1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
|
#ifndef slic3r_3DBed_hpp_
#define slic3r_3DBed_hpp_
#include "GLTexture.hpp"
#include "3DScene.hpp"
#if ENABLE_TEXTURES_FROM_SVG
#include "GLShader.hpp"
#endif // ENABLE_TEXTURES_FROM_SVG
class GLUquadric;
typedef class GLUquadric GLUquadricObj;
namespace Slic3r {
namespace GUI {
class GLCanvas3D;
class GeometryBuffer
{
#if ENABLE_TEXTURES_FROM_SVG
struct Vertex
{
float position[3];
float tex_coords[2];
Vertex()
{
position[0] = 0.0f; position[1] = 0.0f; position[2] = 0.0f;
tex_coords[0] = 0.0f; tex_coords[1] = 0.0f;
}
};
std::vector<Vertex> m_vertices;
#else
std::vector<float> m_vertices;
std::vector<float> m_tex_coords;
#endif // ENABLE_TEXTURES_FROM_SVG
public:
bool set_from_triangles(const Polygons& triangles, float z, bool generate_tex_coords);
bool set_from_lines(const Lines& lines, float z);
#if ENABLE_TEXTURES_FROM_SVG
const float* get_vertices_data() const;
unsigned int get_vertices_data_size() const { return (unsigned int)m_vertices.size() * get_vertex_data_size(); }
unsigned int get_vertex_data_size() const { return (unsigned int)(5 * sizeof(float)); }
size_t get_position_offset() const { return 0; }
size_t get_tex_coords_offset() const { return (size_t)(3 * sizeof(float)); }
unsigned int get_vertices_count() const { return (unsigned int)m_vertices.size(); }
#else
const float* get_vertices() const { return m_vertices.data(); }
const float* get_tex_coords() const { return m_tex_coords.data(); }
unsigned int get_vertices_count() const { return (unsigned int)m_vertices.size() / 3; }
#endif // ENABLE_TEXTURES_FROM_SVG
};
class Bed3D
{
struct Axes
{
static const double Radius;
static const double ArrowBaseRadius;
static const double ArrowLength;
Vec3d origin;
Vec3d length;
GLUquadricObj* m_quadric;
Axes();
~Axes();
void render() const;
private:
void render_axis(double length) const;
};
public:
enum EType : unsigned char
{
MK2,
MK3,
SL1,
Custom,
Num_Types
};
private:
EType m_type;
Pointfs m_shape;
mutable BoundingBoxf3 m_bounding_box;
mutable BoundingBoxf3 m_extended_bounding_box;
Polygon m_polygon;
GeometryBuffer m_triangles;
GeometryBuffer m_gridlines;
#if ENABLE_TEXTURES_FROM_SVG
mutable GLTexture m_texture;
// temporary texture shown until the main texture has still no levels compressed
mutable GLTexture m_temp_texture;
// used to trigger 3D scene update once all compressed textures have been sent to GPU
mutable bool m_requires_canvas_update;
mutable Shader m_shader;
mutable unsigned int m_vbo_id;
#else
mutable GLTexture m_top_texture;
mutable GLTexture m_bottom_texture;
#endif // ENABLE_TEXTURES_FROM_SVG
mutable GLBed m_model;
Axes m_axes;
mutable float m_scale_factor;
public:
Bed3D();
#if ENABLE_TEXTURES_FROM_SVG
~Bed3D() { reset(); }
#endif // ENABLE_TEXTURES_FROM_SVG
EType get_type() const { return m_type; }
bool is_prusa() const { return (m_type == MK2) || (m_type == MK3) || (m_type == SL1); }
bool is_custom() const { return m_type == Custom; }
const Pointfs& get_shape() const { return m_shape; }
// Return true if the bed shape changed, so the calee will update the UI.
bool set_shape(const Pointfs& shape);
const BoundingBoxf3& get_bounding_box(bool extended) const { return extended ? m_extended_bounding_box : m_bounding_box; }
bool contains(const Point& point) const;
Point point_projection(const Point& point) const;
#if ENABLE_TEXTURES_FROM_SVG
void render(GLCanvas3D* canvas, float theta, float scale_factor) const;
#else
void render(float theta, float scale_factor) const;
#endif // ENABLE_TEXTURES_FROM_SVG
void render_axes() const;
private:
void calc_bounding_boxes() const;
void calc_triangles(const ExPolygon& poly);
void calc_gridlines(const ExPolygon& poly, const BoundingBox& bed_bbox);
EType detect_type(const Pointfs& shape) const;
#if ENABLE_TEXTURES_FROM_SVG
void render_prusa(GLCanvas3D* canvas, const std::string& key, bool bottom) const;
void render_prusa_shader(bool transparent) const;
#else
void render_prusa(const std::string& key, float theta) const;
#endif // ENABLE_TEXTURES_FROM_SVG
void render_custom() const;
#if ENABLE_TEXTURES_FROM_SVG
void reset();
#endif // ENABLE_TEXTURES_FROM_SVG
};
} // GUI
} // Slic3r
#endif // slic3r_3DBed_hpp_
|