Rewrote the OpenGL object rendering to indexed triangle / quad sets

for lower memory consumption.
Rewrote the print path 3D preview to generate these indexed triangle / quad
sets, possibly with at least as possible duplication of vertices,
with a crease angle of 45 degrees, leading to maximum 8% overshoots
at the corners.
This commit is contained in:
bubnikv 2017-03-15 16:33:25 +01:00
parent e7a920fe16
commit d18e10c7c9
6 changed files with 414 additions and 566 deletions

View file

@ -13,64 +13,66 @@ class PrintObject;
class Model;
class ModelObject;
class GLVertexArray {
// A container for interleaved arrays of 3D vertices and normals,
// possibly indexed by triangles and / or quads.
class GLIndexedVertexArray {
public:
GLVertexArray() {}
GLVertexArray(const GLVertexArray &rhs) : verts(rhs.verts), norms(rhs.norms) {}
GLVertexArray(GLVertexArray &&rhs) : verts(std::move(rhs.verts)), norms(std::move(rhs.norms)) {}
GLIndexedVertexArray() {}
GLVertexArray& operator=(const GLVertexArray &rhs) { verts = rhs.verts; norms = rhs.norms; return *this; }
GLVertexArray& operator=(GLVertexArray &&rhs) { verts = std::move(rhs.verts); norms = std::move(rhs.norms); 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;
std::vector<float> verts, norms;
void reserve(size_t len) {
this->verts.reserve(len);
this->norms.reserve(len);
};
void reserve_more(size_t len) {
len += this->verts.size();
this->reserve(len);
};
void push_vert(const Pointf3 &point) {
this->verts.push_back(point.x);
this->verts.push_back(point.y);
this->verts.push_back(point.z);
};
void push_vert(float x, float y, float z) {
this->verts.push_back(x);
this->verts.push_back(y);
this->verts.push_back(z);
};
void push_norm(const Pointf3 &point) {
this->norms.push_back(point.x);
this->norms.push_back(point.y);
this->norms.push_back(point.z);
};
void push_norm(float x, float y, float z) {
this->norms.push_back(x);
this->norms.push_back(y);
this->norms.push_back(z);
};
void load_mesh(const TriangleMesh &mesh);
void load_mesh_flat_shading(const TriangleMesh &mesh);
size_t size() const { return verts.size(); }
bool empty() const { return verts.empty(); }
void shrink_to_fit() { this->verts.shrink_to_fit(); this->norms.shrink_to_fit(); }
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) {
this->vertices_and_normals_interleaved.reserve(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));
}
// Is there any geometry data stored?
bool empty() const { return vertices_and_normals_interleaved.empty(); }
// Is this object indexed, or is it just a set of triangles?
bool indexed() const { return ! this->empty() && (! this->triangle_indices.empty() || ! this->quad_indices.empty()); }
// Shrink the internal storage to tighly fit the data stored.
void shrink_to_fit() {
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->verts.empty()) {
bbox.min.x = bbox.max.x = this->verts[0];
bbox.min.y = bbox.max.y = this->verts[1];
bbox.min.z = bbox.max.z = this->verts[2];
for (size_t i = 3; i < this->verts.size(); i += 3) {
bbox.min.x = std::min<coordf_t>(bbox.min.x, this->verts[i + 0]);
bbox.min.y = std::min<coordf_t>(bbox.min.y, this->verts[i + 1]);
bbox.min.z = std::min<coordf_t>(bbox.min.z, this->verts[i + 2]);
bbox.max.x = std::max<coordf_t>(bbox.max.x, this->verts[i + 0]);
bbox.max.y = std::max<coordf_t>(bbox.max.y, this->verts[i + 1]);
bbox.max.z = std::max<coordf_t>(bbox.max.z, this->verts[i + 2]);
if (! this->vertices_and_normals_interleaved.empty()) {
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;
@ -116,7 +118,7 @@ public:
GLVolume(const float *rgba) : GLVolume(rgba[0], rgba[1], rgba[2], rgba[3]) {}
std::vector<int> load_object(
const ModelObject *model_object,
const ModelObject *model_object,
const std::vector<int> &instance_idxs,
const std::string &color_by,
const std::string &select_by,
@ -140,43 +142,47 @@ public:
// Boolean: Is mouse over this object?
bool hover;
// Geometric data.
// Quad vertices.
GLVertexArray qverts;
std::pair<size_t, size_t> qverts_range;
// Triangle vertices.
GLVertexArray tverts;
// 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;
// OpenGL buffers for vertices and their normals.
int name_vertex_buffer;
int name_normal_buffer;
// OpenGL buffer of the indices.
int name_index_buffer;
// Triangle indices for the vertex buffer object.
std::vector<size_t> triangle_indices;
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 qverts.size() < 4 && tverts.size() < 3; }
// OpenGL buffers for vertices and their normals.
int name_vertex_buffer;
int name_normal_buffer;
// OpenGL buffer of the indices.
int name_index_buffer;
void set_range(coordf_t low, coordf_t high);
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; }
void* qverts_to_render_ptr() { return qverts.verts.data() + qverts_range.first; }
void* qnorms_to_render_ptr() { return qverts.norms.data() + qverts_range.first; }
size_t qverts_to_render_cnt() { return std::min(qverts.verts.size(), qverts_range.second - qverts_range.first); }
void* tverts_to_render_ptr() { return tverts.verts.data() + tverts_range.first; }
void* tnorms_to_render_ptr() { return tverts.norms.data() + tverts_range.first; }
size_t tverts_to_render_cnt() { return std::min(tverts.verts.size(), tverts_range.second - tverts_range.first); }
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);
// Non-indexed interleaved vertices & normals, likely forming triangles.
void* triangles_to_render_ptr() { return indexed_vertex_array.vertices_and_normals_interleaved.data(); }
size_t triangles_to_render_cnt() { return indexed_vertex_array.vertices_and_normals_interleaved.size() / (3 * 2); }
// Indexed triangles & quads.
void* triangle_indices_to_render_ptr() { return indexed_vertex_array.triangle_indices.data() + tverts_range.first; }
void* quad_indices_to_render_ptr() { return indexed_vertex_array.quad_indices.data() + qverts_range.first; }
size_t indexed_triangles_to_render_cnt() { return std::min(indexed_vertex_array.triangle_indices.size(), tverts_range.second - tverts_range.first); }
size_t indexed_quads_to_render_cnt() { return std::min(indexed_vertex_array.quad_indices.size(), qverts_range.second - qverts_range.first); }
void render_VBOs() const;
/************************************************ Layer height texture ****************************************************/
std::shared_ptr<GLTexture> layer_height_texture;
bool has_layer_height_texture() const