#ifndef slic3r_GLModel_hpp_ #define slic3r_GLModel_hpp_ #include "libslic3r/Point.hpp" #include "libslic3r/BoundingBox.hpp" #include "libslic3r/Color.hpp" #include #include struct indexed_triangle_set; namespace Slic3r { class TriangleMesh; class Polygon; using Polygons = std::vector; class BuildVolume; namespace GUI { class GLModel { public: struct Geometry { enum class EPrimitiveType : unsigned char { Points, Triangles, TriangleStrip, TriangleFan, Lines, LineStrip, LineLoop }; enum class EVertexLayout : unsigned char { P2, // position 2 floats P2T2, // position 2 floats + texture coords 2 floats P3, // position 3 floats P3T2, // position 3 floats + texture coords 2 floats P3N3, // position 3 floats + normal 3 floats P3N3T2, // position 3 floats + normal 3 floats + texture coords 2 floats P4, // position 4 floats }; enum class EIndexType : unsigned char { UINT, // unsigned int USHORT, // unsigned short UBYTE // unsigned byte }; struct Format { EPrimitiveType type{ EPrimitiveType::Triangles }; EVertexLayout vertex_layout{ EVertexLayout::P3N3 }; }; Format format; std::vector vertices; std::vector indices; EIndexType index_type{ EIndexType::UINT }; ColorRGBA color{ ColorRGBA::BLACK() }; void reserve_vertices(size_t vertices_count) { vertices.reserve(vertices_count * vertex_stride_floats(format)); } void reserve_indices(size_t indices_count) { indices.reserve(indices_count); } void add_vertex(const Vec2f& position); // EVertexLayout::P2 void add_vertex(const Vec2f& position, const Vec2f& tex_coord); // EVertexLayout::P2T2 void add_vertex(const Vec3f& position); // EVertexLayout::P3 void add_vertex(const Vec3f& position, const Vec2f& tex_coord); // EVertexLayout::P3T2 void add_vertex(const Vec3f& position, const Vec3f& normal); // EVertexLayout::P3N3 void add_vertex(const Vec3f& position, const Vec3f& normal, const Vec2f& tex_coord); // EVertexLayout::P3N3T2 void add_vertex(const Vec4f& position); // EVertexLayout::P4 void set_vertex(size_t id, const Vec3f& position, const Vec3f& normal); // EVertexLayout::P3N3 void set_index(size_t id, unsigned int index); void add_index(unsigned int id); void add_line(unsigned int id1, unsigned int id2); void add_triangle(unsigned int id1, unsigned int id2, unsigned int id3); Vec2f extract_position_2(size_t id) const; Vec3f extract_position_3(size_t id) const; Vec3f extract_normal_3(size_t id) const; Vec2f extract_tex_coord_2(size_t id) const; unsigned int extract_index(size_t id) const; void remove_vertex(size_t id); bool is_empty() const { return vertices_count() == 0 || indices_count() == 0; } size_t vertices_count() const { return vertices.size() / vertex_stride_floats(format); } size_t indices_count() const { return indices.size(); } size_t vertices_size_floats() const { return vertices.size(); } size_t vertices_size_bytes() const { return vertices_size_floats() * sizeof(float); } size_t indices_size_bytes() const { return indices.size() * index_stride_bytes(*this); } static size_t vertex_stride_floats(const Format& format); static size_t vertex_stride_bytes(const Format& format) { return vertex_stride_floats(format) * sizeof(float); } static size_t position_stride_floats(const Format& format); static size_t position_stride_bytes(const Format& format) { return position_stride_floats(format) * sizeof(float); } static size_t position_offset_floats(const Format& format); static size_t position_offset_bytes(const Format& format) { return position_offset_floats(format) * sizeof(float); } static size_t normal_stride_floats(const Format& format); static size_t normal_stride_bytes(const Format& format) { return normal_stride_floats(format) * sizeof(float); } static size_t normal_offset_floats(const Format& format); static size_t normal_offset_bytes(const Format& format) { return normal_offset_floats(format) * sizeof(float); } static size_t tex_coord_stride_floats(const Format& format); static size_t tex_coord_stride_bytes(const Format& format) { return tex_coord_stride_floats(format) * sizeof(float); } static size_t tex_coord_offset_floats(const Format& format); static size_t tex_coord_offset_bytes(const Format& format) { return tex_coord_offset_floats(format) * sizeof(float); } static size_t index_stride_bytes(const Geometry& data); static bool has_position(const Format& format); static bool has_normal(const Format& format); static bool has_tex_coord(const Format& format); }; struct RenderData { Geometry geometry; unsigned int vbo_id{ 0 }; unsigned int ibo_id{ 0 }; size_t vertices_count{ 0 }; size_t indices_count{ 0 }; }; private: RenderData m_render_data; // By default the vertex and index buffers data are sent to gpu at the first call to render() method. // If you need to initialize a model from outside the main thread, so that a call to render() may happen // before the initialization is complete, use the methods: // disable_render() // ... do your initialization ... // enable_render() // to keep the data on cpu side until needed. bool m_render_disabled{ false }; BoundingBoxf3 m_bounding_box; std::string m_filename; public: GLModel() = default; virtual ~GLModel() { reset(); } size_t vertices_count() const { return m_render_data.vertices_count > 0 ? m_render_data.vertices_count : m_render_data.geometry.vertices_count(); } size_t indices_count() const { return m_render_data.indices_count > 0 ? m_render_data.indices_count : m_render_data.geometry.indices_count(); } size_t vertices_size_floats() const { return vertices_count() * Geometry::vertex_stride_floats(m_render_data.geometry.format); } size_t vertices_size_bytes() const { return vertices_size_floats() * sizeof(float); } size_t indices_size_bytes() const { return indices_count() * Geometry::index_stride_bytes(m_render_data.geometry); } const Geometry& get_geometry() const { return m_render_data.geometry; } void init_from(Geometry&& data); void init_from(const TriangleMesh& mesh); void init_from(const indexed_triangle_set& its); void init_from(const Polygons& polygons, float z); bool init_from_file(const std::string& filename); void set_color(const ColorRGBA& color) { m_render_data.geometry.color = color; } const ColorRGBA& get_color() const { return m_render_data.geometry.color; } void reset(); void render(); void render(const std::pair& range); void render_instanced(unsigned int instances_vbo, unsigned int instances_count); bool is_initialized() const { return vertices_count() > 0 && indices_count() > 0; } bool is_empty() const { return m_render_data.geometry.is_empty(); } const BoundingBoxf3& get_bounding_box() const { return m_bounding_box; } const std::string& get_filename() const { return m_filename; } bool is_render_disabled() const { return m_render_disabled; } void enable_render() { m_render_disabled = false; } void disable_render() { m_render_disabled = true; } size_t cpu_memory_used() const { size_t ret = 0; if (!m_render_data.geometry.vertices.empty()) ret += vertices_size_bytes(); if (!m_render_data.geometry.indices.empty()) ret += indices_size_bytes(); return ret; } size_t gpu_memory_used() const { size_t ret = 0; if (m_render_data.geometry.vertices.empty()) ret += vertices_size_bytes(); if (m_render_data.geometry.indices.empty()) ret += indices_size_bytes(); return ret; } private: bool send_to_gpu(); }; bool contains(const BuildVolume& volume, const GLModel& model, bool ignore_bottom = true); // create an arrow with cylindrical stem and conical tip, with the given dimensions and resolution // the origin of the arrow is in the center of the stem cap // the arrow has its axis of symmetry along the Z axis and is pointing upward // used to render bed axes and sequential marker GLModel::Geometry stilized_arrow(unsigned int resolution, float tip_radius, float tip_height, float stem_radius, float stem_height); // create an arrow whose stem is a quarter of circle, with the given dimensions and resolution // the origin of the arrow is in the center of the circle // the arrow is contained in the 1st quadrant of the XY plane and is pointing counterclockwise // used to render sidebar hints for rotations GLModel::Geometry circular_arrow(unsigned int resolution, float radius, float tip_height, float tip_width, float stem_width, float thickness); // create an arrow with the given dimensions // the origin of the arrow is in the center of the stem cap // the arrow is contained in XY plane and has its main axis along the Y axis // used to render sidebar hints for position and scale GLModel::Geometry straight_arrow(float tip_width, float tip_height, float stem_width, float stem_height, float thickness); // create a diamond with the given resolution // the origin of the diamond is in its center // the diamond is contained into a box with size [1, 1, 1] GLModel::Geometry diamond(unsigned int resolution); } // namespace GUI } // namespace Slic3r #endif // slic3r_GLModel_hpp_