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3DBed.cpp « GUI « slic3r « src - github.com/prusa3d/PrusaSlicer.git - Unnamed repository; edit this file 'description' to name the repository.
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#include "libslic3r/libslic3r.h"

#include "3DBed.hpp"

#include "libslic3r/Polygon.hpp"
#include "libslic3r/ClipperUtils.hpp"
#include "libslic3r/BoundingBox.hpp"
#include "libslic3r/Geometry.hpp"
#include "libslic3r/Tesselate.hpp"

#include "GUI_App.hpp"
#include "libslic3r/PresetBundle.hpp"
#include "GLCanvas3D.hpp"
#include "3DScene.hpp"

#include <GL/glew.h>

#include <boost/algorithm/string/predicate.hpp>
#include <boost/filesystem/operations.hpp>
#include <boost/log/trivial.hpp>

static const float GROUND_Z = -0.02f;

namespace Slic3r {
namespace GUI {

bool GeometryBuffer::set_from_triangles(const std::vector<Vec2f> &triangles, float z)
{
    if (triangles.empty()) {
        m_vertices.clear();
        return false;
    }

    assert(triangles.size() % 3 == 0);
    m_vertices = std::vector<Vertex>(triangles.size(), Vertex());

    Vec2f min = triangles.front();
    Vec2f max = min;

    for (size_t v_count = 0; v_count < triangles.size(); ++ v_count) {
        const Vec2f &p = triangles[v_count];
        Vertex      &v = m_vertices[v_count];
        v.position   = Vec3f(p.x(), p.y(), z);
        v.tex_coords = p;
        min = min.cwiseMin(p).eval();
        max = max.cwiseMax(p).eval();
    }

    Vec2f size = max - min;
    if (size.x() != 0.f && size.y() != 0.f) {
        Vec2f inv_size = size.cwiseInverse();
        inv_size.y() *= -1;
        for (Vertex& v : m_vertices) {
            v.tex_coords -= min;
            v.tex_coords.x() *= inv_size.x();
            v.tex_coords.y() *= inv_size.y();
        }
    }

    return true;
}

bool GeometryBuffer::set_from_lines(const Lines& lines, float z)
{
    m_vertices.clear();

    unsigned int v_size = 2 * (unsigned int)lines.size();
    if (v_size == 0)
        return false;

    m_vertices = std::vector<Vertex>(v_size, Vertex());

    unsigned int v_count = 0;
    for (const Line& l : lines) {
        Vertex& v1 = m_vertices[v_count];
        v1.position[0] = unscale<float>(l.a(0));
        v1.position[1] = unscale<float>(l.a(1));
        v1.position[2] = z;
        ++v_count;

        Vertex& v2 = m_vertices[v_count];
        v2.position[0] = unscale<float>(l.b(0));
        v2.position[1] = unscale<float>(l.b(1));
        v2.position[2] = z;
        ++v_count;
    }

    return true;
}

const float* GeometryBuffer::get_vertices_data() const
{
    return (m_vertices.size() > 0) ? (const float*)m_vertices.data() : nullptr;
}

const float Bed3D::Axes::DefaultStemRadius = 0.5f;
const float Bed3D::Axes::DefaultStemLength = 25.0f;
const float Bed3D::Axes::DefaultTipRadius = 2.5f * Bed3D::Axes::DefaultStemRadius;
const float Bed3D::Axes::DefaultTipLength = 5.0f;

void Bed3D::Axes::set_stem_length(float length)
{
    m_stem_length = length;
    m_arrow.reset();
}

void Bed3D::Axes::render() const
{
    auto render_axis = [this](const Transform3f& transform) {
        glsafe(::glPushMatrix());
        glsafe(::glMultMatrixf(transform.data()));
        m_arrow.render();
        glsafe(::glPopMatrix());
    };

    const_cast<GLModel*>(&m_arrow)->init_from(stilized_arrow(16, DefaultTipRadius, DefaultTipLength, DefaultStemRadius, m_stem_length));

    GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
    if (shader == nullptr)
        return;

    glsafe(::glEnable(GL_DEPTH_TEST));

    shader->start_using();

    // x axis
    std::array<float, 4> color = { 0.75f, 0.0f, 0.0f, 1.0f };
    shader->set_uniform("uniform_color", color);
    render_axis(Geometry::assemble_transform(m_origin, { 0.0, 0.5 * M_PI, 0.0f }).cast<float>());

    // y axis
    color = { 0.0f, 0.75f, 0.0f, 1.0f };
    shader->set_uniform("uniform_color", color);
    render_axis(Geometry::assemble_transform(m_origin, { -0.5 * M_PI, 0.0, 0.0f }).cast<float>());

    // z axis
    color = { 0.0f, 0.0f, 0.75f, 1.0f };
    shader->set_uniform("uniform_color", color);
    render_axis(Geometry::assemble_transform(m_origin).cast<float>());

    shader->stop_using();

    glsafe(::glDisable(GL_DEPTH_TEST));
}

bool Bed3D::set_shape(const Pointfs& shape, const std::string& custom_texture, const std::string& custom_model, bool force_as_custom)
{
    auto check_texture = [](const std::string& texture) {
        return !texture.empty() && (boost::algorithm::iends_with(texture, ".png") || boost::algorithm::iends_with(texture, ".svg")) && boost::filesystem::exists(texture);
    };

    auto check_model = [](const std::string& model) {
        return !model.empty() && boost::algorithm::iends_with(model, ".stl") && boost::filesystem::exists(model);
    };

    EType type;
    std::string model;
    std::string texture;
    if (force_as_custom)
        type = Custom;
    else {
        auto [new_type, system_model, system_texture] = detect_type(shape);
        type = new_type;
        model = system_model;
        texture = system_texture;
    }

    std::string texture_filename = custom_texture.empty() ? texture : custom_texture;
    if (!check_texture(texture_filename))
        texture_filename.clear();

    std::string model_filename = custom_model.empty() ? model : custom_model;
    if (!check_model(model_filename))
        model_filename.clear();

    if (m_shape == shape && m_type == type && m_texture_filename == texture_filename && m_model_filename == model_filename)
        // No change, no need to update the UI.
        return false;

    m_shape = shape;
    m_texture_filename = texture_filename;
    m_model_filename = model_filename;
    m_type = type;

    calc_bounding_boxes();

    ExPolygon poly;
    for (const Vec2d& p : m_shape) {
        poly.contour.append({ scale_(p(0)), scale_(p(1)) });
    }

    calc_triangles(poly);

    const BoundingBox& bed_bbox = poly.contour.bounding_box();
    calc_gridlines(poly, bed_bbox);

    m_polygon = offset(poly.contour, (float)bed_bbox.radius() * 1.7f, jtRound, scale_(0.5))[0];

    reset();
    m_texture.reset();
    m_model.reset();

    // Set the origin and size for rendering the coordinate system axes.
    m_axes.set_origin({ 0.0, 0.0, static_cast<double>(GROUND_Z) });
    m_axes.set_stem_length(0.1f * static_cast<float>(m_bounding_box.max_size()));

    // Let the calee to update the UI.
    return true;
}

bool Bed3D::contains(const Point& point) const
{
    return m_polygon.contains(point);
}

Point Bed3D::point_projection(const Point& point) const
{
    return m_polygon.point_projection(point);
}

void Bed3D::render(GLCanvas3D& canvas, bool bottom, float scale_factor,
                   bool show_axes, bool show_texture) const
{
    float* factor = const_cast<float*>(&m_scale_factor);
    *factor = scale_factor;

    if (show_axes)
        render_axes();

    glsafe(::glEnable(GL_DEPTH_TEST));

    switch (m_type)
    {
    case System: { render_system(canvas, bottom, show_texture); break; }
    default:
    case Custom: { render_custom(canvas, bottom, show_texture); break; }
    }

    glsafe(::glDisable(GL_DEPTH_TEST));
}

void Bed3D::calc_bounding_boxes() const
{
    BoundingBoxf3* bounding_box = const_cast<BoundingBoxf3*>(&m_bounding_box);
    *bounding_box = BoundingBoxf3();
    for (const Vec2d& p : m_shape) {
        bounding_box->merge({ p(0), p(1), 0.0 });
    }

    BoundingBoxf3* extended_bounding_box = const_cast<BoundingBoxf3*>(&m_extended_bounding_box);
    *extended_bounding_box = m_bounding_box;

    // extend to contain axes
    extended_bounding_box->merge(m_axes.get_origin() + m_axes.get_total_length() * Vec3d::Ones());
    extended_bounding_box->merge(extended_bounding_box->min + Vec3d(-Axes::DefaultTipRadius, -Axes::DefaultTipRadius, extended_bounding_box->max(2)));

    // extend to contain model, if any
    BoundingBoxf3 model_bb = m_model.get_bounding_box();
    if (model_bb.defined) {
        model_bb.translate(m_model_offset);
        extended_bounding_box->merge(model_bb);
    }
}

void Bed3D::calc_triangles(const ExPolygon& poly)
{
    if (! m_triangles.set_from_triangles(triangulate_expolygon_2f(poly, NORMALS_UP), GROUND_Z))
        BOOST_LOG_TRIVIAL(error) << "Unable to create bed triangles";
}

void Bed3D::calc_gridlines(const ExPolygon& poly, const BoundingBox& bed_bbox)
{
    Polylines axes_lines;
    for (coord_t x = bed_bbox.min(0); x <= bed_bbox.max(0); x += scale_(10.0)) {
        Polyline line;
        line.append(Point(x, bed_bbox.min(1)));
        line.append(Point(x, bed_bbox.max(1)));
        axes_lines.push_back(line);
    }
    for (coord_t y = bed_bbox.min(1); y <= bed_bbox.max(1); y += scale_(10.0)) {
        Polyline line;
        line.append(Point(bed_bbox.min(0), y));
        line.append(Point(bed_bbox.max(0), y));
        axes_lines.push_back(line);
    }

    // clip with a slightly grown expolygon because our lines lay on the contours and may get erroneously clipped
    Lines gridlines = to_lines(intersection_pl(axes_lines, offset(poly, (float)SCALED_EPSILON)));

    // append bed contours
    Lines contour_lines = to_lines(poly);
    std::copy(contour_lines.begin(), contour_lines.end(), std::back_inserter(gridlines));

    if (!m_gridlines.set_from_lines(gridlines, GROUND_Z))
        BOOST_LOG_TRIVIAL(error) << "Unable to create bed grid lines\n";
}


std::tuple<Bed3D::EType, std::string, std::string> Bed3D::detect_type(const Pointfs& shape) const
{
    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 { System, model_filename, texture_filename };
                }
            }

            curr = bundle->printers.get_preset_parent(*curr);
        }
    }

    return { Custom, "", "" };
}

void Bed3D::render_axes() const
{
    if (!m_shape.empty())
        m_axes.render();
}

void Bed3D::render_system(GLCanvas3D& canvas, bool bottom, bool show_texture) const
{
    if (!bottom)
        render_model();

    if (show_texture)
        render_texture(bottom, canvas);
}

void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas) const
{
    GLTexture* texture = const_cast<GLTexture*>(&m_texture);
    GLTexture* temp_texture = const_cast<GLTexture*>(&m_temp_texture);

    if (m_texture_filename.empty()) {
        texture->reset();
        render_default(bottom);
        return;
    }

    if (texture->get_id() == 0 || texture->get_source() != m_texture_filename) {
        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 (temp_texture->get_id() == 0 || temp_texture->get_source() != m_texture_filename) {
                // generate a temporary lower resolution texture to show while no main texture levels have been compressed
                if (!temp_texture->load_from_svg_file(m_texture_filename, false, false, false, max_tex_size / 8)) {
                    render_default(bottom);
                    return;
                }
                canvas.request_extra_frame();
            }

            // starts generating the main texture, compression will run asynchronously
            if (!texture->load_from_svg_file(m_texture_filename, true, true, true, max_tex_size)) {
                render_default(bottom);
                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 (temp_texture->get_id() == 0 || temp_texture->get_source() != m_texture_filename) {
                if (!temp_texture->load_from_file(m_texture_filename, false, GLTexture::None, false)) {
                    render_default(bottom);
                    return;
                }
                canvas.request_extra_frame();
            }

            // starts generating the main texture, compression will run asynchronously
            if (!texture->load_from_file(m_texture_filename, true, GLTexture::MultiThreaded, true)) {
                render_default(bottom);
                return;
            }
        }
        else {
            render_default(bottom);
            return;
        }
    }
    else if (texture->unsent_compressed_data_available()) {
        // sends to gpu the already available compressed levels of the main texture
        texture->send_compressed_data_to_gpu();

        // the temporary texture is not needed anymore, reset it
        if (temp_texture->get_id() != 0)
            temp_texture->reset();

        canvas.request_extra_frame();

    }

    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"));

            unsigned int* vbo_id = const_cast<unsigned int*>(&m_vbo_id);

            if (*vbo_id == 0) {
                glsafe(::glGenBuffers(1, vbo_id));
                glsafe(::glBindBuffer(GL_ARRAY_BUFFER, *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));
            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)temp_texture->get_id();
            if (tex_id == 0)
                tex_id = (GLuint)texture->get_id();

            glsafe(::glBindTexture(GL_TEXTURE_2D, tex_id));
            glsafe(::glBindBuffer(GL_ARRAY_BUFFER, *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));
            glsafe(::glDepthMask(GL_TRUE));

            shader->stop_using();
        }
    }
}

void Bed3D::render_model() const
{
    if (m_model_filename.empty())
        return;

    GLModel* model = const_cast<GLModel*>(&m_model);

    if (model->get_filename() != m_model_filename && model->init_from_file(m_model_filename)) {
        // 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
        Vec3d shift = m_bounding_box.center();
        shift(2) = -0.03;
        *const_cast<Vec3d*>(&m_model_offset) = shift;

        // update extended bounding box
        calc_bounding_boxes();
    }

    if (!model->get_filename().empty()) {
        GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
        if (shader != nullptr) {
            shader->start_using();
            shader->set_uniform("uniform_color", m_model_color);
            ::glPushMatrix();
            ::glTranslated(m_model_offset(0), m_model_offset(1), m_model_offset(2));
            model->render();
            ::glPopMatrix();
            shader->stop_using();
        }
    }
}

void Bed3D::render_custom(GLCanvas3D& canvas, bool bottom, bool show_texture) const
{
    if (m_texture_filename.empty() && m_model_filename.empty()) {
        render_default(bottom);
        return;
    }

    if (!bottom)
        render_model();

    if (show_texture)
        render_texture(bottom, canvas);
}

void Bed3D::render_default(bool bottom) const
{
    const_cast<GLTexture*>(&m_texture)->reset();

    unsigned int triangles_vcount = m_triangles.get_vertices_count();
    if (triangles_vcount > 0) {
        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(m_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));
        }

        // draw grid
        glsafe(::glLineWidth(1.5f * m_scale_factor));
        if (has_model && !bottom)
            glsafe(::glColor4f(0.9f, 0.9f, 0.9f, 1.0f));
        else
            glsafe(::glColor4f(0.9f, 0.9f, 0.9f, 0.6f));
        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));
    }
}

void Bed3D::reset()
{
    if (m_vbo_id > 0) {
        glsafe(::glDeleteBuffers(1, &m_vbo_id));
        m_vbo_id = 0;
    }
}

} // GUI
} // Slic3r