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authorEnrico Turri <enricoturri@seznam.cz>2019-07-24 11:11:17 +0300
committerEnrico Turri <enricoturri@seznam.cz>2019-07-24 11:11:17 +0300
commit7e7550b416f8c14996ac9fb58b410483ac4a3d97 (patch)
tree48716132adc9845116fc1ff95d04f65583e462b2 /src/slic3r/GUI/3DBed.cpp
parent1b5ba6c823c089b89bb55d225147cbedf7be44c5 (diff)
Custom bed texture applied to custom bed shapes
Diffstat (limited to 'src/slic3r/GUI/3DBed.cpp')
-rw-r--r--src/slic3r/GUI/3DBed.cpp144
1 files changed, 123 insertions, 21 deletions
diff --git a/src/slic3r/GUI/3DBed.cpp b/src/slic3r/GUI/3DBed.cpp
index 89b7caedf..041c555e0 100644
--- a/src/slic3r/GUI/3DBed.cpp
+++ b/src/slic3r/GUI/3DBed.cpp
@@ -250,7 +250,7 @@ Point Bed3D::point_projection(const Point& point) const
return m_polygon.point_projection(point);
}
-void Bed3D::render(GLCanvas3D* canvas, float theta, float scale_factor) const
+void Bed3D::render(GLCanvas3D& canvas, float theta, float scale_factor) const
{
m_scale_factor = scale_factor;
@@ -274,7 +274,7 @@ void Bed3D::render(GLCanvas3D* canvas, float theta, float scale_factor) const
default:
case Custom:
{
- render_custom();
+ render_custom(canvas, theta > 90.0f);
break;
}
}
@@ -309,7 +309,7 @@ void Bed3D::calc_triangles(const ExPolygon& poly)
Polygons triangles;
poly.triangulate(&triangles);
- if (!m_triangles.set_from_triangles(triangles, GROUND_Z, m_type != Custom))
+ if (!m_triangles.set_from_triangles(triangles, GROUND_Z, true))
printf("Unable to create bed triangles\n");
}
@@ -381,27 +381,26 @@ Bed3D::EType Bed3D::detect_type(const Pointfs& shape) const
return type;
}
-void Bed3D::render_prusa(GLCanvas3D* canvas, const std::string &key, bool bottom) const
+void Bed3D::render_prusa(GLCanvas3D& canvas, const std::string& key, bool bottom) const
{
std::string filename = !m_custom_texture.empty() ? m_custom_texture : resources_dir() + "/icons/bed/" + key + ".svg";
std::string model_path = resources_dir() + "/models/" + key;
- // use higher resolution images if graphic card and opengl version allow
- GLint max_tex_size = GLCanvas3DManager::get_gl_info().get_max_tex_size();
-
if ((m_texture.get_id() == 0) || (m_texture.get_source() != filename))
{
m_texture.reset();
if (boost::algorithm::iends_with(filename, ".svg"))
{
+ // use higher resolution images if graphic card and opengl version allow
+ GLint max_tex_size = GLCanvas3DManager::get_gl_info().get_max_tex_size();
if ((m_temp_texture.get_id() == 0) || (m_temp_texture.get_source() != filename))
{
// generate a temporary lower resolution texture to show while no main texture levels have been compressed
if (!m_temp_texture.load_from_svg_file(filename, false, false, false, max_tex_size / 8))
{
- render_custom();
+ render_default();
return;
}
}
@@ -409,7 +408,7 @@ void Bed3D::render_prusa(GLCanvas3D* canvas, const std::string &key, bool bottom
// starts generating the main texture, compression will run asynchronously
if (!m_texture.load_from_svg_file(filename, true, true, true, max_tex_size))
{
- render_custom();
+ render_default();
return;
}
}
@@ -420,7 +419,7 @@ void Bed3D::render_prusa(GLCanvas3D* canvas, const std::string &key, bool bottom
{
if (!m_temp_texture.load_from_file(filename, false, GLTexture::None, false))
{
- render_custom();
+ render_default();
return;
}
}
@@ -428,13 +427,13 @@ void Bed3D::render_prusa(GLCanvas3D* canvas, const std::string &key, bool bottom
// starts generating the main texture, compression will run asynchronously
if (!m_texture.load_from_file(filename, true, GLTexture::MultiThreaded, true))
{
- render_custom();
+ render_default();
return;
}
}
else
{
- render_custom();
+ render_default();
return;
}
}
@@ -451,9 +450,7 @@ void Bed3D::render_prusa(GLCanvas3D* canvas, const std::string &key, bool bottom
}
else if (m_requires_canvas_update && m_texture.all_compressed_data_sent_to_gpu())
{
- if (canvas != nullptr)
- canvas->stop_keeping_dirty();
-
+ canvas.stop_keeping_dirty();
m_requires_canvas_update = false;
}
@@ -506,7 +503,7 @@ void Bed3D::render_prusa(GLCanvas3D* canvas, const std::string &key, bool bottom
if (bottom)
glsafe(::glFrontFace(GL_CW));
- render_prusa_shader(bottom);
+ render_texture(bottom);
if (bottom)
glsafe(::glFrontFace(GL_CCW));
@@ -516,7 +513,7 @@ void Bed3D::render_prusa(GLCanvas3D* canvas, const std::string &key, bool bottom
}
}
-void Bed3D::render_prusa_shader(bool transparent) const
+void Bed3D::render_texture(bool transparent) const
{
if (m_shader.get_shader_program_id() == 0)
m_shader.init("printbed.vs", "printbed.fs");
@@ -566,7 +563,114 @@ void Bed3D::render_prusa_shader(bool transparent) const
}
}
-void Bed3D::render_custom() const
+void Bed3D::render_custom(GLCanvas3D& canvas, bool bottom) const
+{
+ if (m_custom_texture.empty())
+ {
+ render_default();
+ return;
+ }
+ else
+ {
+ if ((m_texture.get_id() == 0) || (m_texture.get_source() != m_custom_texture))
+ {
+ m_texture.reset();
+
+ if (boost::algorithm::iends_with(m_custom_texture, ".svg"))
+ {
+ // use higher resolution images if graphic card and opengl version allow
+ GLint max_tex_size = GLCanvas3DManager::get_gl_info().get_max_tex_size();
+ if ((m_temp_texture.get_id() == 0) || (m_temp_texture.get_source() != m_custom_texture))
+ {
+ // generate a temporary lower resolution texture to show while no main texture levels have been compressed
+ if (!m_temp_texture.load_from_svg_file(m_custom_texture, false, false, false, max_tex_size / 8))
+ {
+ render_default();
+ return;
+ }
+ }
+
+ // starts generating the main texture, compression will run asynchronously
+ if (!m_texture.load_from_svg_file(m_custom_texture, true, true, true, max_tex_size))
+ {
+ render_default();
+ return;
+ }
+ }
+ else if (boost::algorithm::iends_with(m_custom_texture, ".png"))
+ {
+ // generate a temporary lower resolution texture to show while no main texture levels have been compressed
+ if ((m_temp_texture.get_id() == 0) || (m_temp_texture.get_source() != m_custom_texture))
+ {
+ if (!m_temp_texture.load_from_file(m_custom_texture, false, GLTexture::None, false))
+ {
+ render_default();
+ return;
+ }
+ }
+
+ // starts generating the main texture, compression will run asynchronously
+ if (!m_texture.load_from_file(m_custom_texture, true, GLTexture::MultiThreaded, true))
+ {
+ render_default();
+ return;
+ }
+ }
+ else
+ {
+ render_default();
+ return;
+ }
+ }
+ else if (m_texture.unsent_compressed_data_available())
+ {
+ // sends to gpu the already available compressed levels of the main texture
+ m_texture.send_compressed_data_to_gpu();
+
+ // the temporary texture is not needed anymore, reset it
+ if (m_temp_texture.get_id() != 0)
+ m_temp_texture.reset();
+
+ m_requires_canvas_update = true;
+ }
+ else if (m_requires_canvas_update && m_texture.all_compressed_data_sent_to_gpu())
+ {
+ canvas.stop_keeping_dirty();
+ m_requires_canvas_update = false;
+ }
+ }
+
+ unsigned int triangles_vcount = m_triangles.get_vertices_count();
+ if (triangles_vcount > 0)
+ {
+ if (m_vbo_id == 0)
+ {
+ glsafe(::glGenBuffers(1, &m_vbo_id));
+ glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_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));
+
+ render_texture(bottom);
+
+ if (bottom)
+ glsafe(::glFrontFace(GL_CCW));
+
+ glsafe(::glDisable(GL_BLEND));
+ glsafe(::glDepthMask(GL_TRUE));
+ }
+}
+
+void Bed3D::render_default() const
{
m_texture.reset();
@@ -587,14 +691,12 @@ void Bed3D::render_custom() const
glsafe(::glDrawArrays(GL_TRIANGLES, 0, (GLsizei)triangles_vcount));
// draw grid
- unsigned int gridlines_vcount = m_gridlines.get_vertices_count();
-
// we need depth test for grid, otherwise it would disappear when looking the object from below
glsafe(::glEnable(GL_DEPTH_TEST));
glsafe(::glLineWidth(3.0f * m_scale_factor));
glsafe(::glColor4f(0.2f, 0.2f, 0.2f, 0.4f));
glsafe(::glVertexPointer(3, GL_FLOAT, m_triangles.get_vertex_data_size(), (GLvoid*)m_gridlines.get_vertices_data()));
- glsafe(::glDrawArrays(GL_LINES, 0, (GLsizei)gridlines_vcount));
+ glsafe(::glDrawArrays(GL_LINES, 0, (GLsizei)m_gridlines.get_vertices_count()));
glsafe(::glDisableClientState(GL_VERTEX_ARRAY));