#include "libslic3r/libslic3r.h" #include "GCodeViewer.hpp" #include "3DScene.hpp" #if ENABLE_GCODE_VIEWER #include #include #include namespace Slic3r { namespace GUI { static unsigned char buffer_id(GCodeProcessor::EMoveType type) { return static_cast(type) - static_cast(GCodeProcessor::EMoveType::Retract); } static GCodeProcessor::EMoveType buffer_type(unsigned char id) { return static_cast(static_cast(GCodeProcessor::EMoveType::Retract) + id); } void GCodeViewer::generate(const GCodeProcessor::Result& gcode_result) { if (m_last_result_id == gcode_result.id) return; m_last_result_id = gcode_result.id; // release gpu memory, if used reset_buffers(); // convert data size_t vertices_count = gcode_result.moves.size(); for (size_t i = 0; i < vertices_count; ++i) { // skip first vertex if (i == 0) continue; const GCodeProcessor::MoveVertex& prev = gcode_result.moves[i - 1]; const GCodeProcessor::MoveVertex& curr = gcode_result.moves[i]; Buffer& buffer = m_buffers[buffer_id(curr.type)]; switch (curr.type) { case GCodeProcessor::EMoveType::Tool_change: case GCodeProcessor::EMoveType::Retract: case GCodeProcessor::EMoveType::Unretract: { for (int j = 0; j < 3; ++j) { buffer.data.insert(buffer.data.end(), curr.position[j]); } break; } case GCodeProcessor::EMoveType::Extrude: case GCodeProcessor::EMoveType::Travel: { for (int j = 0; j < 3; ++j) { buffer.data.insert(buffer.data.end(), prev.position[j]); } for (int j = 0; j < 3; ++j) { buffer.data.insert(buffer.data.end(), curr.position[j]); } break; } default: { continue; } } } // send data to gpu for (Buffer& buffer : m_buffers) { glsafe(::glGenBuffers(1, &buffer.vbo_id)); glsafe(::glBindBuffer(GL_ARRAY_BUFFER, buffer.vbo_id)); glsafe(::glBufferData(GL_ARRAY_BUFFER, buffer.data.size() * sizeof(float), buffer.data.data(), GL_STATIC_DRAW)); glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0)); } } void GCodeViewer::render() const { auto set_color = [](GLint current_program_id, const std::array& color) { if (current_program_id > 0) { GLint color_id = (current_program_id > 0) ? ::glGetUniformLocation(current_program_id, "uniform_color") : -1; if (color_id >= 0) { glsafe(::glUniform4fv(color_id, 1, (const GLfloat*)color.data())); return; } } BOOST_LOG_TRIVIAL(error) << "Unable to find uniform_color uniform"; }; unsigned char begin_id = buffer_id(GCodeProcessor::EMoveType::Retract); unsigned char end_id = buffer_id(GCodeProcessor::EMoveType::Count); glsafe(::glEnable(GL_DEPTH_TEST)); for (unsigned char i = begin_id; i < end_id; ++i) { const Buffer& buffer = m_buffers[i]; if (buffer.vbo_id == 0) continue; const Shader& shader = m_shaders[i]; if (shader.is_initialized()) { shader.start_using(); GLint current_program_id; glsafe(::glGetIntegerv(GL_CURRENT_PROGRAM, ¤t_program_id)); GCodeProcessor::EMoveType type = buffer_type(i); glsafe(::glBindBuffer(GL_ARRAY_BUFFER, buffer.vbo_id)); glsafe(::glVertexPointer(3, GL_FLOAT, Buffer::stride(type), (const void*)0)); glsafe(::glEnableClientState(GL_VERTEX_ARRAY)); switch (type) { case GCodeProcessor::EMoveType::Tool_change: case GCodeProcessor::EMoveType::Retract: case GCodeProcessor::EMoveType::Unretract: { std::array color = { 0.0f, 1.0f, 0.0f, 1.0f }; set_color(current_program_id, color); glsafe(::glDrawArrays(GL_POINTS, 0, (GLsizei)buffer.data.size() / Buffer::record_size(type))); break; } case GCodeProcessor::EMoveType::Extrude: { std::array color = { 1.0f, 0.0f, 0.0f, 1.0f }; set_color(current_program_id, color); glsafe(::glDrawArrays(GL_LINES, 0, (GLsizei)buffer.data.size() / Buffer::record_size(type))); break; } case GCodeProcessor::EMoveType::Travel: { std::array color = { 1.0f, 1.0f, 0.0f, 1.0f }; set_color(current_program_id, color); glsafe(::glDrawArrays(GL_LINES, 0, (GLsizei)buffer.data.size() / Buffer::record_size(type))); break; } default: { break; } } glsafe(::glDisableClientState(GL_VERTEX_ARRAY)); glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0)); shader.stop_using(); } } } bool GCodeViewer::init_shaders() { unsigned char begin_id = buffer_id(GCodeProcessor::EMoveType::Retract); unsigned char end_id = buffer_id(GCodeProcessor::EMoveType::Count); for (unsigned char i = begin_id; i < end_id; ++i) { Shader& shader = m_shaders[i]; std::string vertex_shader_src; std::string fragment_shader_src; GCodeProcessor::EMoveType type = buffer_type(i); switch (type) { case GCodeProcessor::EMoveType::Tool_change: { vertex_shader_src = "toolchanges.vs"; fragment_shader_src = "toolchanges.fs"; break; } case GCodeProcessor::EMoveType::Retract: { vertex_shader_src = "retractions.vs"; fragment_shader_src = "retractions.fs"; break; } case GCodeProcessor::EMoveType::Unretract: { vertex_shader_src = "unretractions.vs"; fragment_shader_src = "unretractions.fs"; break; } case GCodeProcessor::EMoveType::Extrude: { vertex_shader_src = "extrusions.vs"; fragment_shader_src = "extrusions.fs"; break; } case GCodeProcessor::EMoveType::Travel: { vertex_shader_src = "travels.vs"; fragment_shader_src = "travels.fs"; break; } default: { break; } } if (!shader.init(vertex_shader_src, fragment_shader_src)) { BOOST_LOG_TRIVIAL(error) << "Unable to initialize toolpaths shader: please, check that the files " << vertex_shader_src << " and " << fragment_shader_src << " are available"; return false; } } return true; } void GCodeViewer::reset_buffers() { for (Buffer& buffer : m_buffers) { // release gpu memory if (buffer.vbo_id > 0) glsafe(::glDeleteBuffers(1, &buffer.vbo_id)); // release cpu memory buffer.data = std::vector(); } } } // namespace GUI } // namespace Slic3r #endif // ENABLE_GCODE_VIEWER