mirror of
https://github.com/QIDITECH/QIDISlicer.git
synced 2026-02-01 16:38:43 +03:00
QIDISlicer1.0.0
This commit is contained in:
579
src/slic3r/GUI/3DBed.cpp
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579
src/slic3r/GUI/3DBed.cpp
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@@ -0,0 +1,579 @@
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#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 "Plater.hpp"
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#include "Camera.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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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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m_contour = ExPolygon(Polygon::new_scale(bed_shape));
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const BoundingBox bbox = m_contour.contour.bounding_box();
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if (!bbox.defined)
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throw RuntimeError(std::string("Invalid bed shape"));
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m_polygon = offset(m_contour.contour, (float)bbox.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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m_contourlines.reset();
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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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// unregister from picking
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wxGetApp().plater()->canvas3D()->remove_raycasters_for_picking(SceneRaycaster::EType::Bed);
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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, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom, float scale_factor, bool show_texture)
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{
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render_internal(canvas, view_matrix, projection_matrix, bottom, scale_factor, show_texture, false);
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}
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void Bed3D::render_for_picking(GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom, float scale_factor)
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{
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render_internal(canvas, view_matrix, projection_matrix, bottom, scale_factor, false, true);
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}
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void Bed3D::render_internal(GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom, float scale_factor,
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bool show_texture, bool picking)
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{
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m_scale_factor = scale_factor;
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glsafe(::glEnable(GL_DEPTH_TEST));
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m_model.model.set_color(picking ? PICKING_MODEL_COLOR : DEFAULT_MODEL_COLOR);
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switch (m_type)
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{
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case Type::System: { render_system(canvas, view_matrix, projection_matrix, bottom, show_texture); break; }
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default:
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case Type::Custom: { render_custom(canvas, view_matrix, projection_matrix, 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 origin in case origin is off bed
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out.merge(m_axes.get_origin());
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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(-m_axes.get_tip_radius(), -m_axes.get_tip_radius(), out.max.z()));
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// extend to contain model, if any
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BoundingBoxf3 model_bb = m_model.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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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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init_data.format = { GLModel::Geometry::EPrimitiveType::Triangles, GLModel::Geometry::EVertexLayout::P3T2 };
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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 - min).cwiseProduct(inv_size).eval());
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++vertices_counter;
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if (vertices_counter % 3 == 0)
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init_data.add_triangle(vertices_counter - 3, vertices_counter - 2, vertices_counter - 1);
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}
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if (m_model.model.get_filename().empty() && m_model.mesh_raycaster == nullptr)
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// register for picking
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register_raycasters_for_picking(init_data, Transform3d::Identity());
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m_triangles.init_from(std::move(init_data));
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m_triangles.set_color(DEFAULT_MODEL_COLOR);
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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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init_data.format = { GLModel::Geometry::EPrimitiveType::Lines, GLModel::Geometry::EVertexLayout::P3 };
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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 Slic3r::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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init_data.add_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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void Bed3D::init_contourlines()
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{
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if (m_contourlines.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 Lines contour_lines = to_lines(m_contour);
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GLModel::Geometry init_data;
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init_data.format = { GLModel::Geometry::EPrimitiveType::Lines, GLModel::Geometry::EVertexLayout::P3 };
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init_data.reserve_vertices(2 * contour_lines.size());
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init_data.reserve_indices(2 * contour_lines.size());
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for (const Slic3r::Line& l : contour_lines) {
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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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init_data.add_line(vertices_counter - 2, vertices_counter - 1);
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}
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m_contourlines.init_from(std::move(init_data));
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m_contourlines.set_color({ 1.0f, 1.0f, 1.0f, 0.5f });
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}
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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;
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if (bundle != nullptr) {
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const Preset* curr = &bundle->printers.get_selected_preset();
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while (curr != nullptr) {
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if (curr->config.has("bed_shape")) {
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if (shape == dynamic_cast<const ConfigOptionPoints*>(curr->config.option("bed_shape"))->values) {
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std::string model_filename = PresetUtils::system_printer_bed_model(*curr);
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std::string texture_filename = PresetUtils::system_printer_bed_texture(*curr);
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if (!model_filename.empty() && !texture_filename.empty())
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return { Type::System, model_filename, texture_filename };
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}
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}
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curr = bundle->printers.get_preset_parent(*curr);
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}
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}
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return { Type::Custom, {}, {} };
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}
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void Bed3D::render_axes()
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{
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if (m_build_volume.valid())
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m_axes.render(Transform3d::Identity(), 0.25f);
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}
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void Bed3D::render_system(GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom, bool show_texture)
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{
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if (!bottom)
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render_model(view_matrix, projection_matrix);
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if (show_texture)
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render_texture(bottom, canvas, view_matrix, projection_matrix);
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else if (bottom)
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render_contour(view_matrix, projection_matrix);
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}
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void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix)
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{
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if (m_texture_filename.empty()) {
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m_texture.reset();
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render_default(bottom, false, true, view_matrix, projection_matrix);
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return;
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}
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if (m_texture.get_id() == 0 || m_texture.get_source() != m_texture_filename) {
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m_texture.reset();
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if (boost::algorithm::iends_with(m_texture_filename, ".svg")) {
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// use higher resolution images if graphic card and opengl version allow
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GLint max_tex_size = OpenGLManager::get_gl_info().get_max_tex_size();
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if (m_temp_texture.get_id() == 0 || m_temp_texture.get_source() != m_texture_filename) {
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// generate a temporary lower resolution texture to show while no main texture levels have been compressed
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if (!m_temp_texture.load_from_svg_file(m_texture_filename, false, false, false, max_tex_size / 8)) {
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render_default(bottom, false, true, view_matrix, projection_matrix);
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return;
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}
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canvas.request_extra_frame();
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}
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// starts generating the main texture, compression will run asynchronously
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if (!m_texture.load_from_svg_file(m_texture_filename, true, true, true, max_tex_size)) {
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render_default(bottom, false, true, view_matrix, projection_matrix);
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return;
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}
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}
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else if (boost::algorithm::iends_with(m_texture_filename, ".png")) {
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// generate a temporary lower resolution texture to show while no main texture levels have been compressed
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if (m_temp_texture.get_id() == 0 || m_temp_texture.get_source() != m_texture_filename) {
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if (!m_temp_texture.load_from_file(m_texture_filename, false, GLTexture::None, false)) {
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render_default(bottom, false, true, view_matrix, projection_matrix);
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return;
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}
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canvas.request_extra_frame();
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}
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// starts generating the main texture, compression will run asynchronously
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if (!m_texture.load_from_file(m_texture_filename, true, GLTexture::MultiThreaded, true)) {
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render_default(bottom, false, true, view_matrix, projection_matrix);
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return;
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}
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}
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else {
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render_default(bottom, false, true, view_matrix, projection_matrix);
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return;
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}
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}
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else if (m_texture.unsent_compressed_data_available()) {
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// sends to gpu the already available compressed levels of the main texture
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m_texture.send_compressed_data_to_gpu();
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// the temporary texture is not needed anymore, reset it
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if (m_temp_texture.get_id() != 0)
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m_temp_texture.reset();
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canvas.request_extra_frame();
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}
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init_triangles();
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GLShaderProgram* shader = wxGetApp().get_shader("printbed");
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if (shader != nullptr) {
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shader->start_using();
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shader->set_uniform("view_model_matrix", view_matrix);
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shader->set_uniform("projection_matrix", projection_matrix);
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shader->set_uniform("transparent_background", bottom);
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shader->set_uniform("svg_source", boost::algorithm::iends_with(m_texture.get_source(), ".svg"));
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glsafe(::glEnable(GL_DEPTH_TEST));
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if (bottom)
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glsafe(::glDepthMask(GL_FALSE));
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glsafe(::glEnable(GL_BLEND));
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glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
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||||
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if (bottom)
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glsafe(::glFrontFace(GL_CW));
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// 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();
|
||||
}
|
||||
}
|
||||
|
||||
void Bed3D::render_model(const Transform3d& view_matrix, const Transform3d& projection_matrix)
|
||||
{
|
||||
if (m_model_filename.empty())
|
||||
return;
|
||||
|
||||
if (m_model.model.get_filename() != m_model_filename && m_model.model.init_from_file(m_model_filename)) {
|
||||
m_model.model.set_color(DEFAULT_MODEL_COLOR);
|
||||
|
||||
// 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);
|
||||
|
||||
// register for picking
|
||||
const std::vector<std::shared_ptr<SceneRaycasterItem>>* const raycaster = wxGetApp().plater()->canvas3D()->get_raycasters_for_picking(SceneRaycaster::EType::Bed);
|
||||
if (!raycaster->empty()) {
|
||||
// The raycaster may have been set by the call to init_triangles() made from render_texture() if the printbed was
|
||||
// changed while the camera was pointing upward.
|
||||
// In this case we need to remove it before creating a new using the model geometry
|
||||
wxGetApp().plater()->canvas3D()->remove_raycasters_for_picking(SceneRaycaster::EType::Bed);
|
||||
m_model.mesh_raycaster.reset();
|
||||
}
|
||||
register_raycasters_for_picking(m_model.model.get_geometry(), Geometry::translation_transform(m_model_offset));
|
||||
|
||||
// update extended bounding box
|
||||
m_extended_bounding_box = this->calc_extended_bounding_box();
|
||||
}
|
||||
|
||||
if (!m_model.model.get_filename().empty()) {
|
||||
GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
|
||||
if (shader != nullptr) {
|
||||
shader->start_using();
|
||||
shader->set_uniform("emission_factor", 0.0f);
|
||||
const Transform3d model_matrix = Geometry::translation_transform(m_model_offset);
|
||||
shader->set_uniform("view_model_matrix", view_matrix * model_matrix);
|
||||
shader->set_uniform("projection_matrix", projection_matrix);
|
||||
const Matrix3d view_normal_matrix = view_matrix.matrix().block(0, 0, 3, 3) * model_matrix.matrix().block(0, 0, 3, 3).inverse().transpose();
|
||||
shader->set_uniform("view_normal_matrix", view_normal_matrix);
|
||||
m_model.model.render();
|
||||
shader->stop_using();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Bed3D::render_custom(GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom, bool show_texture, bool picking)
|
||||
{
|
||||
if (m_texture_filename.empty() && m_model_filename.empty()) {
|
||||
render_default(bottom, picking, show_texture, view_matrix, projection_matrix);
|
||||
return;
|
||||
}
|
||||
|
||||
if (!bottom)
|
||||
render_model(view_matrix, projection_matrix);
|
||||
|
||||
if (show_texture)
|
||||
render_texture(bottom, canvas, view_matrix, projection_matrix);
|
||||
else if (bottom)
|
||||
render_contour(view_matrix, projection_matrix);
|
||||
}
|
||||
|
||||
void Bed3D::render_default(bool bottom, bool picking, bool show_texture, const Transform3d& view_matrix, const Transform3d& projection_matrix)
|
||||
{
|
||||
m_texture.reset();
|
||||
|
||||
init_gridlines();
|
||||
init_triangles();
|
||||
|
||||
GLShaderProgram* shader = wxGetApp().get_shader("flat");
|
||||
if (shader != nullptr) {
|
||||
shader->start_using();
|
||||
|
||||
shader->set_uniform("view_model_matrix", view_matrix);
|
||||
shader->set_uniform("projection_matrix", projection_matrix);
|
||||
|
||||
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.model.get_filename().empty();
|
||||
if (!has_model && !bottom) {
|
||||
// draw background
|
||||
glsafe(::glDepthMask(GL_FALSE));
|
||||
m_triangles.render();
|
||||
glsafe(::glDepthMask(GL_TRUE));
|
||||
}
|
||||
|
||||
if (show_texture) {
|
||||
// draw grid
|
||||
#if ENABLE_GL_CORE_PROFILE
|
||||
if (!OpenGLManager::get_gl_info().is_core_profile())
|
||||
#endif // ENABLE_GL_CORE_PROFILE
|
||||
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();
|
||||
}
|
||||
else
|
||||
render_contour(view_matrix, projection_matrix);
|
||||
|
||||
glsafe(::glDisable(GL_BLEND));
|
||||
|
||||
shader->stop_using();
|
||||
}
|
||||
}
|
||||
|
||||
void Bed3D::render_contour(const Transform3d& view_matrix, const Transform3d& projection_matrix)
|
||||
{
|
||||
init_contourlines();
|
||||
|
||||
GLShaderProgram* shader = wxGetApp().get_shader("flat");
|
||||
if (shader != nullptr) {
|
||||
shader->start_using();
|
||||
shader->set_uniform("view_model_matrix", view_matrix);
|
||||
shader->set_uniform("projection_matrix", projection_matrix);
|
||||
|
||||
glsafe(::glEnable(GL_DEPTH_TEST));
|
||||
glsafe(::glEnable(GL_BLEND));
|
||||
glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
|
||||
|
||||
// draw contour
|
||||
#if ENABLE_GL_CORE_PROFILE
|
||||
if (!OpenGLManager::get_gl_info().is_core_profile())
|
||||
#endif // ENABLE_GL_CORE_PROFILE
|
||||
glsafe(::glLineWidth(1.5f * m_scale_factor));
|
||||
m_contourlines.render();
|
||||
|
||||
glsafe(::glDisable(GL_BLEND));
|
||||
|
||||
shader->stop_using();
|
||||
}
|
||||
}
|
||||
|
||||
void Bed3D::register_raycasters_for_picking(const GLModel::Geometry& geometry, const Transform3d& trafo)
|
||||
{
|
||||
assert(m_model.mesh_raycaster == nullptr);
|
||||
|
||||
indexed_triangle_set its;
|
||||
its.vertices.reserve(geometry.vertices_count());
|
||||
for (size_t i = 0; i < geometry.vertices_count(); ++i) {
|
||||
its.vertices.emplace_back(geometry.extract_position_3(i));
|
||||
}
|
||||
its.indices.reserve(geometry.indices_count() / 3);
|
||||
for (size_t i = 0; i < geometry.indices_count() / 3; ++i) {
|
||||
const size_t tri_id = i * 3;
|
||||
its.indices.emplace_back(geometry.extract_index(tri_id), geometry.extract_index(tri_id + 1), geometry.extract_index(tri_id + 2));
|
||||
}
|
||||
|
||||
m_model.mesh_raycaster = std::make_unique<MeshRaycaster>(std::make_shared<const TriangleMesh>(std::move(its)));
|
||||
wxGetApp().plater()->canvas3D()->add_raycaster_for_picking(SceneRaycaster::EType::Bed, 0, *m_model.mesh_raycaster, trafo);
|
||||
}
|
||||
|
||||
} // GUI
|
||||
} // Slic3r
|
||||
Reference in New Issue
Block a user