506 lines
21 KiB
C++
506 lines
21 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"
|
|
|
|
class wxBitmap;
|
|
|
|
namespace Slic3r {
|
|
|
|
class Print;
|
|
class PrintObject;
|
|
class Model;
|
|
class ModelObject;
|
|
class GCodePreviewData;
|
|
|
|
// 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)
|
|
{ this->setup_sizes(); }
|
|
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)
|
|
{ this->setup_sizes(); }
|
|
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)
|
|
{ this->setup_sizes(); }
|
|
|
|
GLIndexedVertexArray& operator=(const GLIndexedVertexArray &rhs)
|
|
{
|
|
assert(vertices_and_normals_interleaved_VBO_id == 0);
|
|
assert(triangle_indices_VBO_id == 0);
|
|
assert(triangle_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->setup_sizes();
|
|
return *this;
|
|
}
|
|
|
|
GLIndexedVertexArray& operator=(GLIndexedVertexArray &&rhs)
|
|
{
|
|
assert(vertices_and_normals_interleaved_VBO_id == 0);
|
|
assert(triangle_indices_VBO_id == 0);
|
|
assert(triangle_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->setup_sizes();
|
|
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;
|
|
size_t triangle_indices_size;
|
|
size_t quad_indices_size;
|
|
|
|
// IDs of the Vertex Array Objects, into which the geometry has been loaded.
|
|
// Zero if the VBOs are not used.
|
|
unsigned int vertices_and_normals_interleaved_VBO_id;
|
|
unsigned int triangle_indices_VBO_id;
|
|
unsigned int quad_indices_VBO_id;
|
|
|
|
void load_mesh_flat_shading(const TriangleMesh &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) {
|
|
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.push_back(nx);
|
|
this->vertices_and_normals_interleaved.push_back(ny);
|
|
this->vertices_and_normals_interleaved.push_back(nz);
|
|
this->vertices_and_normals_interleaved.push_back(x);
|
|
this->vertices_and_normals_interleaved.push_back(y);
|
|
this->vertices_and_normals_interleaved.push_back(z);
|
|
};
|
|
|
|
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 Pointf3& p, const Vectorf3& n) {
|
|
push_geometry(p.x, p.y, p.z, n.x, n.y, n.z);
|
|
}
|
|
|
|
inline void push_triangle(int idx1, int idx2, int idx3) {
|
|
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.push_back(idx1);
|
|
this->triangle_indices.push_back(idx2);
|
|
this->triangle_indices.push_back(idx3);
|
|
};
|
|
|
|
inline void push_quad(int idx1, int idx2, int idx3, int idx4) {
|
|
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.push_back(idx1);
|
|
this->quad_indices.push_back(idx2);
|
|
this->quad_indices.push_back(idx3);
|
|
this->quad_indices.push_back(idx4);
|
|
};
|
|
|
|
// 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 use_VBOs);
|
|
// Release the geometry data, release OpenGL VBOs.
|
|
void release_geometry();
|
|
// Render either using an immediate mode, or the VBOs.
|
|
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; }
|
|
|
|
// Is this object indexed, or is it just a set of triangles?
|
|
bool indexed() const { return ! this->empty() && this->triangle_indices_size + this->quad_indices_size > 0; }
|
|
|
|
void clear() {
|
|
this->vertices_and_normals_interleaved.clear();
|
|
this->triangle_indices.clear();
|
|
this->quad_indices.clear();
|
|
this->setup_sizes();
|
|
}
|
|
|
|
// Shrink the internal storage to tighly fit the data stored.
|
|
void shrink_to_fit() {
|
|
if (! this->has_VBOs())
|
|
this->setup_sizes();
|
|
this->vertices_and_normals_interleaved.shrink_to_fit();
|
|
this->triangle_indices.shrink_to_fit();
|
|
this->quad_indices.shrink_to_fit();
|
|
}
|
|
|
|
BoundingBoxf3 bounding_box() const {
|
|
BoundingBoxf3 bbox;
|
|
if (! this->vertices_and_normals_interleaved.empty()) {
|
|
bbox.defined = true;
|
|
bbox.min.x = bbox.max.x = this->vertices_and_normals_interleaved[3];
|
|
bbox.min.y = bbox.max.y = this->vertices_and_normals_interleaved[4];
|
|
bbox.min.z = bbox.max.z = this->vertices_and_normals_interleaved[5];
|
|
for (size_t i = 9; i < this->vertices_and_normals_interleaved.size(); i += 6) {
|
|
const float *verts = this->vertices_and_normals_interleaved.data() + i;
|
|
bbox.min.x = std::min<coordf_t>(bbox.min.x, verts[0]);
|
|
bbox.min.y = std::min<coordf_t>(bbox.min.y, verts[1]);
|
|
bbox.min.z = std::min<coordf_t>(bbox.min.z, verts[2]);
|
|
bbox.max.x = std::max<coordf_t>(bbox.max.x, verts[0]);
|
|
bbox.max.y = std::max<coordf_t>(bbox.max.y, verts[1]);
|
|
bbox.max.z = std::max<coordf_t>(bbox.max.z, verts[2]);
|
|
}
|
|
}
|
|
return bbox;
|
|
}
|
|
|
|
private:
|
|
inline void setup_sizes() {
|
|
vertices_and_normals_interleaved_size = this->vertices_and_normals_interleaved.size();
|
|
triangle_indices_size = this->triangle_indices.size();
|
|
quad_indices_size = this->quad_indices.size();
|
|
}
|
|
};
|
|
|
|
class GLTexture
|
|
{
|
|
public:
|
|
GLTexture() : width(0), height(0), levels(0), cells(0) {}
|
|
|
|
// Texture data
|
|
std::vector<char> data;
|
|
// Width of the texture, top level.
|
|
size_t width;
|
|
// Height of the texture, top level.
|
|
size_t height;
|
|
// For how many levels of detail is the data allocated?
|
|
size_t levels;
|
|
// Number of texture cells allocated for the height texture.
|
|
size_t cells;
|
|
};
|
|
|
|
class GLVolume {
|
|
public:
|
|
GLVolume(float r = 1.f, float g = 1.f, float b = 1.f, float a = 1.f) :
|
|
composite_id(-1),
|
|
select_group_id(-1),
|
|
drag_group_id(-1),
|
|
selected(false),
|
|
is_active(true),
|
|
zoom_to_volumes(true),
|
|
hover(false),
|
|
tverts_range(0, size_t(-1)),
|
|
qverts_range(0, size_t(-1))
|
|
{
|
|
color[0] = r;
|
|
color[1] = g;
|
|
color[2] = b;
|
|
color[3] = a;
|
|
}
|
|
GLVolume(const float *rgba) : GLVolume(rgba[0], rgba[1], rgba[2], rgba[3]) {}
|
|
|
|
std::vector<int> load_object(
|
|
const ModelObject *model_object,
|
|
const std::vector<int> &instance_idxs,
|
|
const std::string &color_by,
|
|
const std::string &select_by,
|
|
const std::string &drag_by);
|
|
|
|
int load_wipe_tower_preview(
|
|
int obj_idx, float pos_x, float pos_y, float width, float depth, float height, bool use_VBOs);
|
|
|
|
// Bounding box of this volume, in unscaled coordinates.
|
|
BoundingBoxf3 bounding_box;
|
|
// Offset of the volume to be rendered.
|
|
Pointf3 origin;
|
|
// Color of the triangles / quads held by this volume.
|
|
float color[4];
|
|
|
|
// An ID containing the object ID, volume ID and instance ID.
|
|
int composite_id;
|
|
// An ID for group selection. It may be the same for all meshes of all object instances, or for just a single object instance.
|
|
int select_group_id;
|
|
// An ID for group dragging. It may be the same for all meshes of all object instances, or for just a single object instance.
|
|
int drag_group_id;
|
|
// Is this object selected?
|
|
bool selected;
|
|
// 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;
|
|
// Boolean: Is mouse over this object?
|
|
bool hover;
|
|
|
|
// 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;
|
|
|
|
|
|
int object_idx() const { return this->composite_id / 1000000; }
|
|
int volume_idx() const { return (this->composite_id / 1000) % 1000; }
|
|
int instance_idx() const { return this->composite_id % 1000; }
|
|
BoundingBoxf3 transformed_bounding_box() const { BoundingBoxf3 bb = this->bounding_box; bb.translate(this->origin); return bb; }
|
|
|
|
bool empty() const { return this->indexed_vertex_array.empty(); }
|
|
bool indexed() const { return this->indexed_vertex_array.indexed(); }
|
|
|
|
void set_range(coordf_t low, coordf_t high);
|
|
void render() const;
|
|
void finalize_geometry(bool use_VBOs) { this->indexed_vertex_array.finalize_geometry(use_VBOs); }
|
|
void release_geometry() { this->indexed_vertex_array.release_geometry(); }
|
|
|
|
/************************************************ Layer height texture ****************************************************/
|
|
std::shared_ptr<GLTexture> layer_height_texture;
|
|
|
|
bool has_layer_height_texture() const
|
|
{ return this->layer_height_texture.get() != nullptr; }
|
|
size_t layer_height_texture_width() const
|
|
{ return (this->layer_height_texture.get() == nullptr) ? 0 : this->layer_height_texture->width; }
|
|
size_t layer_height_texture_height() const
|
|
{ return (this->layer_height_texture.get() == nullptr) ? 0 : this->layer_height_texture->height; }
|
|
size_t layer_height_texture_cells() const
|
|
{ return (this->layer_height_texture.get() == nullptr) ? 0 : this->layer_height_texture->cells; }
|
|
void* layer_height_texture_data_ptr_level0() {
|
|
return (layer_height_texture.get() == nullptr) ? 0 :
|
|
(void*)layer_height_texture->data.data();
|
|
}
|
|
void* layer_height_texture_data_ptr_level1() {
|
|
return (layer_height_texture.get() == nullptr) ? 0 :
|
|
(void*)(layer_height_texture->data.data() + layer_height_texture->width * layer_height_texture->height * 4);
|
|
}
|
|
double layer_height_texture_z_to_row_id() const {
|
|
return (this->layer_height_texture.get() == nullptr) ? 0. :
|
|
double(this->layer_height_texture->cells - 1) / (double(this->layer_height_texture->width) * bounding_box.max.z);
|
|
}
|
|
void generate_layer_height_texture(PrintObject *print_object, bool force);
|
|
};
|
|
|
|
class GLVolumeCollection
|
|
{
|
|
public:
|
|
struct RenderInterleavedOnlyVolumes
|
|
{
|
|
bool enabled;
|
|
float alpha; // [0..1]
|
|
|
|
RenderInterleavedOnlyVolumes()
|
|
: enabled(false)
|
|
, alpha(0.0f)
|
|
{
|
|
}
|
|
|
|
RenderInterleavedOnlyVolumes(bool enabled, float alpha)
|
|
: enabled(enabled)
|
|
, alpha(alpha)
|
|
{
|
|
}
|
|
};
|
|
|
|
private:
|
|
RenderInterleavedOnlyVolumes _render_interleaved_only_volumes;
|
|
|
|
public:
|
|
std::vector<GLVolume*> 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,
|
|
const std::string &select_by,
|
|
const std::string &drag_by,
|
|
bool use_VBOs);
|
|
|
|
int load_wipe_tower_preview(
|
|
int obj_idx, float pos_x, float pos_y, float width, float depth, float height, bool use_VBOs);
|
|
|
|
// Render the volumes by OpenGL.
|
|
void render_VBOs() const;
|
|
void render_legacy() 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 use_VBOs) { for (auto *v : volumes) v->finalize_geometry(use_VBOs); }
|
|
// 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_render_interleaved_only_volumes(const RenderInterleavedOnlyVolumes& render_interleaved_only_volumes) { _render_interleaved_only_volumes = render_interleaved_only_volumes; }
|
|
|
|
// 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() const;
|
|
|
|
private:
|
|
GLVolumeCollection(const GLVolumeCollection &other);
|
|
GLVolumeCollection& operator=(const GLVolumeCollection &);
|
|
};
|
|
|
|
class _3DScene
|
|
{
|
|
struct GCodePreviewVolumeIndex
|
|
{
|
|
enum EType
|
|
{
|
|
Extrusion,
|
|
Travel,
|
|
Retraction,
|
|
Unretraction,
|
|
Shell,
|
|
Num_Geometry_Types
|
|
};
|
|
|
|
struct FirstVolume
|
|
{
|
|
EType type;
|
|
unsigned int flag;
|
|
// Index of the first volume in a GLVolumeCollection.
|
|
unsigned int id;
|
|
|
|
FirstVolume(EType type, unsigned int flag, unsigned int id) : type(type), flag(flag), id(id) {}
|
|
};
|
|
|
|
std::vector<FirstVolume> first_volumes;
|
|
|
|
void reset() { first_volumes.clear(); }
|
|
};
|
|
|
|
static GCodePreviewVolumeIndex s_gcode_preview_volume_index;
|
|
|
|
class LegendTexture
|
|
{
|
|
static const unsigned int Px_Title_Offset = 5;
|
|
static const unsigned int Px_Text_Offset = 5;
|
|
static const unsigned int Px_Square = 20;
|
|
static const unsigned int Px_Square_Contour = 1;
|
|
static const unsigned int Px_Border = Px_Square / 2;
|
|
static const unsigned char Squares_Border_Color[3];
|
|
static const unsigned char Background_Color[3];
|
|
static const unsigned char Opacity;
|
|
|
|
unsigned int m_tex_id;
|
|
unsigned int m_tex_width;
|
|
unsigned int m_tex_height;
|
|
|
|
public:
|
|
LegendTexture() : m_tex_id(0), m_tex_width(0), m_tex_height(0) {}
|
|
~LegendTexture() { _destroy_texture(); }
|
|
|
|
// Generate a texture data, but don't load it into the GPU yet, as the glcontext may not be valid yet.
|
|
bool generate(const GCodePreviewData& preview_data, const std::vector<float>& tool_colors);
|
|
// If not loaded, load the texture data into the GPU. Return a texture ID or 0 if the texture has zero size.
|
|
unsigned int finalize();
|
|
|
|
unsigned int get_texture_id() const { return m_tex_id; }
|
|
unsigned int get_texture_width() const { return m_tex_width; }
|
|
unsigned int get_texture_height() const { return m_tex_height; }
|
|
|
|
void reset_texture() { _destroy_texture(); }
|
|
|
|
private:
|
|
bool _create_texture(const GCodePreviewData& preview_data, const wxBitmap& bitmap);
|
|
void _destroy_texture();
|
|
// generate() fills in m_data with the pixels, while finalize() moves the data to the GPU before rendering.
|
|
std::vector<unsigned char> m_data;
|
|
};
|
|
|
|
static LegendTexture s_legend_texture;
|
|
|
|
public:
|
|
static void _glew_init();
|
|
|
|
static void load_gcode_preview(const Print* print, const GCodePreviewData* preview_data, GLVolumeCollection* volumes, const std::vector<std::string>& str_tool_colors, bool use_VBOs);
|
|
|
|
static unsigned int get_legend_texture_id();
|
|
static unsigned int get_legend_texture_width();
|
|
static unsigned int get_legend_texture_height();
|
|
|
|
static void reset_legend_texture();
|
|
static unsigned int finalize_legend_texture();
|
|
|
|
static void _load_print_toolpaths(
|
|
const Print *print,
|
|
GLVolumeCollection *volumes,
|
|
const std::vector<std::string> &tool_colors,
|
|
bool use_VBOs);
|
|
|
|
static void _load_print_object_toolpaths(
|
|
const PrintObject *print_object,
|
|
GLVolumeCollection *volumes,
|
|
const std::vector<std::string> &tool_colors,
|
|
bool use_VBOs);
|
|
|
|
static void _load_wipe_tower_toolpaths(
|
|
const Print *print,
|
|
GLVolumeCollection *volumes,
|
|
const std::vector<std::string> &tool_colors_str,
|
|
bool use_VBOs);
|
|
|
|
private:
|
|
// generates gcode extrusion paths geometry
|
|
static void _load_gcode_extrusion_paths(const GCodePreviewData& preview_data, GLVolumeCollection& volumes, const std::vector<float>& tool_colors, bool use_VBOs);
|
|
// generates gcode travel paths geometry
|
|
static void _load_gcode_travel_paths(const GCodePreviewData& preview_data, GLVolumeCollection& volumes, const std::vector<float>& tool_colors, bool use_VBOs);
|
|
static bool _travel_paths_by_type(const GCodePreviewData& preview_data, GLVolumeCollection& volumes);
|
|
static bool _travel_paths_by_feedrate(const GCodePreviewData& preview_data, GLVolumeCollection& volumes);
|
|
static bool _travel_paths_by_tool(const GCodePreviewData& preview_data, GLVolumeCollection& volumes, const std::vector<float>& tool_colors);
|
|
// generates gcode retractions geometry
|
|
static void _load_gcode_retractions(const GCodePreviewData& preview_data, GLVolumeCollection& volumes, bool use_VBOs);
|
|
// generates gcode unretractions geometry
|
|
static void _load_gcode_unretractions(const GCodePreviewData& preview_data, GLVolumeCollection& volumes, bool use_VBOs);
|
|
// sets gcode geometry visibility according to user selection
|
|
static void _update_gcode_volumes_visibility(const GCodePreviewData& preview_data, GLVolumeCollection& volumes);
|
|
// generates the legend texture in dependence of the current shown view type
|
|
static void _generate_legend_texture(const GCodePreviewData& preview_data, const std::vector<float>& tool_colors);
|
|
// generates objects and wipe tower geometry
|
|
static void _load_shells(const Print& print, GLVolumeCollection& volumes, bool use_VBOs);
|
|
};
|
|
|
|
}
|
|
|
|
#endif
|