#ifndef slic3r_GCodeViewer_hpp_ #define slic3r_GCodeViewer_hpp_ #if ENABLE_GCODE_VIEWER #include "GLShader.hpp" #include "3DScene.hpp" #include "libslic3r/GCode/GCodeProcessor.hpp" #include namespace Slic3r { class Print; namespace GUI { class GCodeViewer { struct Buffer { unsigned int vbo_id{ 0 }; Shader shader; std::vector data; size_t data_size{ 0 }; bool visible{ false }; void reset(); static size_t vertex_size() { return 3; } static size_t vertex_size_bytes() { return vertex_size() * sizeof(float); } }; struct Shells { GLVolumeCollection volumes; bool visible{ false }; Shader shader; }; std::vector m_buffers{ static_cast(GCodeProcessor::EMoveType::Extrude) }; unsigned int m_last_result_id{ 0 }; std::vector m_layers_zs; Shells m_shells; public: GCodeViewer() = default; ~GCodeViewer() { reset(); } bool init() { set_toolpath_visible(GCodeProcessor::EMoveType::Extrude, true); return init_shaders(); } void load(const GCodeProcessor::Result& gcode_result, const Print& print, bool initialized); void reset(); void render() const; const std::vector& get_layers_zs() const { return m_layers_zs; }; bool is_toolpath_visible(GCodeProcessor::EMoveType type) const; void set_toolpath_visible(GCodeProcessor::EMoveType type, bool visible); bool are_shells_visible() const { return m_shells.visible; } void set_shells_visible(bool visible) { m_shells.visible = visible; } private: bool init_shaders(); void load_toolpaths(const GCodeProcessor::Result& gcode_result); void load_shells(const Print& print, bool initialized); void render_toolpaths() const; void render_shells() const; }; } // namespace GUI } // namespace Slic3r #endif // ENABLE_GCODE_VIEWER #endif // slic3r_GCodeViewer_hpp_