#include "libslic3r/libslic3r.h" #include "3DBed.hpp" #include "libslic3r/Polygon.hpp" #include "libslic3r/ClipperUtils.hpp" #include "libslic3r/BoundingBox.hpp" #include "GUI_App.hpp" #include "PresetBundle.hpp" #include "Gizmos/GLGizmoBase.hpp" #include "GLCanvas3D.hpp" #include #include #include static const float GROUND_Z = -0.02f; namespace Slic3r { namespace GUI { bool GeometryBuffer::set_from_triangles(const Polygons& triangles, float z, bool generate_tex_coords) { m_vertices.clear(); unsigned int v_size = 3 * (unsigned int)triangles.size(); if (v_size == 0) return false; m_vertices = std::vector(v_size, Vertex()); float min_x = unscale(triangles[0].points[0](0)); float min_y = unscale(triangles[0].points[0](1)); float max_x = min_x; float max_y = min_y; unsigned int v_count = 0; for (const Polygon& t : triangles) { for (unsigned int i = 0; i < 3; ++i) { Vertex& v = m_vertices[v_count]; const Point& p = t.points[i]; float x = unscale(p(0)); float y = unscale(p(1)); v.position[0] = x; v.position[1] = y; v.position[2] = z; if (generate_tex_coords) { v.tex_coords[0] = x; v.tex_coords[1] = y; min_x = std::min(min_x, x); max_x = std::max(max_x, x); min_y = std::min(min_y, y); max_y = std::max(max_y, y); } ++v_count; } } if (generate_tex_coords) { float size_x = max_x - min_x; float size_y = max_y - min_y; if ((size_x != 0.0f) && (size_y != 0.0f)) { float inv_size_x = 1.0f / size_x; float inv_size_y = -1.0f / size_y; for (Vertex& v : m_vertices) { v.tex_coords[0] = (v.tex_coords[0] - min_x) * inv_size_x; v.tex_coords[1] = (v.tex_coords[1] - min_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(v_size, Vertex()); unsigned int v_count = 0; for (const Line& l : lines) { Vertex& v1 = m_vertices[v_count]; v1.position[0] = unscale(l.a(0)); v1.position[1] = unscale(l.a(1)); v1.position[2] = z; ++v_count; Vertex& v2 = m_vertices[v_count]; v2.position[0] = unscale(l.b(0)); v2.position[1] = unscale(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 double Bed3D::Axes::Radius = 0.5; const double Bed3D::Axes::ArrowBaseRadius = 2.5 * Bed3D::Axes::Radius; const double Bed3D::Axes::ArrowLength = 5.0; Bed3D::Axes::Axes() : origin(Vec3d::Zero()) , length(25.0 * Vec3d::Ones()) { m_quadric = ::gluNewQuadric(); if (m_quadric != nullptr) ::gluQuadricDrawStyle(m_quadric, GLU_FILL); } Bed3D::Axes::~Axes() { if (m_quadric != nullptr) ::gluDeleteQuadric(m_quadric); } void Bed3D::Axes::render() const { if (m_quadric == nullptr) return; glsafe(::glEnable(GL_DEPTH_TEST)); glsafe(::glEnable(GL_LIGHTING)); // x axis glsafe(::glColor3fv(AXES_COLOR[0])); glsafe(::glPushMatrix()); glsafe(::glTranslated(origin(0), origin(1), origin(2))); glsafe(::glRotated(90.0, 0.0, 1.0, 0.0)); render_axis(length(0)); glsafe(::glPopMatrix()); // y axis glsafe(::glColor3fv(AXES_COLOR[1])); glsafe(::glPushMatrix()); glsafe(::glTranslated(origin(0), origin(1), origin(2))); glsafe(::glRotated(-90.0, 1.0, 0.0, 0.0)); render_axis(length(1)); glsafe(::glPopMatrix()); // z axis glsafe(::glColor3fv(AXES_COLOR[2])); glsafe(::glPushMatrix()); glsafe(::glTranslated(origin(0), origin(1), origin(2))); render_axis(length(2)); glsafe(::glPopMatrix()); glsafe(::glDisable(GL_LIGHTING)); glsafe(::glDisable(GL_DEPTH_TEST)); } void Bed3D::Axes::render_axis(double length) const { ::gluQuadricOrientation(m_quadric, GLU_OUTSIDE); ::gluCylinder(m_quadric, Radius, Radius, length, 32, 1); ::gluQuadricOrientation(m_quadric, GLU_INSIDE); ::gluDisk(m_quadric, 0.0, Radius, 32, 1); glsafe(::glTranslated(0.0, 0.0, length)); ::gluQuadricOrientation(m_quadric, GLU_OUTSIDE); ::gluCylinder(m_quadric, ArrowBaseRadius, 0.0, ArrowLength, 32, 1); ::gluQuadricOrientation(m_quadric, GLU_INSIDE); ::gluDisk(m_quadric, 0.0, ArrowBaseRadius, 32, 1); } Bed3D::Bed3D() : m_type(Custom) , m_vbo_id(0) , m_scale_factor(1.0f) { } bool Bed3D::set_shape(const Pointfs& shape, const std::string& custom_texture, const std::string& custom_model) { 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); }; auto [new_type, system_model, system_texture] = detect_type(shape); std::string texture_filename = custom_texture.empty() ? system_texture : custom_texture; if (!check_texture(texture_filename)) texture_filename.clear(); std::string model_filename = custom_model.empty() ? system_model : custom_model; if (!check_model(model_filename)) model_filename.clear(); if ((m_shape == shape) && (m_type == new_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 = new_type; calc_bounding_boxes(); ExPolygon poly; for (const Vec2d& p : m_shape) { poly.contour.append(Point(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_ex(poly.contour, (float)bed_bbox.radius() * 1.7f, jtRound, scale_(0.5))[0].contour; reset(); m_texture.reset(); m_model.reset(); // Set the origin and size for rendering the coordinate system axes. m_axes.origin = Vec3d(0.0, 0.0, (double)GROUND_Z); m_axes.length = 0.1 * m_bounding_box.max_size() * Vec3d::Ones(); // 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) const { m_scale_factor = scale_factor; if (show_axes) render_axes(); glsafe(::glEnable(GL_DEPTH_TEST)); switch (m_type) { case System: { render_system(canvas, bottom); break; } default: case Custom: { render_custom(canvas, bottom); break; } } glsafe(::glDisable(GL_DEPTH_TEST)); } void Bed3D::calc_bounding_boxes() const { m_bounding_box = BoundingBoxf3(); for (const Vec2d& p : m_shape) { m_bounding_box.merge(Vec3d(p(0), p(1), 0.0)); } m_extended_bounding_box = m_bounding_box; // extend to contain axes m_extended_bounding_box.merge(m_axes.length + Axes::ArrowLength * Vec3d::Ones()); // extend to contain model, if any if (!m_model.get_filename().empty()) m_extended_bounding_box.merge(m_model.get_transformed_bounding_box()); } void Bed3D::calc_triangles(const ExPolygon& poly) { Polygons triangles; poly.triangulate(&triangles); if (!m_triangles.set_from_triangles(triangles, GROUND_Z, true)) printf("Unable to create bed triangles\n"); } 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)) printf("Unable to create bed grid lines\n"); } static std::string system_print_bed_model(const Preset &preset) { std::string out; const VendorProfile::PrinterModel *pm = PresetUtils::system_printer_model(preset); if (pm != nullptr && ! pm->bed_model.empty()) out = Slic3r::resources_dir() + "/profiles/" + preset.vendor->id + "/" + pm->bed_model; return out; } static std::string system_print_bed_texture(const Preset &preset) { std::string out; const VendorProfile::PrinterModel *pm = PresetUtils::system_printer_model(preset); if (pm != nullptr && ! pm->bed_texture.empty()) out = Slic3r::resources_dir() + "/profiles/" + preset.vendor->id + "/" + pm->bed_texture; return out; } std::tuple 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(curr->config.option("bed_shape"))->values) { std::string model_filename = system_print_bed_model(*curr); std::string texture_filename = system_print_bed_texture(*curr); if (!model_filename.empty() && !texture_filename.empty()) return std::make_tuple(System, model_filename, texture_filename); } } curr = bundle->printers.get_preset_parent(*curr); } } return std::make_tuple(Custom, "", ""); } void Bed3D::render_axes() const { if (!m_shape.empty()) m_axes.render(); } void Bed3D::render_system(GLCanvas3D& canvas, bool bottom) const { if (!bottom) render_model(); render_texture(bottom, canvas); } void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas) const { if (m_texture_filename.empty()) { m_texture.reset(); render_default(bottom); return; } if ((m_texture.get_id() == 0) || (m_texture.get_source() != m_texture_filename)) { m_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 = GLCanvas3DManager::get_gl_info().get_max_tex_size(); if ((m_temp_texture.get_id() == 0) || (m_temp_texture.get_source() != m_texture_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(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 (!m_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 ((m_temp_texture.get_id() == 0) || (m_temp_texture.get_source() != m_texture_filename)) { if (!m_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 (!m_texture.load_from_file(m_texture_filename, true, GLTexture::MultiThreaded, true)) { render_default(bottom); return; } } else { render_default(bottom); 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(); canvas.request_extra_frame(); } if (m_triangles.get_vertices_count() > 0) { if (m_shader.get_shader_program_id() == 0) m_shader.init("printbed.vs", "printbed.fs"); if (m_shader.is_initialized()) { m_shader.start_using(); m_shader.set_uniform("transparent_background", bottom); m_shader.set_uniform("svg_source", boost::algorithm::iends_with(m_texture.get_source(), ".svg")); 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)); unsigned int stride = m_triangles.get_vertex_data_size(); GLint position_id = m_shader.get_attrib_location("v_position"); GLint tex_coords_id = m_shader.get_attrib_location("v_tex_coords"); // show the temporary texture while no compressed data is available GLuint tex_id = (GLuint)m_temp_texture.get_id(); if (tex_id == 0) tex_id = (GLuint)m_texture.get_id(); glsafe(::glBindTexture(GL_TEXTURE_2D, tex_id)); glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_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)); m_shader.stop_using(); } } } void Bed3D::render_model() const { if (m_model_filename.empty()) return; if ((m_model.get_filename() != m_model_filename) && m_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; m_model.set_offset(shift); // update extended bounding box calc_bounding_boxes(); } if (!m_model.get_filename().empty()) { glsafe(::glEnable(GL_LIGHTING)); m_model.render(); glsafe(::glDisable(GL_LIGHTING)); } } void Bed3D::render_custom(GLCanvas3D& canvas, bool bottom) const { if (m_texture_filename.empty() && m_model_filename.empty()) { render_default(bottom); return; } if (!bottom) render_model(); render_texture(bottom, canvas); } void Bed3D::render_default(bool bottom) const { 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(::glColor4f(0.35f, 0.35f, 0.35f, 0.4f)); 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(3.0f * m_scale_factor)); if (has_model && !bottom) glsafe(::glColor4f(0.75f, 0.75f, 0.75f, 1.0f)); else 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)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