#ifndef slic3r_GLModel_hpp_ #define slic3r_GLModel_hpp_ #include "libslic3r/Point.hpp" #include "libslic3r/BoundingBox.hpp" #include "libslic3r/Color.hpp" #include <vector> #include <string> struct indexed_triangle_set; namespace Slic3r { class TriangleMesh; class Polygon; using Polygons = std::vector<Polygon>; namespace GUI { class GLModel { public: #if !ENABLE_GLBEGIN_GLEND_REMOVAL enum class EPrimitiveType : unsigned char { Triangles, Lines, LineStrip, LineLoop }; struct RenderData { EPrimitiveType type; unsigned int vbo_id{ 0 }; unsigned int ibo_id{ 0 }; size_t indices_count{ 0 }; ColorRGBA color; }; #endif // !ENABLE_GLBEGIN_GLEND_REMOVAL struct Geometry { #if ENABLE_GLBEGIN_GLEND_REMOVAL enum class EPrimitiveType : unsigned char { Points, Triangles, TriangleStrip, TriangleFan, Lines, LineStrip, LineLoop }; enum class EVertexLayout : unsigned char { P2, // position 2 floats P2T2, // position 2 floats + texture coords 2 floats P3, // position 3 floats P3T2, // position 3 floats + texture coords 2 floats P3N3, // position 3 floats + normal 3 floats }; enum class EIndexType : unsigned char { UINT, // unsigned int USHORT // unsigned short }; struct Format { EPrimitiveType type{ EPrimitiveType::Triangles }; EVertexLayout vertex_layout{ EVertexLayout::P3N3 }; EIndexType index_type{ EIndexType::UINT }; }; Format format; std::vector<float> vertices; std::vector<unsigned char> indices; ColorRGBA color{ ColorRGBA::BLACK() }; void reserve_vertices(size_t vertices_count); void reserve_indices(size_t indices_count); void add_vertex(const Vec2f& position); void add_vertex(const Vec2f& position, const Vec2f& tex_coord); void add_vertex(const Vec3f& position); void add_vertex(const Vec3f& position, const Vec2f& tex_coord); void add_vertex(const Vec3f& position, const Vec3f& normal); void add_ushort_index(unsigned short id); void add_uint_index(unsigned int id); void add_ushort_line(unsigned short id1, unsigned short id2); void add_uint_line(unsigned int id1, unsigned int id2); void add_ushort_triangle(unsigned short id1, unsigned short id2, unsigned short id3); void add_uint_triangle(unsigned int id1, unsigned int id2, unsigned int id3); Vec2f extract_position_2(size_t id) const; Vec3f extract_position_3(size_t id) const; Vec3f extract_normal_3(size_t id) const; Vec2f extract_tex_coord_2(size_t id) const; unsigned int extract_uint_index(size_t id) const; unsigned short extract_ushort_index(size_t id) const; bool is_empty() const { return vertices.empty() || indices.empty(); } size_t vertices_count() const { return vertices.size() / vertex_stride_floats(format); } size_t indices_count() const { return indices.size() / index_stride_bytes(format); } size_t vertices_size_floats() const { return vertices.size(); } size_t vertices_size_bytes() const { return vertices_size_floats() * sizeof(float); } size_t indices_size_bytes() const { return indices.size(); } static size_t vertex_stride_floats(const Format& format); static size_t vertex_stride_bytes(const Format& format) { return vertex_stride_floats(format) * sizeof(float); } static size_t position_stride_floats(const Format& format); static size_t position_stride_bytes(const Format& format) { return position_stride_floats(format) * sizeof(float); } static size_t position_offset_floats(const Format& format); static size_t position_offset_bytes(const Format& format) { return position_offset_floats(format) * sizeof(float); } static size_t normal_stride_floats(const Format& format); static size_t normal_stride_bytes(const Format& format) { return normal_stride_floats(format) * sizeof(float); } static size_t normal_offset_floats(const Format& format); static size_t normal_offset_bytes(const Format& format) { return normal_offset_floats(format) * sizeof(float); } static size_t tex_coord_stride_floats(const Format& format); static size_t tex_coord_stride_bytes(const Format& format) { return tex_coord_stride_floats(format) * sizeof(float); } static size_t tex_coord_offset_floats(const Format& format); static size_t tex_coord_offset_bytes(const Format& format) { return tex_coord_offset_floats(format) * sizeof(float); } static size_t index_stride_bytes(const Format& format); static bool has_position(const Format& format); static bool has_normal(const Format& format); static bool has_tex_coord(const Format& format); #else struct Entity { EPrimitiveType type; std::vector<Vec3f> positions; std::vector<Vec3f> normals; std::vector<unsigned int> indices; ColorRGBA color; }; std::vector<Entity> entities; size_t vertices_count() const; size_t vertices_size_floats() const { return vertices_count() * 6; } size_t vertices_size_bytes() const { return vertices_size_floats() * sizeof(float); } size_t indices_count() const; size_t indices_size_bytes() const { return indices_count() * sizeof(unsigned int); } #endif // ENABLE_GLBEGIN_GLEND_REMOVAL }; #if ENABLE_GLBEGIN_GLEND_REMOVAL struct RenderData { Geometry geometry; unsigned int vbo_id{ 0 }; unsigned int ibo_id{ 0 }; size_t vertices_count{ 0 }; size_t indices_count{ 0 }; }; #endif // ENABLE_GLBEGIN_GLEND_REMOVAL private: #if ENABLE_GLBEGIN_GLEND_REMOVAL RenderData m_render_data; #else std::vector<RenderData> m_render_data; #endif // ENABLE_GLBEGIN_GLEND_REMOVAL BoundingBoxf3 m_bounding_box; std::string m_filename; public: GLModel() = default; virtual ~GLModel() { reset(); } #if ENABLE_GLBEGIN_GLEND_REMOVAL size_t vertices_count() const { return m_render_data.vertices_count > 0 ? m_render_data.vertices_count : m_render_data.geometry.vertices_count(); } size_t indices_count() const { return m_render_data.indices_count > 0 ? m_render_data.indices_count : m_render_data.geometry.indices_count(); } size_t vertices_size_floats() const { return vertices_count() * Geometry::vertex_stride_floats(m_render_data.geometry.format); } size_t vertices_size_bytes() const { return vertices_size_floats() * sizeof(float); } size_t indices_size_bytes() const { return indices_count() * Geometry::index_stride_bytes(m_render_data.geometry.format); } void init_from(Geometry&& data); void init_from(const TriangleMesh& mesh); #else void init_from(const Geometry& data); void init_from(const indexed_triangle_set& its, const BoundingBoxf3& bbox); #endif // ENABLE_GLBEGIN_GLEND_REMOVAL void init_from(const indexed_triangle_set& its); void init_from(const Polygons& polygons, float z); bool init_from_file(const std::string& filename); #if ENABLE_GLBEGIN_GLEND_REMOVAL void set_color(const ColorRGBA& color) { m_render_data.geometry.color = color; } const ColorRGBA& get_color() const { return m_render_data.geometry.color; } #else // if entity_id == -1 set the color of all entities void set_color(int entity_id, const ColorRGBA& color); ColorRGBA get_color(size_t entity_id = 0U) const; #endif // ENABLE_GLBEGIN_GLEND_REMOVAL void reset(); #if ENABLE_GLBEGIN_GLEND_REMOVAL void render(); void render_instanced(unsigned int instances_vbo, unsigned int instances_count); bool is_initialized() const { return vertices_count() > 0 && indices_count() > 0; } #else void render() const; void render_instanced(unsigned int instances_vbo, unsigned int instances_count) const; bool is_initialized() const { return !m_render_data.empty(); } #endif // ENABLE_GLBEGIN_GLEND_REMOVAL const BoundingBoxf3& get_bounding_box() const { return m_bounding_box; } const std::string& get_filename() const { return m_filename; } private: #if ENABLE_GLBEGIN_GLEND_REMOVAL bool send_to_gpu(); #else void send_to_gpu(RenderData& data, const std::vector<float>& vertices, const std::vector<unsigned int>& indices); #endif // ENABLE_GLBEGIN_GLEND_REMOVAL }; // create an arrow with cylindrical stem and conical tip, with the given dimensions and resolution // the origin of the arrow is in the center of the stem cap // the arrow has its axis of symmetry along the Z axis and is pointing upward // used to render bed axes and sequential marker GLModel::Geometry stilized_arrow(unsigned short resolution, float tip_radius, float tip_height, float stem_radius, float stem_height); // create an arrow whose stem is a quarter of circle, with the given dimensions and resolution // the origin of the arrow is in the center of the circle // the arrow is contained in the 1st quadrant of the XY plane and is pointing counterclockwise // used to render sidebar hints for rotations GLModel::Geometry circular_arrow(unsigned short resolution, float radius, float tip_height, float tip_width, float stem_width, float thickness); // create an arrow with the given dimensions // the origin of the arrow is in the center of the stem cap // the arrow is contained in XY plane and has its main axis along the Y axis // used to render sidebar hints for position and scale GLModel::Geometry straight_arrow(float tip_width, float tip_height, float stem_width, float stem_height, float thickness); // create a diamond with the given resolution // the origin of the diamond is in its center // the diamond is contained into a box with size [1, 1, 1] GLModel::Geometry diamond(unsigned short resolution); #if ENABLE_GLBEGIN_GLEND_REMOVAL #if ENABLE_SHOW_TOOLPATHS_COG // create a sphere with the given resolution and smooth normals // the origin of the sphere is in its center GLModel::Geometry smooth_sphere(unsigned short resolution, float radius); #endif // ENABLE_SHOW_TOOLPATHS_COG #endif // ENABLE_GLBEGIN_GLEND_REMOVAL } // namespace GUI } // namespace Slic3r #endif // slic3r_GLModel_hpp_