PrusaSlicer-NonPlainar/src/slic3r/GUI/GLModel.cpp

531 lines
21 KiB
C++

#include "libslic3r/libslic3r.h"
#include "GLModel.hpp"
#include "3DScene.hpp"
#include "libslic3r/TriangleMesh.hpp"
#include "libslic3r/Model.hpp"
#include <boost/filesystem/operations.hpp>
#include <boost/algorithm/string/predicate.hpp>
#include <GL/glew.h>
namespace Slic3r {
namespace GUI {
void GLModel::init_from(const GLModelInitializationData& data)
{
assert(!data.positions.empty() && !data.triangles.empty());
assert(data.positions.size() == data.normals.size());
if (m_vbo_id > 0) // call reset() if you want to reuse this model
return;
// vertices/normals data
std::vector<float> vertices(6 * data.positions.size());
for (size_t i = 0; i < data.positions.size(); ++i) {
size_t offset = i * 6;
::memcpy(static_cast<void*>(&vertices[offset]), static_cast<const void*>(data.positions[i].data()), 3 * sizeof(float));
::memcpy(static_cast<void*>(&vertices[3 + offset]), static_cast<const void*>(data.normals[i].data()), 3 * sizeof(float));
}
// indices data
std::vector<unsigned int> indices(3 * data.triangles.size());
for (size_t i = 0; i < data.triangles.size(); ++i) {
for (size_t j = 0; j < 3; ++j) {
indices[i * 3 + j] = static_cast<unsigned int>(data.triangles[i][j]);
}
}
m_indices_count = static_cast<unsigned int>(indices.size());
m_bounding_box = BoundingBoxf3();
for (size_t i = 0; i < data.positions.size(); ++i) {
m_bounding_box.merge(data.positions[i].cast<double>());
}
send_to_gpu(vertices, indices);
}
void GLModel::init_from(const TriangleMesh& mesh)
{
if (m_vbo_id > 0) // call reset() if you want to reuse this model
return;
std::vector<float> vertices = std::vector<float>(18 * mesh.stl.stats.number_of_facets);
std::vector<unsigned int> indices = std::vector<unsigned int>(3 * mesh.stl.stats.number_of_facets);
unsigned int vertices_count = 0;
for (uint32_t i = 0; i < mesh.stl.stats.number_of_facets; ++i) {
const stl_facet& facet = mesh.stl.facet_start[i];
for (uint32_t j = 0; j < 3; ++j) {
uint32_t offset = i * 18 + j * 6;
::memcpy(static_cast<void*>(&vertices[offset]), static_cast<const void*>(facet.vertex[j].data()), 3 * sizeof(float));
::memcpy(static_cast<void*>(&vertices[3 + offset]), static_cast<const void*>(facet.normal.data()), 3 * sizeof(float));
}
for (uint32_t j = 0; j < 3; ++j) {
indices[i * 3 + j] = vertices_count + j;
}
vertices_count += 3;
}
m_indices_count = static_cast<unsigned int>(indices.size());
m_bounding_box = mesh.bounding_box();
send_to_gpu(vertices, indices);
}
bool GLModel::init_from_file(const std::string& filename)
{
if (!boost::filesystem::exists(filename))
return false;
if (!boost::algorithm::iends_with(filename, ".stl"))
return false;
Model model;
try
{
model = Model::read_from_file(filename);
}
catch (std::exception&)
{
return false;
}
init_from(model.mesh());
m_filename = filename;
return true;
}
void GLModel::reset()
{
// release gpu memory
if (m_ibo_id > 0) {
glsafe(::glDeleteBuffers(1, &m_ibo_id));
m_ibo_id = 0;
}
if (m_vbo_id > 0) {
glsafe(::glDeleteBuffers(1, &m_vbo_id));
m_vbo_id = 0;
}
m_indices_count = 0;
m_bounding_box = BoundingBoxf3();
m_filename = std::string();
}
void GLModel::render() const
{
if (m_vbo_id == 0 || m_ibo_id == 0)
return;
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id));
glsafe(::glVertexPointer(3, GL_FLOAT, 6 * sizeof(float), (const void*)0));
glsafe(::glNormalPointer(GL_FLOAT, 6 * sizeof(float), (const void*)(3 * sizeof(float))));
glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
glsafe(::glEnableClientState(GL_NORMAL_ARRAY));
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo_id));
glsafe(::glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(m_indices_count), GL_UNSIGNED_INT, (const void*)0));
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
glsafe(::glDisableClientState(GL_NORMAL_ARRAY));
glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
}
void GLModel::send_to_gpu(const std::vector<float>& vertices, const std::vector<unsigned int>& indices)
{
// vertex data -> send to gpu
glsafe(::glGenBuffers(1, &m_vbo_id));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id));
glsafe(::glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(float), vertices.data(), GL_STATIC_DRAW));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
// indices data -> send to gpu
glsafe(::glGenBuffers(1, &m_ibo_id));
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo_id));
glsafe(::glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), indices.data(), GL_STATIC_DRAW));
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
}
GLModelInitializationData stilized_arrow(int resolution, float tip_radius, float tip_height, float stem_radius, float stem_height)
{
auto append_vertex = [](GLModelInitializationData& data, const Vec3f& position, const Vec3f& normal) {
data.positions.emplace_back(position);
data.normals.emplace_back(normal);
};
resolution = std::max(4, resolution);
GLModelInitializationData data;
const float angle_step = 2.0f * M_PI / static_cast<float>(resolution);
std::vector<float> cosines(resolution);
std::vector<float> sines(resolution);
for (int i = 0; i < resolution; ++i)
{
float angle = angle_step * static_cast<float>(i);
cosines[i] = ::cos(angle);
sines[i] = -::sin(angle);
}
const float total_height = tip_height + stem_height;
// tip vertices/normals
append_vertex(data, { 0.0f, 0.0f, total_height }, Vec3f::UnitZ());
for (int i = 0; i < resolution; ++i)
{
append_vertex(data, { tip_radius * sines[i], tip_radius * cosines[i], stem_height }, { sines[i], cosines[i], 0.0f });
}
// tip triangles
for (int i = 0; i < resolution; ++i)
{
int v3 = (i < resolution - 1) ? i + 2 : 1;
data.triangles.emplace_back(0, i + 1, v3);
}
// tip cap outer perimeter vertices
for (int i = 0; i < resolution; ++i)
{
append_vertex(data, { tip_radius * sines[i], tip_radius * cosines[i], stem_height }, -Vec3f::UnitZ());
}
// tip cap inner perimeter vertices
for (int i = 0; i < resolution; ++i)
{
append_vertex(data, { stem_radius * sines[i], stem_radius * cosines[i], stem_height }, -Vec3f::UnitZ());
}
// tip cap triangles
for (int i = 0; i < resolution; ++i)
{
int v2 = (i < resolution - 1) ? i + resolution + 2 : resolution + 1;
int v3 = (i < resolution - 1) ? i + 2 * resolution + 2 : 2 * resolution + 1;
data.triangles.emplace_back(i + resolution + 1, v3, v2);
data.triangles.emplace_back(i + resolution + 1, i + 2 * resolution + 1, v3);
}
// stem bottom vertices
for (int i = 0; i < resolution; ++i)
{
append_vertex(data, { stem_radius * sines[i], stem_radius * cosines[i], stem_height }, { sines[i], cosines[i], 0.0f });
}
// stem top vertices
for (int i = 0; i < resolution; ++i)
{
append_vertex(data, { stem_radius * sines[i], stem_radius * cosines[i], 0.0f }, { sines[i], cosines[i], 0.0f });
}
// stem triangles
for (int i = 0; i < resolution; ++i)
{
int v2 = (i < resolution - 1) ? i + 3 * resolution + 2 : 3 * resolution + 1;
int v3 = (i < resolution - 1) ? i + 4 * resolution + 2 : 4 * resolution + 1;
data.triangles.emplace_back(i + 3 * resolution + 1, v3, v2);
data.triangles.emplace_back(i + 3 * resolution + 1, i + 4 * resolution + 1, v3);
}
// stem cap vertices
append_vertex(data, Vec3f::Zero(), -Vec3f::UnitZ());
for (int i = 0; i < resolution; ++i)
{
append_vertex(data, { stem_radius * sines[i], stem_radius * cosines[i], 0.0f }, -Vec3f::UnitZ());
}
// stem cap triangles
for (int i = 0; i < resolution; ++i)
{
int v3 = (i < resolution - 1) ? i + 5 * resolution + 3 : 5 * resolution + 2;
data.triangles.emplace_back(5 * resolution + 1, v3, i + 5 * resolution + 2);
}
return data;
}
GLModelInitializationData circular_arrow(int resolution, float radius, float tip_height, float tip_width, float stem_width, float thickness)
{
auto append_vertex = [](GLModelInitializationData& data, const Vec3f& position, const Vec3f& normal) {
data.positions.emplace_back(position);
data.normals.emplace_back(normal);
};
resolution = std::max(2, resolution);
GLModelInitializationData data;
const float half_thickness = 0.5f * thickness;
const float half_stem_width = 0.5f * stem_width;
const float half_tip_width = 0.5f * tip_width;
const float outer_radius = radius + half_stem_width;
const float inner_radius = radius - half_stem_width;
const float step_angle = 0.5f * PI / static_cast<float>(resolution);
// tip
// top face vertices
append_vertex(data, { 0.0f, outer_radius, half_thickness }, Vec3f::UnitZ());
append_vertex(data, { 0.0f, radius + half_tip_width, half_thickness }, Vec3f::UnitZ());
append_vertex(data, { -tip_height, radius, half_thickness }, Vec3f::UnitZ());
append_vertex(data, { 0.0f, radius - half_tip_width, half_thickness }, Vec3f::UnitZ());
append_vertex(data, { 0.0f, inner_radius, half_thickness }, Vec3f::UnitZ());
// top face triangles
data.triangles.emplace_back(0, 1, 2);
data.triangles.emplace_back(0, 2, 4);
data.triangles.emplace_back(4, 2, 3);
// bottom face vertices
append_vertex(data, { 0.0f, outer_radius, -half_thickness }, -Vec3f::UnitZ());
append_vertex(data, { 0.0f, radius + half_tip_width, -half_thickness }, -Vec3f::UnitZ());
append_vertex(data, { -tip_height, radius, -half_thickness }, -Vec3f::UnitZ());
append_vertex(data, { 0.0f, radius - half_tip_width, -half_thickness }, -Vec3f::UnitZ());
append_vertex(data, { 0.0f, inner_radius, -half_thickness }, -Vec3f::UnitZ());
// bottom face triangles
data.triangles.emplace_back(5, 7, 6);
data.triangles.emplace_back(5, 9, 7);
data.triangles.emplace_back(9, 8, 7);
// side faces vertices
append_vertex(data, { 0.0f, outer_radius, -half_thickness }, Vec3f::UnitX());
append_vertex(data, { 0.0f, radius + half_tip_width, -half_thickness }, Vec3f::UnitX());
append_vertex(data, { 0.0f, outer_radius, half_thickness }, Vec3f::UnitX());
append_vertex(data, { 0.0f, radius + half_tip_width, half_thickness }, Vec3f::UnitX());
Vec3f normal(-half_tip_width, tip_height, 0.0f);
normal.normalize();
append_vertex(data, { 0.0f, radius + half_tip_width, -half_thickness }, normal);
append_vertex(data, { -tip_height, radius, -half_thickness }, normal);
append_vertex(data, { 0.0f, radius + half_tip_width, half_thickness }, normal);
append_vertex(data, { -tip_height, radius, half_thickness }, normal);
normal = Vec3f(-half_tip_width, -tip_height, 0.0f);
normal.normalize();
append_vertex(data, { -tip_height, radius, -half_thickness }, normal);
append_vertex(data, { 0.0f, radius - half_tip_width, -half_thickness }, normal);
append_vertex(data, { -tip_height, radius, half_thickness }, normal);
append_vertex(data, { 0.0f, radius - half_tip_width, half_thickness }, normal);
append_vertex(data, { 0.0f, radius - half_tip_width, -half_thickness }, Vec3f::UnitX());
append_vertex(data, { 0.0f, inner_radius, -half_thickness }, Vec3f::UnitX());
append_vertex(data, { 0.0f, radius - half_tip_width, half_thickness }, Vec3f::UnitX());
append_vertex(data, { 0.0f, inner_radius, half_thickness }, Vec3f::UnitX());
// side face triangles
for (int i = 0; i < 4; ++i)
{
int ii = i * 4;
data.triangles.emplace_back(10 + ii, 11 + ii, 13 + ii);
data.triangles.emplace_back(10 + ii, 13 + ii, 12 + ii);
}
// stem
// top face vertices
for (int i = 0; i <= resolution; ++i)
{
float angle = static_cast<float>(i) * step_angle;
append_vertex(data, { inner_radius * ::sin(angle), inner_radius * ::cos(angle), half_thickness }, Vec3f::UnitZ());
}
for (int i = 0; i <= resolution; ++i)
{
float angle = static_cast<float>(i) * step_angle;
append_vertex(data, { outer_radius * ::sin(angle), outer_radius * ::cos(angle), half_thickness }, Vec3f::UnitZ());
}
// top face triangles
for (int i = 0; i < resolution; ++i)
{
data.triangles.emplace_back(26 + i, 27 + i, 27 + resolution + i);
data.triangles.emplace_back(27 + i, 28 + resolution + i, 27 + resolution + i);
}
// bottom face vertices
for (int i = 0; i <= resolution; ++i)
{
float angle = static_cast<float>(i) * step_angle;
append_vertex(data, { inner_radius * ::sin(angle), inner_radius * ::cos(angle), -half_thickness }, -Vec3f::UnitZ());
}
for (int i = 0; i <= resolution; ++i)
{
float angle = static_cast<float>(i) * step_angle;
append_vertex(data, { outer_radius * ::sin(angle), outer_radius * ::cos(angle), -half_thickness }, -Vec3f::UnitZ());
}
// bottom face triangles
for (int i = 0; i < resolution; ++i)
{
data.triangles.emplace_back(28 + 2 * resolution + i, 29 + 3 * resolution + i, 29 + 2 * resolution + i);
data.triangles.emplace_back(29 + 2 * resolution + i, 29 + 3 * resolution + i, 30 + 3 * resolution + i);
}
// side faces vertices and triangles
for (int i = 0; i <= resolution; ++i)
{
float angle = static_cast<float>(i) * step_angle;
float c = ::cos(angle);
float s = ::sin(angle);
append_vertex(data, { inner_radius * s, inner_radius * c, -half_thickness }, { -s, -c, 0.0f });
}
for (int i = 0; i <= resolution; ++i)
{
float angle = static_cast<float>(i) * step_angle;
float c = ::cos(angle);
float s = ::sin(angle);
append_vertex(data, { inner_radius * s, inner_radius * c, half_thickness }, { -s, -c, 0.0f });
}
int first_id = 26 + 4 * (resolution + 1);
for (int i = 0; i < resolution; ++i)
{
int ii = first_id + i;
data.triangles.emplace_back(ii, ii + 1, ii + resolution + 2);
data.triangles.emplace_back(ii, ii + resolution + 2, ii + resolution + 1);
}
append_vertex(data, { inner_radius, 0.0f, -half_thickness }, -Vec3f::UnitY());
append_vertex(data, { outer_radius, 0.0f, -half_thickness }, -Vec3f::UnitY());
append_vertex(data, { inner_radius, 0.0f, half_thickness }, -Vec3f::UnitY());
append_vertex(data, { outer_radius, 0.0f, half_thickness }, -Vec3f::UnitY());
first_id = 26 + 6 * (resolution + 1);
data.triangles.emplace_back(first_id, first_id + 1, first_id + 3);
data.triangles.emplace_back(first_id, first_id + 3, first_id + 2);
for (int i = resolution; i >= 0; --i)
{
float angle = static_cast<float>(i) * step_angle;
float c = ::cos(angle);
float s = ::sin(angle);
append_vertex(data, { outer_radius * s, outer_radius * c, -half_thickness }, { s, c, 0.0f });
}
for (int i = resolution; i >= 0; --i)
{
float angle = static_cast<float>(i) * step_angle;
float c = ::cos(angle);
float s = ::sin(angle);
append_vertex(data, { outer_radius * s, outer_radius * c, +half_thickness }, { s, c, 0.0f });
}
first_id = 30 + 6 * (resolution + 1);
for (int i = 0; i < resolution; ++i)
{
int ii = first_id + i;
data.triangles.emplace_back(ii, ii + 1, ii + resolution + 2);
data.triangles.emplace_back(ii, ii + resolution + 2, ii + resolution + 1);
}
return data;
}
GLModelInitializationData straight_arrow(float tip_width, float tip_height, float stem_width, float stem_height, float thickness)
{
auto append_vertex = [](GLModelInitializationData& data, const Vec3f& position, const Vec3f& normal) {
data.positions.emplace_back(position);
data.normals.emplace_back(normal);
};
GLModelInitializationData data;
const float half_thickness = 0.5f * thickness;
const float half_stem_width = 0.5f * stem_width;
const float half_tip_width = 0.5f * tip_width;
const float total_height = tip_height + stem_height;
// top face vertices
append_vertex(data, { half_stem_width, 0.0, half_thickness }, Vec3f::UnitZ());
append_vertex(data, { half_stem_width, stem_height, half_thickness }, Vec3f::UnitZ());
append_vertex(data, { half_tip_width, stem_height, half_thickness }, Vec3f::UnitZ());
append_vertex(data, { 0.0, total_height, half_thickness }, Vec3f::UnitZ());
append_vertex(data, { -half_tip_width, stem_height, half_thickness }, Vec3f::UnitZ());
append_vertex(data, { -half_stem_width, stem_height, half_thickness }, Vec3f::UnitZ());
append_vertex(data, { -half_stem_width, 0.0, half_thickness }, Vec3f::UnitZ());
// top face triangles
data.triangles.emplace_back(0, 1, 6);
data.triangles.emplace_back(6, 1, 5);
data.triangles.emplace_back(4, 5, 3);
data.triangles.emplace_back(5, 1, 3);
data.triangles.emplace_back(1, 2, 3);
// bottom face vertices
append_vertex(data, { half_stem_width, 0.0, -half_thickness }, -Vec3f::UnitZ());
append_vertex(data, { half_stem_width, stem_height, -half_thickness }, -Vec3f::UnitZ());
append_vertex(data, { half_tip_width, stem_height, -half_thickness }, -Vec3f::UnitZ());
append_vertex(data, { 0.0, total_height, -half_thickness }, -Vec3f::UnitZ());
append_vertex(data, { -half_tip_width, stem_height, -half_thickness }, -Vec3f::UnitZ());
append_vertex(data, { -half_stem_width, stem_height, -half_thickness }, -Vec3f::UnitZ());
append_vertex(data, { -half_stem_width, 0.0, -half_thickness }, -Vec3f::UnitZ());
// bottom face triangles
data.triangles.emplace_back(7, 13, 8);
data.triangles.emplace_back(13, 12, 8);
data.triangles.emplace_back(12, 11, 10);
data.triangles.emplace_back(8, 12, 10);
data.triangles.emplace_back(9, 8, 10);
// side faces vertices
append_vertex(data, { half_stem_width, 0.0, -half_thickness }, Vec3f::UnitX());
append_vertex(data, { half_stem_width, stem_height, -half_thickness }, Vec3f::UnitX());
append_vertex(data, { half_stem_width, 0.0, half_thickness }, Vec3f::UnitX());
append_vertex(data, { half_stem_width, stem_height, half_thickness }, Vec3f::UnitX());
append_vertex(data, { half_stem_width, stem_height, -half_thickness }, -Vec3f::UnitY());
append_vertex(data, { half_tip_width, stem_height, -half_thickness }, -Vec3f::UnitY());
append_vertex(data, { half_stem_width, stem_height, half_thickness }, -Vec3f::UnitY());
append_vertex(data, { half_tip_width, stem_height, half_thickness }, -Vec3f::UnitY());
Vec3f normal(tip_height, half_tip_width, 0.0f);
normal.normalize();
append_vertex(data, { half_tip_width, stem_height, -half_thickness }, normal);
append_vertex(data, { 0.0, total_height, -half_thickness }, normal);
append_vertex(data, { half_tip_width, stem_height, half_thickness }, normal);
append_vertex(data, { 0.0, total_height, half_thickness }, normal);
normal = Vec3f(-tip_height, half_tip_width, 0.0f);
normal.normalize();
append_vertex(data, { 0.0, total_height, -half_thickness }, normal);
append_vertex(data, { -half_tip_width, stem_height, -half_thickness }, normal);
append_vertex(data, { 0.0, total_height, half_thickness }, normal);
append_vertex(data, { -half_tip_width, stem_height, half_thickness }, normal);
append_vertex(data, { -half_tip_width, stem_height, -half_thickness }, -Vec3f::UnitY());
append_vertex(data, { -half_stem_width, stem_height, -half_thickness }, -Vec3f::UnitY());
append_vertex(data, { -half_tip_width, stem_height, half_thickness }, -Vec3f::UnitY());
append_vertex(data, { -half_stem_width, stem_height, half_thickness }, -Vec3f::UnitY());
append_vertex(data, { -half_stem_width, stem_height, -half_thickness }, -Vec3f::UnitX());
append_vertex(data, { -half_stem_width, 0.0, -half_thickness }, -Vec3f::UnitX());
append_vertex(data, { -half_stem_width, stem_height, half_thickness }, -Vec3f::UnitX());
append_vertex(data, { -half_stem_width, 0.0, half_thickness }, -Vec3f::UnitX());
append_vertex(data, { -half_stem_width, 0.0, -half_thickness }, -Vec3f::UnitY());
append_vertex(data, { half_stem_width, 0.0, -half_thickness }, -Vec3f::UnitY());
append_vertex(data, { -half_stem_width, 0.0, half_thickness }, -Vec3f::UnitY());
append_vertex(data, { half_stem_width, 0.0, half_thickness }, -Vec3f::UnitY());
// side face triangles
for (int i = 0; i < 7; ++i)
{
int ii = i * 4;
data.triangles.emplace_back(14 + ii, 15 + ii, 17 + ii);
data.triangles.emplace_back(14 + ii, 17 + ii, 16 + ii);
}
return data;
}
} // namespace GUI
} // namespace Slic3r