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