Merge remote-tracking branch 'origin/master' into ys_new_features

This commit is contained in:
YuSanka 2019-06-24 13:56:35 +02:00
commit daac165a44
44 changed files with 2572 additions and 646 deletions

View file

@ -9,6 +9,7 @@
#include "GUI_App.hpp"
#include "PresetBundle.hpp"
#include "Gizmos/GLGizmoBase.hpp"
#include "GLCanvas3D.hpp"
#include <GL/glew.h>
@ -211,7 +212,7 @@ const double Bed3D::Axes::ArrowLength = 5.0;
Bed3D::Axes::Axes()
: origin(Vec3d::Zero())
, length(Vec3d::Zero())
, length(25.0 * Vec3d::Ones())
{
m_quadric = ::gluNewQuadric();
if (m_quadric != nullptr)
@ -273,6 +274,7 @@ void Bed3D::Axes::render_axis(double length) const
Bed3D::Bed3D()
: m_type(Custom)
, m_requires_canvas_update(false)
#if ENABLE_TEXTURES_FROM_SVG
, m_vbo_id(0)
#endif // ENABLE_TEXTURES_FROM_SVG
@ -290,7 +292,7 @@ bool Bed3D::set_shape(const Pointfs& shape)
m_shape = shape;
m_type = new_type;
calc_bounding_box();
calc_bounding_boxes();
ExPolygon poly;
for (const Vec2d& p : m_shape)
@ -311,7 +313,7 @@ bool Bed3D::set_shape(const Pointfs& shape)
// Set the origin and size for painting of the coordinate system axes.
m_axes.origin = Vec3d(0.0, 0.0, (double)GROUND_Z);
m_axes.length = 0.1 * get_bounding_box().max_size() * Vec3d::Ones();
m_axes.length = 0.1 * m_bounding_box.max_size() * Vec3d::Ones();
// Let the calee to update the UI.
return true;
@ -328,27 +330,26 @@ Point Bed3D::point_projection(const Point& point) const
}
#if ENABLE_TEXTURES_FROM_SVG
void Bed3D::render(float theta, bool useVBOs, float scale_factor) const
void Bed3D::render(GLCanvas3D* canvas, float theta, bool useVBOs, float scale_factor) const
{
m_scale_factor = scale_factor;
EType type = useVBOs ? m_type : Custom;
switch (type)
{
case MK2:
{
render_prusa("mk2", theta > 90.0f);
render_prusa(canvas, "mk2", theta > 90.0f);
break;
}
case MK3:
{
render_prusa("mk3", theta > 90.0f);
render_prusa(canvas, "mk3", theta > 90.0f);
break;
}
case SL1:
{
render_prusa("sl1", theta > 90.0f);
render_prusa(canvas, "sl1", theta > 90.0f);
break;
}
default:
@ -360,7 +361,7 @@ void Bed3D::render(float theta, bool useVBOs, float scale_factor) const
}
}
#else
void Bed3D::render(float theta, bool useVBOs, float scale_factor) const
void Bed3D::render(GLCanvas3D* canvas, float theta, bool useVBOs, float scale_factor) const
{
m_scale_factor = scale_factor;
@ -371,17 +372,17 @@ void Bed3D::render(float theta, bool useVBOs, float scale_factor) const
{
case MK2:
{
render_prusa("mk2", theta, useVBOs);
render_prusa(canvas, "mk2", theta, useVBOs);
break;
}
case MK3:
{
render_prusa("mk3", theta, useVBOs);
render_prusa(canvas, "mk3", theta, useVBOs);
break;
}
case SL1:
{
render_prusa("sl1", theta, useVBOs);
render_prusa(canvas, "sl1", theta, useVBOs);
break;
}
default:
@ -400,13 +401,22 @@ void Bed3D::render_axes() const
m_axes.render();
}
void Bed3D::calc_bounding_box()
void Bed3D::calc_bounding_boxes() const
{
m_bounding_box = BoundingBoxf3();
for (const Vec2d& p : m_shape)
{
m_bounding_box.merge(Vec3d(p(0), p(1), 0.0));
}
m_extended_bounding_box = m_bounding_box;
// extend to contain axes
m_extended_bounding_box.merge(m_axes.length + Axes::ArrowLength * Vec3d::Ones());
// extend to contain model, if any
if (!m_model.get_filename().empty())
m_extended_bounding_box.merge(m_model.get_transformed_bounding_box());
}
void Bed3D::calc_triangles(const ExPolygon& poly)
@ -487,41 +497,51 @@ Bed3D::EType Bed3D::detect_type(const Pointfs& shape) const
}
#if ENABLE_TEXTURES_FROM_SVG
void Bed3D::render_prusa(const std::string &key, bool bottom) const
void Bed3D::render_prusa(GLCanvas3D* canvas, const std::string &key, bool bottom) const
{
std::string tex_path = resources_dir() + "/icons/bed/" + key;
std::string model_path = resources_dir() + "/models/" + key;
// use anisotropic filter if graphic card allows
GLfloat max_anisotropy = 0.0f;
if (glewIsSupported("GL_EXT_texture_filter_anisotropic"))
glsafe(::glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &max_anisotropy));
// use higher resolution images if graphic card allows
GLint max_tex_size;
glsafe(::glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_tex_size));
// clamp or the texture generation becomes too slow
max_tex_size = std::min(max_tex_size, 8192);
// use higher resolution images if graphic card and opengl version allow
GLint max_tex_size = GLCanvas3DManager::get_gl_info().get_max_tex_size();
std::string filename = tex_path + ".svg";
if ((m_texture.get_id() == 0) || (m_texture.get_source() != filename))
{
if (!m_texture.load_from_svg_file(filename, true, max_tex_size))
// generate a temporary lower resolution texture to show while no main texture levels have been compressed
if (!m_temp_texture.load_from_svg_file(filename, false, false, false, max_tex_size / 8))
{
render_custom();
return;
}
if (max_anisotropy > 0.0f)
// starts generating the main texture, compression will run asynchronously
if (!m_texture.load_from_svg_file(filename, true, true, true, max_tex_size))
{
glsafe(::glBindTexture(GL_TEXTURE_2D, m_texture.get_id()));
glsafe(::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, max_anisotropy));
glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
render_custom();
return;
}
}
else if (m_texture.unsent_compressed_data_available())
{
// sends to gpu the already available compressed levels of the main texture
m_texture.send_compressed_data_to_gpu();
// the temporary texture is not needed anymore, reset it
if (m_temp_texture.get_id() != 0)
m_temp_texture.reset();
m_requires_canvas_update = true;
}
else if (m_requires_canvas_update && m_texture.all_compressed_data_sent_to_gpu())
{
if (canvas != nullptr)
canvas->stop_keeping_dirty();
m_requires_canvas_update = false;
}
if (!bottom)
{
@ -539,6 +559,9 @@ void Bed3D::render_prusa(const std::string &key, bool bottom) const
offset += Vec3d(0.0, 0.0, -0.03);
m_model.center_around(offset);
// update extended bounding box
calc_bounding_boxes();
}
if (!m_model.get_filename().empty())
@ -594,7 +617,12 @@ void Bed3D::render_prusa_shader(bool transparent) const
GLint position_id = m_shader.get_attrib_location("v_position");
GLint tex_coords_id = m_shader.get_attrib_location("v_tex_coords");
glsafe(::glBindTexture(GL_TEXTURE_2D, (GLuint)m_texture.get_id()));
// show the temporary texture while no compressed data is available
GLuint tex_id = (GLuint)m_temp_texture.get_id();
if (tex_id == 0)
tex_id = (GLuint)m_texture.get_id();
glsafe(::glBindTexture(GL_TEXTURE_2D, tex_id));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id));
if (position_id != -1)