diff options
Diffstat (limited to 'src/slic3r/GUI/GLModel.cpp')
-rw-r--r-- | src/slic3r/GUI/GLModel.cpp | 531 |
1 files changed, 531 insertions, 0 deletions
diff --git a/src/slic3r/GUI/GLModel.cpp b/src/slic3r/GUI/GLModel.cpp new file mode 100644 index 000000000..e738aa3c4 --- /dev/null +++ b/src/slic3r/GUI/GLModel.cpp @@ -0,0 +1,531 @@ +#include "libslic3r/libslic3r.h" +#include "GLModel.hpp" + +#include "3DScene.hpp" +#include "libslic3r/TriangleMesh.hpp" +#include "libslic3r/Model.hpp" + +#include <boost/filesystem/operations.hpp> +#include <boost/algorithm/string/predicate.hpp> + +#include <GL/glew.h> + +namespace Slic3r { +namespace GUI { + +void GLModel::init_from(const GLModelInitializationData& data) +{ + assert(!data.positions.empty() && !data.triangles.empty()); + assert(data.positions.size() == data.normals.size()); + + if (m_vbo_id > 0) // call reset() if you want to reuse this model + return; + + // vertices/normals data + std::vector<float> vertices(6 * data.positions.size()); + for (size_t i = 0; i < data.positions.size(); ++i) { + size_t offset = i * 6; + ::memcpy(static_cast<void*>(&vertices[offset]), static_cast<const void*>(data.positions[i].data()), 3 * sizeof(float)); + ::memcpy(static_cast<void*>(&vertices[3 + offset]), static_cast<const void*>(data.normals[i].data()), 3 * sizeof(float)); + } + + // indices data + std::vector<unsigned int> indices(3 * data.triangles.size()); + for (size_t i = 0; i < data.triangles.size(); ++i) { + for (size_t j = 0; j < 3; ++j) { + indices[i * 3 + j] = static_cast<unsigned int>(data.triangles[i][j]); + } + } + + m_indices_count = static_cast<unsigned int>(indices.size()); + m_bounding_box = BoundingBoxf3(); + for (size_t i = 0; i < data.positions.size(); ++i) { + m_bounding_box.merge(data.positions[i].cast<double>()); + } + + send_to_gpu(vertices, indices); +} + +void GLModel::init_from(const TriangleMesh& mesh) +{ + if (m_vbo_id > 0) // call reset() if you want to reuse this model + return; + + std::vector<float> vertices = std::vector<float>(18 * mesh.stl.stats.number_of_facets); + std::vector<unsigned int> indices = std::vector<unsigned int>(3 * mesh.stl.stats.number_of_facets); + + unsigned int vertices_count = 0; + for (uint32_t i = 0; i < mesh.stl.stats.number_of_facets; ++i) { + const stl_facet& facet = mesh.stl.facet_start[i]; + for (uint32_t j = 0; j < 3; ++j) { + uint32_t offset = i * 18 + j * 6; + ::memcpy(static_cast<void*>(&vertices[offset]), static_cast<const void*>(facet.vertex[j].data()), 3 * sizeof(float)); + ::memcpy(static_cast<void*>(&vertices[3 + offset]), static_cast<const void*>(facet.normal.data()), 3 * sizeof(float)); + } + for (uint32_t j = 0; j < 3; ++j) { + indices[i * 3 + j] = vertices_count + j; + } + vertices_count += 3; + } + + m_indices_count = static_cast<unsigned int>(indices.size()); + m_bounding_box = mesh.bounding_box(); + + send_to_gpu(vertices, indices); +} + +bool GLModel::init_from_file(const std::string& filename) +{ + if (!boost::filesystem::exists(filename)) + return false; + + if (!boost::algorithm::iends_with(filename, ".stl")) + return false; + + Model model; + try + { + model = Model::read_from_file(filename); + } + catch (std::exception&) + { + return false; + } + + init_from(model.mesh()); + + m_filename = filename; + + return true; +} + +void GLModel::reset() +{ + // release gpu memory + if (m_ibo_id > 0) { + glsafe(::glDeleteBuffers(1, &m_ibo_id)); + m_ibo_id = 0; + } + + if (m_vbo_id > 0) { + glsafe(::glDeleteBuffers(1, &m_vbo_id)); + m_vbo_id = 0; + } + + m_indices_count = 0; + m_bounding_box = BoundingBoxf3(); + m_filename = std::string(); +} + +void GLModel::render() const +{ + if (m_vbo_id == 0 || m_ibo_id == 0) + return; + + glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id)); + glsafe(::glVertexPointer(3, GL_FLOAT, 6 * sizeof(float), (const void*)0)); + glsafe(::glNormalPointer(GL_FLOAT, 6 * sizeof(float), (const void*)(3 * sizeof(float)))); + + glsafe(::glEnableClientState(GL_VERTEX_ARRAY)); + glsafe(::glEnableClientState(GL_NORMAL_ARRAY)); + + glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo_id)); + glsafe(::glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(m_indices_count), GL_UNSIGNED_INT, (const void*)0)); + glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)); + + glsafe(::glDisableClientState(GL_NORMAL_ARRAY)); + glsafe(::glDisableClientState(GL_VERTEX_ARRAY)); + + glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0)); +} + +void GLModel::send_to_gpu(const std::vector<float>& vertices, const std::vector<unsigned int>& indices) +{ + // vertex data -> send to gpu + glsafe(::glGenBuffers(1, &m_vbo_id)); + glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id)); + glsafe(::glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(float), vertices.data(), GL_STATIC_DRAW)); + glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0)); + + // indices data -> send to gpu + glsafe(::glGenBuffers(1, &m_ibo_id)); + glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo_id)); + glsafe(::glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), indices.data(), GL_STATIC_DRAW)); + glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)); +} + +GLModelInitializationData stilized_arrow(int resolution, float tip_radius, float tip_height, float stem_radius, float stem_height) +{ + auto append_vertex = [](GLModelInitializationData& data, const Vec3f& position, const Vec3f& normal) { + data.positions.emplace_back(position); + data.normals.emplace_back(normal); + }; + + resolution = std::max(4, resolution); + + GLModelInitializationData data; + + const float angle_step = 2.0f * M_PI / static_cast<float>(resolution); + std::vector<float> cosines(resolution); + std::vector<float> sines(resolution); + + for (int i = 0; i < resolution; ++i) + { + float angle = angle_step * static_cast<float>(i); + cosines[i] = ::cos(angle); + sines[i] = -::sin(angle); + } + + const float total_height = tip_height + stem_height; + + // tip vertices/normals + append_vertex(data, { 0.0f, 0.0f, total_height }, Vec3f::UnitZ()); + for (int i = 0; i < resolution; ++i) + { + append_vertex(data, { tip_radius * sines[i], tip_radius * cosines[i], stem_height }, { sines[i], cosines[i], 0.0f }); + } + + // tip triangles + for (int i = 0; i < resolution; ++i) + { + int v3 = (i < resolution - 1) ? i + 2 : 1; + data.triangles.emplace_back(0, i + 1, v3); + } + + // tip cap outer perimeter vertices + for (int i = 0; i < resolution; ++i) + { + append_vertex(data, { tip_radius * sines[i], tip_radius * cosines[i], stem_height }, -Vec3f::UnitZ()); + } + + // tip cap inner perimeter vertices + for (int i = 0; i < resolution; ++i) + { + append_vertex(data, { stem_radius * sines[i], stem_radius * cosines[i], stem_height }, -Vec3f::UnitZ()); + } + + // tip cap triangles + for (int i = 0; i < resolution; ++i) + { + int v2 = (i < resolution - 1) ? i + resolution + 2 : resolution + 1; + int v3 = (i < resolution - 1) ? i + 2 * resolution + 2 : 2 * resolution + 1; + data.triangles.emplace_back(i + resolution + 1, v3, v2); + data.triangles.emplace_back(i + resolution + 1, i + 2 * resolution + 1, v3); + } + + // stem bottom vertices + for (int i = 0; i < resolution; ++i) + { + append_vertex(data, { stem_radius * sines[i], stem_radius * cosines[i], stem_height }, { sines[i], cosines[i], 0.0f }); + } + + // stem top vertices + for (int i = 0; i < resolution; ++i) + { + append_vertex(data, { stem_radius * sines[i], stem_radius * cosines[i], 0.0f }, { sines[i], cosines[i], 0.0f }); + } + + // stem triangles + for (int i = 0; i < resolution; ++i) + { + int v2 = (i < resolution - 1) ? i + 3 * resolution + 2 : 3 * resolution + 1; + int v3 = (i < resolution - 1) ? i + 4 * resolution + 2 : 4 * resolution + 1; + data.triangles.emplace_back(i + 3 * resolution + 1, v3, v2); + data.triangles.emplace_back(i + 3 * resolution + 1, i + 4 * resolution + 1, v3); + } + + // stem cap vertices + append_vertex(data, Vec3f::Zero(), -Vec3f::UnitZ()); + for (int i = 0; i < resolution; ++i) + { + append_vertex(data, { stem_radius * sines[i], stem_radius * cosines[i], 0.0f }, -Vec3f::UnitZ()); + } + + // stem cap triangles + for (int i = 0; i < resolution; ++i) + { + int v3 = (i < resolution - 1) ? i + 5 * resolution + 3 : 5 * resolution + 2; + data.triangles.emplace_back(5 * resolution + 1, v3, i + 5 * resolution + 2); + } + + return data; +} + +GLModelInitializationData circular_arrow(int resolution, float radius, float tip_height, float tip_width, float stem_width, float thickness) +{ + auto append_vertex = [](GLModelInitializationData& data, const Vec3f& position, const Vec3f& normal) { + data.positions.emplace_back(position); + data.normals.emplace_back(normal); + }; + + resolution = std::max(2, resolution); + + GLModelInitializationData data; + + const float half_thickness = 0.5f * thickness; + const float half_stem_width = 0.5f * stem_width; + const float half_tip_width = 0.5f * tip_width; + + const float outer_radius = radius + half_stem_width; + const float inner_radius = radius - half_stem_width; + const float step_angle = 0.5f * PI / static_cast<float>(resolution); + + // tip + // top face vertices + append_vertex(data, { 0.0f, outer_radius, half_thickness }, Vec3f::UnitZ()); + append_vertex(data, { 0.0f, radius + half_tip_width, half_thickness }, Vec3f::UnitZ()); + append_vertex(data, { -tip_height, radius, half_thickness }, Vec3f::UnitZ()); + append_vertex(data, { 0.0f, radius - half_tip_width, half_thickness }, Vec3f::UnitZ()); + append_vertex(data, { 0.0f, inner_radius, half_thickness }, Vec3f::UnitZ()); + + // top face triangles + data.triangles.emplace_back(0, 1, 2); + data.triangles.emplace_back(0, 2, 4); + data.triangles.emplace_back(4, 2, 3); + + // bottom face vertices + append_vertex(data, { 0.0f, outer_radius, -half_thickness }, -Vec3f::UnitZ()); + append_vertex(data, { 0.0f, radius + half_tip_width, -half_thickness }, -Vec3f::UnitZ()); + append_vertex(data, { -tip_height, radius, -half_thickness }, -Vec3f::UnitZ()); + append_vertex(data, { 0.0f, radius - half_tip_width, -half_thickness }, -Vec3f::UnitZ()); + append_vertex(data, { 0.0f, inner_radius, -half_thickness }, -Vec3f::UnitZ()); + + // bottom face triangles + data.triangles.emplace_back(5, 7, 6); + data.triangles.emplace_back(5, 9, 7); + data.triangles.emplace_back(9, 8, 7); + + // side faces vertices + append_vertex(data, { 0.0f, outer_radius, -half_thickness }, Vec3f::UnitX()); + append_vertex(data, { 0.0f, radius + half_tip_width, -half_thickness }, Vec3f::UnitX()); + append_vertex(data, { 0.0f, outer_radius, half_thickness }, Vec3f::UnitX()); + append_vertex(data, { 0.0f, radius + half_tip_width, half_thickness }, Vec3f::UnitX()); + + Vec3f normal(-half_tip_width, tip_height, 0.0f); + normal.normalize(); + append_vertex(data, { 0.0f, radius + half_tip_width, -half_thickness }, normal); + append_vertex(data, { -tip_height, radius, -half_thickness }, normal); + append_vertex(data, { 0.0f, radius + half_tip_width, half_thickness }, normal); + append_vertex(data, { -tip_height, radius, half_thickness }, normal); + + normal = Vec3f(-half_tip_width, -tip_height, 0.0f); + normal.normalize(); + append_vertex(data, { -tip_height, radius, -half_thickness }, normal); + append_vertex(data, { 0.0f, radius - half_tip_width, -half_thickness }, normal); + append_vertex(data, { -tip_height, radius, half_thickness }, normal); + append_vertex(data, { 0.0f, radius - half_tip_width, half_thickness }, normal); + + append_vertex(data, { 0.0f, radius - half_tip_width, -half_thickness }, Vec3f::UnitX()); + append_vertex(data, { 0.0f, inner_radius, -half_thickness }, Vec3f::UnitX()); + append_vertex(data, { 0.0f, radius - half_tip_width, half_thickness }, Vec3f::UnitX()); + append_vertex(data, { 0.0f, inner_radius, half_thickness }, Vec3f::UnitX()); + + // side face triangles + for (int i = 0; i < 4; ++i) + { + int ii = i * 4; + data.triangles.emplace_back(10 + ii, 11 + ii, 13 + ii); + data.triangles.emplace_back(10 + ii, 13 + ii, 12 + ii); + } + + // stem + // top face vertices + for (int i = 0; i <= resolution; ++i) + { + float angle = static_cast<float>(i) * step_angle; + append_vertex(data, { inner_radius * ::sin(angle), inner_radius * ::cos(angle), half_thickness }, Vec3f::UnitZ()); + } + + for (int i = 0; i <= resolution; ++i) + { + float angle = static_cast<float>(i) * step_angle; + append_vertex(data, { outer_radius * ::sin(angle), outer_radius * ::cos(angle), half_thickness }, Vec3f::UnitZ()); + } + + // top face triangles + for (int i = 0; i < resolution; ++i) + { + data.triangles.emplace_back(26 + i, 27 + i, 27 + resolution + i); + data.triangles.emplace_back(27 + i, 28 + resolution + i, 27 + resolution + i); + } + + // bottom face vertices + for (int i = 0; i <= resolution; ++i) + { + float angle = static_cast<float>(i) * step_angle; + append_vertex(data, { inner_radius * ::sin(angle), inner_radius * ::cos(angle), -half_thickness }, -Vec3f::UnitZ()); + } + + for (int i = 0; i <= resolution; ++i) + { + float angle = static_cast<float>(i) * step_angle; + append_vertex(data, { outer_radius * ::sin(angle), outer_radius * ::cos(angle), -half_thickness }, -Vec3f::UnitZ()); + } + + // bottom face triangles + for (int i = 0; i < resolution; ++i) + { + data.triangles.emplace_back(28 + 2 * resolution + i, 29 + 3 * resolution + i, 29 + 2 * resolution + i); + data.triangles.emplace_back(29 + 2 * resolution + i, 29 + 3 * resolution + i, 30 + 3 * resolution + i); + } + + // side faces vertices and triangles + for (int i = 0; i <= resolution; ++i) + { + float angle = static_cast<float>(i) * step_angle; + float c = ::cos(angle); + float s = ::sin(angle); + append_vertex(data, { inner_radius * s, inner_radius * c, -half_thickness }, { -s, -c, 0.0f }); + } + + for (int i = 0; i <= resolution; ++i) + { + float angle = static_cast<float>(i) * step_angle; + float c = ::cos(angle); + float s = ::sin(angle); + append_vertex(data, { inner_radius * s, inner_radius * c, half_thickness }, { -s, -c, 0.0f }); + } + + int first_id = 26 + 4 * (resolution + 1); + for (int i = 0; i < resolution; ++i) + { + int ii = first_id + i; + data.triangles.emplace_back(ii, ii + 1, ii + resolution + 2); + data.triangles.emplace_back(ii, ii + resolution + 2, ii + resolution + 1); + } + + append_vertex(data, { inner_radius, 0.0f, -half_thickness }, -Vec3f::UnitY()); + append_vertex(data, { outer_radius, 0.0f, -half_thickness }, -Vec3f::UnitY()); + append_vertex(data, { inner_radius, 0.0f, half_thickness }, -Vec3f::UnitY()); + append_vertex(data, { outer_radius, 0.0f, half_thickness }, -Vec3f::UnitY()); + + first_id = 26 + 6 * (resolution + 1); + data.triangles.emplace_back(first_id, first_id + 1, first_id + 3); + data.triangles.emplace_back(first_id, first_id + 3, first_id + 2); + + for (int i = resolution; i >= 0; --i) + { + float angle = static_cast<float>(i) * step_angle; + float c = ::cos(angle); + float s = ::sin(angle); + append_vertex(data, { outer_radius * s, outer_radius * c, -half_thickness }, { s, c, 0.0f }); + } + + for (int i = resolution; i >= 0; --i) + { + float angle = static_cast<float>(i) * step_angle; + float c = ::cos(angle); + float s = ::sin(angle); + append_vertex(data, { outer_radius * s, outer_radius * c, +half_thickness }, { s, c, 0.0f }); + } + + first_id = 30 + 6 * (resolution + 1); + for (int i = 0; i < resolution; ++i) + { + int ii = first_id + i; + data.triangles.emplace_back(ii, ii + 1, ii + resolution + 2); + data.triangles.emplace_back(ii, ii + resolution + 2, ii + resolution + 1); + } + + return data; +} + +GLModelInitializationData straight_arrow(float tip_width, float tip_height, float stem_width, float stem_height, float thickness) +{ + auto append_vertex = [](GLModelInitializationData& data, const Vec3f& position, const Vec3f& normal) { + data.positions.emplace_back(position); + data.normals.emplace_back(normal); + }; + + GLModelInitializationData data; + + const float half_thickness = 0.5f * thickness; + const float half_stem_width = 0.5f * stem_width; + const float half_tip_width = 0.5f * tip_width; + const float total_height = tip_height + stem_height; + + // top face vertices + append_vertex(data, { half_stem_width, 0.0, half_thickness }, Vec3f::UnitZ()); + append_vertex(data, { half_stem_width, stem_height, half_thickness }, Vec3f::UnitZ()); + append_vertex(data, { half_tip_width, stem_height, half_thickness }, Vec3f::UnitZ()); + append_vertex(data, { 0.0, total_height, half_thickness }, Vec3f::UnitZ()); + append_vertex(data, { -half_tip_width, stem_height, half_thickness }, Vec3f::UnitZ()); + append_vertex(data, { -half_stem_width, stem_height, half_thickness }, Vec3f::UnitZ()); + append_vertex(data, { -half_stem_width, 0.0, half_thickness }, Vec3f::UnitZ()); + + // top face triangles + data.triangles.emplace_back(0, 1, 6); + data.triangles.emplace_back(6, 1, 5); + data.triangles.emplace_back(4, 5, 3); + data.triangles.emplace_back(5, 1, 3); + data.triangles.emplace_back(1, 2, 3); + + // bottom face vertices + append_vertex(data, { half_stem_width, 0.0, -half_thickness }, -Vec3f::UnitZ()); + append_vertex(data, { half_stem_width, stem_height, -half_thickness }, -Vec3f::UnitZ()); + append_vertex(data, { half_tip_width, stem_height, -half_thickness }, -Vec3f::UnitZ()); + append_vertex(data, { 0.0, total_height, -half_thickness }, -Vec3f::UnitZ()); + append_vertex(data, { -half_tip_width, stem_height, -half_thickness }, -Vec3f::UnitZ()); + append_vertex(data, { -half_stem_width, stem_height, -half_thickness }, -Vec3f::UnitZ()); + append_vertex(data, { -half_stem_width, 0.0, -half_thickness }, -Vec3f::UnitZ()); + + // bottom face triangles + data.triangles.emplace_back(7, 13, 8); + data.triangles.emplace_back(13, 12, 8); + data.triangles.emplace_back(12, 11, 10); + data.triangles.emplace_back(8, 12, 10); + data.triangles.emplace_back(9, 8, 10); + + // side faces vertices + append_vertex(data, { half_stem_width, 0.0, -half_thickness }, Vec3f::UnitX()); + append_vertex(data, { half_stem_width, stem_height, -half_thickness }, Vec3f::UnitX()); + append_vertex(data, { half_stem_width, 0.0, half_thickness }, Vec3f::UnitX()); + append_vertex(data, { half_stem_width, stem_height, half_thickness }, Vec3f::UnitX()); + + append_vertex(data, { half_stem_width, stem_height, -half_thickness }, -Vec3f::UnitY()); + append_vertex(data, { half_tip_width, stem_height, -half_thickness }, -Vec3f::UnitY()); + append_vertex(data, { half_stem_width, stem_height, half_thickness }, -Vec3f::UnitY()); + append_vertex(data, { half_tip_width, stem_height, half_thickness }, -Vec3f::UnitY()); + + Vec3f normal(tip_height, half_tip_width, 0.0f); + normal.normalize(); + append_vertex(data, { half_tip_width, stem_height, -half_thickness }, normal); + append_vertex(data, { 0.0, total_height, -half_thickness }, normal); + append_vertex(data, { half_tip_width, stem_height, half_thickness }, normal); + append_vertex(data, { 0.0, total_height, half_thickness }, normal); + + normal = Vec3f(-tip_height, half_tip_width, 0.0f); + normal.normalize(); + append_vertex(data, { 0.0, total_height, -half_thickness }, normal); + append_vertex(data, { -half_tip_width, stem_height, -half_thickness }, normal); + append_vertex(data, { 0.0, total_height, half_thickness }, normal); + append_vertex(data, { -half_tip_width, stem_height, half_thickness }, normal); + + append_vertex(data, { -half_tip_width, stem_height, -half_thickness }, -Vec3f::UnitY()); + append_vertex(data, { -half_stem_width, stem_height, -half_thickness }, -Vec3f::UnitY()); + append_vertex(data, { -half_tip_width, stem_height, half_thickness }, -Vec3f::UnitY()); + append_vertex(data, { -half_stem_width, stem_height, half_thickness }, -Vec3f::UnitY()); + + append_vertex(data, { -half_stem_width, stem_height, -half_thickness }, -Vec3f::UnitX()); + append_vertex(data, { -half_stem_width, 0.0, -half_thickness }, -Vec3f::UnitX()); + append_vertex(data, { -half_stem_width, stem_height, half_thickness }, -Vec3f::UnitX()); + append_vertex(data, { -half_stem_width, 0.0, half_thickness }, -Vec3f::UnitX()); + + append_vertex(data, { -half_stem_width, 0.0, -half_thickness }, -Vec3f::UnitY()); + append_vertex(data, { half_stem_width, 0.0, -half_thickness }, -Vec3f::UnitY()); + append_vertex(data, { -half_stem_width, 0.0, half_thickness }, -Vec3f::UnitY()); + append_vertex(data, { half_stem_width, 0.0, half_thickness }, -Vec3f::UnitY()); + + // side face triangles + for (int i = 0; i < 7; ++i) + { + int ii = i * 4; + data.triangles.emplace_back(14 + ii, 15 + ii, 17 + ii); + data.triangles.emplace_back(14 + ii, 17 + ii, 16 + ii); + } + + return data; +} + +} // namespace GUI +} // namespace Slic3r |