Files
OrcaSlicer-KX/src/slic3r/GUI/3DScene.cpp
Andrew Sun c92328c9cc Port libvgcode from PrusaSlicer 2.8.0
Includes (but is not limited to) the following commits:

SPE-2218 - libvgcode - Fixed color of wipe moves for speed range view
SPE-2218 - libvgcode - Fixed detection of fan speed range
SPE-2218 - libvgcode - Fixed detection of temperature range
SPE-2218 - libvgcode - Fixed colors for Actual volumetric flow rate view
SPE-2214 - Fixed detection of toolpaths bounding box in GCodeViewer
SPE-2206 - Modified LibBGCode.cmake to get latest version of libbgcode which fixed parsing of gcode lines G4
libvgcode - Fixed potential out of bound access in ViewerImpl::update_view_full_range()
Tech ENABLE_GL_CORE_PROFILE set as default
Tech ENABLE_OPENGL_ES replaced by build option SLIC3R_OPENGL_ES
libvgcode - Precompiler definition of ENABLE_OPENGL_ES moved into CMakeLists.txt
Added missing include
libvgcode - Textures setup modified to work when building using emscripten
libvgcode - small optimization
libvgcode - fixed OpenGLWrapper::unload_opengl()
libvgcode - CMakeLists.txt modified to work with emscripten
libvgcode - Replace 'glVertexAttribIPointer()' with 'glVertexAttribPointer()' in SegmentTemplate::init() for OpenGL ES
libvgcode - Replace 'xor' with '^' Bitset.hpp
libvgcode - Newer glad library for OpenGL 4.6 and OpenGL ES 3.0
libvgcode - Alternate fix in method ViewerImpl::update_heights_widths() for OpenGL ES
libvgcode - Fixes in glAssertRecentCallImpl()
libvgcode - Fixes in method ViewerImpl::update_heights_widths() for OpenGL ES
Fixed ES shaders so they work with OpenGL ES 3.0
libvgcode - Use multiple plain textures in place of texture buffers for OpenGL ES
libvgcode - Use plain textures in place of texture buffers for OpenGL ES (partial implementation using one texture per buffer)
libvgcode - refactoring of class OpenGLWrapper
libvgcode - small refactoring in shaders
libvgcode - replacement of glMapBuffer() call for OpenGL ES
Fixed warning
libvgcode - Changes into CMakeLists.txt
Fixed debug export of gcode data to be configuration indipendent
Disabled tech ENABLE_NEW_GCODE_VIEWER_DEBUG
Removed obsolete tech ENABLE_GCODE_VIEWER_DATA_CHECKING
Code cleanup and techs removal - completed
Code cleanup and techs removal - step 1
SPE-1872: Implemented G2/G3 lines discretization for gcfMarlinFirmware firmware flavour
SPE-1872: Corrections into GCodeProcessor::process_G2_G3() to match firmware code
SPE-1872: Actual speed profile - Further enhancements of imgui debug window
SPE-1872: Actual speed profile - Rework in its calculation + enhanced imgui debug window
SPE-1872: New imgui widget to show actual speed profile
SPE-1872: Fixed actual speed for seam moves and at extrusion/travel/wipe start
SPE-1872: Fixed rendering of wipe moves when actual speed view is selected
SPE-1872: Actual speed profile extended to travel and wipe moves
SPE-1872: Fixes in function recalculate_trapezoids() and method GCodeProcessor::TimeMachine::calculate_time() to smooth actual speed profile
SPE-1872: Added debug graphic to show move actual speed profile
SPE-1872: libvgcode library: replace volumetric flow rate data with mm3_per_mm to reduce memory usage
SPE-1872: Added visualization of actual volumetric flow rate
SPE-1872: Fixes in calculating actual speed
SPE-1872: Added visualization of actual speed in gcode preview
SPE-2124: Added command line option 'opengl-aa' to allow the user to turn on the automatic selection of max number of supported samples for OpenGL antialising
#12117: Reduced moire patterns by using the highest number of samples available for multisampling
New gcode visualization integration - Partially enabled imgui debug window
New gcode visualization integration - Fixed center of gravity calculation and rendering
New gcode visualization library - Interface for estimated times
New gcode visualization library - Tool marker rendering
New gcode visualization library - Axes aligned bounding boxes calculation
Removed obsolete debug code
New gcode visualization library - Added statistic of used memory
New gcode visualization library - Separation of tool colors and color changes colors to simplify client code
Added missing include
New gcode visualization library - Added print color changes detection
New gcode visualization library - Modified OpenGL ES context detection
New gcode visualization library - Another makefile cleanup
New gcode visualization library - Makefiles cleanup
New gcode visualization library - Added suppression of error 'This function or variable may be unsafe' in VS2022
New gcode visualization library - Compatibility with OpenGL ES
New gcode visualization library - Interface cleanup and documentation
New gcode visualization library - Extended interface to give access to estimated times
New gcode visualization integration - Toggling of top layer only view state
New gcode visualization integration - Removed imperial units from tool position data
Small refactoring
New gcode visualization library - Custom values for travel and wipe moves radius
New gcode visualization library - Allow customization of range colors
New gcode visualization library - Partial update of interface comments/documentation
New gcode visualization integration - Follow-up of 35ee55e29bb231fd01a2eb71ae293832a37ca65d - Better fix for toolpaths visible range when toggling options' visibility
New gcode visualization integration - Fixed toolpaths reset
New gcode visualization library - Fixed method set_option_color()
New gcode visualization library - Fixed method ViewerImpl::set_extrusion_role_color()
New gcode visualization library - Added methods to release gpu resources on demand.
New gcode visualization library - Travel and wipe moves as options
New gcode visualization integration - Fixed toolpaths visible range when toggling options' visibility
New gcode visualization integration - Fixed management of gcode preview view type
New gcode visualization - Fixed wrong include
New gcode visualization - Added missing headers
New gcode visualization - Refactoring + added missing headers
New gcode visualization - New code set as standalone library + embed glad library to load OpenGL functions
New gcode visualization - Fixed errors and warnings when building the new code as a standalone library
New gcode visualization integration - Fixed layers ordering in pre-gcode preview
New gcode visualization integration - Fixed objects' tool colors in pre-gcode preview
Code cleanup
New gcode visualization integration - Tool position properties data window
New gcode visualization integration - Fixed in export toolpaths to obj
New gcode visualization - Inlining in source code
Refactoring
New gcode visualization integration - Export toolpaths to obj
Some refactoring and warning fix
New gcode visualization integration - Customizable travel moves colors
New gcode visualization integration - Customizable options colors
New gcode visualization integration - Customizable extrusion roles colors
New gcode visualization integration - Fixed pre-gcode preview layers times
New gcode visualization integration - Modify pre-gcode preview to use the new toolpaths renderer, objects WIP
New gcode visualization - Modify pre-gcode preview to use the new toolpaths renderer, WIP (brim/skirt/wipe tower)
New gcode visualization integration - Do not reset visible range when toggling options/roles visibility
New gcode visualization - Fixed color of first vertex of top layer (when top layer only option is enabled)
New gcode visualization - Customizable travels and wipes segment radius
New gcode visualization integration - Removed tech ENABLE_GCODE_VIEWER_STATISTICS
New gcode visualization integration - Added check of OpenGL version
New gcode visualization integration - Removed GCodeProcessorResult::spiral_vase_layers
Another bunch of warnings fixes
Fixed warnings
New gcode visualization integration - Removal of old visualization
Fixed includes
New gcode visualization integration - File structure of new code separated in api + src
New gcode visualization integration - View ranges management moved to new visualizer
New gcode visualization integration - Fixed top layer only visualization for MMU printers
New gcode visualization integration - Removed dependency on imgui from new visualizer
Some refactoring
New gcode visualization integration - Removed dependency on Slic3r::GCodeProcessorResult from new visualizer
New gcode visualization integration - Moves' data conversion moved to client side
New gcode visualization: layers times refactoring
A bunch of fixes for the new gcode visualization
New gcode visualization: render in gray color layers containing pause print or custom gcode options when in Color Print view
New gcode visualization integration - Tool colors
New gcode visualization integration - Layers times
New gcode visualization integration - Travels and Extrusion roles times
Fixed detection of start/end of contiguous extrusion paths
New gcode visualization integration - Extrusion roles
New gcode visualization integration - Colors
New gcode visualization integration - Tool position
Center of gravity and tool marker may both be rendered with fixed screen size and a scaling factor
Fixed rendering of options in new gcode visualization
Tool marker NOT rendered by the new visualization code
Center of gravity marker NOT rendered by the new visualization code
Fixed toolpaths_cog shaders
Tool position window for new gcode visualization
Top layer only coloring for neww gcode visualization
Refactoring in preview's new visualization
Hidden imgui debug dialog for new visualization in preview
Synchronization of moves between old and new visualization
Fixed missing gcode window in new visualization
Rendering of debug imgui dialog moved from class libvgcode::Viewer to class libvgcode::Toolpaths + warnings fixing
Some functionality moved from class libvgcode::Viewer to class libvgcode::Toolpaths
Some refactoring and cleanup
Refatoring of PathVertex and Toolpaths::load()
SPE-1982: Tech ENABLE_NEW_GCODE_VIEWER - 1st installment of new toolpaths rendering code (WIP)
2025-09-24 22:49:14 -04:00

1866 lines
78 KiB
C++

#include <GL/glew.h>
#include "3DScene.hpp"
#include "GLShader.hpp"
#include "GUI_App.hpp"
#include "GUI_Colors.hpp"
#include "Plater.hpp"
#include "BitmapCache.hpp"
#include "Camera.hpp"
#include "libslic3r/BuildVolume.hpp"
#include "libslic3r/ExtrusionEntity.hpp"
#include "libslic3r/ExtrusionEntityCollection.hpp"
#include "libslic3r/Geometry.hpp"
#include "libslic3r/Print.hpp"
#include "libslic3r/SLAPrint.hpp"
#include "libslic3r/Slicing.hpp"
#include "libslic3r/Format/STL.hpp"
#include "libslic3r/Utils.hpp"
#include "libslic3r/AppConfig.hpp"
#include "libslic3r/PresetBundle.hpp"
#include "libslic3r/ClipperUtils.hpp"
#include "libslic3r/Tesselate.hpp"
#include "libslic3r/PrintConfig.hpp"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <boost/log/trivial.hpp>
#include <boost/filesystem/operations.hpp>
#include <boost/algorithm/string/predicate.hpp>
#include <Eigen/Dense>
#ifdef HAS_GLSAFE
void glAssertRecentCallImpl(const char* file_name, unsigned int line, const char* function_name)
{
#if defined(NDEBUG)
// In release mode, only show OpenGL errors if sufficiently high loglevel.
if (Slic3r::get_logging_level() < 5)
return;
#endif // NDEBUG
GLenum err = glGetError();
if (err == GL_NO_ERROR)
return;
const char* sErr = 0;
switch (err) {
case GL_INVALID_ENUM: sErr = "Invalid Enum"; break;
case GL_INVALID_VALUE: sErr = "Invalid Value"; break;
// be aware that GL_INVALID_OPERATION is generated if glGetError is executed between the execution of glBegin and the corresponding execution of glEnd
case GL_INVALID_OPERATION: sErr = "Invalid Operation"; break;
case GL_STACK_OVERFLOW: sErr = "Stack Overflow"; break;
case GL_STACK_UNDERFLOW: sErr = "Stack Underflow"; break;
case GL_OUT_OF_MEMORY: sErr = "Out Of Memory"; break;
default: sErr = "Unknown"; break;
}
BOOST_LOG_TRIVIAL(error) << "OpenGL error in " << file_name << ":" << line << ", function " << function_name << "() : " << (int)err << " - " << sErr;
assert(false);
}
#endif // HAS_GLSAFE
// BBS
std::vector<Slic3r::ColorRGBA> get_extruders_colors()
{
unsigned char rgba_color[4] = {};
std::vector<std::string> colors = Slic3r::GUI::wxGetApp().plater()->get_extruder_colors_from_plater_config();
std::vector<Slic3r::ColorRGBA> colors_out(colors.size());
for (const std::string &color : colors) {
Slic3r::GUI::BitmapCache::parse_color4(color, rgba_color);
size_t color_idx = &color - &colors.front();
colors_out[color_idx] = {
float(rgba_color[0]) / 255.f,
float(rgba_color[1]) / 255.f,
float(rgba_color[2]) / 255.f,
float(rgba_color[3]) / 255.f,
};
}
return colors_out;
}
float FullyTransparentMaterialThreshold = 0.1f;
float FullTransparentModdifiedToFixAlpha = 0.3f;
// Be careful changing this value because it could break thumbnail color due to rounding error!
// The color rendering on BambuLab's "send to printer" screen relies on the assumption that this color can be accurately rendered by OpenGL,
// value like 0.18f could not because in C++ (int)(0.18f * 255) == 45 however in OpenGL it renders this as 46
// which breaks the `SelectMachineDialog::record_edge_pixels_data()` function!
float FULL_BLACK_THRESHOLD = 0.2f;
Slic3r::ColorRGBA adjust_color_for_rendering(const Slic3r::ColorRGBA &colors)
{
if (colors.a() < FullyTransparentMaterialThreshold) { // completely transparent
return {1, 1, 1, FullTransparentModdifiedToFixAlpha};
}
else if(colors.r() < FULL_BLACK_THRESHOLD && colors.g() < FULL_BLACK_THRESHOLD && colors.b() < FULL_BLACK_THRESHOLD) { // black
return {FULL_BLACK_THRESHOLD, FULL_BLACK_THRESHOLD, FULL_BLACK_THRESHOLD, colors.a()};
}
else
return colors;
}
namespace Slic3r {
const float GLVolume::SinkingContours::HalfWidth = 0.25f;
void GLVolume::SinkingContours::render()
{
update();
GLShaderProgram* shader = GUI::wxGetApp().get_current_shader();
if (shader == nullptr)
return;
const GUI::Camera& camera = GUI::wxGetApp().plater()->get_camera();
shader->set_uniform("view_model_matrix", camera.get_view_matrix() * Geometry::assemble_transform(m_shift));
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
m_model.render();
}
void GLVolume::SinkingContours::update()
{
const int object_idx = m_parent.object_idx();
const Model& model = GUI::wxGetApp().plater()->model();
if (0 <= object_idx && object_idx < int(model.objects.size()) && m_parent.is_sinking() && !m_parent.is_below_printbed()) {
const BoundingBoxf3& box = m_parent.transformed_convex_hull_bounding_box();
if (!m_old_box.size().isApprox(box.size()) || m_old_box.min.z() != box.min.z()) {
m_old_box = box;
m_shift = Vec3d::Zero();
const TriangleMesh& mesh = model.objects[object_idx]->volumes[m_parent.volume_idx()]->mesh();
m_model.reset();
GUI::GLModel::Geometry init_data;
init_data.format = { GUI::GLModel::Geometry::EPrimitiveType::Triangles, GUI::GLModel::Geometry::EVertexLayout::P3 };
init_data.color = ColorRGBA::WHITE();
unsigned int vertices_counter = 0;
MeshSlicingParams slicing_params;
slicing_params.trafo = m_parent.world_matrix();
const Polygons polygons = union_(slice_mesh(mesh.its, 0.0f, slicing_params));
for (const ExPolygon& expoly : diff_ex(expand(polygons, float(scale_(HalfWidth))), shrink(polygons, float(scale_(HalfWidth))))) {
const std::vector<Vec3d> triangulation = triangulate_expolygon_3d(expoly);
init_data.reserve_vertices(init_data.vertices_count() + triangulation.size());
init_data.reserve_indices(init_data.indices_count() + triangulation.size());
for (const Vec3d& v : triangulation) {
init_data.add_vertex((Vec3f)(v.cast<float>() + 0.015f * Vec3f::UnitZ())); // add a small positive z to avoid z-fighting
++vertices_counter;
if (vertices_counter % 3 == 0)
init_data.add_triangle(vertices_counter - 3, vertices_counter - 2, vertices_counter - 1);
}
}
m_model.init_from(std::move(init_data));
}
else
m_shift = box.center() - m_old_box.center();
}
else
m_model.reset();
}
ColorRGBA GLVolume::DISABLED_COLOR = ColorRGBA::DARK_GRAY();
ColorRGBA GLVolume::SLA_SUPPORT_COLOR = ColorRGBA::LIGHT_GRAY();
ColorRGBA GLVolume::SLA_PAD_COLOR = { 0.0f, 0.2f, 0.0f, 1.0f };
// BBS
ColorRGBA GLVolume::NEUTRAL_COLOR = { 0.8f, 0.8f, 0.8f, 1.0f };
ColorRGBA GLVolume::UNPRINTABLE_COLOR = { 0.0f, 0.0f, 0.0f, 0.5f };
ColorRGBA GLVolume::MODEL_MIDIFIER_COL = {1.0f, 1.0f, 0.0f, 0.6f};
ColorRGBA GLVolume::MODEL_NEGTIVE_COL = {0.3f, 0.3f, 0.3f, 0.4f};
ColorRGBA GLVolume::SUPPORT_ENFORCER_COL = {0.3f, 0.3f, 1.0f, 0.4f};
ColorRGBA GLVolume::SUPPORT_BLOCKER_COL = {1.0f, 0.3f, 0.3f, 0.4f};
ColorRGBA GLVolume::MODEL_HIDDEN_COL = {0.f, 0.f, 0.f, 0.3f};
std::array<ColorRGBA, 5> GLVolume::MODEL_COLOR = { {
{ 1.0f, 1.0f, 0.0f, 1.f },
{ 1.0f, 0.5f, 0.5f, 1.f },
{ 0.5f, 1.0f, 0.5f, 1.f },
{ 0.5f, 0.5f, 1.0f, 1.f },
{ 1.0f, 1.0f, 0.0f, 1.f }
} };
void GLVolume::update_render_colors()
{
GLVolume::DISABLED_COLOR = GUI::ImGuiWrapper::from_ImVec4(RenderColor::colors[RenderCol_Model_Disable]);
GLVolume::NEUTRAL_COLOR = GUI::ImGuiWrapper::from_ImVec4(RenderColor::colors[RenderCol_Model_Neutral]);
GLVolume::MODEL_COLOR[0] = GUI::ImGuiWrapper::from_ImVec4(RenderColor::colors[RenderCol_Modifier]);
GLVolume::MODEL_COLOR[1] = GUI::ImGuiWrapper::from_ImVec4(RenderColor::colors[RenderCol_Negtive_Volume]);
GLVolume::MODEL_COLOR[2] = GUI::ImGuiWrapper::from_ImVec4(RenderColor::colors[RenderCol_Support_Enforcer]);
GLVolume::MODEL_COLOR[3] = GUI::ImGuiWrapper::from_ImVec4(RenderColor::colors[RenderCol_Support_Blocker]);
GLVolume::UNPRINTABLE_COLOR = GUI::ImGuiWrapper::from_ImVec4(RenderColor::colors[RenderCol_Model_Unprintable]);
}
void GLVolume::load_render_colors()
{
RenderColor::colors[RenderCol_Model_Disable] = GUI::ImGuiWrapper::to_ImVec4(GLVolume::DISABLED_COLOR);
RenderColor::colors[RenderCol_Model_Neutral] = GUI::ImGuiWrapper::to_ImVec4(GLVolume::NEUTRAL_COLOR);
RenderColor::colors[RenderCol_Modifier] = GUI::ImGuiWrapper::to_ImVec4(GLVolume::MODEL_COLOR[0]);
RenderColor::colors[RenderCol_Negtive_Volume] = GUI::ImGuiWrapper::to_ImVec4(GLVolume::MODEL_COLOR[1]);
RenderColor::colors[RenderCol_Support_Enforcer] = GUI::ImGuiWrapper::to_ImVec4(GLVolume::MODEL_COLOR[2]);
RenderColor::colors[RenderCol_Support_Blocker] = GUI::ImGuiWrapper::to_ImVec4(GLVolume::MODEL_COLOR[3]);
RenderColor::colors[RenderCol_Model_Unprintable] = GUI::ImGuiWrapper::to_ImVec4(GLVolume::UNPRINTABLE_COLOR);
}
GLVolume::GLVolume(float r, float g, float b, float a)
: m_sla_shift_z(0.0)
, m_sinking_contours(*this)
// geometry_id == 0 -> invalid
, geometry_id(std::pair<size_t, size_t>(0, 0))
, extruder_id(0)
, selected(false)
, disabled(false)
, printable(true)
, visible(true)
, is_active(true)
, zoom_to_volumes(true)
, shader_outside_printer_detection_enabled(false)
, is_outside(false)
, partly_inside(false)
, hover(HS_None)
, is_modifier(false)
, is_wipe_tower(false)
, is_extrusion_path(false)
, force_transparent(false)
, force_native_color(false)
, force_neutral_color(false)
, force_sinking_contours(false)
, picking(false)
, tverts_range(0, size_t(-1))
{
color = { r, g, b, a };
set_render_color(color);
mmuseg_ts = 0;
}
// BBS
float GLVolume::explosion_ratio = 1.0;
float GLVolume::last_explosion_ratio = 1.0;
void GLVolume::set_render_color()
{
bool outside = is_outside || is_below_printbed();
if (force_native_color || force_neutral_color) {
#ifdef ENABBLE_OUTSIDE_COLOR
if (outside && shader_outside_printer_detection_enabled)
set_render_color(OUTSIDE_COLOR);
else {
#endif
if (force_native_color)
set_render_color(color);
else
set_render_color(NEUTRAL_COLOR);
#ifdef ENABLE_OUTSIDE_COLOR
}
#endif
}
else {
/* BBS
if (hover == HS_Select)
set_render_color(HOVER_SELECT_COLOR);
else if (hover == HS_Deselect)
set_render_color(HOVER_DESELECT_COLOR);
else if (selected)
set_render_color(outside ? SELECTED_OUTSIDE_COLOR : SELECTED_COLOR);
else if (disabled)
*/
if (disabled)
set_render_color(DISABLED_COLOR);
#ifdef ENABLE_OUTSIDE_COLOR
else if (is_outside && shader_outside_printer_detection_enabled)
set_render_color(OUTSIDE_COLOR);
#endif
else {
//to make black not too hard too see
ColorRGBA new_color = adjust_color_for_rendering(color);
set_render_color(new_color);
}
}
if (force_transparent) {
if (color.a() < FullyTransparentMaterialThreshold) {
render_color.a(FullTransparentModdifiedToFixAlpha);
} else {
render_color.a(color.a());
}
}
//BBS set unprintable color
if (!printable) {
render_color = UNPRINTABLE_COLOR;
}
//BBS set invisible color
if (!visible) {
render_color = MODEL_HIDDEN_COL;
}
}
ColorRGBA color_from_model_volume(const ModelVolume& model_volume)
{
ColorRGBA color;
if (model_volume.is_negative_volume())
return GLVolume::MODEL_NEGTIVE_COL;
else if (model_volume.is_modifier())
#if ENABLE_MODIFIERS_ALWAYS_TRANSPARENT
return GLVolume::MODEL_MIDIFIER_COL;
#else
color = { 0.2f, 1.0f, 0.2f, 1.0f };
#endif // ENABLE_MODIFIERS_ALWAYS_TRANSPARENT
else if (model_volume.is_support_blocker())
return GLVolume::SUPPORT_BLOCKER_COL;
else if (model_volume.is_support_enforcer())
return GLVolume::SUPPORT_ENFORCER_COL;
return color;
}
Transform3d GLVolume::world_matrix() const
{
Transform3d m = m_instance_transformation.get_matrix() * m_volume_transformation.get_matrix();
Vec3d ofs2ass = m_offset_to_assembly * (GLVolume::explosion_ratio - 1.0);
Vec3d volofs2obj = m_volume_transformation.get_offset() * (GLVolume::explosion_ratio - 1.0);
m.translation()(2) += m_sla_shift_z;
m.translate(ofs2ass + volofs2obj);
return m;
}
bool GLVolume::is_left_handed() const
{
const Vec3d &m1 = m_instance_transformation.get_mirror();
const Vec3d &m2 = m_volume_transformation.get_mirror();
return m1.x() * m1.y() * m1.z() * m2.x() * m2.y() * m2.z() < 0.;
}
const BoundingBoxf3& GLVolume::transformed_bounding_box() const
{
if (!m_transformed_bounding_box.has_value() || last_explosion_ratio != explosion_ratio) {
const BoundingBoxf3& box = bounding_box();
assert(box.defined || box.min.x() >= box.max.x() || box.min.y() >= box.max.y() || box.min.z() >= box.max.z());
std::optional<BoundingBoxf3>* trans_box = const_cast<std::optional<BoundingBoxf3>*>(&m_transformed_bounding_box);
*trans_box = box.transformed(world_matrix());
last_explosion_ratio = explosion_ratio;
}
return *m_transformed_bounding_box;
}
const BoundingBoxf3& GLVolume::transformed_convex_hull_bounding_box() const
{
if (!m_transformed_convex_hull_bounding_box.has_value()) {
std::optional<BoundingBoxf3>* trans_box = const_cast<std::optional<BoundingBoxf3>*>(&m_transformed_convex_hull_bounding_box);
*trans_box = transformed_convex_hull_bounding_box(world_matrix());
}
return *m_transformed_convex_hull_bounding_box;
}
BoundingBoxf3 GLVolume::transformed_convex_hull_bounding_box(const Transform3d &trafo) const
{
return (m_convex_hull && ! m_convex_hull->empty()) ?
m_convex_hull->transformed_bounding_box(trafo) :
bounding_box().transformed(trafo);
}
BoundingBoxf3 GLVolume::transformed_non_sinking_bounding_box(const Transform3d& trafo) const
{
return GUI::wxGetApp().plater()->model().objects[object_idx()]->volumes[volume_idx()]->mesh().transformed_bounding_box(trafo, 0.0);
}
const BoundingBoxf3& GLVolume::transformed_non_sinking_bounding_box() const
{
if (!m_transformed_non_sinking_bounding_box.has_value()) {
std::optional<BoundingBoxf3>* trans_box = const_cast<std::optional<BoundingBoxf3>*>(&m_transformed_non_sinking_bounding_box);
const Transform3d& trafo = world_matrix();
*trans_box = transformed_non_sinking_bounding_box(trafo);
}
return *m_transformed_non_sinking_bounding_box;
}
void GLVolume::set_range(double min_z, double max_z)
{
this->tverts_range.first = 0;
this->tverts_range.second = this->model.indices_count();
if (!this->print_zs.empty()) {
// The Z layer range is specified.
// First test whether the Z span of this object is not out of (min_z, max_z) completely.
if (this->print_zs.front() > max_z || this->print_zs.back() < min_z)
this->tverts_range.second = 0;
else {
// Then find the lowest layer to be displayed.
size_t i = 0;
for (; i < this->print_zs.size() && this->print_zs[i] < min_z; ++i);
if (i == this->print_zs.size())
// This shall not happen.
this->tverts_range.second = 0;
else {
// Remember start of the layer.
this->tverts_range.first = this->offsets[i];
// Some layers are above $min_z. Which?
for (; i < this->print_zs.size() && this->print_zs[i] <= max_z; ++i);
if (i < this->print_zs.size())
this->tverts_range.second = this->offsets[i];
}
}
}
}
void GLVolume::render()
{
if (!is_active)
return;
GLShaderProgram *shader = GUI::wxGetApp().get_current_shader();
if (shader == nullptr)
return;
ModelObjectPtrs &model_objects = GUI::wxGetApp().model().objects;
std::vector<ColorRGBA> colors = get_extruders_colors();
simple_render(shader, model_objects, colors);
}
//BBS: add outline related logic
void GLVolume::render_with_outline(const GUI::Size& cnv_size)
{
if (!is_active)
return;
GLShaderProgram *shader = GUI::wxGetApp().get_current_shader();
if (shader == nullptr)
return;
ModelObjectPtrs &model_objects = GUI::wxGetApp().model().objects;
std::vector<ColorRGBA> colors = get_extruders_colors();
const GUI::OpenGLManager::EFramebufferType framebuffers_type = GUI::OpenGLManager::get_framebuffers_type();
if (framebuffers_type == GUI::OpenGLManager::EFramebufferType::Unknown) {
// No supported, degrade to normal rendering
simple_render(shader, model_objects, colors);
return;
}
// 1st. render pass, render the model into a separate render target that has only depth buffer
GLuint depth_fbo = 0;
GLuint depth_tex = 0;
if (framebuffers_type == GUI::OpenGLManager::EFramebufferType::Arb) {
glsafe(::glGenFramebuffers(1, &depth_fbo));
glsafe(::glBindFramebuffer(GL_FRAMEBUFFER, depth_fbo));
glActiveTexture(GL_TEXTURE0);
glsafe(::glGenTextures(1, &depth_tex));
glsafe(::glBindTexture(GL_TEXTURE_2D, depth_tex));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, cnv_size.get_width(), cnv_size.get_height(), 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr));
glsafe(::glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_tex, 0));
} else {
glsafe(::glGenFramebuffersEXT(1, &depth_fbo));
glsafe(::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, depth_fbo));
glActiveTexture(GL_TEXTURE0);
glsafe(::glGenTextures(1, &depth_tex));
glsafe(::glBindTexture(GL_TEXTURE_2D, depth_tex));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, cnv_size.get_width(), cnv_size.get_height(), 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr));
glsafe(::glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, depth_tex, 0));
}
glsafe(::glClear(GL_DEPTH_BUFFER_BIT));
if (tverts_range == std::make_pair<size_t, size_t>(0, -1))
model.render();
else
model.render(this->tverts_range);
glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
// 2nd. render pass, just a normal render with the depth buffer passed as a texture
if (framebuffers_type == GUI::OpenGLManager::EFramebufferType::Arb) {
glsafe(::glBindFramebuffer(GL_FRAMEBUFFER, 0));
} else if (framebuffers_type == GUI::OpenGLManager::EFramebufferType::Ext) {
glsafe(::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
}
shader->set_uniform("is_outline", true);
shader->set_uniform("screen_size", Vec2f{cnv_size.get_width(), cnv_size.get_height()});
glActiveTexture(GL_TEXTURE0);
glsafe(::glBindTexture(GL_TEXTURE_2D, depth_tex));
shader->set_uniform("depth_tex", 0);
simple_render(shader, model_objects, colors);
// Some clean up to do
glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
shader->set_uniform("is_outline", false);
if (framebuffers_type == GUI::OpenGLManager::EFramebufferType::Arb) {
glsafe(::glBindFramebuffer(GL_FRAMEBUFFER, 0));
if (depth_fbo != 0)
glsafe(::glDeleteFramebuffers(1, &depth_fbo));
} else if (framebuffers_type == GUI::OpenGLManager::EFramebufferType::Ext) {
glsafe(::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
if (depth_fbo != 0)
glsafe(::glDeleteFramebuffersEXT(1, &depth_fbo));
}
if (depth_tex != 0)
glsafe(::glDeleteTextures(1, &depth_tex));
}
//BBS add render for simple case
void GLVolume::simple_render(GLShaderProgram* shader, ModelObjectPtrs& model_objects, std::vector<ColorRGBA>& extruder_colors, bool ban_light)
{
if (this->is_left_handed())
glFrontFace(GL_CW);
glsafe(::glCullFace(GL_BACK));
bool color_volume = false;
ModelObject* model_object = nullptr;
ModelVolume* model_volume = nullptr;
do {
if ((!printable) || object_idx() >= model_objects.size())
break;
model_object = model_objects[object_idx()];
if (volume_idx() >= model_object->volumes.size())
break;
model_volume = model_object->volumes[volume_idx()];
if (model_volume->mmu_segmentation_facets.empty())
break;
color_volume = true;
if (model_volume->mmu_segmentation_facets.timestamp() != mmuseg_ts) {
mmuseg_models.clear();
std::vector<indexed_triangle_set> its_per_color;
model_volume->mmu_segmentation_facets.get_facets(*model_volume, its_per_color);
mmuseg_models.resize(its_per_color.size());
for (int idx = 0; idx < its_per_color.size(); idx++) {
mmuseg_models[idx].init_from(its_per_color[idx]);
}
mmuseg_ts = model_volume->mmu_segmentation_facets.timestamp();
}
} while (0);
if (color_volume && !picking) {
// when force_transparent, we need to keep the alpha
if (force_native_color && render_color.is_transparent()) {
for (auto &extruder_color : extruder_colors)
extruder_color.a(render_color.a());
}
for (int idx = 0; idx < mmuseg_models.size(); idx++) {
GUI::GLModel &m = mmuseg_models[idx];
if (!m.is_initialized())
continue;
if (shader) {
if (idx == 0) {
int extruder_id = model_volume->extruder_id();
//to make black not too hard too see
ColorRGBA new_color = adjust_color_for_rendering(extruder_colors[extruder_id - 1]);
if (ban_light) {
new_color[3] = (255 - (extruder_id - 1))/255.0f;
}
m.set_color(new_color);
// shader->set_uniform("uniform_color", new_color);
}
else {
if (idx <= extruder_colors.size()) {
//to make black not too hard too see
ColorRGBA new_color = adjust_color_for_rendering(extruder_colors[idx - 1]);
if (ban_light) {
new_color[3] = (255 - (idx - 1))/255.0f;
}
m.set_color(new_color);
// shader->set_uniform("uniform_color", new_color);
}
else {
//to make black not too hard too see
ColorRGBA new_color = adjust_color_for_rendering(extruder_colors[0]);
if (ban_light) {
new_color[3] = (255 - 0) / 255.0f;
}
m.set_color(new_color);
// shader->set_uniform("uniform_color", new_color);
}
}
}
if (tverts_range == std::make_pair<size_t, size_t>(0, -1))
m.render();
else
m.render(this->tverts_range);
}
} else {
if (tverts_range == std::make_pair<size_t, size_t>(0, -1))
model.render();
else
model.render(this->tverts_range);
}
if (this->is_left_handed())
glFrontFace(GL_CCW);
}
bool GLVolume::is_sla_support() const { return this->composite_id.volume_id == -int(slaposSupportTree); }
bool GLVolume::is_sla_pad() const { return this->composite_id.volume_id == -int(slaposPad); }
bool GLVolume::is_sinking() const
{
if (is_modifier || GUI::wxGetApp().preset_bundle->printers.get_edited_preset().printer_technology() == ptSLA)
return false;
const BoundingBoxf3& box = transformed_convex_hull_bounding_box();
return box.min.z() < SINKING_Z_THRESHOLD && box.max.z() >= SINKING_Z_THRESHOLD;
}
bool GLVolume::is_below_printbed() const
{
return transformed_convex_hull_bounding_box().max.z() < 0.0;
}
void GLVolume::render_sinking_contours()
{
m_sinking_contours.render();
}
GLWipeTowerVolume::GLWipeTowerVolume(const std::vector<ColorRGBA>& colors)
: GLVolume()
{
m_colors = colors;
}
void GLWipeTowerVolume::render()
{
if (!is_active)
return;
if (m_colors.size() == 0 || m_colors.size() != model_per_colors.size())
return;
if (this->is_left_handed())
glFrontFace(GL_CW);
glsafe(::glCullFace(GL_BACK));
for (int i = 0; i < m_colors.size(); i++) {
if (!picking) {
ColorRGBA new_color = adjust_color_for_rendering(m_colors[i]);
this->model_per_colors[i].set_color(new_color);
} else {
this->model_per_colors[i].set_color(model.get_color());
}
this->model_per_colors[i].render();
}
if (this->is_left_handed())
glFrontFace(GL_CCW);
}
bool GLWipeTowerVolume::IsTransparent() {
for (size_t i = 0; i < m_colors.size(); i++) {
if (m_colors[i].is_transparent()) {
return true;
}
}
return false;
}
std::vector<int> GLVolumeCollection::load_object(
const ModelObject *model_object,
int obj_idx,
const std::vector<int> &instance_idxs,
const std::string &color_by,
bool opengl_initialized,
bool need_raycaster)
{
std::vector<int> volumes_idx;
for (int volume_idx = 0; volume_idx < int(model_object->volumes.size()); ++volume_idx)
for (int instance_idx : instance_idxs)
volumes_idx.emplace_back(this->GLVolumeCollection::load_object_volume(model_object, obj_idx, volume_idx, instance_idx, color_by, opengl_initialized, false, false, need_raycaster));
return volumes_idx;
}
int GLVolumeCollection::load_object_volume(
const ModelObject *model_object,
int obj_idx,
int volume_idx,
int instance_idx,
const std::string &color_by,
bool opengl_initialized,
bool in_assemble_view,
bool use_loaded_id,
bool need_raycaster)
{
const ModelVolume *model_volume = model_object->volumes[volume_idx];
const int extruder_id = model_volume->extruder_id();
const ModelInstance *instance = model_object->instances[instance_idx];
auto color = GLVolume::MODEL_COLOR[((color_by == "volume") ? volume_idx : obj_idx) % 4];
color.a(model_volume->is_model_part() ? 0.7f : 0.4f);
std::shared_ptr<const TriangleMesh> mesh = model_volume->mesh_ptr();
this->volumes.emplace_back(new GLVolume(color));
GLVolume& v = *this->volumes.back();
v.set_color(color_from_model_volume(*model_volume));
v.name = model_volume->name;
#if ENABLE_SMOOTH_NORMALS
v.model.init_from(mesh, true);
#else
v.model.init_from(*mesh);
if (need_raycaster) { v.mesh_raycaster = std::make_unique<GUI::MeshRaycaster>(mesh); }
#endif // ENABLE_SMOOTH_NORMALS
v.composite_id = GLVolume::CompositeID(obj_idx, volume_idx, instance_idx);
if (model_volume->is_model_part())
{
// GLVolume will reference a convex hull from model_volume!
v.set_convex_hull(model_volume->get_convex_hull_shared_ptr());
if (extruder_id != -1)
v.extruder_id = extruder_id;
}
v.is_modifier = !model_volume->is_model_part();
v.shader_outside_printer_detection_enabled = model_volume->is_model_part();
if (in_assemble_view) {
v.set_instance_transformation(instance->get_assemble_transformation());
v.set_offset_to_assembly(instance->get_offset_to_assembly());
}
else
v.set_instance_transformation(instance->get_transformation());
v.set_volume_transformation(model_volume->get_transformation());
//use object's instance id
if (use_loaded_id && (instance->loaded_id > 0))
v.model_object_ID = instance->loaded_id;
else
v.model_object_ID = instance->id().id;
return int(this->volumes.size() - 1);
}
// Load SLA auxiliary GLVolumes (for support trees or pad).
// This function produces volumes for multiple instances in a single shot,
// as some object specific mesh conversions may be expensive.
void GLVolumeCollection::load_object_auxiliary(
const SLAPrintObject* print_object,
int obj_idx,
// pairs of <instance_idx, print_instance_idx>
const std::vector<std::pair<size_t, size_t>>& instances,
SLAPrintObjectStep milestone,
// Timestamp of the last change of the milestone
size_t timestamp)
{
assert(print_object->is_step_done(milestone));
Transform3d mesh_trafo_inv = print_object->trafo().inverse();
// Get the support mesh.
TriangleMesh mesh = print_object->get_mesh(milestone);
mesh.transform(mesh_trafo_inv);
// Convex hull is required for out of print bed detection.
TriangleMesh convex_hull = mesh.convex_hull_3d();
for (const std::pair<size_t, size_t>& instance_idx : instances) {
const ModelInstance& model_instance = *print_object->model_object()->instances[instance_idx.first];
this->volumes.emplace_back(new GLVolume((milestone == slaposPad) ? GLVolume::SLA_PAD_COLOR : GLVolume::SLA_SUPPORT_COLOR));
GLVolume& v = *this->volumes.back();
#if ENABLE_SMOOTH_NORMALS
v.model.init_from(mesh, true);
#else
v.model.init_from(mesh);
v.model.set_color((milestone == slaposPad) ? GLVolume::SLA_PAD_COLOR : GLVolume::SLA_SUPPORT_COLOR);
v.mesh_raycaster = std::make_unique<GUI::MeshRaycaster>(std::make_shared<const TriangleMesh>(mesh));
#endif // ENABLE_SMOOTH_NORMALS
v.composite_id = GLVolume::CompositeID(obj_idx, -int(milestone), (int)instance_idx.first);
v.geometry_id = std::pair<size_t, size_t>(timestamp, model_instance.id().id);
// Create a copy of the convex hull mesh for each instance. Use a move operator on the last instance.
if (&instance_idx == &instances.back())
v.set_convex_hull(std::move(convex_hull));
else
v.set_convex_hull(convex_hull);
v.is_modifier = false;
v.shader_outside_printer_detection_enabled = (milestone == slaposSupportTree);
v.set_instance_transformation(model_instance.get_transformation());
// Leave the volume transformation at identity.
// v.set_volume_transformation(model_volume->get_transformation());
}
}
int GLVolumeCollection::load_wipe_tower_preview(
int obj_idx, float pos_x, float pos_y, float width, float depth, float height,
float rotation_angle, bool size_unknown, float brim_width)
{
int plate_idx = obj_idx - 1000;
if (depth < 0.01f)
return int(this->volumes.size() - 1);
if (height == 0.0f)
height = 0.1f;
std::vector<ColorRGBA> extruder_colors = get_extruders_colors();
std::vector<ColorRGBA> colors;
GUI::PartPlateList& ppl = GUI::wxGetApp().plater()->get_partplate_list();
std::vector<int> plate_extruders = ppl.get_plate(plate_idx)->get_extruders(true);
TriangleMesh wipe_tower_shell = make_cube(width, depth, height);
for (int extruder_id : plate_extruders) {
if (extruder_id <= extruder_colors.size())
colors.push_back(extruder_colors[extruder_id - 1]);
else
colors.push_back(extruder_colors[0]);
}
// Orca: make it transparent
for(auto& color : colors)
color.a(0.66f);
volumes.emplace_back(new GLWipeTowerVolume(colors));
GLWipeTowerVolume& v = *dynamic_cast<GLWipeTowerVolume*>(volumes.back());
v.model_per_colors.resize(colors.size());
for (int i = 0; i < colors.size(); i++) {
TriangleMesh color_part = make_cube(width, depth / colors.size(), height);
color_part.translate({ 0.f, depth * i / colors.size(), 0. });
v.model_per_colors[i].init_from(color_part);
}
v.model.init_from(wipe_tower_shell);
v.mesh_raycaster = std::make_unique<GUI::MeshRaycaster>(std::make_shared<const TriangleMesh>(wipe_tower_shell));
v.set_convex_hull(wipe_tower_shell);
v.set_volume_offset(Vec3d(pos_x, pos_y, 0.0));
v.set_volume_rotation(Vec3d(0., 0., (M_PI / 180.) * rotation_angle));
v.composite_id = GLVolume::CompositeID(obj_idx, 0, 0);
v.geometry_id.first = 0;
v.geometry_id.second = wipe_tower_instance_id().id + (obj_idx - 1000);
v.is_wipe_tower = true;
v.shader_outside_printer_detection_enabled = !size_unknown;
return int(volumes.size() - 1);
}
GLVolume* GLVolumeCollection::new_toolpath_volume(const ColorRGBA& rgba)
{
GLVolume* out = new_nontoolpath_volume(rgba);
out->is_extrusion_path = true;
return out;
}
GLVolume* GLVolumeCollection::new_nontoolpath_volume(const ColorRGBA& rgba)
{
GLVolume* out = new GLVolume(rgba);
out->is_extrusion_path = false;
this->volumes.emplace_back(out);
return out;
}
GLVolumeWithIdAndZList volumes_to_render(const GLVolumePtrs& volumes, GLVolumeCollection::ERenderType type, const Transform3d& view_matrix, std::function<bool(const GLVolume&)> filter_func)
{
GLVolumeWithIdAndZList list;
list.reserve(volumes.size());
for (unsigned int i = 0; i < (unsigned int)volumes.size(); ++i) {
GLVolume* volume = volumes[i];
bool is_transparent = volume->render_color.is_transparent();
auto tempGlwipeTowerVolume = dynamic_cast<GLWipeTowerVolume *>(volume);
if (tempGlwipeTowerVolume) {
is_transparent = tempGlwipeTowerVolume->IsTransparent();
}
if (((type == GLVolumeCollection::ERenderType::Opaque && !is_transparent) ||
(type == GLVolumeCollection::ERenderType::Transparent && is_transparent) ||
type == GLVolumeCollection::ERenderType::All) &&
(! filter_func || filter_func(*volume)))
list.emplace_back(std::make_pair(volume, std::make_pair(i, 0.0)));
}
if (type == GLVolumeCollection::ERenderType::Transparent && list.size() > 1) {
for (GLVolumeWithIdAndZ& volume : list) {
volume.second.second = volume.first->bounding_box().transformed(view_matrix * volume.first->world_matrix()).max(2);
}
std::sort(list.begin(), list.end(),
[](const GLVolumeWithIdAndZ& v1, const GLVolumeWithIdAndZ& v2) -> bool { return v1.second.second < v2.second.second; }
);
}
else if (type == GLVolumeCollection::ERenderType::Opaque && list.size() > 1) {
std::sort(list.begin(), list.end(),
[](const GLVolumeWithIdAndZ& v1, const GLVolumeWithIdAndZ& v2) -> bool { return v1.first->selected && !v2.first->selected; }
);
}
return list;
}
int GLVolumeCollection::get_selection_support_threshold_angle(bool &enable_support) const
{
const DynamicPrintConfig& glb_cfg = GUI::wxGetApp().preset_bundle->prints.get_edited_preset().config;
enable_support = glb_cfg.opt_bool("enable_support");
int support_threshold_angle = glb_cfg.opt_int("support_threshold_angle");
return support_threshold_angle ;
}
//BBS: add outline drawing logic
void GLVolumeCollection::render(GLVolumeCollection::ERenderType type,
bool disable_cullface,
const Transform3d & view_matrix,
const Transform3d& projection_matrix,
const GUI::Size& cnv_size,
std::function<bool(const GLVolume &)> filter_func,
bool partly_inside_enable) const
{
GLVolumeWithIdAndZList to_render = volumes_to_render(volumes, type, view_matrix, filter_func);
if (to_render.empty())
return;
GLShaderProgram* shader = GUI::wxGetApp().get_current_shader();
if (shader == nullptr)
return;
GLShaderProgram* sink_shader = GUI::wxGetApp().get_shader("flat");
#if SLIC3R_OPENGL_ES
GLShaderProgram* edges_shader = GUI::wxGetApp().get_shader("dashed_lines");
#else
GLShaderProgram* edges_shader = GUI::OpenGLManager::get_gl_info().is_core_profile() ? GUI::wxGetApp().get_shader("dashed_thick_lines") : GUI::wxGetApp().get_shader("flat");
#endif // SLIC3R_OPENGL_ES
if (type == ERenderType::Transparent) {
glsafe(::glEnable(GL_BLEND));
glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
}
glsafe(::glCullFace(GL_BACK));
if (disable_cullface)
glsafe(::glDisable(GL_CULL_FACE));
for (GLVolumeWithIdAndZ& volume : to_render) {
#if ENABLE_MODIFIERS_ALWAYS_TRANSPARENT
if (type == ERenderType::Transparent) {
volume.first->force_transparent = true;
//BOOST_LOG_TRIVIAL(info) << boost::format("transparent rendering...");
}
//else
// BOOST_LOG_TRIVIAL(info) << boost::format("opaque rendering...");
#endif // ENABLE_MODIFIERS_ALWAYS_TRANSPARENT
volume.first->set_render_color();
#if ENABLE_MODIFIERS_ALWAYS_TRANSPARENT
if (type == ERenderType::Transparent)
volume.first->force_transparent = false;
#endif // ENABLE_MODIFIERS_ALWAYS_TRANSPARENT
// render sinking contours of non-hovered volumes
shader->stop_using();
if (sink_shader != nullptr) {
sink_shader->start_using();
if (m_show_sinking_contours) {
if (volume.first->is_sinking() && !volume.first->is_below_printbed() &&
volume.first->hover == GLVolume::HS_None && !volume.first->force_sinking_contours) {
volume.first->render_sinking_contours();
}
}
sink_shader->stop_using();
}
shader->start_using();
if (!volume.first->model.is_initialized())
shader->set_uniform("uniform_color", volume.first->render_color);
shader->set_uniform("z_range", m_z_range);
shader->set_uniform("clipping_plane", m_clipping_plane);
shader->set_uniform("use_color_clip_plane", m_use_color_clip_plane);
shader->set_uniform("color_clip_plane", m_color_clip_plane);
shader->set_uniform("uniform_color_clip_plane_1", m_color_clip_plane_colors[0]);
shader->set_uniform("uniform_color_clip_plane_2", m_color_clip_plane_colors[1]);
//BOOST_LOG_TRIVIAL(info) << boost::format("set uniform_color to {%1%, %2%, %3%, %4%}, with_outline=%5%, selected %6%")
// %volume.first->render_color[0]%volume.first->render_color[1]%volume.first->render_color[2]%volume.first->render_color[3]
// %with_outline%volume.first->selected;
//BBS set print_volume to render volume
//shader->set_uniform("print_volume.type", static_cast<int>(m_render_volume.type));
//shader->set_uniform("print_volume.xy_data", m_render_volume.data);
//shader->set_uniform("print_volume.z_data", m_render_volume.zs);
if (volume.first->partly_inside && partly_inside_enable) {
//only partly inside volume need to be painted with boundary check
shader->set_uniform("print_volume.type", static_cast<int>(m_print_volume.type));
shader->set_uniform("print_volume.xy_data", m_print_volume.data);
shader->set_uniform("print_volume.z_data", m_print_volume.zs);
}
else {
//use -1 ad a invalid type
shader->set_uniform("print_volume.type", -1);
}
bool enable_support;
int support_threshold_angle = get_selection_support_threshold_angle(enable_support);
float normal_z = -::cos(Geometry::deg2rad((float) support_threshold_angle));
shader->set_uniform("volume_world_matrix", volume.first->world_matrix());
shader->set_uniform("slope.actived", m_slope.isGlobalActive && !volume.first->is_modifier && !volume.first->is_wipe_tower);
shader->set_uniform("slope.volume_world_normal_matrix", static_cast<Matrix3f>(volume.first->world_matrix().matrix().block(0, 0, 3, 3).inverse().transpose().cast<float>()));
shader->set_uniform("slope.normal_z", normal_z);
#if ENABLE_ENVIRONMENT_MAP
unsigned int environment_texture_id = GUI::wxGetApp().plater()->get_environment_texture_id();
bool use_environment_texture = environment_texture_id > 0 && GUI::wxGetApp().app_config->get("use_environment_map") == "1";
shader->set_uniform("use_environment_tex", use_environment_texture);
if (use_environment_texture)
glsafe(::glBindTexture(GL_TEXTURE_2D, environment_texture_id));
#endif // ENABLE_ENVIRONMENT_MAP
glcheck();
volume.first->model.set_color(volume.first->render_color);
const Transform3d model_matrix = volume.first->world_matrix();
shader->set_uniform("view_model_matrix", view_matrix * model_matrix);
shader->set_uniform("projection_matrix", projection_matrix);
const Matrix3d view_normal_matrix = view_matrix.matrix().block(0, 0, 3, 3) * model_matrix.matrix().block(0, 0, 3, 3).inverse().transpose();
shader->set_uniform("view_normal_matrix", view_normal_matrix);
//BBS: add outline related logic
if (volume.first->selected && GUI::wxGetApp().show_outline())
volume.first->render_with_outline(cnv_size);
else
volume.first->render();
#if ENABLE_ENVIRONMENT_MAP
if (use_environment_texture)
glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
#endif // ENABLE_ENVIRONMENT_MAP
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
}
if (m_show_sinking_contours) {
shader->stop_using();
if (sink_shader != nullptr) {
sink_shader->start_using();
for (GLVolumeWithIdAndZ& volume : to_render) {
// render sinking contours of hovered/displaced volumes
if (volume.first->is_sinking() && !volume.first->is_below_printbed() &&
(volume.first->hover != GLVolume::HS_None || volume.first->force_sinking_contours)) {
glsafe(::glDepthFunc(GL_ALWAYS));
volume.first->render_sinking_contours();
glsafe(::glDepthFunc(GL_LESS));
}
}
sink_shader->start_using();
}
shader->start_using();
}
if (disable_cullface)
glsafe(::glEnable(GL_CULL_FACE));
if (type == ERenderType::Transparent)
glsafe(::glDisable(GL_BLEND));
}
bool GLVolumeCollection::check_outside_state(const BuildVolume &build_volume, ModelInstanceEPrintVolumeState *out_state) const
{
if (GUI::wxGetApp().plater() == NULL)
{
if (out_state != nullptr)
*out_state = ModelInstancePVS_Inside;
return false;
}
const Model& model = GUI::wxGetApp().plater()->model();
auto volume_below = [](GLVolume& volume) -> bool
{ return volume.object_idx() != -1 && volume.volume_idx() != -1 && volume.is_below_printbed(); };
// Volume is partially below the print bed, thus a pre-calculated convex hull cannot be used.
auto volume_sinking = [](GLVolume& volume) -> bool
{ return volume.object_idx() != -1 && volume.volume_idx() != -1 && volume.is_sinking(); };
// Cached bounding box of a volume above the print bed.
auto volume_bbox = [volume_sinking](GLVolume& volume) -> BoundingBoxf3
{ return volume_sinking(volume) ? volume.transformed_non_sinking_bounding_box() : volume.transformed_convex_hull_bounding_box(); };
// Cached 3D convex hull of a volume above the print bed.
auto volume_convex_mesh = [volume_sinking, &model](GLVolume& volume) -> const TriangleMesh&
{ return volume_sinking(volume) ? model.objects[volume.object_idx()]->volumes[volume.volume_idx()]->mesh() : *volume.convex_hull(); };
ModelInstanceEPrintVolumeState overall_state = ModelInstancePVS_Inside;
bool contained_min_one = false;
//BBS: add instance judge logic, besides to original volume judge logic
std::map<int64_t, ModelInstanceEPrintVolumeState> model_state;
GUI::PartPlate* curr_plate = GUI::wxGetApp().plater()->get_partplate_list().get_selected_plate();
const Pointfs& pp_bed_shape = curr_plate->get_shape();
BuildVolume plate_build_volume(pp_bed_shape, build_volume.printable_height());
const std::vector<BoundingBoxf3>& exclude_areas = curr_plate->get_exclude_areas();
for (GLVolume* volume : this->volumes)
{
if (! volume->is_modifier && (volume->shader_outside_printer_detection_enabled || (! volume->is_wipe_tower && volume->composite_id.volume_id >= 0))) {
BuildVolume::ObjectState state;
if (volume_below(*volume))
state = BuildVolume::ObjectState::Below;
else {
switch (plate_build_volume.type()) {
case BuildVolume_Type::Rectangle: {
//FIXME this test does not evaluate collision of a build volume bounding box with non-convex objects.
const BoundingBoxf3& bb = volume_bbox(*volume);
state = plate_build_volume.volume_state_bbox(bb);
}
break;
case BuildVolume_Type::Circle:
case BuildVolume_Type::Convex:
//FIXME doing test on convex hull until we learn to do test on non-convex polygons efficiently.
case BuildVolume_Type::Custom:
state = plate_build_volume.object_state(volume_convex_mesh(*volume).its, volume->world_matrix().cast<float>(), volume_sinking(*volume));
break;
default:
// Ignore, don't produce any collision.
state = BuildVolume::ObjectState::Inside;
break;
}
assert(state != BuildVolume::ObjectState::Below);
}
int64_t comp_id = ((int64_t)volume->composite_id.object_id << 32) | ((int64_t)volume->composite_id.instance_id);
volume->is_outside = state != BuildVolume::ObjectState::Inside;
//volume->partly_inside = (state == BuildVolume::ObjectState::Colliding);
if (volume->printable) {
if (overall_state == ModelInstancePVS_Inside && volume->is_outside) {
overall_state = ModelInstancePVS_Fully_Outside;
}
if (overall_state == ModelInstancePVS_Fully_Outside && volume->is_outside && (state == BuildVolume::ObjectState::Colliding))
{
overall_state = ModelInstancePVS_Partly_Outside;
}
contained_min_one |= !volume->is_outside;
}
ModelInstanceEPrintVolumeState volume_state;
//if (volume->is_outside && (plate_build_volume.bounding_volume().intersects(volume->bounding_box())))
if (volume->is_outside && (state == BuildVolume::ObjectState::Colliding))
volume_state = ModelInstancePVS_Partly_Outside;
else if (volume->is_outside)
volume_state = ModelInstancePVS_Fully_Outside;
else
volume_state = ModelInstancePVS_Inside;
if (model_state.find(comp_id) != model_state.end())
{
if (model_state[comp_id] != ModelInstancePVS_Partly_Outside)
{
if (volume_state == ModelInstancePVS_Partly_Outside)
model_state[comp_id] = ModelInstancePVS_Partly_Outside;
else if (model_state[comp_id] != volume_state)
{
model_state[comp_id] = ModelInstancePVS_Partly_Outside;
}
}
}
else
{
model_state[comp_id] = volume_state;
}
if (model_state[comp_id] == ModelInstancePVS_Partly_Outside) {
overall_state = ModelInstancePVS_Partly_Outside;
BOOST_LOG_TRIVIAL(debug) << "instance includes " << volume->name << " is partially outside of bed";
}
}
}
for (GLVolume* volume : this->volumes)
{
if (! volume->is_modifier && (volume->shader_outside_printer_detection_enabled || (! volume->is_wipe_tower && volume->composite_id.volume_id >= 0)))
{
int64_t comp_id = ((int64_t)volume->composite_id.object_id << 32) | ((int64_t)volume->composite_id.instance_id);
if (model_state.find(comp_id) != model_state.end())
{
if (model_state[comp_id] == ModelInstancePVS_Partly_Outside) {
volume->partly_inside = true;
}
else
volume->partly_inside = false;
}
}
}
if (out_state != nullptr)
*out_state = overall_state;
return contained_min_one;
}
void GLVolumeCollection::reset_outside_state()
{
for (GLVolume* volume : this->volumes)
{
if (volume != nullptr) {
volume->is_outside = false;
volume->partly_inside = false;
}
}
}
void GLVolumeCollection::update_colors_by_extruder(const DynamicPrintConfig *config, bool is_update_alpha)
{
using ColorItem = std::pair<std::string, ColorRGBA>;
std::vector<ColorItem> colors;
if (static_cast<PrinterTechnology>(config->opt_int("printer_technology")) == ptSLA) {
const std::string& txt_color = config->opt_string("material_colour").empty() ?
print_config_def.get("material_colour")->get_default_value<ConfigOptionString>()->value :
config->opt_string("material_colour");
ColorRGBA rgba;
if (decode_color(txt_color, rgba))
colors.push_back({ txt_color, rgba });
}
else {
const ConfigOptionStrings* filamemts_opt = dynamic_cast<const ConfigOptionStrings*>(config->option("filament_colour"));
if (filamemts_opt == nullptr)
return;
size_t colors_count = (size_t)filamemts_opt->values.size();
if (colors_count == 0)
return;
colors.resize(colors_count);
for (unsigned int i = 0; i < colors_count; ++i) {
ColorRGBA rgba;
const std::string& fil_color = config->opt_string("filament_colour", i);
if (decode_color(fil_color, rgba))
colors[i] = { fil_color, rgba };
}
}
for (GLVolume* volume : volumes) {
if (volume == nullptr || volume->is_modifier || volume->is_wipe_tower || volume->volume_idx() < 0)
continue;
int extruder_id = volume->extruder_id - 1;
if (extruder_id < 0 || (int)colors.size() <= extruder_id)
extruder_id = 0;
const ColorItem& color = colors[extruder_id];
if (!color.first.empty()) {
if (!is_update_alpha) {
float old_a = volume->color.a();
volume->color = color.second;
volume->color.a(old_a);
} else {
volume->color = color.second;
}
}
}
}
void GLVolumeCollection::set_transparency(float alpha)
{
for (GLVolume *volume : volumes) {
if (volume == nullptr || volume->is_modifier || volume->is_wipe_tower || (volume->volume_idx() < 0))
continue;
volume->color.a(alpha);
}
}
std::vector<double> GLVolumeCollection::get_current_print_zs(bool active_only) const
{
// Collect layer top positions of all volumes.
std::vector<double> print_zs;
for (GLVolume *vol : this->volumes)
{
if (!active_only || vol->is_active)
append(print_zs, vol->print_zs);
}
std::sort(print_zs.begin(), print_zs.end());
// Replace intervals of layers with similar top positions with their average value.
int n = int(print_zs.size());
int k = 0;
for (int i = 0; i < n;) {
int j = i + 1;
coordf_t zmax = print_zs[i] + EPSILON;
for (; j < n && print_zs[j] <= zmax; ++ j) ;
print_zs[k ++] = (j > i + 1) ? (0.5 * (print_zs[i] + print_zs[j - 1])) : print_zs[i];
i = j;
}
if (k < n)
print_zs.erase(print_zs.begin() + k, print_zs.end());
return print_zs;
}
size_t GLVolumeCollection::cpu_memory_used() const
{
size_t memsize = sizeof(*this) + this->volumes.capacity() * sizeof(GLVolume);
for (const GLVolume *volume : this->volumes)
memsize += volume->cpu_memory_used();
return memsize;
}
size_t GLVolumeCollection::gpu_memory_used() const
{
size_t memsize = 0;
for (const GLVolume *volume : this->volumes)
memsize += volume->gpu_memory_used();
return memsize;
}
std::string GLVolumeCollection::log_memory_info() const
{
return " (GLVolumeCollection RAM: " + format_memsize_MB(this->cpu_memory_used()) + " GPU: " + format_memsize_MB(this->gpu_memory_used()) + " Both: " + format_memsize_MB(this->gpu_memory_used()) + ")";
}
static void thick_lines_to_geometry(
const Lines& lines,
const std::vector<double>& widths,
const std::vector<double>& heights,
bool closed,
double top_z,
GUI::GLModel::Geometry& geometry)
{
assert(!lines.empty());
if (lines.empty())
return;
enum Direction : unsigned char
{
Left,
Right,
Top,
Bottom
};
// right, left, top, bottom
std::array<int, 4> idx_prev = { -1, -1, -1, -1 };
std::array<int, 4> idx_initial = { -1, -1, -1, -1 };
double bottom_z_prev = 0.0;
Vec2d b1_prev(Vec2d::Zero());
Vec2d v_prev(Vec2d::Zero());
double len_prev = 0.0;
double width_initial = 0.0;
double bottom_z_initial = 0.0;
// loop once more in case of closed loops
const size_t lines_end = closed ? (lines.size() + 1) : lines.size();
for (size_t ii = 0; ii < lines_end; ++ii) {
const size_t i = (ii == lines.size()) ? 0 : ii;
const Line& line = lines[i];
const double bottom_z = top_z - heights[i];
const double middle_z = 0.5 * (top_z + bottom_z);
const double width = widths[i];
const bool is_first = (ii == 0);
const bool is_last = (ii == lines_end - 1);
const bool is_closing = closed && is_last;
const Vec2d v = unscale(line.vector()).normalized();
const double len = unscale<double>(line.length());
const Vec2d a = unscale(line.a);
const Vec2d b = unscale(line.b);
Vec2d a1 = a;
Vec2d a2 = a;
Vec2d b1 = b;
Vec2d b2 = b;
{
const double dist = 0.5 * width; // scaled
const double dx = dist * v.x();
const double dy = dist * v.y();
a1 += Vec2d(+dy, -dx);
a2 += Vec2d(-dy, +dx);
b1 += Vec2d(+dy, -dx);
b2 += Vec2d(-dy, +dx);
}
// calculate new XY normals
const Vec2d xy_right_normal = unscale(line.normal()).normalized();
std::array<int, 4> idx_a = { 0, 0, 0, 0 };
std::array<int, 4> idx_b = { 0, 0, 0, 0 };
int idx_last = int(geometry.vertices_count());
const bool bottom_z_different = bottom_z_prev != bottom_z;
bottom_z_prev = bottom_z;
if (!is_first && bottom_z_different) {
// Found a change of the layer thickness -> Add a cap at the end of the previous segment.
geometry.add_triangle(idx_b[Bottom], idx_b[Left], idx_b[Top]);
geometry.add_triangle(idx_b[Bottom], idx_b[Top], idx_b[Right]);
}
// Share top / bottom vertices if possible.
if (is_first) {
idx_a[Top] = idx_last++;
geometry.add_vertex(Vec3f(a.x(), a.y(), top_z), Vec3f(0.0f, 0.0f, 1.0f));
}
else
idx_a[Top] = idx_prev[Top];
if (is_first || bottom_z_different) {
// Start of the 1st line segment or a change of the layer thickness while maintaining the print_z.
idx_a[Bottom] = idx_last++;
geometry.add_vertex(Vec3f(a.x(), a.y(), bottom_z), Vec3f(0.0f, 0.0f, -1.0f));
idx_a[Left] = idx_last++;
geometry.add_vertex(Vec3f(a2.x(), a2.y(), middle_z), Vec3f(-xy_right_normal.x(), -xy_right_normal.y(), 0.0f));
idx_a[Right] = idx_last++;
geometry.add_vertex(Vec3f(a1.x(), a1.y(), middle_z), Vec3f(xy_right_normal.x(), xy_right_normal.y(), 0.0f));
}
else
idx_a[Bottom] = idx_prev[Bottom];
if (is_first) {
// Start of the 1st line segment.
width_initial = width;
bottom_z_initial = bottom_z;
idx_initial = idx_a;
}
else {
// Continuing a previous segment.
// Share left / right vertices if possible.
const double v_dot = v_prev.dot(v);
// To reduce gpu memory usage, we try to reuse vertices
// To reduce the visual artifacts, due to averaged normals, we allow to reuse vertices only when any of two adjacent edges
// is longer than a fixed threshold.
// The following value is arbitrary, it comes from tests made on a bunch of models showing the visual artifacts
const double len_threshold = 2.5;
// Generate new vertices if the angle between adjacent edges is greater than 45 degrees or thresholds conditions are met
const bool sharp = (v_dot < 0.707) || (len_prev > len_threshold) || (len > len_threshold);
if (sharp) {
if (!bottom_z_different) {
// Allocate new left / right points for the start of this segment as these points will receive their own normals to indicate a sharp turn.
idx_a[Right] = idx_last++;
geometry.add_vertex(Vec3f(a1.x(), a1.y(), middle_z), Vec3f(xy_right_normal.x(), xy_right_normal.y(), 0.0f));
idx_a[Left] = idx_last++;
geometry.add_vertex(Vec3f(a2.x(), a2.y(), middle_z), Vec3f(-xy_right_normal.x(), -xy_right_normal.y(), 0.0f));
if (cross2(v_prev, v) > 0.0) {
// Right turn. Fill in the right turn wedge.
geometry.add_triangle(idx_prev[Right], idx_a[Right], idx_prev[Top]);
geometry.add_triangle(idx_prev[Right], idx_prev[Bottom], idx_a[Right]);
}
else {
// Left turn. Fill in the left turn wedge.
geometry.add_triangle(idx_prev[Left], idx_prev[Top], idx_a[Left]);
geometry.add_triangle(idx_prev[Left], idx_a[Left], idx_prev[Bottom]);
}
}
}
else {
if (!bottom_z_different) {
// The two successive segments are nearly collinear.
idx_a[Left] = idx_prev[Left];
idx_a[Right] = idx_prev[Right];
}
}
if (is_closing) {
if (!sharp) {
if (!bottom_z_different) {
// Closing a loop with smooth transition. Unify the closing left / right vertices.
geometry.set_vertex(idx_initial[Left], geometry.extract_position_3(idx_prev[Left]), geometry.extract_normal_3(idx_prev[Left]));
geometry.set_vertex(idx_initial[Right], geometry.extract_position_3(idx_prev[Right]), geometry.extract_normal_3(idx_prev[Right]));
geometry.remove_vertex(geometry.vertices_count() - 1);
geometry.remove_vertex(geometry.vertices_count() - 1);
// Replace the left / right vertex indices to point to the start of the loop.
const size_t indices_count = geometry.indices_count();
for (size_t u = indices_count - 24; u < indices_count; ++u) {
const unsigned int id = geometry.extract_index(u);
if (id == (unsigned int)idx_prev[Left])
geometry.set_index(u, (unsigned int)idx_initial[Left]);
else if (id == (unsigned int)idx_prev[Right])
geometry.set_index(u, (unsigned int)idx_initial[Right]);
}
}
}
// This is the last iteration, only required to solve the transition.
break;
}
}
// Only new allocate top / bottom vertices, if not closing a loop.
if (is_closing)
idx_b[Top] = idx_initial[Top];
else {
idx_b[Top] = idx_last++;
geometry.add_vertex(Vec3f(b.x(), b.y(), top_z), Vec3f(0.0f, 0.0f, 1.0f));
}
if (is_closing && width == width_initial && bottom_z == bottom_z_initial)
idx_b[Bottom] = idx_initial[Bottom];
else {
idx_b[Bottom] = idx_last++;
geometry.add_vertex(Vec3f(b.x(), b.y(), bottom_z), Vec3f(0.0f, 0.0f, -1.0f));
}
// Generate new vertices for the end of this line segment.
idx_b[Left] = idx_last++;
geometry.add_vertex(Vec3f(b2.x(), b2.y(), middle_z), Vec3f(-xy_right_normal.x(), -xy_right_normal.y(), 0.0f));
idx_b[Right] = idx_last++;
geometry.add_vertex(Vec3f(b1.x(), b1.y(), middle_z), Vec3f(xy_right_normal.x(), xy_right_normal.y(), 0.0f));
idx_prev = idx_b;
bottom_z_prev = bottom_z;
b1_prev = b1;
v_prev = v;
len_prev = len;
if (bottom_z_different && (closed || (!is_first && !is_last))) {
// Found a change of the layer thickness -> Add a cap at the beginning of this segment.
geometry.add_triangle(idx_a[Bottom], idx_a[Right], idx_a[Top]);
geometry.add_triangle(idx_a[Bottom], idx_a[Top], idx_a[Left]);
}
if (!closed) {
// Terminate open paths with caps.
if (is_first) {
geometry.add_triangle(idx_a[Bottom], idx_a[Right], idx_a[Top]);
geometry.add_triangle(idx_a[Bottom], idx_a[Top], idx_a[Left]);
}
// We don't use 'else' because both cases are true if we have only one line.
if (is_last) {
geometry.add_triangle(idx_b[Bottom], idx_b[Left], idx_b[Top]);
geometry.add_triangle(idx_b[Bottom], idx_b[Top], idx_b[Right]);
}
}
// Add quads for a straight hollow tube-like segment.
// bottom-right face
geometry.add_triangle(idx_a[Bottom], idx_b[Bottom], idx_b[Right]);
geometry.add_triangle(idx_a[Bottom], idx_b[Right], idx_a[Right]);
// top-right face
geometry.add_triangle(idx_a[Right], idx_b[Right], idx_b[Top]);
geometry.add_triangle(idx_a[Right], idx_b[Top], idx_a[Top]);
// top-left face
geometry.add_triangle(idx_a[Top], idx_b[Top], idx_b[Left]);
geometry.add_triangle(idx_a[Top], idx_b[Left], idx_a[Left]);
// bottom-left face
geometry.add_triangle(idx_a[Left], idx_b[Left], idx_b[Bottom]);
geometry.add_triangle(idx_a[Left], idx_b[Bottom], idx_a[Bottom]);
}
}
// caller is responsible for supplying NO lines with zero length
static void thick_lines_to_geometry(
const Lines3& lines,
const std::vector<double>& widths,
const std::vector<double>& heights,
bool closed,
GUI::GLModel::Geometry& geometry)
{
assert(!lines.empty());
if (lines.empty())
return;
enum Direction : unsigned char
{
Left,
Right,
Top,
Bottom
};
// left, right, top, bottom
std::array<int, 4> idx_prev = { -1, -1, -1, -1 };
std::array<int, 4> idx_initial = { -1, -1, -1, -1 };
double z_prev = 0.0;
double len_prev = 0.0;
Vec3d n_right_prev = Vec3d::Zero();
Vec3d n_top_prev = Vec3d::Zero();
Vec3d unit_v_prev = Vec3d::Zero();
double width_initial = 0.0;
// new vertices around the line endpoints
// left, right, top, bottom
std::array<Vec3d, 4> a = { Vec3d::Zero(), Vec3d::Zero(), Vec3d::Zero(), Vec3d::Zero() };
std::array<Vec3d, 4> b = { Vec3d::Zero(), Vec3d::Zero(), Vec3d::Zero(), Vec3d::Zero() };
// loop once more in case of closed loops
const size_t lines_end = closed ? (lines.size() + 1) : lines.size();
for (size_t ii = 0; ii < lines_end; ++ii) {
const size_t i = (ii == lines.size()) ? 0 : ii;
const Line3& line = lines[i];
const double height = heights[i];
const double width = widths[i];
const Vec3d unit_v = unscale(line.vector()).normalized();
const double len = unscale<double>(line.length());
Vec3d n_top = Vec3d::Zero();
Vec3d n_right = Vec3d::Zero();
if (line.a.x() == line.b.x() && line.a.y() == line.b.y()) {
// vertical segment
n_top = Vec3d::UnitY();
n_right = Vec3d::UnitX();
if (line.a.z() < line.b.z())
n_right = -n_right;
}
else {
// horizontal segment
n_right = unit_v.cross(Vec3d::UnitZ()).normalized();
n_top = n_right.cross(unit_v).normalized();
}
const Vec3d rl_displacement = 0.5 * width * n_right;
const Vec3d tb_displacement = 0.5 * height * n_top;
const Vec3d l_a = unscale(line.a);
const Vec3d l_b = unscale(line.b);
a[Right] = l_a + rl_displacement;
a[Left] = l_a - rl_displacement;
a[Top] = l_a + tb_displacement;
a[Bottom] = l_a - tb_displacement;
b[Right] = l_b + rl_displacement;
b[Left] = l_b - rl_displacement;
b[Top] = l_b + tb_displacement;
b[Bottom] = l_b - tb_displacement;
const Vec3d n_bottom = -n_top;
const Vec3d n_left = -n_right;
std::array<int, 4> idx_a = { 0, 0, 0, 0};
std::array<int, 4> idx_b = { 0, 0, 0, 0 };
int idx_last = int(geometry.vertices_count());
const bool z_different = (z_prev != l_a.z());
z_prev = l_b.z();
// Share top / bottom vertices if possible.
if (ii == 0) {
idx_a[Top] = idx_last++;
geometry.add_vertex((Vec3f)a[Top].cast<float>(), (Vec3f)n_top.cast<float>());
}
else
idx_a[Top] = idx_prev[Top];
if (ii == 0 || z_different) {
// Start of the 1st line segment or a change of the layer thickness while maintaining the print_z.
idx_a[Bottom] = idx_last++;
geometry.add_vertex((Vec3f)a[Bottom].cast<float>(), (Vec3f)n_bottom.cast<float>());
idx_a[Left] = idx_last++;
geometry.add_vertex((Vec3f)a[Left].cast<float>(), (Vec3f)n_left.cast<float>());
idx_a[Right] = idx_last++;
geometry.add_vertex((Vec3f)a[Right].cast<float>(), (Vec3f)n_right.cast<float>());
}
else
idx_a[Bottom] = idx_prev[Bottom];
if (ii == 0) {
// Start of the 1st line segment.
width_initial = width;
idx_initial = idx_a;
}
else {
// Continuing a previous segment.
// Share left / right vertices if possible.
const double v_dot = unit_v_prev.dot(unit_v);
const bool is_right_turn = n_top_prev.dot(unit_v_prev.cross(unit_v)) > 0.0;
// To reduce gpu memory usage, we try to reuse vertices
// To reduce the visual artifacts, due to averaged normals, we allow to reuse vertices only when any of two adjacent edges
// is longer than a fixed threshold.
// The following value is arbitrary, it comes from tests made on a bunch of models showing the visual artifacts
const double len_threshold = 2.5;
// Generate new vertices if the angle between adjacent edges is greater than 45 degrees or thresholds conditions are met
const bool is_sharp = v_dot < 0.707 || len_prev > len_threshold || len > len_threshold;
if (is_sharp) {
// Allocate new left / right points for the start of this segment as these points will receive their own normals to indicate a sharp turn.
idx_a[Right] = idx_last++;
geometry.add_vertex((Vec3f)a[Right].cast<float>(), (Vec3f)n_right.cast<float>());
idx_a[Left] = idx_last++;
geometry.add_vertex((Vec3f)a[Left].cast<float>(), (Vec3f)n_left.cast<float>());
if (is_right_turn) {
// Right turn. Fill in the right turn wedge.
geometry.add_triangle(idx_prev[Right], idx_a[Right], idx_prev[Top]);
geometry.add_triangle(idx_prev[Right], idx_prev[Bottom], idx_a[Right]);
}
else {
// Left turn. Fill in the left turn wedge.
geometry.add_triangle(idx_prev[Left], idx_prev[Top], idx_a[Left]);
geometry.add_triangle(idx_prev[Left], idx_a[Left], idx_prev[Bottom]);
}
}
else {
// The two successive segments are nearly collinear.
idx_a[Left] = idx_prev[Left];
idx_a[Right] = idx_prev[Right];
}
if (ii == lines.size()) {
if (!is_sharp) {
// Closing a loop with smooth transition. Unify the closing left / right vertices.
geometry.set_vertex(idx_initial[Left], geometry.extract_position_3(idx_prev[Left]), geometry.extract_normal_3(idx_prev[Left]));
geometry.set_vertex(idx_initial[Right], geometry.extract_position_3(idx_prev[Right]), geometry.extract_normal_3(idx_prev[Right]));
geometry.remove_vertex(geometry.vertices_count() - 1);
geometry.remove_vertex(geometry.vertices_count() - 1);
// Replace the left / right vertex indices to point to the start of the loop.
const size_t indices_count = geometry.indices_count();
for (size_t u = indices_count - 24; u < indices_count; ++u) {
const unsigned int id = geometry.extract_index(u);
if (id == (unsigned int)idx_prev[Left])
geometry.set_index(u, (unsigned int)idx_initial[Left]);
else if (id == (unsigned int)idx_prev[Right])
geometry.set_index(u, (unsigned int)idx_initial[Right]);
}
}
// This is the last iteration, only required to solve the transition.
break;
}
}
// Only new allocate top / bottom vertices, if not closing a loop.
if (closed && ii + 1 == lines.size())
idx_b[Top] = idx_initial[Top];
else {
idx_b[Top] = idx_last++;
geometry.add_vertex((Vec3f)b[Top].cast<float>(), (Vec3f)n_top.cast<float>());
}
if (closed && ii + 1 == lines.size() && width == width_initial)
idx_b[Bottom] = idx_initial[Bottom];
else {
idx_b[Bottom] = idx_last++;
geometry.add_vertex((Vec3f)b[Bottom].cast<float>(), (Vec3f)n_bottom.cast<float>());
}
// Generate new vertices for the end of this line segment.
idx_b[Left] = idx_last++;
geometry.add_vertex((Vec3f)b[Left].cast<float>(), (Vec3f)n_left.cast<float>());
idx_b[Right] = idx_last++;
geometry.add_vertex((Vec3f)b[Right].cast<float>(), (Vec3f)n_right.cast<float>());
idx_prev = idx_b;
n_right_prev = n_right;
n_top_prev = n_top;
unit_v_prev = unit_v;
len_prev = len;
if (!closed) {
// Terminate open paths with caps.
if (i == 0) {
geometry.add_triangle(idx_a[Bottom], idx_a[Right], idx_a[Top]);
geometry.add_triangle(idx_a[Bottom], idx_a[Top], idx_a[Left]);
}
// We don't use 'else' because both cases are true if we have only one line.
if (i + 1 == lines.size()) {
geometry.add_triangle(idx_b[Bottom], idx_b[Left], idx_b[Top]);
geometry.add_triangle(idx_b[Bottom], idx_b[Top], idx_b[Right]);
}
}
// Add quads for a straight hollow tube-like segment.
// bottom-right face
geometry.add_triangle(idx_a[Bottom], idx_b[Bottom], idx_b[Right]);
geometry.add_triangle(idx_a[Bottom], idx_b[Right], idx_a[Right]);
// top-right face
geometry.add_triangle(idx_a[Right], idx_b[Right], idx_b[Top]);
geometry.add_triangle(idx_a[Right], idx_b[Top], idx_a[Top]);
// top-left face
geometry.add_triangle(idx_a[Top], idx_b[Top], idx_b[Left]);
geometry.add_triangle(idx_a[Top], idx_b[Left], idx_a[Left]);
// bottom-left face
geometry.add_triangle(idx_a[Left], idx_b[Left], idx_b[Bottom]);
geometry.add_triangle(idx_a[Left], idx_b[Bottom], idx_a[Bottom]);
}
}
void _3DScene::thick_lines_to_verts(
const Lines& lines,
const std::vector<double>& widths,
const std::vector<double>& heights,
bool closed,
double top_z,
GUI::GLModel::Geometry& geometry)
{
thick_lines_to_geometry(lines, widths, heights, closed, top_z, geometry);
}
void _3DScene::thick_lines_to_verts(
const Lines3& lines,
const std::vector<double>& widths,
const std::vector<double>& heights,
bool closed,
GUI::GLModel::Geometry& geometry)
{
thick_lines_to_geometry(lines, widths, heights, closed, geometry);
}
// Fill in the qverts and tverts with quads and triangles for the extrusion_path.
void _3DScene::extrusionentity_to_verts(const ExtrusionPath& extrusion_path, float print_z, const Point& copy, GUI::GLModel::Geometry& geometry)
{
Polyline polyline = extrusion_path.polyline;
polyline.remove_duplicate_points();
polyline.translate(copy);
const Lines lines = polyline.lines();
std::vector<double> widths(lines.size(), extrusion_path.width);
std::vector<double> heights(lines.size(), extrusion_path.height);
thick_lines_to_verts(lines, widths, heights, false, print_z, geometry);
}
// Fill in the qverts and tverts with quads and triangles for the extrusion_loop.
void _3DScene::extrusionentity_to_verts(const ExtrusionLoop& extrusion_loop, float print_z, const Point& copy, GUI::GLModel::Geometry& geometry)
{
Lines lines;
std::vector<double> widths;
std::vector<double> heights;
for (const ExtrusionPath& extrusion_path : extrusion_loop.paths) {
Polyline polyline = extrusion_path.polyline;
polyline.remove_duplicate_points();
polyline.translate(copy);
const Lines lines_this = polyline.lines();
append(lines, lines_this);
widths.insert(widths.end(), lines_this.size(), extrusion_path.width);
heights.insert(heights.end(), lines_this.size(), extrusion_path.height);
}
thick_lines_to_verts(lines, widths, heights, true, print_z, geometry);
}
// Fill in the qverts and tverts with quads and triangles for the extrusion_multi_path.
void _3DScene::extrusionentity_to_verts(const ExtrusionMultiPath& extrusion_multi_path, float print_z, const Point& copy, GUI::GLModel::Geometry& geometry)
{
Lines lines;
std::vector<double> widths;
std::vector<double> heights;
for (const ExtrusionPath& extrusion_path : extrusion_multi_path.paths) {
Polyline polyline = extrusion_path.polyline;
polyline.remove_duplicate_points();
polyline.translate(copy);
const Lines lines_this = polyline.lines();
append(lines, lines_this);
widths.insert(widths.end(), lines_this.size(), extrusion_path.width);
heights.insert(heights.end(), lines_this.size(), extrusion_path.height);
}
thick_lines_to_verts(lines, widths, heights, false, print_z, geometry);
}
void _3DScene::extrusionentity_to_verts(const ExtrusionEntityCollection& extrusion_entity_collection, float print_z, const Point& copy, GUI::GLModel::Geometry& geometry)
{
for (const ExtrusionEntity* extrusion_entity : extrusion_entity_collection.entities)
extrusionentity_to_verts(extrusion_entity, print_z, copy, geometry);
}
void _3DScene::extrusionentity_to_verts(const ExtrusionEntity* extrusion_entity, float print_z, const Point& copy, GUI::GLModel::Geometry& geometry)
{
if (extrusion_entity != nullptr) {
auto* extrusion_path = dynamic_cast<const ExtrusionPath*>(extrusion_entity);
if (extrusion_path != nullptr)
extrusionentity_to_verts(*extrusion_path, print_z, copy, geometry);
else {
auto* extrusion_loop = dynamic_cast<const ExtrusionLoop*>(extrusion_entity);
if (extrusion_loop != nullptr)
extrusionentity_to_verts(*extrusion_loop, print_z, copy, geometry);
else {
auto* extrusion_multi_path = dynamic_cast<const ExtrusionMultiPath*>(extrusion_entity);
if (extrusion_multi_path != nullptr)
extrusionentity_to_verts(*extrusion_multi_path, print_z, copy, geometry);
else {
auto* extrusion_entity_collection = dynamic_cast<const ExtrusionEntityCollection*>(extrusion_entity);
if (extrusion_entity_collection != nullptr)
extrusionentity_to_verts(*extrusion_entity_collection, print_z, copy, geometry);
else
throw Slic3r::RuntimeError("Unexpected extrusion_entity type in to_verts()");
}
}
}
}
}
} // namespace Slic3r