775 lines
27 KiB
C++
775 lines
27 KiB
C++
#include "libslic3r/libslic3r.h"
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#include "3DBed.hpp"
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#include "libslic3r/Polygon.hpp"
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#include "libslic3r/ClipperUtils.hpp"
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#include "libslic3r/BoundingBox.hpp"
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#include "libslic3r/Geometry/Circle.hpp"
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#include "libslic3r/Tesselate.hpp"
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#include "libslic3r/PresetBundle.hpp"
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#include "GUI_App.hpp"
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#include "GLCanvas3D.hpp"
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#include <GL/glew.h>
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#include <boost/algorithm/string/predicate.hpp>
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#include <boost/filesystem/operations.hpp>
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#include <boost/log/trivial.hpp>
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static const float GROUND_Z = -0.02f;
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static const Slic3r::ColorRGBA DEFAULT_MODEL_COLOR = Slic3r::ColorRGBA::DARK_GRAY();
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static const Slic3r::ColorRGBA PICKING_MODEL_COLOR = Slic3r::ColorRGBA::BLACK();
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static const Slic3r::ColorRGBA DEFAULT_SOLID_GRID_COLOR = { 0.9f, 0.9f, 0.9f, 1.0f };
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static const Slic3r::ColorRGBA DEFAULT_TRANSPARENT_GRID_COLOR = { 0.9f, 0.9f, 0.9f, 0.6f };
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namespace Slic3r {
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namespace GUI {
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#if !ENABLE_GLBEGIN_GLEND_REMOVAL
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bool GeometryBuffer::set_from_triangles(const std::vector<Vec2f> &triangles, float z)
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{
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if (triangles.empty()) {
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m_vertices.clear();
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return false;
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}
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assert(triangles.size() % 3 == 0);
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m_vertices = std::vector<Vertex>(triangles.size(), Vertex());
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Vec2f min = triangles.front();
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Vec2f max = min;
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for (size_t v_count = 0; v_count < triangles.size(); ++ v_count) {
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const Vec2f &p = triangles[v_count];
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Vertex &v = m_vertices[v_count];
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v.position = Vec3f(p.x(), p.y(), z);
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v.tex_coords = p;
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min = min.cwiseMin(p).eval();
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max = max.cwiseMax(p).eval();
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}
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Vec2f size = max - min;
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if (size.x() != 0.f && size.y() != 0.f) {
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Vec2f inv_size = size.cwiseInverse();
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inv_size.y() *= -1;
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for (Vertex& v : m_vertices) {
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v.tex_coords -= min;
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v.tex_coords.x() *= inv_size.x();
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v.tex_coords.y() *= inv_size.y();
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}
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}
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return true;
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}
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bool GeometryBuffer::set_from_lines(const Lines& lines, float z)
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{
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m_vertices.clear();
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unsigned int v_size = 2 * (unsigned int)lines.size();
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if (v_size == 0)
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return false;
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m_vertices = std::vector<Vertex>(v_size, Vertex());
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unsigned int v_count = 0;
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for (const Line& l : lines) {
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Vertex& v1 = m_vertices[v_count];
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v1.position[0] = unscale<float>(l.a(0));
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v1.position[1] = unscale<float>(l.a(1));
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v1.position[2] = z;
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++v_count;
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Vertex& v2 = m_vertices[v_count];
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v2.position[0] = unscale<float>(l.b(0));
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v2.position[1] = unscale<float>(l.b(1));
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v2.position[2] = z;
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++v_count;
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}
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return true;
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}
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const float* GeometryBuffer::get_vertices_data() const
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{
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return (m_vertices.size() > 0) ? (const float*)m_vertices.data() : nullptr;
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}
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#endif // !ENABLE_GLBEGIN_GLEND_REMOVAL
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const float Bed3D::Axes::DefaultStemRadius = 0.5f;
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const float Bed3D::Axes::DefaultStemLength = 25.0f;
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const float Bed3D::Axes::DefaultTipRadius = 2.5f * Bed3D::Axes::DefaultStemRadius;
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const float Bed3D::Axes::DefaultTipLength = 5.0f;
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void Bed3D::Axes::render()
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{
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auto render_axis = [this](const Transform3f& transform) {
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glsafe(::glPushMatrix());
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glsafe(::glMultMatrixf(transform.data()));
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m_arrow.render();
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glsafe(::glPopMatrix());
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};
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if (!m_arrow.is_initialized())
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m_arrow.init_from(stilized_arrow(16, DefaultTipRadius, DefaultTipLength, DefaultStemRadius, m_stem_length));
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GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
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if (shader == nullptr)
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return;
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glsafe(::glEnable(GL_DEPTH_TEST));
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shader->start_using();
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shader->set_uniform("emission_factor", 0.0f);
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// x axis
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#if ENABLE_GLBEGIN_GLEND_REMOVAL
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m_arrow.set_color(ColorRGBA::X());
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#else
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m_arrow.set_color(-1, ColorRGBA::X());
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#endif // ENABLE_GLBEGIN_GLEND_REMOVAL
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render_axis(Geometry::assemble_transform(m_origin, { 0.0, 0.5 * M_PI, 0.0 }).cast<float>());
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// y axis
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#if ENABLE_GLBEGIN_GLEND_REMOVAL
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m_arrow.set_color(ColorRGBA::Y());
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#else
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m_arrow.set_color(-1, ColorRGBA::Y());
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#endif // ENABLE_GLBEGIN_GLEND_REMOVAL
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render_axis(Geometry::assemble_transform(m_origin, { -0.5 * M_PI, 0.0, 0.0 }).cast<float>());
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// z axis
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#if ENABLE_GLBEGIN_GLEND_REMOVAL
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m_arrow.set_color(ColorRGBA::Z());
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#else
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m_arrow.set_color(-1, ColorRGBA::Z());
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#endif // ENABLE_GLBEGIN_GLEND_REMOVAL
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render_axis(Geometry::assemble_transform(m_origin).cast<float>());
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shader->stop_using();
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glsafe(::glDisable(GL_DEPTH_TEST));
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}
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bool Bed3D::set_shape(const Pointfs& bed_shape, const double max_print_height, const std::string& custom_texture, const std::string& custom_model, bool force_as_custom)
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{
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auto check_texture = [](const std::string& texture) {
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boost::system::error_code ec; // so the exists call does not throw (e.g. after a permission problem)
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return !texture.empty() && (boost::algorithm::iends_with(texture, ".png") || boost::algorithm::iends_with(texture, ".svg")) && boost::filesystem::exists(texture, ec);
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};
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auto check_model = [](const std::string& model) {
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boost::system::error_code ec;
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return !model.empty() && boost::algorithm::iends_with(model, ".stl") && boost::filesystem::exists(model, ec);
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};
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Type type;
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std::string model;
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std::string texture;
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if (force_as_custom)
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type = Type::Custom;
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else {
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auto [new_type, system_model, system_texture] = detect_type(bed_shape);
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type = new_type;
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model = system_model;
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texture = system_texture;
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}
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std::string texture_filename = custom_texture.empty() ? texture : custom_texture;
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if (! texture_filename.empty() && ! check_texture(texture_filename)) {
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BOOST_LOG_TRIVIAL(error) << "Unable to load bed texture: " << texture_filename;
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texture_filename.clear();
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}
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std::string model_filename = custom_model.empty() ? model : custom_model;
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if (! model_filename.empty() && ! check_model(model_filename)) {
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BOOST_LOG_TRIVIAL(error) << "Unable to load bed model: " << model_filename;
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model_filename.clear();
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}
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if (m_build_volume.bed_shape() == bed_shape && m_build_volume.max_print_height() == max_print_height && m_type == type && m_texture_filename == texture_filename && m_model_filename == model_filename)
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// No change, no need to update the UI.
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return false;
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m_type = type;
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m_build_volume = BuildVolume { bed_shape, max_print_height };
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m_texture_filename = texture_filename;
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m_model_filename = model_filename;
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m_extended_bounding_box = this->calc_extended_bounding_box();
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#if ENABLE_GLBEGIN_GLEND_REMOVAL
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m_contour = ExPolygon(Polygon::new_scale(bed_shape));
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m_polygon = offset(m_contour.contour, (float)m_contour.contour.bounding_box().radius() * 1.7f, jtRound, scale_(0.5)).front();
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m_triangles.reset();
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m_gridlines.reset();
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#else
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ExPolygon poly{ Polygon::new_scale(bed_shape) };
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calc_triangles(poly);
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const BoundingBox& bed_bbox = poly.contour.bounding_box();
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calc_gridlines(poly, bed_bbox);
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m_polygon = offset(poly.contour, (float)bed_bbox.radius() * 1.7f, jtRound, scale_(0.5)).front();
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this->release_VBOs();
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#endif // ENABLE_GLBEGIN_GLEND_REMOVAL
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m_texture.reset();
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m_model.reset();
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// Set the origin and size for rendering the coordinate system axes.
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m_axes.set_origin({ 0.0, 0.0, static_cast<double>(GROUND_Z) });
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m_axes.set_stem_length(0.1f * static_cast<float>(m_build_volume.bounding_volume().max_size()));
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// Let the calee to update the UI.
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return true;
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}
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bool Bed3D::contains(const Point& point) const
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{
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return m_polygon.contains(point);
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}
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Point Bed3D::point_projection(const Point& point) const
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{
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return m_polygon.point_projection(point);
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}
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void Bed3D::render(GLCanvas3D& canvas, bool bottom, float scale_factor, bool show_axes, bool show_texture)
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{
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render_internal(canvas, bottom, scale_factor, show_axes, show_texture, false);
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}
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void Bed3D::render_for_picking(GLCanvas3D& canvas, bool bottom, float scale_factor)
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{
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render_internal(canvas, bottom, scale_factor, false, false, true);
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}
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void Bed3D::render_internal(GLCanvas3D& canvas, bool bottom, float scale_factor,
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bool show_axes, bool show_texture, bool picking)
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{
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m_scale_factor = scale_factor;
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if (show_axes)
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render_axes();
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glsafe(::glEnable(GL_DEPTH_TEST));
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#if ENABLE_GLBEGIN_GLEND_REMOVAL
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m_model.set_color(picking ? PICKING_MODEL_COLOR : DEFAULT_MODEL_COLOR);
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#else
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m_model.set_color(-1, picking ? PICKING_MODEL_COLOR : DEFAULT_MODEL_COLOR);
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#endif // ENABLE_GLBEGIN_GLEND_REMOVAL
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switch (m_type)
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{
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case Type::System: { render_system(canvas, bottom, show_texture); break; }
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default:
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case Type::Custom: { render_custom(canvas, bottom, show_texture, picking); break; }
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}
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glsafe(::glDisable(GL_DEPTH_TEST));
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}
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// Calculate an extended bounding box from axes and current model for visualization purposes.
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BoundingBoxf3 Bed3D::calc_extended_bounding_box() const
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{
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BoundingBoxf3 out { m_build_volume.bounding_volume() };
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const Vec3d size = out.size();
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// ensures that the bounding box is set as defined or the following calls to merge() will not work as intented
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if (size.x() > 0.0 && size.y() > 0.0 && !out.defined)
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out.defined = true;
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// Reset the build volume Z, we don't want to zoom to the top of the build volume if it is empty.
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out.min.z() = 0.0;
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out.max.z() = 0.0;
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// extend to contain axes
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out.merge(m_axes.get_origin() + m_axes.get_total_length() * Vec3d::Ones());
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out.merge(out.min + Vec3d(-Axes::DefaultTipRadius, -Axes::DefaultTipRadius, out.max.z()));
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// extend to contain model, if any
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BoundingBoxf3 model_bb = m_model.get_bounding_box();
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if (model_bb.defined) {
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model_bb.translate(m_model_offset);
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out.merge(model_bb);
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}
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return out;
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}
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#if ENABLE_GLBEGIN_GLEND_REMOVAL
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void Bed3D::init_triangles()
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{
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if (m_triangles.is_initialized())
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return;
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if (m_contour.empty())
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return;
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const std::vector<Vec2f> triangles = triangulate_expolygon_2f(m_contour, NORMALS_UP);
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if (triangles.empty() || triangles.size() % 3 != 0)
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return;
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GLModel::Geometry init_data;
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const GLModel::Geometry::EIndexType index_type = (triangles.size() < 65536) ? GLModel::Geometry::EIndexType::USHORT : GLModel::Geometry::EIndexType::UINT;
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init_data.format = { GLModel::Geometry::EPrimitiveType::Triangles, GLModel::Geometry::EVertexLayout::P3T2, index_type };
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init_data.reserve_vertices(triangles.size());
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init_data.reserve_indices(triangles.size() / 3);
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Vec2f min = triangles.front();
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Vec2f max = min;
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for (const Vec2f& v : triangles) {
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min = min.cwiseMin(v).eval();
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max = max.cwiseMax(v).eval();
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}
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const Vec2f size = max - min;
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if (size.x() <= 0.0f || size.y() <= 0.0f)
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return;
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Vec2f inv_size = size.cwiseInverse();
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inv_size.y() *= -1.0f;
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// vertices + indices
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unsigned int vertices_counter = 0;
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for (const Vec2f& v : triangles) {
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const Vec3f p = { v.x(), v.y(), GROUND_Z };
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init_data.add_vertex(p, (Vec2f)v.cwiseProduct(inv_size).eval());
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++vertices_counter;
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if (vertices_counter % 3 == 0) {
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if (index_type == GLModel::Geometry::EIndexType::USHORT)
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init_data.add_ushort_triangle((unsigned short)vertices_counter - 3, (unsigned short)vertices_counter - 2, (unsigned short)vertices_counter - 1);
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else
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init_data.add_uint_triangle(vertices_counter - 3, vertices_counter - 2, vertices_counter - 1);
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}
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}
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m_triangles.init_from(std::move(init_data));
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}
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void Bed3D::init_gridlines()
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{
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if (m_gridlines.is_initialized())
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return;
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if (m_contour.empty())
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return;
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const BoundingBox& bed_bbox = m_contour.contour.bounding_box();
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const coord_t step = scale_(10.0);
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Polylines axes_lines;
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for (coord_t x = bed_bbox.min.x(); x <= bed_bbox.max.x(); x += step) {
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Polyline line;
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line.append(Point(x, bed_bbox.min.y()));
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line.append(Point(x, bed_bbox.max.y()));
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axes_lines.push_back(line);
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}
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for (coord_t y = bed_bbox.min.y(); y <= bed_bbox.max.y(); y += step) {
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Polyline line;
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line.append(Point(bed_bbox.min.x(), y));
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line.append(Point(bed_bbox.max.x(), y));
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axes_lines.push_back(line);
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}
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// clip with a slightly grown expolygon because our lines lay on the contours and may get erroneously clipped
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Lines gridlines = to_lines(intersection_pl(axes_lines, offset(m_contour, float(SCALED_EPSILON))));
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// append bed contours
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Lines contour_lines = to_lines(m_contour);
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std::copy(contour_lines.begin(), contour_lines.end(), std::back_inserter(gridlines));
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GLModel::Geometry init_data;
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const GLModel::Geometry::EIndexType index_type = (2 * gridlines.size() < 65536) ? GLModel::Geometry::EIndexType::USHORT : GLModel::Geometry::EIndexType::UINT;
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init_data.format = { GLModel::Geometry::EPrimitiveType::Lines, GLModel::Geometry::EVertexLayout::P3, index_type };
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init_data.reserve_vertices(2 * gridlines.size());
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init_data.reserve_indices(2 * gridlines.size());
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for (const Line& l : gridlines) {
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init_data.add_vertex(Vec3f(unscale<float>(l.a.x()), unscale<float>(l.a.y()), GROUND_Z));
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init_data.add_vertex(Vec3f(unscale<float>(l.b.x()), unscale<float>(l.b.y()), GROUND_Z));
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const unsigned int vertices_counter = (unsigned int)init_data.vertices_count();
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if (index_type == GLModel::Geometry::EIndexType::USHORT)
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init_data.add_ushort_line((unsigned short)vertices_counter - 2, (unsigned short)vertices_counter - 1);
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else
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init_data.add_uint_line(vertices_counter - 2, vertices_counter - 1);
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}
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m_gridlines.init_from(std::move(init_data));
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}
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#else
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void Bed3D::calc_triangles(const ExPolygon& poly)
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{
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if (! m_triangles.set_from_triangles(triangulate_expolygon_2f(poly, NORMALS_UP), GROUND_Z))
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BOOST_LOG_TRIVIAL(error) << "Unable to create bed triangles";
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}
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void Bed3D::calc_gridlines(const ExPolygon& poly, const BoundingBox& bed_bbox)
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{
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Polylines axes_lines;
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for (coord_t x = bed_bbox.min.x(); x <= bed_bbox.max.x(); x += scale_(10.0)) {
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Polyline line;
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line.append(Point(x, bed_bbox.min.y()));
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line.append(Point(x, bed_bbox.max.y()));
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axes_lines.push_back(line);
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}
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for (coord_t y = bed_bbox.min.y(); y <= bed_bbox.max.y(); y += scale_(10.0)) {
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Polyline line;
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line.append(Point(bed_bbox.min.x(), y));
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line.append(Point(bed_bbox.max.x(), y));
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axes_lines.push_back(line);
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}
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// clip with a slightly grown expolygon because our lines lay on the contours and may get erroneously clipped
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Lines gridlines = to_lines(intersection_pl(axes_lines, offset(poly, (float)SCALED_EPSILON)));
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// append bed contours
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Lines contour_lines = to_lines(poly);
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std::copy(contour_lines.begin(), contour_lines.end(), std::back_inserter(gridlines));
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if (!m_gridlines.set_from_lines(gridlines, GROUND_Z))
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BOOST_LOG_TRIVIAL(error) << "Unable to create bed grid lines\n";
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}
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#endif // ENABLE_GLBEGIN_GLEND_REMOVAL
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// Try to match the print bed shape with the shape of an active profile. If such a match exists,
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// return the print bed model.
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std::tuple<Bed3D::Type, std::string, std::string> Bed3D::detect_type(const Pointfs& shape)
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{
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auto bundle = wxGetApp().preset_bundle;
|
|
if (bundle != nullptr) {
|
|
const Preset* curr = &bundle->printers.get_selected_preset();
|
|
while (curr != nullptr) {
|
|
if (curr->config.has("bed_shape")) {
|
|
if (shape == dynamic_cast<const ConfigOptionPoints*>(curr->config.option("bed_shape"))->values) {
|
|
std::string model_filename = PresetUtils::system_printer_bed_model(*curr);
|
|
std::string texture_filename = PresetUtils::system_printer_bed_texture(*curr);
|
|
if (!model_filename.empty() && !texture_filename.empty())
|
|
return { Type::System, model_filename, texture_filename };
|
|
}
|
|
}
|
|
|
|
curr = bundle->printers.get_preset_parent(*curr);
|
|
}
|
|
}
|
|
|
|
return { Type::Custom, {}, {} };
|
|
}
|
|
|
|
void Bed3D::render_axes()
|
|
{
|
|
if (m_build_volume.valid())
|
|
m_axes.render();
|
|
}
|
|
|
|
void Bed3D::render_system(GLCanvas3D& canvas, bool bottom, bool show_texture)
|
|
{
|
|
if (!bottom)
|
|
render_model();
|
|
|
|
if (show_texture)
|
|
render_texture(bottom, canvas);
|
|
}
|
|
|
|
void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas)
|
|
{
|
|
if (m_texture_filename.empty()) {
|
|
m_texture.reset();
|
|
render_default(bottom, false);
|
|
return;
|
|
}
|
|
|
|
if (m_texture.get_id() == 0 || m_texture.get_source() != m_texture_filename) {
|
|
m_texture.reset();
|
|
|
|
if (boost::algorithm::iends_with(m_texture_filename, ".svg")) {
|
|
// use higher resolution images if graphic card and opengl version allow
|
|
GLint max_tex_size = OpenGLManager::get_gl_info().get_max_tex_size();
|
|
if (m_temp_texture.get_id() == 0 || m_temp_texture.get_source() != m_texture_filename) {
|
|
// generate a temporary lower resolution texture to show while no main texture levels have been compressed
|
|
if (!m_temp_texture.load_from_svg_file(m_texture_filename, false, false, false, max_tex_size / 8)) {
|
|
render_default(bottom, false);
|
|
return;
|
|
}
|
|
canvas.request_extra_frame();
|
|
}
|
|
|
|
// starts generating the main texture, compression will run asynchronously
|
|
if (!m_texture.load_from_svg_file(m_texture_filename, true, true, true, max_tex_size)) {
|
|
render_default(bottom, false);
|
|
return;
|
|
}
|
|
}
|
|
else if (boost::algorithm::iends_with(m_texture_filename, ".png")) {
|
|
// generate a temporary lower resolution texture to show while no main texture levels have been compressed
|
|
if (m_temp_texture.get_id() == 0 || m_temp_texture.get_source() != m_texture_filename) {
|
|
if (!m_temp_texture.load_from_file(m_texture_filename, false, GLTexture::None, false)) {
|
|
render_default(bottom, false);
|
|
return;
|
|
}
|
|
canvas.request_extra_frame();
|
|
}
|
|
|
|
// starts generating the main texture, compression will run asynchronously
|
|
if (!m_texture.load_from_file(m_texture_filename, true, GLTexture::MultiThreaded, true)) {
|
|
render_default(bottom, false);
|
|
return;
|
|
}
|
|
}
|
|
else {
|
|
render_default(bottom, false);
|
|
return;
|
|
}
|
|
}
|
|
else if (m_texture.unsent_compressed_data_available()) {
|
|
// sends to gpu the already available compressed levels of the main texture
|
|
m_texture.send_compressed_data_to_gpu();
|
|
|
|
// the temporary texture is not needed anymore, reset it
|
|
if (m_temp_texture.get_id() != 0)
|
|
m_temp_texture.reset();
|
|
|
|
canvas.request_extra_frame();
|
|
}
|
|
|
|
#if ENABLE_GLBEGIN_GLEND_REMOVAL
|
|
init_triangles();
|
|
|
|
GLShaderProgram* shader = wxGetApp().get_shader("printbed");
|
|
if (shader != nullptr) {
|
|
shader->start_using();
|
|
shader->set_uniform("transparent_background", bottom);
|
|
shader->set_uniform("svg_source", boost::algorithm::iends_with(m_texture.get_source(), ".svg"));
|
|
|
|
glsafe(::glEnable(GL_DEPTH_TEST));
|
|
if (bottom)
|
|
glsafe(::glDepthMask(GL_FALSE));
|
|
|
|
glsafe(::glEnable(GL_BLEND));
|
|
glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
|
|
|
|
if (bottom)
|
|
glsafe(::glFrontFace(GL_CW));
|
|
|
|
// show the temporary texture while no compressed data is available
|
|
GLuint tex_id = (GLuint)m_temp_texture.get_id();
|
|
if (tex_id == 0)
|
|
tex_id = (GLuint)m_texture.get_id();
|
|
|
|
glsafe(::glBindTexture(GL_TEXTURE_2D, tex_id));
|
|
m_triangles.render();
|
|
glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
|
|
|
|
if (bottom)
|
|
glsafe(::glFrontFace(GL_CCW));
|
|
|
|
glsafe(::glDisable(GL_BLEND));
|
|
if (bottom)
|
|
glsafe(::glDepthMask(GL_TRUE));
|
|
|
|
shader->stop_using();
|
|
}
|
|
#else
|
|
if (m_triangles.get_vertices_count() > 0) {
|
|
GLShaderProgram* shader = wxGetApp().get_shader("printbed");
|
|
if (shader != nullptr) {
|
|
shader->start_using();
|
|
shader->set_uniform("transparent_background", bottom);
|
|
shader->set_uniform("svg_source", boost::algorithm::iends_with(m_texture.get_source(), ".svg"));
|
|
|
|
if (m_vbo_id == 0) {
|
|
glsafe(::glGenBuffers(1, &m_vbo_id));
|
|
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id));
|
|
glsafe(::glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)m_triangles.get_vertices_data_size(), (const GLvoid*)m_triangles.get_vertices_data(), GL_STATIC_DRAW));
|
|
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
|
|
}
|
|
|
|
glsafe(::glEnable(GL_DEPTH_TEST));
|
|
if (bottom)
|
|
glsafe(::glDepthMask(GL_FALSE));
|
|
|
|
glsafe(::glEnable(GL_BLEND));
|
|
glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
|
|
|
|
if (bottom)
|
|
glsafe(::glFrontFace(GL_CW));
|
|
|
|
unsigned int stride = m_triangles.get_vertex_data_size();
|
|
|
|
GLint position_id = shader->get_attrib_location("v_position");
|
|
GLint tex_coords_id = shader->get_attrib_location("v_tex_coords");
|
|
|
|
// show the temporary texture while no compressed data is available
|
|
GLuint tex_id = (GLuint)m_temp_texture.get_id();
|
|
if (tex_id == 0)
|
|
tex_id = (GLuint)m_texture.get_id();
|
|
|
|
glsafe(::glBindTexture(GL_TEXTURE_2D, tex_id));
|
|
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id));
|
|
|
|
if (position_id != -1) {
|
|
glsafe(::glEnableVertexAttribArray(position_id));
|
|
glsafe(::glVertexAttribPointer(position_id, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)(intptr_t)m_triangles.get_position_offset()));
|
|
}
|
|
if (tex_coords_id != -1) {
|
|
glsafe(::glEnableVertexAttribArray(tex_coords_id));
|
|
glsafe(::glVertexAttribPointer(tex_coords_id, 2, GL_FLOAT, GL_FALSE, stride, (GLvoid*)(intptr_t)m_triangles.get_tex_coords_offset()));
|
|
}
|
|
|
|
glsafe(::glDrawArrays(GL_TRIANGLES, 0, (GLsizei)m_triangles.get_vertices_count()));
|
|
|
|
if (tex_coords_id != -1)
|
|
glsafe(::glDisableVertexAttribArray(tex_coords_id));
|
|
|
|
if (position_id != -1)
|
|
glsafe(::glDisableVertexAttribArray(position_id));
|
|
|
|
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
|
|
glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
|
|
|
|
if (bottom)
|
|
glsafe(::glFrontFace(GL_CCW));
|
|
|
|
glsafe(::glDisable(GL_BLEND));
|
|
if (bottom)
|
|
glsafe(::glDepthMask(GL_TRUE));
|
|
|
|
shader->stop_using();
|
|
}
|
|
}
|
|
#endif // ENABLE_GLBEGIN_GLEND_REMOVAL
|
|
}
|
|
|
|
void Bed3D::render_model()
|
|
{
|
|
if (m_model_filename.empty())
|
|
return;
|
|
|
|
if (m_model.get_filename() != m_model_filename && m_model.init_from_file(m_model_filename)) {
|
|
#if ENABLE_GLBEGIN_GLEND_REMOVAL
|
|
m_model.set_color(DEFAULT_MODEL_COLOR);
|
|
#else
|
|
m_model.set_color(-1, DEFAULT_MODEL_COLOR);
|
|
#endif // ENABLE_GLBEGIN_GLEND_REMOVAL
|
|
|
|
// move the model so that its origin (0.0, 0.0, 0.0) goes into the bed shape center and a bit down to avoid z-fighting with the texture quad
|
|
m_model_offset = to_3d(m_build_volume.bounding_volume2d().center(), -0.03);
|
|
|
|
// update extended bounding box
|
|
m_extended_bounding_box = this->calc_extended_bounding_box();
|
|
}
|
|
|
|
if (!m_model.get_filename().empty()) {
|
|
GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
|
|
if (shader != nullptr) {
|
|
shader->start_using();
|
|
shader->set_uniform("emission_factor", 0.0f);
|
|
glsafe(::glPushMatrix());
|
|
glsafe(::glTranslated(m_model_offset.x(), m_model_offset.y(), m_model_offset.z()));
|
|
m_model.render();
|
|
glsafe(::glPopMatrix());
|
|
shader->stop_using();
|
|
}
|
|
}
|
|
}
|
|
|
|
void Bed3D::render_custom(GLCanvas3D& canvas, bool bottom, bool show_texture, bool picking)
|
|
{
|
|
if (m_texture_filename.empty() && m_model_filename.empty()) {
|
|
render_default(bottom, picking);
|
|
return;
|
|
}
|
|
|
|
if (!bottom)
|
|
render_model();
|
|
|
|
if (show_texture)
|
|
render_texture(bottom, canvas);
|
|
}
|
|
|
|
void Bed3D::render_default(bool bottom, bool picking)
|
|
{
|
|
m_texture.reset();
|
|
|
|
#if ENABLE_GLBEGIN_GLEND_REMOVAL
|
|
init_gridlines();
|
|
init_triangles();
|
|
|
|
GLShaderProgram* shader = wxGetApp().get_shader("flat");
|
|
if (shader != nullptr) {
|
|
shader->start_using();
|
|
|
|
glsafe(::glEnable(GL_DEPTH_TEST));
|
|
glsafe(::glEnable(GL_BLEND));
|
|
glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
|
|
|
|
const bool has_model = !m_model.get_filename().empty();
|
|
|
|
if (!has_model && !bottom) {
|
|
// draw background
|
|
glsafe(::glDepthMask(GL_FALSE));
|
|
m_triangles.set_color(picking ? PICKING_MODEL_COLOR : DEFAULT_MODEL_COLOR);
|
|
m_triangles.render();
|
|
glsafe(::glDepthMask(GL_TRUE));
|
|
}
|
|
|
|
if (!picking) {
|
|
// draw grid
|
|
glsafe(::glLineWidth(1.5f * m_scale_factor));
|
|
m_gridlines.set_color(has_model && !bottom ? DEFAULT_SOLID_GRID_COLOR : DEFAULT_TRANSPARENT_GRID_COLOR);
|
|
m_gridlines.render();
|
|
}
|
|
|
|
glsafe(::glDisable(GL_BLEND));
|
|
|
|
shader->stop_using();
|
|
}
|
|
#else
|
|
const unsigned int triangles_vcount = m_triangles.get_vertices_count();
|
|
if (triangles_vcount > 0) {
|
|
const bool has_model = !m_model.get_filename().empty();
|
|
|
|
glsafe(::glEnable(GL_DEPTH_TEST));
|
|
glsafe(::glEnable(GL_BLEND));
|
|
glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
|
|
|
|
glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
|
|
|
|
if (!has_model && !bottom) {
|
|
// draw background
|
|
glsafe(::glDepthMask(GL_FALSE));
|
|
glsafe(::glColor4fv(picking ? PICKING_MODEL_COLOR.data() : DEFAULT_MODEL_COLOR.data()));
|
|
glsafe(::glNormal3d(0.0f, 0.0f, 1.0f));
|
|
glsafe(::glVertexPointer(3, GL_FLOAT, m_triangles.get_vertex_data_size(), (GLvoid*)m_triangles.get_vertices_data()));
|
|
glsafe(::glDrawArrays(GL_TRIANGLES, 0, (GLsizei)triangles_vcount));
|
|
glsafe(::glDepthMask(GL_TRUE));
|
|
}
|
|
|
|
if (!picking) {
|
|
// draw grid
|
|
glsafe(::glLineWidth(1.5f * m_scale_factor));
|
|
glsafe(::glColor4fv(has_model && !bottom ? DEFAULT_SOLID_GRID_COLOR.data() : DEFAULT_TRANSPARENT_GRID_COLOR.data()));
|
|
glsafe(::glVertexPointer(3, GL_FLOAT, m_triangles.get_vertex_data_size(), (GLvoid*)m_gridlines.get_vertices_data()));
|
|
glsafe(::glDrawArrays(GL_LINES, 0, (GLsizei)m_gridlines.get_vertices_count()));
|
|
}
|
|
|
|
glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
|
|
|
|
glsafe(::glDisable(GL_BLEND));
|
|
}
|
|
#endif // ENABLE_GLBEGIN_GLEND_REMOVAL
|
|
}
|
|
|
|
#if !ENABLE_GLBEGIN_GLEND_REMOVAL
|
|
void Bed3D::release_VBOs()
|
|
{
|
|
if (m_vbo_id > 0) {
|
|
glsafe(::glDeleteBuffers(1, &m_vbo_id));
|
|
m_vbo_id = 0;
|
|
}
|
|
}
|
|
#endif // !ENABLE_GLBEGIN_GLEND_REMOVAL
|
|
|
|
} // GUI
|
|
} // Slic3r
|