e185bf58b7
with their original names. Using weird shorthands makes the code unreadable for anyone but the original author. template<class T> using shptr = std::shared_ptr<T>; template<class T> using uqptr = std::unique_ptr<T>; template<class T> using wkptr = std::weak_ptr<T>;
496 lines
16 KiB
C++
496 lines
16 KiB
C++
#include "Engine.hpp"
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#include <libslic3r/Utils.hpp>
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#include <libslic3r/SLAPrint.hpp>
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#include <GL/glew.h>
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#include <boost/log/trivial.hpp>
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#ifndef NDEBUG
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#define HAS_GLSAFE
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#endif
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#ifdef HAS_GLSAFE
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extern void glAssertRecentCallImpl(const char *file_name, unsigned int line, const char *function_name);
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inline void glAssertRecentCall() { glAssertRecentCallImpl(__FILE__, __LINE__, __FUNCTION__); }
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#define glsafe(cmd) do { cmd; glAssertRecentCallImpl(__FILE__, __LINE__, __FUNCTION__); } while (false)
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#define glcheck() do { glAssertRecentCallImpl(__FILE__, __LINE__, __FUNCTION__); } while (false)
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void glAssertRecentCallImpl(const char *file_name, unsigned int line, const char *function_name)
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{
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GLenum err = glGetError();
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if (err == GL_NO_ERROR)
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return;
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const char *sErr = 0;
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switch (err) {
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case GL_INVALID_ENUM: sErr = "Invalid Enum"; break;
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case GL_INVALID_VALUE: sErr = "Invalid Value"; break;
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// be aware that GL_INVALID_OPERATION is generated if glGetError is executed between the execution of glBegin and the corresponding execution of glEnd
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case GL_INVALID_OPERATION: sErr = "Invalid Operation"; break;
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case GL_STACK_OVERFLOW: sErr = "Stack Overflow"; break;
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case GL_STACK_UNDERFLOW: sErr = "Stack Underflow"; break;
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case GL_OUT_OF_MEMORY: sErr = "Out Of Memory"; break;
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default: sErr = "Unknown"; break;
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}
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BOOST_LOG_TRIVIAL(error) << "OpenGL error in " << file_name << ":" << line << ", function " << function_name << "() : " << (int)err << " - " << sErr;
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assert(false);
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}
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#else
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inline void glAssertRecentCall() { }
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#define glsafe(cmd) cmd
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#define glcheck()
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#endif
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namespace Slic3r { namespace GL {
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Scene::Scene() = default;
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Scene::~Scene() = default;
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void CSGDisplay::render_scene()
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{
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GLfloat color[] = {1.f, 1.f, 0.f, 0.f};
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glsafe(::glColor4fv(color));
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if (m_csgsettings.is_enabled()) {
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OpenCSG::render(m_scene_cache.primitives_csg);
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glDepthFunc(GL_EQUAL);
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}
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for (auto& p : m_scene_cache.primitives_csg) p->render();
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if (m_csgsettings.is_enabled()) glDepthFunc(GL_LESS);
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for (auto& p : m_scene_cache.primitives_free) p->render();
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glFlush();
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}
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void Scene::set_print(std::unique_ptr<SLAPrint> &&print)
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{
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m_print = std::move(print);
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// Notify displays
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call(&Listener::on_scene_updated, m_listeners, *this);
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}
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BoundingBoxf3 Scene::get_bounding_box() const
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{
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return m_print->model().bounding_box();
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}
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void CSGDisplay::SceneCache::clear()
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{
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primitives_csg.clear();
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primitives_free.clear();
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primitives.clear();
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}
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std::shared_ptr<Primitive> CSGDisplay::SceneCache::add_mesh(const TriangleMesh &mesh)
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{
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auto p = std::make_shared<Primitive>();
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p->load_mesh(mesh);
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primitives.emplace_back(p);
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primitives_free.emplace_back(p.get());
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return p;
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}
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std::shared_ptr<Primitive> CSGDisplay::SceneCache::add_mesh(const TriangleMesh &mesh,
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OpenCSG::Operation o,
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unsigned c)
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{
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auto p = std::make_shared<Primitive>(o, c);
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p->load_mesh(mesh);
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primitives.emplace_back(p);
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primitives_csg.emplace_back(p.get());
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return p;
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}
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void IndexedVertexArray::push_geometry(float x, float y, float z, float nx, float ny, float nz)
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{
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assert(this->vertices_and_normals_interleaved_VBO_id == 0);
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if (this->vertices_and_normals_interleaved_VBO_id != 0)
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return;
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if (this->vertices_and_normals_interleaved.size() + 6 > this->vertices_and_normals_interleaved.capacity())
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this->vertices_and_normals_interleaved.reserve(next_highest_power_of_2(this->vertices_and_normals_interleaved.size() + 6));
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this->vertices_and_normals_interleaved.emplace_back(nx);
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this->vertices_and_normals_interleaved.emplace_back(ny);
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this->vertices_and_normals_interleaved.emplace_back(nz);
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this->vertices_and_normals_interleaved.emplace_back(x);
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this->vertices_and_normals_interleaved.emplace_back(y);
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this->vertices_and_normals_interleaved.emplace_back(z);
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this->vertices_and_normals_interleaved_size = this->vertices_and_normals_interleaved.size();
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}
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void IndexedVertexArray::push_triangle(int idx1, int idx2, int idx3) {
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assert(this->vertices_and_normals_interleaved_VBO_id == 0);
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if (this->vertices_and_normals_interleaved_VBO_id != 0)
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return;
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if (this->triangle_indices.size() + 3 > this->vertices_and_normals_interleaved.capacity())
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this->triangle_indices.reserve(next_highest_power_of_2(this->triangle_indices.size() + 3));
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this->triangle_indices.emplace_back(idx1);
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this->triangle_indices.emplace_back(idx2);
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this->triangle_indices.emplace_back(idx3);
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this->triangle_indices_size = this->triangle_indices.size();
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}
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void IndexedVertexArray::load_mesh(const TriangleMesh &mesh)
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{
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assert(triangle_indices.empty() && vertices_and_normals_interleaved_size == 0);
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assert(quad_indices.empty() && triangle_indices_size == 0);
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assert(vertices_and_normals_interleaved.size() % 6 == 0 && quad_indices_size == vertices_and_normals_interleaved.size());
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this->vertices_and_normals_interleaved.reserve(this->vertices_and_normals_interleaved.size() + 3 * 3 * 2 * mesh.facets_count());
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int vertices_count = 0;
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for (size_t i = 0; i < mesh.facets_count(); ++i) {
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const stl_facet &facet = mesh.stl.facet_start[i];
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for (int j = 0; j < 3; ++j)
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this->push_geometry(facet.vertex[j](0), facet.vertex[j](1), facet.vertex[j](2), facet.normal(0), facet.normal(1), facet.normal(2));
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this->push_triangle(vertices_count, vertices_count + 1, vertices_count + 2);
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vertices_count += 3;
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}
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}
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void IndexedVertexArray::finalize_geometry()
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{
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assert(this->vertices_and_normals_interleaved_VBO_id == 0);
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assert(this->triangle_indices_VBO_id == 0);
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assert(this->quad_indices_VBO_id == 0);
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if (!this->vertices_and_normals_interleaved.empty()) {
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glsafe(
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::glGenBuffers(1, &this->vertices_and_normals_interleaved_VBO_id));
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER,
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this->vertices_and_normals_interleaved_VBO_id));
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glsafe(
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::glBufferData(GL_ARRAY_BUFFER,
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GLsizeiptr(
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this->vertices_and_normals_interleaved.size() *
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4),
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this->vertices_and_normals_interleaved.data(),
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GL_STATIC_DRAW));
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
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this->vertices_and_normals_interleaved.clear();
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}
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if (!this->triangle_indices.empty()) {
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glsafe(::glGenBuffers(1, &this->triangle_indices_VBO_id));
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glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,
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this->triangle_indices_VBO_id));
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glsafe(::glBufferData(GL_ELEMENT_ARRAY_BUFFER,
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GLsizeiptr(this->triangle_indices.size() * 4),
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this->triangle_indices.data(), GL_STATIC_DRAW));
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glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
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this->triangle_indices.clear();
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}
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if (!this->quad_indices.empty()) {
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glsafe(::glGenBuffers(1, &this->quad_indices_VBO_id));
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glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,
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this->quad_indices_VBO_id));
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glsafe(::glBufferData(GL_ELEMENT_ARRAY_BUFFER,
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GLsizeiptr(this->quad_indices.size() * 4),
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this->quad_indices.data(), GL_STATIC_DRAW));
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glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
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this->quad_indices.clear();
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}
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}
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void IndexedVertexArray::release_geometry()
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{
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if (this->vertices_and_normals_interleaved_VBO_id) {
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glsafe(
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::glDeleteBuffers(1,
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&this->vertices_and_normals_interleaved_VBO_id));
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this->vertices_and_normals_interleaved_VBO_id = 0;
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}
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if (this->triangle_indices_VBO_id) {
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glsafe(::glDeleteBuffers(1, &this->triangle_indices_VBO_id));
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this->triangle_indices_VBO_id = 0;
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}
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if (this->quad_indices_VBO_id) {
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glsafe(::glDeleteBuffers(1, &this->quad_indices_VBO_id));
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this->quad_indices_VBO_id = 0;
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}
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this->clear();
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}
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void IndexedVertexArray::render() const
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{
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assert(this->vertices_and_normals_interleaved_VBO_id != 0);
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assert(this->triangle_indices_VBO_id != 0 ||
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this->quad_indices_VBO_id != 0);
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER,
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this->vertices_and_normals_interleaved_VBO_id));
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glsafe(::glVertexPointer(3, GL_FLOAT, 6 * sizeof(float),
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reinterpret_cast<const void *>(3 * sizeof(float))));
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glsafe(::glNormalPointer(GL_FLOAT, 6 * sizeof(float), nullptr));
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glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
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glsafe(::glEnableClientState(GL_NORMAL_ARRAY));
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// Render using the Vertex Buffer Objects.
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if (this->triangle_indices_size > 0) {
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glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,
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this->triangle_indices_VBO_id));
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glsafe(::glDrawElements(GL_TRIANGLES,
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GLsizei(this->triangle_indices_size),
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GL_UNSIGNED_INT, nullptr));
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glsafe(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
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}
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if (this->quad_indices_size > 0) {
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glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,
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this->quad_indices_VBO_id));
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glsafe(::glDrawElements(GL_QUADS, GLsizei(this->quad_indices_size),
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GL_UNSIGNED_INT, nullptr));
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glsafe(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
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}
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glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
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glsafe(::glDisableClientState(GL_NORMAL_ARRAY));
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
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}
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void IndexedVertexArray::clear() {
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this->vertices_and_normals_interleaved.clear();
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this->triangle_indices.clear();
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this->quad_indices.clear();
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vertices_and_normals_interleaved_size = 0;
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triangle_indices_size = 0;
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quad_indices_size = 0;
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}
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void IndexedVertexArray::shrink_to_fit() {
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this->vertices_and_normals_interleaved.shrink_to_fit();
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this->triangle_indices.shrink_to_fit();
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this->quad_indices.shrink_to_fit();
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}
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void Volume::render()
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{
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glsafe(::glPushMatrix());
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glsafe(::glMultMatrixd(m_trafo.get_matrix().data()));
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m_geom.render();
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glsafe(::glPopMatrix());
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}
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void Display::clear_screen()
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{
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glViewport(0, 0, GLsizei(m_size.x()), GLsizei(m_size.y()));
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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}
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Display::~Display()
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{
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OpenCSG::freeResources();
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}
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void Display::set_active(long width, long height)
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{
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if (!m_initialized) {
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glewInit();
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m_initialized = true;
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}
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// gray background
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glClearColor(0.9f, 0.9f, 0.9f, 1.0f);
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// Enable two OpenGL lights
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GLfloat light_diffuse[] = { 1.0f, 1.0f, 0.0f, 1.0f}; // White diffuse light
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GLfloat light_position0[] = {-1.0f, -1.0f, -1.0f, 0.0f}; // Infinite light location
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GLfloat light_position1[] = { 1.0f, 1.0f, 1.0f, 0.0f}; // Infinite light location
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glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
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glLightfv(GL_LIGHT0, GL_POSITION, light_position0);
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glEnable(GL_LIGHT0);
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glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse);
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glLightfv(GL_LIGHT1, GL_POSITION, light_position1);
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glEnable(GL_LIGHT1);
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glEnable(GL_LIGHTING);
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glEnable(GL_NORMALIZE);
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// Use depth buffering for hidden surface elimination
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_STENCIL_TEST);
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set_screen_size(width, height);
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}
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void Display::set_screen_size(long width, long height)
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{
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if (m_size.x() != width || m_size.y() != height)
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m_camera->set_screen(width, height);
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m_size = {width, height};
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}
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void Display::repaint()
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{
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clear_screen();
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m_camera->view();
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render_scene();
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m_fps_counter.update();
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swap_buffers();
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}
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void Controller::on_scene_updated(const Scene &scene)
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{
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const SLAPrint *print = scene.get_print();
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if (!print) return;
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auto bb = scene.get_bounding_box();
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double d = std::max(std::max(bb.size().x(), bb.size().y()), bb.size().z());
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m_wheel_pos = long(2 * d);
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call_cameras(&Camera::set_zoom, m_wheel_pos);
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call(&Display::on_scene_updated, m_displays, scene);
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}
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void Controller::on_scroll(long v, long d, MouseInput::WheelAxis /*wa*/)
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{
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m_wheel_pos += v / d;
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call_cameras(&Camera::set_zoom, m_wheel_pos);
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call(&Display::repaint, m_displays);
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}
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void Controller::on_moved_to(long x, long y)
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{
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if (m_left_btn) {
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call_cameras(&Camera::rotate, (Vec2i{x, y} - m_mouse_pos).cast<float>());
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call(&Display::repaint, m_displays);
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}
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m_mouse_pos = {x, y};
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}
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void CSGDisplay::apply_csgsettings(const CSGSettings &settings)
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{
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using namespace OpenCSG;
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bool needupdate = m_csgsettings.get_convexity() != settings.get_convexity();
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m_csgsettings = settings;
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setOption(AlgorithmSetting, m_csgsettings.get_algo());
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setOption(DepthComplexitySetting, m_csgsettings.get_depth_algo());
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setOption(DepthBoundsOptimization, m_csgsettings.get_optimization());
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if (needupdate) {
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for (OpenCSG::Primitive * p : m_scene_cache.primitives_csg)
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if (p->getConvexity() > 1)
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p->setConvexity(m_csgsettings.get_convexity());
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}
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}
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void CSGDisplay::on_scene_updated(const Scene &scene)
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{
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const SLAPrint *print = scene.get_print();
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if (!print) return;
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m_scene_cache.clear();
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for (const SLAPrintObject *po : print->objects()) {
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const ModelObject *mo = po->model_object();
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TriangleMesh msh = mo->raw_mesh();
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sla::DrainHoles holedata = mo->sla_drain_holes;
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for (const ModelInstance *mi : mo->instances) {
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TriangleMesh mshinst = msh;
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auto interior = po->hollowed_interior_mesh();
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interior.transform(po->trafo().inverse());
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mshinst.merge(interior);
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mi->transform_mesh(&mshinst);
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auto bb = mshinst.bounding_box();
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auto center = bb.center().cast<float>();
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mshinst.translate(-center);
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m_scene_cache.add_mesh(mshinst, OpenCSG::Intersection,
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m_csgsettings.get_convexity());
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}
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for (const sla::DrainHole &holept : holedata) {
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TriangleMesh holemesh = sla::to_triangle_mesh(holept.to_mesh());
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m_scene_cache.add_mesh(holemesh, OpenCSG::Subtraction, 1);
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}
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}
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repaint();
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}
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void Camera::view()
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{
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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gluLookAt(0.0, m_zoom, 0.0, /* eye is at (0,zoom,0) */
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m_referene.x(), m_referene.y(), m_referene.z(),
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0.0, 0.0, 1.0); /* up is in positive Y direction */
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// TODO Could have been set in prevoius gluLookAt in first argument
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glRotatef(m_rot.y(), 1.0, 0.0, 0.0);
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glRotatef(m_rot.x(), 0.0, 0.0, 1.0);
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if (m_clip_z > 0.) {
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GLdouble plane[] = {0., 0., 1., m_clip_z};
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glClipPlane(GL_CLIP_PLANE0, plane);
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glEnable(GL_CLIP_PLANE0);
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} else {
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glDisable(GL_CLIP_PLANE0);
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}
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}
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void PerspectiveCamera::set_screen(long width, long height)
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{
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// Setup the view of the CSG shape
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(45.0, width / double(height), .1, 200.0);
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glMatrixMode(GL_MODELVIEW);
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}
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bool enable_multisampling(bool e)
|
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{
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if (!e) { glDisable(GL_MULTISAMPLE); return false; }
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|
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GLint is_ms_context;
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glGetIntegerv(GL_SAMPLE_BUFFERS, &is_ms_context);
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|
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if (is_ms_context) { glEnable(GL_MULTISAMPLE); return true; }
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else return false;
|
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}
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|
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MouseInput::Listener::~Listener() = default;
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|
|
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void FpsCounter::update()
|
|
{
|
|
++m_frames;
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|
|
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TimePoint msec = Clock::now();
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|
|
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double seconds_window = to_sec(msec - m_window);
|
|
m_fps = 0.5 * m_fps + 0.5 * (m_frames / seconds_window);
|
|
|
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if (to_sec(msec - m_last) >= m_resolution) {
|
|
m_last = msec;
|
|
for (auto &l : m_listeners) l(m_fps);
|
|
}
|
|
|
|
if (seconds_window >= m_window_size) {
|
|
m_frames = 0;
|
|
m_window = msec;
|
|
}
|
|
}
|
|
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}} // namespace Slic3r::GL
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