PrusaSlicer-NonPlainar/src/slic3r/GUI/3DScene.hpp
bubnikv 731e5abd88 Fixed a regression issue where excessive memory was allocated
for the GLVolumes before sending to the GPU driver. The following commits
were partially reverted:

4269c8b23c Removed GLVolume non-VBO rendering
d15698e21e GLVolume and GLIndexedVertexArray refactored to send data to gpu at the first render call

Namely, the GLVolume buffers are "shrink to size"'d before sending their
content to the OpenGL driver, and the vertex buffers are populated
as quickly as possible from the GLVolume, so that the same buffer is not
kept twice in RAM on systems, where the RAM is shared with the graphics
card.

Also the memory allocation reporting was improved for the GLVolumes.
2019-08-05 14:30:32 +02:00

661 lines
31 KiB
C++

#ifndef slic3r_3DScene_hpp_
#define slic3r_3DScene_hpp_
#include "libslic3r/libslic3r.h"
#include "libslic3r/Point.hpp"
#include "libslic3r/Line.hpp"
#include "libslic3r/TriangleMesh.hpp"
#include "libslic3r/Utils.hpp"
#include "libslic3r/Model.hpp"
#include "slic3r/GUI/GLCanvas3DManager.hpp"
#include <functional>
#include <memory>
#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)
#else
inline void glAssertRecentCall() { }
#define glsafe(cmd) cmd
#define glcheck()
#endif
namespace Slic3r {
namespace GUI {
class Bed3D;
struct Camera;
class GLToolbar;
} // namespace GUI
class Print;
class PrintObject;
class SLAPrint;
class SLAPrintObject;
enum SLAPrintObjectStep : unsigned int;
class Model;
class ModelObject;
class DynamicPrintConfig;
class ExtrusionPath;
class ExtrusionMultiPath;
class ExtrusionLoop;
class ExtrusionEntity;
class ExtrusionEntityCollection;
// A container for interleaved arrays of 3D vertices and normals,
// possibly indexed by triangles and / or quads.
class GLIndexedVertexArray {
public:
GLIndexedVertexArray() :
vertices_and_normals_interleaved_VBO_id(0),
triangle_indices_VBO_id(0),
quad_indices_VBO_id(0)
{}
GLIndexedVertexArray(const GLIndexedVertexArray &rhs) :
vertices_and_normals_interleaved(rhs.vertices_and_normals_interleaved),
triangle_indices(rhs.triangle_indices),
quad_indices(rhs.quad_indices),
vertices_and_normals_interleaved_VBO_id(0),
triangle_indices_VBO_id(0),
quad_indices_VBO_id(0)
{ assert(! rhs.has_VBOs()); }
GLIndexedVertexArray(GLIndexedVertexArray &&rhs) :
vertices_and_normals_interleaved(std::move(rhs.vertices_and_normals_interleaved)),
triangle_indices(std::move(rhs.triangle_indices)),
quad_indices(std::move(rhs.quad_indices)),
vertices_and_normals_interleaved_VBO_id(0),
triangle_indices_VBO_id(0),
quad_indices_VBO_id(0)
{ assert(! rhs.has_VBOs()); }
~GLIndexedVertexArray() { release_geometry(); }
GLIndexedVertexArray& operator=(const GLIndexedVertexArray &rhs)
{
assert(vertices_and_normals_interleaved_VBO_id == 0);
assert(triangle_indices_VBO_id == 0);
assert(quad_indices_VBO_id == 0);
assert(rhs.vertices_and_normals_interleaved == 0);
assert(rhs.triangle_indices_VBO_id == 0);
assert(rhs.quad_indices_VBO_id == 0);
this->vertices_and_normals_interleaved = rhs.vertices_and_normals_interleaved;
this->triangle_indices = rhs.triangle_indices;
this->quad_indices = rhs.quad_indices;
this->m_bounding_box = rhs.m_bounding_box;
this->vertices_and_normals_interleaved_size = rhs.vertices_and_normals_interleaved_size;
this->triangle_indices_size = rhs.triangle_indices_size;
this->quad_indices_size = rhs.quad_indices_size;
return *this;
}
GLIndexedVertexArray& operator=(GLIndexedVertexArray &&rhs)
{
assert(vertices_and_normals_interleaved_VBO_id == 0);
assert(triangle_indices_VBO_id == 0);
assert(quad_indices_VBO_id == 0);
assert(rhs.vertices_and_normals_interleaved == 0);
assert(rhs.triangle_indices_VBO_id == 0);
assert(rhs.quad_indices_VBO_id == 0);
this->vertices_and_normals_interleaved = std::move(rhs.vertices_and_normals_interleaved);
this->triangle_indices = std::move(rhs.triangle_indices);
this->quad_indices = std::move(rhs.quad_indices);
this->m_bounding_box = std::move(rhs.m_bounding_box);
this->vertices_and_normals_interleaved_size = rhs.vertices_and_normals_interleaved_size;
this->triangle_indices_size = rhs.triangle_indices_size;
this->quad_indices_size = rhs.quad_indices_size;
return *this;
}
// Vertices and their normals, interleaved to be used by void glInterleavedArrays(GL_N3F_V3F, 0, x)
std::vector<float> vertices_and_normals_interleaved;
std::vector<int> triangle_indices;
std::vector<int> quad_indices;
// When the geometry data is loaded into the graphics card as Vertex Buffer Objects,
// the above mentioned std::vectors are cleared and the following variables keep their original length.
size_t vertices_and_normals_interleaved_size{ 0 };
size_t triangle_indices_size{ 0 };
size_t quad_indices_size{ 0 };
// IDs of the Vertex Array Objects, into which the geometry has been loaded.
// Zero if the VBOs are not sent to GPU yet.
unsigned int vertices_and_normals_interleaved_VBO_id{ 0 };
unsigned int triangle_indices_VBO_id{ 0 };
unsigned int quad_indices_VBO_id{ 0 };
void load_mesh_full_shading(const TriangleMesh &mesh);
void load_mesh(const TriangleMesh& mesh) { this->load_mesh_full_shading(mesh); }
inline bool has_VBOs() const { return vertices_and_normals_interleaved_VBO_id != 0; }
inline void reserve(size_t sz) {
this->vertices_and_normals_interleaved.reserve(sz * 6);
this->triangle_indices.reserve(sz * 3);
this->quad_indices.reserve(sz * 4);
}
inline void 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();
m_bounding_box.merge(Vec3f(x, y, z).cast<double>());
};
inline void push_geometry(double x, double y, double z, double nx, double ny, double nz) {
push_geometry(float(x), float(y), float(z), float(nx), float(ny), float(nz));
}
inline void push_geometry(const Vec3d& p, const Vec3d& n) {
push_geometry(p(0), p(1), p(2), n(0), n(1), n(2));
}
inline void 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();
};
inline void push_quad(int idx1, int idx2, int idx3, int idx4) {
assert(this->vertices_and_normals_interleaved_VBO_id == 0);
if (this->vertices_and_normals_interleaved_VBO_id != 0)
return;
if (this->quad_indices.size() + 4 > this->vertices_and_normals_interleaved.capacity())
this->quad_indices.reserve(next_highest_power_of_2(this->quad_indices.size() + 4));
this->quad_indices.emplace_back(idx1);
this->quad_indices.emplace_back(idx2);
this->quad_indices.emplace_back(idx3);
this->quad_indices.emplace_back(idx4);
this->quad_indices_size = this->quad_indices.size();
};
// Finalize the initialization of the geometry & indices,
// upload the geometry and indices to OpenGL VBO objects
// and shrink the allocated data, possibly relasing it if it has been loaded into the VBOs.
void finalize_geometry(bool opengl_initialized);
// Release the geometry data, release OpenGL VBOs.
void release_geometry();
void render() const;
void render(const std::pair<size_t, size_t>& tverts_range, const std::pair<size_t, size_t>& qverts_range) const;
// Is there any geometry data stored?
bool empty() const { return vertices_and_normals_interleaved_size == 0; }
void clear() {
this->vertices_and_normals_interleaved.clear();
this->triangle_indices.clear();
this->quad_indices.clear();
this->m_bounding_box.reset();
vertices_and_normals_interleaved_size = 0;
triangle_indices_size = 0;
quad_indices_size = 0;
}
// Shrink the internal storage to tighly fit the data stored.
void shrink_to_fit() {
this->vertices_and_normals_interleaved.shrink_to_fit();
this->triangle_indices.shrink_to_fit();
this->quad_indices.shrink_to_fit();
}
const BoundingBoxf3& bounding_box() const { return m_bounding_box; }
// Return an estimate of the memory consumed by this class.
size_t cpu_memory_used() const { return sizeof(*this) + vertices_and_normals_interleaved.capacity() * sizeof(float) + triangle_indices.capacity() * sizeof(int) + quad_indices.capacity() * sizeof(int); }
// Return an estimate of the memory held by GPU vertex buffers.
size_t gpu_memory_used() const
{
size_t memsize = 0;
if (this->vertices_and_normals_interleaved_VBO_id != 0)
memsize += this->vertices_and_normals_interleaved_size * 4;
if (this->triangle_indices_VBO_id != 0)
memsize += this->triangle_indices_size * 4;
if (this->quad_indices_VBO_id != 0)
memsize += this->quad_indices_size * 4;
return memsize;
}
size_t total_memory_used() const { return this->cpu_memory_used() + this->gpu_memory_used(); }
private:
BoundingBoxf3 m_bounding_box;
};
class GLVolume {
public:
static const float SELECTED_COLOR[4];
static const float HOVER_SELECT_COLOR[4];
static const float HOVER_DESELECT_COLOR[4];
static const float OUTSIDE_COLOR[4];
static const float SELECTED_OUTSIDE_COLOR[4];
static const float DISABLED_COLOR[4];
static const float MODEL_COLOR[4][4];
static const float SLA_SUPPORT_COLOR[4];
static const float SLA_PAD_COLOR[4];
enum EHoverState : unsigned char
{
HS_None,
HS_Select,
HS_Deselect
};
GLVolume(float r = 1.f, float g = 1.f, float b = 1.f, float a = 1.f);
GLVolume(const float *rgba) : GLVolume(rgba[0], rgba[1], rgba[2], rgba[3]) {}
private:
Geometry::Transformation m_instance_transformation;
Geometry::Transformation m_volume_transformation;
// Shift in z required by sla supports+pad
double m_sla_shift_z;
// Bounding box of this volume, in unscaled coordinates.
mutable BoundingBoxf3 m_transformed_bounding_box;
// Whether or not is needed to recalculate the transformed bounding box.
mutable bool m_transformed_bounding_box_dirty;
// Convex hull of the volume, if any.
std::shared_ptr<const TriangleMesh> m_convex_hull;
// Bounding box of this volume, in unscaled coordinates.
mutable BoundingBoxf3 m_transformed_convex_hull_bounding_box;
// Whether or not is needed to recalculate the transformed convex hull bounding box.
mutable bool m_transformed_convex_hull_bounding_box_dirty;
public:
// Color of the triangles / quads held by this volume.
float color[4];
// Color used to render this volume.
float render_color[4];
struct CompositeID {
CompositeID(int object_id, int volume_id, int instance_id) : object_id(object_id), volume_id(volume_id), instance_id(instance_id) {}
CompositeID() : object_id(-1), volume_id(-1), instance_id(-1) {}
// Object ID, which is equal to the index of the respective ModelObject in Model.objects array.
int object_id;
// Volume ID, which is equal to the index of the respective ModelVolume in ModelObject.volumes array.
// If negative, it is an index of a geometry produced by the PrintObject for the respective ModelObject,
// and which has no associated ModelVolume in ModelObject.volumes. For example, SLA supports.
// Volume with a negative volume_id cannot be picked independently, it will pick the associated instance.
int volume_id;
// Instance ID, which is equal to the index of the respective ModelInstance in ModelObject.instances array.
int instance_id;
bool operator==(const CompositeID &rhs) const { return object_id == rhs.object_id && volume_id == rhs.volume_id && instance_id == rhs.instance_id; }
bool operator!=(const CompositeID &rhs) const { return ! (*this == rhs); }
};
CompositeID composite_id;
// Fingerprint of the source geometry. For ModelVolumes, it is the ModelVolume::ID and ModelInstanceID,
// for generated volumes it is the timestamp generated by PrintState::invalidate() or PrintState::set_done(),
// and the associated ModelInstanceID.
// Valid geometry_id should always be positive.
std::pair<size_t, size_t> geometry_id;
// An ID containing the extruder ID (used to select color).
int extruder_id;
// Is this object selected?
bool selected;
// Is this object disabled from selection?
bool disabled;
// Whether or not this volume is active for rendering
bool is_active;
// Whether or not to use this volume when applying zoom_to_volumes()
bool zoom_to_volumes;
// Wheter or not this volume is enabled for outside print volume detection in shader.
bool shader_outside_printer_detection_enabled;
// Wheter or not this volume is outside print volume.
bool is_outside;
// Is mouse or rectangle selection over this object to select/deselect it ?
EHoverState hover;
// Wheter or not this volume has been generated from a modifier
bool is_modifier;
// Wheter or not this volume has been generated from the wipe tower
bool is_wipe_tower;
// Wheter or not this volume has been generated from an extrusion path
bool is_extrusion_path;
// Wheter or not to always render this volume using its own alpha
bool force_transparent;
// Whether or not always use the volume's own color (not using SELECTED/HOVER/DISABLED/OUTSIDE)
bool force_native_color;
// Interleaved triangles & normals with indexed triangles & quads.
GLIndexedVertexArray indexed_vertex_array;
// Ranges of triangle and quad indices to be rendered.
std::pair<size_t, size_t> tverts_range;
std::pair<size_t, size_t> qverts_range;
// If the qverts or tverts contain thick extrusions, then offsets keeps pointers of the starts
// of the extrusions per layer.
std::vector<coordf_t> print_zs;
// Offset into qverts & tverts, or offsets into indices stored into an OpenGL name_index_buffer.
std::vector<size_t> offsets;
// Bounding box of this volume, in unscaled coordinates.
const BoundingBoxf3& bounding_box() const { return this->indexed_vertex_array.bounding_box(); }
void set_render_color(float r, float g, float b, float a);
void set_render_color(const float* rgba, unsigned int size);
// Sets render color in dependence of current state
void set_render_color();
// set color according to model volume
void set_color_from_model_volume(const ModelVolume *model_volume);
const Geometry::Transformation& get_instance_transformation() const { return m_instance_transformation; }
void set_instance_transformation(const Geometry::Transformation& transformation) { m_instance_transformation = transformation; set_bounding_boxes_as_dirty(); }
const Vec3d& get_instance_offset() const { return m_instance_transformation.get_offset(); }
double get_instance_offset(Axis axis) const { return m_instance_transformation.get_offset(axis); }
void set_instance_offset(const Vec3d& offset) { m_instance_transformation.set_offset(offset); set_bounding_boxes_as_dirty(); }
void set_instance_offset(Axis axis, double offset) { m_instance_transformation.set_offset(axis, offset); set_bounding_boxes_as_dirty(); }
const Vec3d& get_instance_rotation() const { return m_instance_transformation.get_rotation(); }
double get_instance_rotation(Axis axis) const { return m_instance_transformation.get_rotation(axis); }
void set_instance_rotation(const Vec3d& rotation) { m_instance_transformation.set_rotation(rotation); set_bounding_boxes_as_dirty(); }
void set_instance_rotation(Axis axis, double rotation) { m_instance_transformation.set_rotation(axis, rotation); set_bounding_boxes_as_dirty(); }
Vec3d get_instance_scaling_factor() const { return m_instance_transformation.get_scaling_factor(); }
double get_instance_scaling_factor(Axis axis) const { return m_instance_transformation.get_scaling_factor(axis); }
void set_instance_scaling_factor(const Vec3d& scaling_factor) { m_instance_transformation.set_scaling_factor(scaling_factor); set_bounding_boxes_as_dirty(); }
void set_instance_scaling_factor(Axis axis, double scaling_factor) { m_instance_transformation.set_scaling_factor(axis, scaling_factor); set_bounding_boxes_as_dirty(); }
const Vec3d& get_instance_mirror() const { return m_instance_transformation.get_mirror(); }
double get_instance_mirror(Axis axis) const { return m_instance_transformation.get_mirror(axis); }
void set_instance_mirror(const Vec3d& mirror) { m_instance_transformation.set_mirror(mirror); set_bounding_boxes_as_dirty(); }
void set_instance_mirror(Axis axis, double mirror) { m_instance_transformation.set_mirror(axis, mirror); set_bounding_boxes_as_dirty(); }
const Geometry::Transformation& get_volume_transformation() const { return m_volume_transformation; }
void set_volume_transformation(const Geometry::Transformation& transformation) { m_volume_transformation = transformation; set_bounding_boxes_as_dirty(); }
const Vec3d& get_volume_offset() const { return m_volume_transformation.get_offset(); }
double get_volume_offset(Axis axis) const { return m_volume_transformation.get_offset(axis); }
void set_volume_offset(const Vec3d& offset) { m_volume_transformation.set_offset(offset); set_bounding_boxes_as_dirty(); }
void set_volume_offset(Axis axis, double offset) { m_volume_transformation.set_offset(axis, offset); set_bounding_boxes_as_dirty(); }
const Vec3d& get_volume_rotation() const { return m_volume_transformation.get_rotation(); }
double get_volume_rotation(Axis axis) const { return m_volume_transformation.get_rotation(axis); }
void set_volume_rotation(const Vec3d& rotation) { m_volume_transformation.set_rotation(rotation); set_bounding_boxes_as_dirty(); }
void set_volume_rotation(Axis axis, double rotation) { m_volume_transformation.set_rotation(axis, rotation); set_bounding_boxes_as_dirty(); }
const Vec3d& get_volume_scaling_factor() const { return m_volume_transformation.get_scaling_factor(); }
double get_volume_scaling_factor(Axis axis) const { return m_volume_transformation.get_scaling_factor(axis); }
void set_volume_scaling_factor(const Vec3d& scaling_factor) { m_volume_transformation.set_scaling_factor(scaling_factor); set_bounding_boxes_as_dirty(); }
void set_volume_scaling_factor(Axis axis, double scaling_factor) { m_volume_transformation.set_scaling_factor(axis, scaling_factor); set_bounding_boxes_as_dirty(); }
const Vec3d& get_volume_mirror() const { return m_volume_transformation.get_mirror(); }
double get_volume_mirror(Axis axis) const { return m_volume_transformation.get_mirror(axis); }
void set_volume_mirror(const Vec3d& mirror) { m_volume_transformation.set_mirror(mirror); set_bounding_boxes_as_dirty(); }
void set_volume_mirror(Axis axis, double mirror) { m_volume_transformation.set_mirror(axis, mirror); set_bounding_boxes_as_dirty(); }
double get_sla_shift_z() const { return m_sla_shift_z; }
void set_sla_shift_z(double z) { m_sla_shift_z = z; }
void set_convex_hull(std::shared_ptr<const TriangleMesh> convex_hull) { m_convex_hull = std::move(convex_hull); }
void set_convex_hull(const TriangleMesh &convex_hull) { m_convex_hull = std::make_shared<const TriangleMesh>(convex_hull); }
void set_convex_hull(TriangleMesh &&convex_hull) { m_convex_hull = std::make_shared<const TriangleMesh>(std::move(convex_hull)); }
int object_idx() const { return this->composite_id.object_id; }
int volume_idx() const { return this->composite_id.volume_id; }
int instance_idx() const { return this->composite_id.instance_id; }
Transform3d world_matrix() const;
bool is_left_handed() const;
const BoundingBoxf3& transformed_bounding_box() const;
// non-caching variant
BoundingBoxf3 transformed_convex_hull_bounding_box(const Transform3d &trafo) const;
// caching variant
const BoundingBoxf3& transformed_convex_hull_bounding_box() const;
// convex hull
const TriangleMesh* convex_hull() const { return m_convex_hull.get(); }
bool empty() const { return this->indexed_vertex_array.empty(); }
void set_range(coordf_t low, coordf_t high);
void render() const;
void render(int color_id, int detection_id, int worldmatrix_id) const;
void finalize_geometry(bool opengl_initialized) { this->indexed_vertex_array.finalize_geometry(opengl_initialized); }
void release_geometry() { this->indexed_vertex_array.release_geometry(); }
void set_bounding_boxes_as_dirty() { m_transformed_bounding_box_dirty = true; m_transformed_convex_hull_bounding_box_dirty = true; }
bool is_sla_support() const;
bool is_sla_pad() const;
// Return an estimate of the memory consumed by this class.
size_t cpu_memory_used() const {
//FIXME what to do wih m_convex_hull?
return sizeof(*this) - sizeof(this->indexed_vertex_array) + this->indexed_vertex_array.cpu_memory_used() + this->print_zs.capacity() * sizeof(coordf_t) + this->offsets.capacity() * sizeof(size_t);
}
// Return an estimate of the memory held by GPU vertex buffers.
size_t gpu_memory_used() const { return this->indexed_vertex_array.gpu_memory_used(); }
size_t total_memory_used() const { return this->cpu_memory_used() + this->gpu_memory_used(); }
};
typedef std::vector<GLVolume*> GLVolumePtrs;
typedef std::pair<GLVolume*, std::pair<unsigned int, double>> GLVolumeWithIdAndZ;
typedef std::vector<GLVolumeWithIdAndZ> GLVolumeWithIdAndZList;
class GLVolumeCollection
{
public:
enum ERenderType : unsigned char
{
Opaque,
Transparent,
All
};
private:
// min and max vertex of the print box volume
float print_box_min[3];
float print_box_max[3];
// z range for clipping in shaders
float z_range[2];
// plane coeffs for clipping in shaders
float clipping_plane[4];
public:
GLVolumePtrs volumes;
GLVolumeCollection() {};
~GLVolumeCollection() { clear(); };
std::vector<int> load_object(
const ModelObject *model_object,
int obj_idx,
const std::vector<int> &instance_idxs,
const std::string &color_by,
bool opengl_initialized);
int load_object_volume(
const ModelObject *model_object,
int obj_idx,
int volume_idx,
int instance_idx,
const std::string &color_by,
bool opengl_initialized);
// Load SLA auxiliary GLVolumes (for support trees or pad).
void load_object_auxiliary(
const SLAPrintObject *print_object,
int obj_idx,
// pairs of <instance_idx, print_instance_idx>
const std::vector<std::pair<size_t, size_t>>& instances,
SLAPrintObjectStep milestone,
// Timestamp of the last change of the milestone
size_t timestamp,
bool opengl_initialized);
int load_wipe_tower_preview(
int obj_idx, float pos_x, float pos_y, float width, float depth, float height, float rotation_angle, bool size_unknown, float brim_width, bool opengl_initialized);
// Render the volumes by OpenGL.
void render(ERenderType type, bool disable_cullface, const Transform3d& view_matrix, std::function<bool(const GLVolume&)> filter_func = std::function<bool(const GLVolume&)>()) const;
// Finalize the initialization of the geometry & indices,
// upload the geometry and indices to OpenGL VBO objects
// and shrink the allocated data, possibly relasing it if it has been loaded into the VBOs.
void finalize_geometry(bool opengl_initialized) { for (auto* v : volumes) v->finalize_geometry(opengl_initialized); }
// Release the geometry data assigned to the volumes.
// If OpenGL VBOs were allocated, an OpenGL context has to be active to release them.
void release_geometry() { for (auto *v : volumes) v->release_geometry(); }
// Clear the geometry
void clear() { for (auto *v : volumes) delete v; volumes.clear(); }
bool empty() const { return volumes.empty(); }
void set_range(double low, double high) { for (GLVolume *vol : this->volumes) vol->set_range(low, high); }
void set_print_box(float min_x, float min_y, float min_z, float max_x, float max_y, float max_z) {
print_box_min[0] = min_x; print_box_min[1] = min_y; print_box_min[2] = min_z;
print_box_max[0] = max_x; print_box_max[1] = max_y; print_box_max[2] = max_z;
}
void set_z_range(float min_z, float max_z) { z_range[0] = min_z; z_range[1] = max_z; }
void set_clipping_plane(const double* coeffs) { clipping_plane[0] = coeffs[0]; clipping_plane[1] = coeffs[1]; clipping_plane[2] = coeffs[2]; clipping_plane[3] = coeffs[3]; }
// returns true if all the volumes are completely contained in the print volume
// returns the containment state in the given out_state, if non-null
bool check_outside_state(const DynamicPrintConfig* config, ModelInstance::EPrintVolumeState* out_state);
void reset_outside_state();
void update_colors_by_extruder(const DynamicPrintConfig* config);
// Returns a vector containing the sorted list of all the print_zs of the volumes contained in this collection
std::vector<double> get_current_print_zs(bool active_only) const;
// Return an estimate of the memory consumed by this class.
size_t cpu_memory_used() const;
// Return an estimate of the memory held by GPU vertex buffers.
size_t gpu_memory_used() const;
size_t total_memory_used() const { return this->cpu_memory_used() + this->gpu_memory_used(); }
// Return CPU, GPU and total memory log line.
std::string log_memory_info() const;
private:
GLVolumeCollection(const GLVolumeCollection &other);
GLVolumeCollection& operator=(const GLVolumeCollection &);
};
GLVolumeWithIdAndZList volumes_to_render(const GLVolumePtrs& volumes, GLVolumeCollection::ERenderType type, const Transform3d& view_matrix, std::function<bool(const GLVolume&)> filter_func = nullptr);
class GLModel
{
protected:
GLVolume m_volume;
std::string m_filename;
public:
GLModel();
virtual ~GLModel();
// init() / init_from_file() shall be called with the OpenGL context active!
bool init() { return on_init(); }
bool init_from_file(const std::string& filename) { return on_init_from_file(filename); }
void center_around(const Vec3d& center) { m_volume.set_volume_offset(center - m_volume.bounding_box().center()); }
void set_color(const float* color, unsigned int size);
const Vec3d& get_offset() const;
void set_offset(const Vec3d& offset);
const Vec3d& get_rotation() const;
void set_rotation(const Vec3d& rotation);
const Vec3d& get_scale() const;
void set_scale(const Vec3d& scale);
const std::string& get_filename() const { return m_filename; }
const BoundingBoxf3& get_bounding_box() const { return m_volume.bounding_box(); }
const BoundingBoxf3& get_transformed_bounding_box() const { return m_volume.transformed_bounding_box(); }
void reset();
void render() const;
protected:
virtual bool on_init() { return false; }
virtual bool on_init_from_file(const std::string& filename) { return false; }
};
class GLArrow : public GLModel
{
protected:
bool on_init() override;
};
class GLCurvedArrow : public GLModel
{
unsigned int m_resolution;
public:
explicit GLCurvedArrow(unsigned int resolution);
protected:
bool on_init() override;
};
class GLBed : public GLModel
{
protected:
bool on_init_from_file(const std::string& filename) override;
};
class _3DScene
{
static GUI::GLCanvas3DManager s_canvas_mgr;
public:
static std::string get_gl_info(bool format_as_html, bool extensions);
static bool add_canvas(wxGLCanvas* canvas, GUI::Bed3D& bed, GUI::Camera& camera, GUI::GLToolbar& view_toolbar);
static bool remove_canvas(wxGLCanvas* canvas);
static void remove_all_canvases();
static bool init(wxGLCanvas* canvas);
static GUI::GLCanvas3D* get_canvas(wxGLCanvas* canvas);
static void thick_lines_to_verts(const Lines& lines, const std::vector<double>& widths, const std::vector<double>& heights, bool closed, double top_z, GLVolume& volume);
static void thick_lines_to_verts(const Lines3& lines, const std::vector<double>& widths, const std::vector<double>& heights, bool closed, GLVolume& volume);
static void extrusionentity_to_verts(const ExtrusionPath& extrusion_path, float print_z, GLVolume& volume);
static void extrusionentity_to_verts(const ExtrusionPath& extrusion_path, float print_z, const Point& copy, GLVolume& volume);
static void extrusionentity_to_verts(const ExtrusionLoop& extrusion_loop, float print_z, const Point& copy, GLVolume& volume);
static void extrusionentity_to_verts(const ExtrusionMultiPath& extrusion_multi_path, float print_z, const Point& copy, GLVolume& volume);
static void extrusionentity_to_verts(const ExtrusionEntityCollection& extrusion_entity_collection, float print_z, const Point& copy, GLVolume& volume);
static void extrusionentity_to_verts(const ExtrusionEntity* extrusion_entity, float print_z, const Point& copy, GLVolume& volume);
static void polyline3_to_verts(const Polyline3& polyline, double width, double height, GLVolume& volume);
static void point3_to_verts(const Vec3crd& point, double width, double height, GLVolume& volume);
};
}
#endif