Welcome to mirror list, hosted at ThFree Co, Russian Federation.

3DScene.hpp « GUI « slic3r « src « xs - github.com/supermerill/SuperSlicer.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: ba1a9af71153b8a9f602507b36da855c0f81715c (plain)
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
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
#ifndef slic3r_3DScene_hpp_
#define slic3r_3DScene_hpp_

#include "../../libslic3r/libslic3r.h"
#include "../../libslic3r/Point.hpp"
#include "../../libslic3r/Line.hpp"
#include "../../libslic3r/TriangleMesh.hpp"
#include "../../libslic3r/Utils.hpp"

class wxBitmap;

namespace Slic3r {

class Print;
class PrintObject;
class Model;
class ModelObject;

// A container for interleaved arrays of 3D vertices and normals,
// possibly indexed by triangles and / or quads.
class GLIndexedVertexArray {
public:
    GLIndexedVertexArray() : 
        vertices_and_normals_interleaved_VBO_id(0),
        triangle_indices_VBO_id(0),
        quad_indices_VBO_id(0)
        { this->setup_sizes(); }
    GLIndexedVertexArray(const GLIndexedVertexArray &rhs) :
        vertices_and_normals_interleaved(rhs.vertices_and_normals_interleaved),
        triangle_indices(rhs.triangle_indices),
        quad_indices(rhs.quad_indices),
        vertices_and_normals_interleaved_VBO_id(0),
        triangle_indices_VBO_id(0),
        quad_indices_VBO_id(0)
        { this->setup_sizes(); }
    GLIndexedVertexArray(GLIndexedVertexArray &&rhs) :
        vertices_and_normals_interleaved(std::move(rhs.vertices_and_normals_interleaved)),
        triangle_indices(std::move(rhs.triangle_indices)),
        quad_indices(std::move(rhs.quad_indices)),
        vertices_and_normals_interleaved_VBO_id(0),
        triangle_indices_VBO_id(0),
        quad_indices_VBO_id(0)
        { this->setup_sizes(); }

    GLIndexedVertexArray& operator=(const GLIndexedVertexArray &rhs)
    {
        assert(vertices_and_normals_interleaved_VBO_id == 0);
        assert(triangle_indices_VBO_id == 0);
        assert(triangle_indices_VBO_id == 0);
        this->vertices_and_normals_interleaved = rhs.vertices_and_normals_interleaved;
        this->triangle_indices                 = rhs.triangle_indices;
        this->quad_indices                     = rhs.quad_indices;
        this->setup_sizes();
        return *this;
    }

    GLIndexedVertexArray& operator=(GLIndexedVertexArray &&rhs) 
    {
        assert(vertices_and_normals_interleaved_VBO_id == 0);
        assert(triangle_indices_VBO_id == 0);
        assert(triangle_indices_VBO_id == 0);
        this->vertices_and_normals_interleaved = std::move(rhs.vertices_and_normals_interleaved);
        this->triangle_indices                 = std::move(rhs.triangle_indices);
        this->quad_indices                     = std::move(rhs.quad_indices);
        this->setup_sizes();
        return *this;
    }

    // Vertices and their normals, interleaved to be used by void glInterleavedArrays(GL_N3F_V3F, 0, x)
    std::vector<float> vertices_and_normals_interleaved;
    std::vector<int>   triangle_indices;
    std::vector<int>   quad_indices;

    // When the geometry data is loaded into the graphics card as Vertex Buffer Objects,
    // the above mentioned std::vectors are cleared and the following variables keep their original length.
    size_t             vertices_and_normals_interleaved_size;
    size_t             triangle_indices_size;
    size_t             quad_indices_size;

    // IDs of the Vertex Array Objects, into which the geometry has been loaded.
    // Zero if the VBOs are not used.
    unsigned int       vertices_and_normals_interleaved_VBO_id;
    unsigned int       triangle_indices_VBO_id;
    unsigned int       quad_indices_VBO_id;

    void load_mesh_flat_shading(const TriangleMesh &mesh);

    inline bool has_VBOs() const { return vertices_and_normals_interleaved_VBO_id != 0; }

    inline void reserve(size_t sz) {
        this->vertices_and_normals_interleaved.reserve(sz * 6);
        this->triangle_indices.reserve(sz * 3);
        this->quad_indices.reserve(sz * 4);
    }

    inline void push_geometry(float x, float y, float z, float nx, float ny, float nz) {
        if (this->vertices_and_normals_interleaved.size() + 6 > this->vertices_and_normals_interleaved.capacity())
            this->vertices_and_normals_interleaved.reserve(next_highest_power_of_2(this->vertices_and_normals_interleaved.size() + 6));
        this->vertices_and_normals_interleaved.push_back(nx);
        this->vertices_and_normals_interleaved.push_back(ny);
        this->vertices_and_normals_interleaved.push_back(nz);
        this->vertices_and_normals_interleaved.push_back(x);
        this->vertices_and_normals_interleaved.push_back(y);
        this->vertices_and_normals_interleaved.push_back(z);
    };

    inline void push_geometry(double x, double y, double z, double nx, double ny, double nz) {
        push_geometry(float(x), float(y), float(z), float(nx), float(ny), float(nz));
    }

    inline void push_geometry(const Pointf3& p, const Vectorf3& n) {
        push_geometry(p.x, p.y, p.z, n.x, n.y, n.z);
    }

    inline void push_triangle(int idx1, int idx2, int idx3) {
        if (this->triangle_indices.size() + 3 > this->vertices_and_normals_interleaved.capacity())
            this->triangle_indices.reserve(next_highest_power_of_2(this->triangle_indices.size() + 3));
        this->triangle_indices.push_back(idx1);
        this->triangle_indices.push_back(idx2);
        this->triangle_indices.push_back(idx3);
    };

    inline void push_quad(int idx1, int idx2, int idx3, int idx4) {
        if (this->quad_indices.size() + 4 > this->vertices_and_normals_interleaved.capacity())
            this->quad_indices.reserve(next_highest_power_of_2(this->quad_indices.size() + 4));
        this->quad_indices.push_back(idx1);
        this->quad_indices.push_back(idx2);
        this->quad_indices.push_back(idx3);
        this->quad_indices.push_back(idx4);
    };

    // Finalize the initialization of the geometry & indices,
    // upload the geometry and indices to OpenGL VBO objects
    // and shrink the allocated data, possibly relasing it if it has been loaded into the VBOs.
    void finalize_geometry(bool use_VBOs);
    // Release the geometry data, release OpenGL VBOs.
    void release_geometry();
    // Render either using an immediate mode, or the VBOs.
    void render() const;
    void render(const std::pair<size_t, size_t> &tverts_range, const std::pair<size_t, size_t> &qverts_range) const;

    // Is there any geometry data stored?
    bool empty() const { return vertices_and_normals_interleaved_size == 0; }

    // Is this object indexed, or is it just a set of triangles?
    bool indexed() const { return ! this->empty() && this->triangle_indices_size + this->quad_indices_size > 0; }

    void clear() {
        this->vertices_and_normals_interleaved.clear();
        this->triangle_indices.clear();
        this->quad_indices.clear();
        this->setup_sizes();
    }

    // Shrink the internal storage to tighly fit the data stored.
    void shrink_to_fit() { 
        if (! this->has_VBOs())
            this->setup_sizes();
        this->vertices_and_normals_interleaved.shrink_to_fit();
        this->triangle_indices.shrink_to_fit();
        this->quad_indices.shrink_to_fit();
    }

    BoundingBoxf3 bounding_box() const {
        BoundingBoxf3 bbox;
        if (! this->vertices_and_normals_interleaved.empty()) {
            bbox.defined = true;
            bbox.min.x = bbox.max.x = this->vertices_and_normals_interleaved[3];
            bbox.min.y = bbox.max.y = this->vertices_and_normals_interleaved[4];
            bbox.min.z = bbox.max.z = this->vertices_and_normals_interleaved[5];
            for (size_t i = 9; i < this->vertices_and_normals_interleaved.size(); i += 6) {
                const float *verts = this->vertices_and_normals_interleaved.data() + i;
                bbox.min.x = std::min<coordf_t>(bbox.min.x, verts[0]);
                bbox.min.y = std::min<coordf_t>(bbox.min.y, verts[1]);
                bbox.min.z = std::min<coordf_t>(bbox.min.z, verts[2]);
                bbox.max.x = std::max<coordf_t>(bbox.max.x, verts[0]);
                bbox.max.y = std::max<coordf_t>(bbox.max.y, verts[1]);
                bbox.max.z = std::max<coordf_t>(bbox.max.z, verts[2]);
            }
        }
        return bbox;
    }

private:
    inline void setup_sizes() {
        vertices_and_normals_interleaved_size = this->vertices_and_normals_interleaved.size();
        triangle_indices_size                 = this->triangle_indices.size();
        quad_indices_size                     = this->quad_indices.size();
    }
};

class GLTexture
{
public:
    GLTexture() : width(0), height(0), levels(0), cells(0) {}

    // Texture data
    std::vector<char>   data;
    // Width of the texture, top level.
    size_t              width;
    // Height of the texture, top level.
    size_t              height;
    // For how many levels of detail is the data allocated?
    size_t              levels;
    // Number of texture cells allocated for the height texture.
    size_t              cells;
};

class GLVolume {
public:
    GLVolume(float r = 1.f, float g = 1.f, float b = 1.f, float a = 1.f) :
        composite_id(-1),
        select_group_id(-1),
        drag_group_id(-1),
        selected(false),
        is_active(true),
        hover(false),
        tverts_range(0, size_t(-1)),
        qverts_range(0, size_t(-1))
    {
        color[0] = r;
        color[1] = g;
        color[2] = b;
        color[3] = a;
    }
    GLVolume(const float *rgba) : GLVolume(rgba[0], rgba[1], rgba[2], rgba[3]) {}

    std::vector<int> load_object(
        const ModelObject        *model_object, 
        const std::vector<int>   &instance_idxs,
        const std::string        &color_by,
        const std::string        &select_by,
        const std::string        &drag_by);

    int load_wipe_tower_preview(
        int obj_idx, float pos_x, float pos_y, float width, float depth, float height, bool use_VBOs);

    // Bounding box of this volume, in unscaled coordinates.
    BoundingBoxf3       bounding_box;
    // Offset of the volume to be rendered.
    Pointf3             origin;
    // Color of the triangles / quads held by this volume.
    float               color[4];

    // An ID containing the object ID, volume ID and instance ID.
    int                 composite_id;
    // An ID for group selection. It may be the same for all meshes of all object instances, or for just a single object instance.
    int                 select_group_id;
    // An ID for group dragging. It may be the same for all meshes of all object instances, or for just a single object instance.
    int                 drag_group_id;
    // Is this object selected?
    bool                selected;
    // Whether or not this volume is active for rendering
    bool                is_active;
    // Boolean: Is mouse over this object?
    bool                hover;

    // Interleaved triangles & normals with indexed triangles & quads.
    GLIndexedVertexArray        indexed_vertex_array;
    // Ranges of triangle and quad indices to be rendered.
    std::pair<size_t, size_t>   tverts_range;
    std::pair<size_t, size_t>   qverts_range;

    // If the qverts or tverts contain thick extrusions, then offsets keeps pointers of the starts
    // of the extrusions per layer.
    std::vector<coordf_t>       print_zs;
    // Offset into qverts & tverts, or offsets into indices stored into an OpenGL name_index_buffer.
    std::vector<size_t>         offsets;


    int                 object_idx() const { return this->composite_id / 1000000; }
    int                 volume_idx() const { return (this->composite_id / 1000) % 1000; }
    int                 instance_idx() const { return this->composite_id % 1000; }
    BoundingBoxf3       transformed_bounding_box() const { BoundingBoxf3 bb = this->bounding_box; bb.translate(this->origin); return bb; }

    bool                empty() const { return this->indexed_vertex_array.empty(); }
    bool                indexed() const { return this->indexed_vertex_array.indexed(); }

    void                set_range(coordf_t low, coordf_t high);
    void                render() const;
    void                finalize_geometry(bool use_VBOs) { this->indexed_vertex_array.finalize_geometry(use_VBOs); }
    void                release_geometry() { this->indexed_vertex_array.release_geometry(); }

    /************************************************ Layer height texture ****************************************************/
    std::shared_ptr<GLTexture>  layer_height_texture;

    bool                has_layer_height_texture() const 
        { return this->layer_height_texture.get() != nullptr; }
    size_t              layer_height_texture_width() const 
        { return (this->layer_height_texture.get() == nullptr) ? 0 : this->layer_height_texture->width; }
    size_t              layer_height_texture_height() const 
        { return (this->layer_height_texture.get() == nullptr) ? 0 : this->layer_height_texture->height; }
    size_t              layer_height_texture_cells() const 
        { return (this->layer_height_texture.get() == nullptr) ? 0 : this->layer_height_texture->cells; }
    void*               layer_height_texture_data_ptr_level0() {
        return (layer_height_texture.get() == nullptr) ? 0 :
            (void*)layer_height_texture->data.data();
    }
    void*               layer_height_texture_data_ptr_level1() {
        return (layer_height_texture.get() == nullptr) ? 0 :
            (void*)(layer_height_texture->data.data() + layer_height_texture->width * layer_height_texture->height * 4);
    }
    double              layer_height_texture_z_to_row_id() const { 
        return (this->layer_height_texture.get() == nullptr) ? 0. : 
            double(this->layer_height_texture->cells - 1) / (double(this->layer_height_texture->width) * bounding_box.max.z);
    }
    void                generate_layer_height_texture(PrintObject *print_object, bool force);
};

class GLVolumeCollection
{
public:
    std::vector<GLVolume*> volumes;
    
    GLVolumeCollection() {};
    ~GLVolumeCollection() { clear(); };

    std::vector<int> load_object(
        const ModelObject       *model_object,
        int                      obj_idx,
        const std::vector<int>  &instance_idxs,
        const std::string       &color_by,
        const std::string       &select_by,
        const std::string       &drag_by,
        bool                     use_VBOs);

    int load_wipe_tower_preview(
        int obj_idx, float pos_x, float pos_y, float width, float depth, float height, bool use_VBOs);

    // Render the volumes by OpenGL.
    void render_VBOs() const;
    void render_legacy() const;

    // Finalize the initialization of the geometry & indices,
    // upload the geometry and indices to OpenGL VBO objects
    // and shrink the allocated data, possibly relasing it if it has been loaded into the VBOs.
    void finalize_geometry(bool use_VBOs) { for (auto *v : volumes) v->finalize_geometry(use_VBOs); }
    // Release the geometry data assigned to the volumes.
    // If OpenGL VBOs were allocated, an OpenGL context has to be active to release them.
    void release_geometry() { for (auto *v : volumes) v->release_geometry(); }
    // Clear the geometry
    void clear() { for (auto *v : volumes) delete v; volumes.clear(); }

    bool empty() const { return volumes.empty(); }
    void set_range(double low, double high) { for (GLVolume *vol : this->volumes) vol->set_range(low, high); }

private:
    GLVolumeCollection(const GLVolumeCollection &other);
    GLVolumeCollection& operator=(const GLVolumeCollection &);
};

class _3DScene
{
    struct GCodePreviewData
    {
        enum EType
        {
            Extrusion,
            Travel,
            Retraction,
            Unretraction,
            Num_Geometry_Types
        };

        struct FirstVolume
        {
            EType type;
            unsigned int flag;
            unsigned int id;

            FirstVolume(EType type, unsigned int flag, unsigned int id);
        };

        std::vector<FirstVolume> first_volumes;

        void reset();
    };

    static GCodePreviewData s_gcode_preview_data;

    class LegendTexture
    {
        static const unsigned int Px_Title_Offset = 5;
        static const unsigned int Px_Text_Offset = 5;
        static const unsigned int Px_Square = 20;
        static const unsigned int Px_Square_Contour = 1;
        static const unsigned int Px_Border = Px_Square / 2;
        static const unsigned char Squares_Border_Color[3];
        static const unsigned char Background_Color[3];
        static const unsigned char Opacity;

        unsigned int m_tex_id;
        unsigned int m_tex_width;
        unsigned int m_tex_height;

    public:
        LegendTexture();
        ~LegendTexture();
        
        bool generate_texture(const Print& print);

        unsigned int get_texture_id() const;
        unsigned int get_texture_width() const;
        unsigned int get_texture_height() const;

    private:
        bool _create_texture(const Print& print, const wxBitmap& bitmap);
        void _destroy_texture();
    };

    static LegendTexture s_legend_texture;
public:
    static void _glew_init();

    static void load_gcode_preview(const Print* print, GLVolumeCollection* volumes, bool use_VBOs);
    static unsigned int get_legend_texture_id();
    static unsigned int get_legend_texture_width();
    static unsigned int get_legend_texture_height();

    static void _load_print_toolpaths(
        const Print                     *print,
        GLVolumeCollection              *volumes,
        const std::vector<std::string>  &tool_colors,
        bool                             use_VBOs);

    static void _load_print_object_toolpaths(
        const PrintObject               *print_object,
        GLVolumeCollection              *volumes,
        const std::vector<std::string>  &tool_colors,
        bool                             use_VBOs);

    static void _load_wipe_tower_toolpaths(
        const Print                    *print,
        GLVolumeCollection             *volumes,
        const std::vector<std::string> &tool_colors_str,
        bool                            use_VBOs);

private:
    // generates gcode extrusion paths geometry
    static void _load_gcode_extrusion_paths(const Print& print, GLVolumeCollection& volumes, bool use_VBOs);
    // generates gcode travel paths geometry
    static void _load_gcode_travel_paths(const Print& print, GLVolumeCollection& volumes, bool use_VBOs);
    // generates gcode retractions geometry
    static void _load_gcode_retractions(const Print& print, GLVolumeCollection& volumes, bool use_VBOs);
    // generates gcode unretractions geometry
    static void _load_gcode_unretractions(const Print& print, GLVolumeCollection& volumes, bool use_VBOs);
    // sets gcode geometry visibility according to user selection
    static void _update_gcode_volumes_visibility(const Print& print, GLVolumeCollection& volumes);
    // generates the legend texture in dependence of the current shown view type
    static void _generate_legend_texture(const Print& print);
};

}

#endif