Various fixes

This commit is contained in:
enricoturri1966 2023-10-27 19:23:19 +08:00 committed by Noisyfox
parent a50c5a2b7a
commit fe78e40cb4
26 changed files with 176 additions and 58 deletions

View file

@ -8,6 +8,7 @@
#include "slic3r/GUI/GUI_App.hpp"
#include "slic3r/GUI/Camera.hpp"
#include "slic3r/GUI/Plater.hpp"
#include "slic3r/GUI/OpenGLManager.hpp"
#include "slic3r/Utils/UndoRedo.hpp"
#include "libslic3r/Model.hpp"
#include "libslic3r/PresetBundle.hpp"
@ -1071,8 +1072,7 @@ void TriangleSelectorGUI::render(ImGuiWrapper* imgui, const Transform3d& matrix)
if (! shader)
return;
assert(shader->get_name() == "gouraud" || shader->get_name() == "mm_gouraud");
ScopeGuard guard([shader]() { if (shader) shader->set_uniform("offset_depth_buffer", false);});
shader->set_uniform("offset_depth_buffer", true);
for (auto iva : {std::make_pair(&m_iva_enforcers, enforcers_color),
std::make_pair(&m_iva_blockers, blockers_color)}) {
iva.first->set_color(iva.second);
@ -1120,6 +1120,9 @@ void TriangleSelectorGUI::update_render_data()
for (auto& data : iva_seed_fills_data)
data.format = { GLModel::Geometry::EPrimitiveType::Triangles, GLModel::Geometry::EVertexLayout::P3N3 };
// small value used to offset triangles along their normal to avoid z-fighting
static const float offset = 0.001f;
for (const Triangle &tr : m_triangles) {
bool is_valid = tr.valid();
bool is_split = tr.is_split();
@ -1141,9 +1144,11 @@ void TriangleSelectorGUI::update_render_data()
//FIXME the normal may likely be pulled from m_triangle_selectors, but it may not be worth the effort
// or the current implementation may be more cache friendly.
const Vec3f n = (v1 - v0).cross(v2 - v1).normalized();
iva.add_vertex(v0, n);
iva.add_vertex(v1, n);
iva.add_vertex(v2, n);
// small value used to offset triangles along their normal to avoid z-fighting
const Vec3f offset_n = offset * n;
iva.add_vertex(v0 + offset_n, n);
iva.add_vertex(v1 + offset_n, n);
iva.add_vertex(v2 + offset_n, n);
iva.add_triangle((unsigned int)cnt, (unsigned int)cnt + 1, (unsigned int)cnt + 2);
cnt += 3;
}
@ -1433,6 +1438,7 @@ void TriangleSelectorPatch::render(int triangle_indices_idx)
assert(this->m_triangle_patches.size() == this->m_triangle_indices_VBO_ids.size());
//assert(this->m_vertices_VBO_id != 0);
assert(this->m_triangle_patches.size() == this->m_vertices_VBO_ids.size());
assert(this->m_vertices_VAO_ids[triangle_indices_idx] != 0);
assert(this->m_vertices_VBO_ids[triangle_indices_idx] != 0);
assert(this->m_triangle_indices_VBO_ids[triangle_indices_idx] != 0);
@ -1440,6 +1446,8 @@ void TriangleSelectorPatch::render(int triangle_indices_idx)
if (shader == nullptr)
return;
glsafe(::glBindVertexArray(this->m_vertices_VAO_ids[triangle_indices_idx]));
// the following binding is needed to set the vertex attributes
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, this->m_vertices_VBO_ids[triangle_indices_idx]));
const GLint position_id = shader->get_attrib_location("v_position");
if (position_id != -1) {
@ -1459,6 +1467,7 @@ void TriangleSelectorPatch::render(int triangle_indices_idx)
glsafe(::glDisableVertexAttribArray(position_id));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
glsafe(::glBindVertexArray(0));
}
void TriangleSelectorPatch::release_geometry()
@ -1471,6 +1480,10 @@ void TriangleSelectorPatch::release_geometry()
glsafe(::glDeleteBuffers(1, &vertice_VBO_id));
vertice_VBO_id = 0;
}
for (auto &vertice_VAO_id : m_vertices_VAO_ids) {
glsafe(::glDeleteVertexArrays(1, &vertice_VAO_id));
vertice_VAO_id = 0;
}
for (auto& triangle_indices_VBO_id : m_triangle_indices_VBO_ids) {
glsafe(::glDeleteBuffers(1, &triangle_indices_VBO_id));
triangle_indices_VBO_id = 0;
@ -1495,6 +1508,7 @@ void TriangleSelectorPatch::finalize_vertices()
void TriangleSelectorPatch::finalize_triangle_indices()
{
m_vertices_VBO_ids.resize(m_triangle_patches.size());
m_vertices_VAO_ids.resize(m_triangle_patches.size());
m_triangle_indices_VBO_ids.resize(m_triangle_patches.size());
m_triangle_indices_sizes.resize(m_triangle_patches.size());
assert(std::all_of(m_triangle_indices_VBO_ids.cbegin(), m_triangle_indices_VBO_ids.cend(), [](const auto& ti_VBO_id) { return ti_VBO_id == 0; }));
@ -1502,6 +1516,9 @@ void TriangleSelectorPatch::finalize_triangle_indices()
for (size_t buffer_idx = 0; buffer_idx < m_triangle_patches.size(); ++buffer_idx) {
std::vector<float>& patch_vertices = m_triangle_patches[buffer_idx].patch_vertices;
if (!patch_vertices.empty()) {
glsafe(::glGenVertexArrays(1, &m_vertices_VAO_ids[buffer_idx]));
glsafe(::glBindVertexArray(m_vertices_VAO_ids[buffer_idx]));
glsafe(::glGenBuffers(1, &m_vertices_VBO_ids[buffer_idx]));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_vertices_VBO_ids[buffer_idx]));
glsafe(::glBufferData(GL_ARRAY_BUFFER, patch_vertices.size() * sizeof(float), patch_vertices.data(), GL_STATIC_DRAW));
@ -1520,6 +1537,7 @@ void TriangleSelectorPatch::finalize_triangle_indices()
//BOOST_LOG_TRIVIAL(info) << __FUNCTION__ << boost::format(", Line %1%: buffer_idx %2%, vertices size %3%, buffer id %4%")%__LINE__%buffer_idx%triangle_indices.size()%m_triangle_indices_VBO_ids[buffer_idx];
triangle_indices.clear();
}
glsafe(::glBindVertexArray(0));
}
}
@ -1665,13 +1683,12 @@ void TriangleSelectorGUI::render_paint_contour(const Transform3d& matrix)
if (contour_shader != nullptr) {
contour_shader->start_using();
contour_shader->set_uniform("offset", OpenGLManager::get_gl_info().is_mesa() ? 0.0005 : 0.00001);
const Camera& camera = wxGetApp().plater()->get_camera();
contour_shader->set_uniform("view_model_matrix", camera.get_view_matrix() * matrix);
contour_shader->set_uniform("projection_matrix", camera.get_projection_matrix());
glsafe(::glDepthFunc(GL_LEQUAL));
m_paint_contour.render();
glsafe(::glDepthFunc(GL_LESS));
contour_shader->stop_using();
}