Visual hints in the 3D scene when sidebar matrix fields have focus -> Completed VBOs case

This commit is contained in:
Enrico Turri 2018-12-20 11:14:53 +01:00
parent 6282e904b9
commit 54fae97032
5 changed files with 214 additions and 51 deletions

View file

@ -1872,6 +1872,7 @@ GUI::GLCanvas3DManager _3DScene::s_canvas_mgr;
GLModel::GLModel()
: m_useVBOs(false)
{
m_volume.shader_outside_printer_detection_enabled = false;
}
GLModel::~GLModel()
@ -1879,11 +1880,36 @@ GLModel::~GLModel()
m_volume.release_geometry();
}
void GLModel::set_color(float* color, unsigned int size)
void GLModel::set_color(const float* color, unsigned int size)
{
m_volume.set_render_color(color, size);
}
const Vec3d& GLModel::get_offset() const
{
return m_volume.get_volume_offset();
}
void GLModel::set_offset(const Vec3d& offset)
{
m_volume.set_volume_offset(offset);
}
const Vec3d& GLModel::get_rotation() const
{
return m_volume.get_volume_rotation();
}
void GLModel::set_rotation(const Vec3d& rotation)
{
m_volume.set_volume_rotation(rotation);
}
const Vec3d& GLModel::get_scale() const
{
return m_volume.get_volume_scaling_factor();
}
void GLModel::set_scale(const Vec3d& scale)
{
m_volume.set_volume_scaling_factor(scale);
@ -1910,8 +1936,9 @@ void GLModel::render_VBOs() const
GLint current_program_id;
::glGetIntegerv(GL_CURRENT_PROGRAM, &current_program_id);
GLint color_id = (current_program_id > 0) ? glGetUniformLocation(current_program_id, "uniform_color") : -1;
GLint print_box_detection_id = (current_program_id > 0) ? glGetUniformLocation(current_program_id, "print_box.volume_detection") : -1;
m_volume.render_VBOs(color_id, -1, -1);
m_volume.render_VBOs(color_id, print_box_detection_id, -1);
::glBindBuffer(GL_ARRAY_BUFFER, 0);
::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
@ -1922,17 +1949,12 @@ void GLModel::render_VBOs() const
::glDisable(GL_BLEND);
}
GLArrow::GLArrow()
: GLModel()
{
}
bool GLArrow::on_init(bool useVBOs)
{
Pointf3s vertices;
std::vector<Vec3crd> triangles;
// top face
// bottom face
vertices.emplace_back(0.5, 0.0, -0.1);
vertices.emplace_back(0.5, 2.0, -0.1);
vertices.emplace_back(1.0, 2.0, -0.1);
@ -1941,7 +1963,7 @@ bool GLArrow::on_init(bool useVBOs)
vertices.emplace_back(-0.5, 2.0, -0.1);
vertices.emplace_back(-0.5, 0.0, -0.1);
// bottom face
// top face
vertices.emplace_back(0.5, 0.0, 0.1);
vertices.emplace_back(0.5, 2.0, 0.1);
vertices.emplace_back(1.0, 2.0, 0.1);
@ -1990,6 +2012,126 @@ bool GLArrow::on_init(bool useVBOs)
m_volume.finalize_geometry(m_useVBOs);
return true;
}
GLCurvedArrow::GLCurvedArrow(unsigned int resolution)
: GLModel()
, m_resolution(resolution)
{
if (m_resolution == 0)
m_resolution = 1;
}
bool GLCurvedArrow::on_init(bool useVBOs)
{
Pointf3s vertices;
std::vector<Vec3crd> triangles;
double ext_radius = 2.5;
double int_radius = 1.5;
double step = 0.5 * (double)PI / (double)m_resolution;
unsigned int vertices_per_level = 4 + 2 * m_resolution;
// bottom face
vertices.emplace_back(0.0, 1.5, -0.1);
vertices.emplace_back(0.0, 1.0, -0.1);
vertices.emplace_back(-1.0, 2.0, -0.1);
vertices.emplace_back(0.0, 3.0, -0.1);
vertices.emplace_back(0.0, 2.5, -0.1);
for (unsigned int i = 1; i <= m_resolution; ++i)
{
double angle = (double)i * step;
double x = ext_radius * ::sin(angle);
double y = ext_radius * ::cos(angle);
vertices.emplace_back(x, y, -0.1);
}
for (unsigned int i = 0; i < m_resolution; ++i)
{
double angle = (double)i * step;
double x = int_radius * ::cos(angle);
double y = int_radius * ::sin(angle);
vertices.emplace_back(x, y, -0.1);
}
// top face
vertices.emplace_back(0.0, 1.5, 0.1);
vertices.emplace_back(0.0, 1.0, 0.1);
vertices.emplace_back(-1.0, 2.0, 0.1);
vertices.emplace_back(0.0, 3.0, 0.1);
vertices.emplace_back(0.0, 2.5, 0.1);
for (unsigned int i = 1; i <= m_resolution; ++i)
{
double angle = (double)i * step;
double x = ext_radius * ::sin(angle);
double y = ext_radius * ::cos(angle);
vertices.emplace_back(x, y, 0.1);
}
for (unsigned int i = 0; i < m_resolution; ++i)
{
double angle = (double)i * step;
double x = int_radius * ::cos(angle);
double y = int_radius * ::sin(angle);
vertices.emplace_back(x, y, 0.1);
}
// bottom face
triangles.emplace_back(0, 1, 2);
triangles.emplace_back(0, 2, 4);
triangles.emplace_back(4, 2, 3);
int first_id = 4;
int last_id = (int)vertices_per_level;
triangles.emplace_back(last_id, 0, first_id);
triangles.emplace_back(last_id, first_id, first_id + 1);
for (unsigned int i = 1; i < m_resolution; ++i)
{
triangles.emplace_back(last_id - i, last_id - i + 1, first_id + i);
triangles.emplace_back(last_id - i, first_id + i, first_id + i + 1);
}
// top face
last_id += 1;
triangles.emplace_back(last_id + 0, last_id + 2, last_id + 1);
triangles.emplace_back(last_id + 0, last_id + 4, last_id + 2);
triangles.emplace_back(last_id + 4, last_id + 3, last_id + 2);
first_id = last_id + 4;
last_id = last_id + 4 + 2 * (int)m_resolution;
triangles.emplace_back(last_id, first_id, (int)vertices_per_level + 1);
triangles.emplace_back(last_id, first_id + 1, first_id);
for (unsigned int i = 1; i < m_resolution; ++i)
{
triangles.emplace_back(last_id - i, first_id + i, last_id - i + 1);
triangles.emplace_back(last_id - i, first_id + i + 1, first_id + i);
}
// side face
for (unsigned int i = 0; i < 4 + 2 * (int)m_resolution; ++i)
{
triangles.emplace_back(i, vertices_per_level + 2 + i, i + 1);
triangles.emplace_back(i, vertices_per_level + 1 + i, vertices_per_level + 2 + i);
}
triangles.emplace_back(vertices_per_level, vertices_per_level + 1, 0);
triangles.emplace_back(vertices_per_level, 2 * vertices_per_level + 1, vertices_per_level + 1);
m_useVBOs = useVBOs;
if (m_useVBOs)
m_volume.indexed_vertex_array.load_mesh_full_shading(TriangleMesh(vertices, triangles));
else
m_volume.indexed_vertex_array.load_mesh_flat_shading(TriangleMesh(vertices, triangles));
m_volume.finalize_geometry(m_useVBOs);
return true;
}
#endif // ENABLE_SIDEBAR_VISUAL_HINTS
std::string _3DScene::get_gl_info(bool format_as_html, bool extensions)