Tech ENABLE_SEQUENTIAL_LIMITS -> 1st installment of visualization of objects clearance for sequential prints

This commit is contained in:
enricoturri1966 2021-05-11 13:12:25 +02:00
parent 9537c4e8d0
commit 75677ba810
14 changed files with 889 additions and 87 deletions

View file

@ -98,12 +98,6 @@ const float Bed3D::Axes::DefaultStemLength = 25.0f;
const float Bed3D::Axes::DefaultTipRadius = 2.5f * Bed3D::Axes::DefaultStemRadius;
const float Bed3D::Axes::DefaultTipLength = 5.0f;
void Bed3D::Axes::set_stem_length(float length)
{
m_stem_length = length;
m_arrow.reset();
}
void Bed3D::Axes::render() const
{
auto render_axis = [this](const Transform3f& transform) {
@ -113,7 +107,10 @@ void Bed3D::Axes::render() const
glsafe(::glPopMatrix());
};
const_cast<GLModel*>(&m_arrow)->init_from(stilized_arrow(16, DefaultTipRadius, DefaultTipLength, DefaultStemRadius, m_stem_length));
#if ENABLE_SEQUENTIAL_LIMITS
if (!m_arrow.is_initialized())
#endif // ENABLE_SEQUENTIAL_LIMITS
const_cast<GLModel*>(&m_arrow)->init_from(stilized_arrow(16, DefaultTipRadius, DefaultTipLength, DefaultStemRadius, m_stem_length));
GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
if (shader == nullptr)
@ -124,18 +121,30 @@ void Bed3D::Axes::render() const
shader->start_using();
// x axis
#if ENABLE_SEQUENTIAL_LIMITS
const_cast<GLModel*>(&m_arrow)->set_color(-1, { 0.75f, 0.0f, 0.0f, 1.0f });
#else
std::array<float, 4> color = { 0.75f, 0.0f, 0.0f, 1.0f };
shader->set_uniform("uniform_color", color);
render_axis(Geometry::assemble_transform(m_origin, { 0.0, 0.5 * M_PI, 0.0f }).cast<float>());
#endif // ENABLE_SEQUENTIAL_LIMITS
render_axis(Geometry::assemble_transform(m_origin, { 0.0, 0.5 * M_PI, 0.0 }).cast<float>());
// y axis
#if ENABLE_SEQUENTIAL_LIMITS
const_cast<GLModel*>(&m_arrow)->set_color(-1, { 0.0f, 0.75f, 0.0f, 1.0f });
#else
color = { 0.0f, 0.75f, 0.0f, 1.0f };
shader->set_uniform("uniform_color", color);
render_axis(Geometry::assemble_transform(m_origin, { -0.5 * M_PI, 0.0, 0.0f }).cast<float>());
#endif // ENABLE_SEQUENTIAL_LIMITS
render_axis(Geometry::assemble_transform(m_origin, { -0.5 * M_PI, 0.0, 0.0 }).cast<float>());
// z axis
#if ENABLE_SEQUENTIAL_LIMITS
const_cast<GLModel*>(&m_arrow)->set_color(-1, { 0.0f, 0.0f, 0.75f, 1.0f });
#else
color = { 0.0f, 0.0f, 0.75f, 1.0f };
shader->set_uniform("uniform_color", color);
#endif // ENABLE_SEQUENTIAL_LIMITS
render_axis(Geometry::assemble_transform(m_origin).cast<float>());
shader->stop_using();
@ -475,6 +484,10 @@ void Bed3D::render_model() const
GLModel* model = const_cast<GLModel*>(&m_model);
if (model->get_filename() != m_model_filename && model->init_from_file(m_model_filename)) {
#if ENABLE_SEQUENTIAL_LIMITS
model->set_color(-1, m_model_color);
#endif // ENABLE_SEQUENTIAL_LIMITS
// move the model so that its origin (0.0, 0.0, 0.0) goes into the bed shape center and a bit down to avoid z-fighting with the texture quad
Vec3d shift = m_bounding_box.center();
shift(2) = -0.03;
@ -488,7 +501,9 @@ void Bed3D::render_model() const
GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
if (shader != nullptr) {
shader->start_using();
#if !ENABLE_SEQUENTIAL_LIMITS
shader->set_uniform("uniform_color", m_model_color);
#endif // !ENABLE_SEQUENTIAL_LIMITS
::glPushMatrix();
::glTranslated(m_model_offset(0), m_model_offset(1), m_model_offset(2));
model->render();