGN_CENTER, 5); sz->Add(widget, 1, wxALL | wxEXPAND, 5); console_sizer->Add(sz, 0, wxEXPAND); return widget; }; auto add_spinctl = [control_panel, console_sizer] (const wxString &label, int initial, int min, int max) { auto widget = new wxSpinCtrl( control_panel, wxID_ANY, wxString::Format("%d", initial), wxDefaultPosition, wxDefaultSize, wxSP_ARROW_KEYS, min, max, initial); auto sz = new wxBoxSizer(wxHORIZONTAL); sz->Add(new wxStaticText(control_panel, wxID_ANY, label), 0, wxALL | wxALIGN_CENTER, 5); sz->Add(widget, 1, wxALL | wxEXPAND, 5); console_sizer->Add(sz, 0, wxEXPAND); return widget; }; m_convexity_spin = add_spinctl("Convexity", CSGSettings::DEFAULT_CONVEXITY, 0, 100); m_alg_select = add_combobox("Algorithm", CSG_ALGS); m_depth_select = add_combobox("Depth Complexity", CSG_DEPTH); m_optimization_select = add_combobox("Optimization", CSG_OPT); m_fpstext = new wxStaticText(control_panel, wxID_ANY, ""); console_sizer->Add(m_fpstext, 0, wxALL, 5); m_record_btn = new wxToggleButton(control_panel, wxID_ANY, "Record"); console_sizer->Add(m_record_btn, 0, wxALL | wxEXPAND, 5); controlsizer->Add(slider_sizer, 0, wxEXPAND); controlsizer->Add(console_sizer, 1, wxEXPAND); control_panel->SetSizer(controlsizer); auto sizer = new wxBoxSizer(wxHORIZONTAL); sizer->Add(m_canvas.get(), 1, wxEXPAND); sizer->Add(control_panel, 0, wxEXPAND); SetSizer(sizer); wxString alg; if (!parser.Found("algorithm", &alg)) alg = "Auto"; set_renderer_algorithm(alg); Bind(wxEVT_CLOSE_WINDOW, [this](wxCloseEvent &evt){ if (m_canvas) RemoveChild(m_canvas.get()); m_canvas.reset(); if (!m_mouse.is_playing()) evt.Skip(); else m_mouse.stop(); }); Bind(wxEVT_MENU, [this](wxCommandEvent &) { wxFileDialog dlg(this, "Select project file", wxEmptyString, wxEmptyString, "*.3mf", wxFD_OPEN|wxFD_FILE_MUST_EXIST); if (dlg.ShowModal() == wxID_OK) load_model(dlg.GetPath().ToStdString()); }, wxID_OPEN); Bind(wxEVT_MENU, [this](wxCommandEvent &) { Close(true); }, wxID_EXIT); Bind(wxEVT_SHOW, [this](wxShowEvent &) { activate_canvas_display(); }); Bind(wxEVT_SLIDER, [this, slider](wxCommandEvent &) { m_ctl->move_clip_plane(double(slider->GetValue())); }); m_ms_toggle->Bind(wxEVT_TOGGLEBUTTON, [this](wxCommandEvent &){ enable_multisampling(m_ms_toggle->GetValue()); m_canvas->get_display()->repaint(); }); m_csg_toggle->Bind(wxEVT_TOGGLEBUTTON, [this](wxCommandEvent &){ CSGSettings stt = m_ocsgdisplay->get_csgsettings(); stt.enable_csg(m_csg_toggle->GetValue()); m_ocsgdisplay->apply_csgsettings(stt); }); m_alg_select->Bind(wxEVT_COMBOBOX, [this](wxCommandEvent &) { wxString alg = m_alg_select->GetValue(); int sel = m_alg_select->GetSelection(); m_csg_settings.set_algo(sel); set_renderer_algorithm(alg); }); m_depth_select->Bind(wxEVT_COMBOBOX, [this](wxCommandEvent &) { int sel = m_depth_select->GetSelection(); m_csg_settings.set_depth_algo(sel); if (m_ocsgdisplay) m_ocsgdisplay->apply_csgsettings(m_csg_settings); }); m_optimization_select->Bind(wxEVT_COMBOBOX, [this](wxCommandEvent &) { int sel = m_optimization_select->GetSelection(); m_csg_settings.set_optimization(sel); if (m_ocsgdisplay) m_ocsgdisplay->apply_csgsettings(m_csg_settings); }); m_convexity_spin->Bind(wxEVT_SPINCTRL, [this](wxSpinEvent &) { int c = m_convexity_spin->GetValue(); if (c > 0) { m_csg_settings.set_convexity(unsigned(c)); if (m_ocsgdisplay) m_ocsgdisplay->apply_csgsettings(m_csg_settings); } }); m_record_btn->Bind(wxEVT_TOGGLEBUTTON, [this](wxCommandEvent &) { if (!m_ui_job) { m_stbar->set_status_text("No project loaded!"); return; } if (m_record_btn->GetValue()) { if (auto c = m_canvas->get_display()->get_camera()) reset(*c); m_ctl->on_scene_updated(*m_scene); m_mouse.record(true); } else { m_mouse.record(false); wxFileDialog dlg(this, "Select output file", wxEmptyString, wxEmptyString, "*.events", wxFD_SAVE|wxFD_OVERWRITE_PROMPT); if (dlg.ShowModal() == wxID_OK) { std::fstream stream(dlg.GetPath().ToStdString(), std::fstream::out); if (stream.good()) { stream << m_ui_job->get_project_fname() << "\n"; wxSize winsize = GetSize(); stream << winsize.x << " " << winsize.y << "\n"; m_mouse.save(stream); } } } }); } void MyFrame::bind_canvas_events(MouseInput &ms) { m_canvas->Bind(wxEVT_MOUSEWHEEL, [&ms](wxMouseEvent &evt) { ms.scroll(evt.GetWheelRotation(), evt.GetWheelDelta(), evt.GetWheelAxis() == wxMOUSE_WHEEL_VERTICAL ? Slic3r::GL::MouseInput::waVertical : Slic3r::GL::MouseInput::waHorizontal); }); m_canvas->Bind(wxEVT_MOTION, [&ms](wxMouseEvent &evt) { ms.move_to(evt.GetPosition().x, evt.GetPosition().y); }); m_canvas->Bind(wxEVT_RIGHT_DOWN, [&ms](wxMouseEvent & /*evt*/) { ms.right_click_down(); }); m_canvas->Bind(wxEVT_RIGHT_UP, [&ms](wxMouseEvent & /*evt*/) { ms.right_click_up(); }); m_canvas->Bind(wxEVT_LEFT_DOWN, [&ms](wxMouseEvent & /*evt*/) { ms.left_click_down(); }); m_canvas->Bind(wxEVT_LEFT_UP, [&ms](wxMouseEvent & /*evt*/) { ms.left_click_up(); }); ms.add_listener(m_ctl); } void MyFrame::SLAJob::process() { using SlStatus = Slic3r::PrintBase::SlicingStatus; Slic3r::DynamicPrintConfig cfg; auto model = Slic3r::Model::read_from_file(m_fname, &cfg); m_print = std::make_unique(); m_print->apply(model, cfg); Slic3r::PrintBase::TaskParams params; params.to_object_step = Slic3r::slaposHollowing; m_print->set_task(params); m_print->set_status_callback([this](const SlStatus &status) { update_status(status.percent, status.text); }); try { m_print->process(); } catch(std::exception &e) { update_status(0, wxString("Exception during processing: ") + e.what()); } } //int main() {}