PrusaSlicer-NonPlainar/xs/src/libslic3r/ExtrusionSimulator.hpp

60 lines
2.0 KiB
C++

#ifndef slic3r_ExtrusionSimulator_hpp_
#define slic3r_ExtrusionSimulator_hpp_
#include "libslic3r.h"
#include "ExtrusionEntity.hpp"
#include "BoundingBox.hpp"
namespace Slic3r {
enum ExtrusionSimulationType
{
ExtrusionSimulationSimple,
ExtrusionSimulationDontSpread,
ExtrisopmSimulationSpreadNotOverfilled,
ExtrusionSimulationSpreadFull,
ExtrusionSimulationSpreadExcess
};
// An opaque class, to keep the boost stuff away from the header.
class ExtrusionSimulatorImpl;
class ExtrusionSimulator
{
public:
ExtrusionSimulator();
~ExtrusionSimulator();
// Size of the image, that will be returned by image_ptr().
// The image may be bigger than the viewport as many graphics drivers
// expect the size of a texture to be rounded to a power of two.
void set_image_size(const Point &image_size);
// Which part of the image shall be rendered to?
void set_viewport(const BoundingBox &viewport);
// Shift and scale of the rendered extrusion paths into the viewport.
void set_bounding_box(const BoundingBox &bbox);
// Reset the extrusion accumulator to zero for all buckets.
void reset_accumulator();
// Paint a thick path into an extrusion buffer.
// A simple implementation is provided now, splatting a rectangular extrusion for each linear segment.
// In the future, spreading and suqashing of a material will be simulated.
void extrude_to_accumulator(const ExtrusionPath &path, const Point &shift, ExtrusionSimulationType simulationType);
// Evaluate the content of the accumulator and paint it into the viewport.
// After this call the image_ptr() call will return a valid image.
void evaluate_accumulator(ExtrusionSimulationType simulationType);
// An RGBA image of image_size, to be loaded into a GPU texture.
const void* image_ptr() const;
private:
Point image_size;
BoundingBox viewport;
BoundingBox bbox;
ExtrusionSimulatorImpl *pimpl;
};
}
#endif /* slic3r_ExtrusionSimulator_hpp_ */