OrcaSlicer/src/slic3r/GUI/3DBed.cpp

744 lines
27 KiB
C++

#include "libslic3r/libslic3r.h"
#include "3DBed.hpp"
#include "libslic3r/Polygon.hpp"
#include "libslic3r/ClipperUtils.hpp"
#include "libslic3r/BoundingBox.hpp"
#include "libslic3r/Geometry/Circle.hpp"
#include "libslic3r/Tesselate.hpp"
#include "libslic3r/PresetBundle.hpp"
#include "GUI_App.hpp"
#include "GUI_Colors.hpp"
#include "GLCanvas3D.hpp"
#include "Plater.hpp"
#include "Camera.hpp"
#include <GL/glew.h>
#include <boost/algorithm/string/predicate.hpp>
#include <boost/filesystem/operations.hpp>
#include <boost/log/trivial.hpp>
#if BOOST_VERSION >= 107800
#include <boost/timer/timer.hpp>
#else
#include <boost/timer.hpp>
#endif
static const float GROUND_Z = -0.04f;
static const Slic3r::ColorRGBA DEFAULT_MODEL_COLOR = { 0.3255f, 0.337f, 0.337f, 1.0f };
static const Slic3r::ColorRGBA DEFAULT_MODEL_COLOR_DARK = { 0.255f, 0.255f, 0.283f, 1.0f };
static const Slic3r::ColorRGBA PICKING_MODEL_COLOR = Slic3r::ColorRGBA::BLACK();
static const Slic3r::ColorRGBA DEFAULT_SOLID_GRID_COLOR = { 0.9f, 0.9f, 0.9f, 1.0f };
static const Slic3r::ColorRGBA DEFAULT_TRANSPARENT_GRID_COLOR = { 0.9f, 0.9f, 0.9f, 0.6f };
namespace Slic3r {
namespace GUI {
bool init_model_from_poly(GLModel &model, const ExPolygon &poly, float z)
{
if (poly.empty())
return false;
const std::vector<Vec2f> triangles = triangulate_expolygon_2f(poly, NORMALS_UP);
if (triangles.empty() || triangles.size() % 3 != 0)
return false;
GLModel::Geometry init_data;
init_data.format = { GLModel::Geometry::EPrimitiveType::Triangles, GLModel::Geometry::EVertexLayout::P3T2 };
init_data.reserve_vertices(triangles.size());
init_data.reserve_indices(triangles.size() / 3);
Vec2f min = triangles.front();
Vec2f max = min;
for (const Vec2f &v : triangles) {
min = min.cwiseMin(v).eval();
max = max.cwiseMax(v).eval();
}
const Vec2f size = max - min;
if (size.x() <= 0.0f || size.y() <= 0.0f)
return false;
Vec2f inv_size = size.cwiseInverse();
inv_size.y() *= -1.0f;
// vertices + indices
unsigned int vertices_counter = 0;
for (const Vec2f &v : triangles) {
const Vec3f p = {v.x(), v.y(), z};
init_data.add_vertex(p, (Vec2f)(v - min).cwiseProduct(inv_size).eval());
++vertices_counter;
if (vertices_counter % 3 == 0)
init_data.add_triangle(vertices_counter - 3, vertices_counter - 2, vertices_counter - 1);
}
model.init_from(std::move(init_data));
return true;
}
/*
bool GeometryBuffer::set_from_triangles(const std::vector<Vec2f> &triangles, float z)
{
if (triangles.empty()) {
m_vertices.clear();
return false;
}
m_vertices.clear();
assert(triangles.size() % 3 == 0);
m_vertices = std::vector<Vertex>(triangles.size(), Vertex());
Vec2f min = triangles.front();
Vec2f max = min;
for (size_t v_count = 0; v_count < triangles.size(); ++ v_count) {
const Vec2f &p = triangles[v_count];
Vertex &v = m_vertices[v_count];
v.position = Vec3f(p.x(), p.y(), z);
v.tex_coords = p;
min = min.cwiseMin(p).eval();
max = max.cwiseMax(p).eval();
}
Vec2f size = max - min;
if (size.x() != 0.f && size.y() != 0.f) {
Vec2f inv_size = size.cwiseInverse();
inv_size.y() *= -1;
for (Vertex& v : m_vertices) {
v.tex_coords -= min;
v.tex_coords.x() *= inv_size.x();
v.tex_coords.y() *= inv_size.y();
}
}
return true;
}
bool GeometryBuffer::set_from_lines(const Lines& lines, float z)
{
m_vertices.clear();
unsigned int v_size = 2 * (unsigned int)lines.size();
if (v_size == 0)
return false;
m_vertices = std::vector<Vertex>(v_size, Vertex());
unsigned int v_count = 0;
for (const Line& l : lines) {
Vertex& v1 = m_vertices[v_count];
v1.position[0] = unscale<float>(l.a(0));
v1.position[1] = unscale<float>(l.a(1));
v1.position[2] = z;
++v_count;
Vertex& v2 = m_vertices[v_count];
v2.position[0] = unscale<float>(l.b(0));
v2.position[1] = unscale<float>(l.b(1));
v2.position[2] = z;
++v_count;
}
return true;
}
//BBS: set from 3d lines
bool GeometryBuffer::set_from_3d_Lines(const Lines3& lines)
{
m_vertices.clear();
unsigned int v_size = 2 * (unsigned int)lines.size();
if (v_size == 0)
return false;
m_vertices = std::vector<Vertex>(v_size, Vertex());
unsigned int v_count = 0;
for (const Line3& l : lines) {
Vertex& v1 = m_vertices[v_count];
v1.position[0] = unscale<float>(l.a(0));
v1.position[1] = unscale<float>(l.a(1));
v1.position[2] = unscale<float>(l.a(2));
++v_count;
Vertex& v2 = m_vertices[v_count];
v2.position[0] = unscale<float>(l.b(0));
v2.position[1] = unscale<float>(l.b(1));
v2.position[2] = unscale<float>(l.b(2));
++v_count;
}
return true;
}
const float* GeometryBuffer::get_vertices_data() const
{
return (m_vertices.size() > 0) ? (const float*)m_vertices.data() : nullptr;
}
*/
const float Bed3D::Axes::DefaultStemRadius = 0.5f;
const float Bed3D::Axes::DefaultStemLength = 25.0f;
const float Bed3D::Axes::DefaultTipRadius = 2.5f * Bed3D::Axes::DefaultStemRadius;
const float Bed3D::Axes::DefaultTipLength = 5.0f;
ColorRGBA Bed3D::AXIS_X_COLOR = ColorRGBA::X();
ColorRGBA Bed3D::AXIS_Y_COLOR = ColorRGBA::Y();
ColorRGBA Bed3D::AXIS_Z_COLOR = ColorRGBA::Z();
void Bed3D::update_render_colors()
{
Bed3D::AXIS_X_COLOR = ImGuiWrapper::from_ImVec4(RenderColor::colors[RenderCol_Axis_X]);
Bed3D::AXIS_Y_COLOR = ImGuiWrapper::from_ImVec4(RenderColor::colors[RenderCol_Axis_Y]);
Bed3D::AXIS_Z_COLOR = ImGuiWrapper::from_ImVec4(RenderColor::colors[RenderCol_Axis_Z]);
}
void Bed3D::load_render_colors()
{
RenderColor::colors[RenderCol_Axis_X] = ImGuiWrapper::to_ImVec4(Bed3D::AXIS_X_COLOR);
RenderColor::colors[RenderCol_Axis_Y] = ImGuiWrapper::to_ImVec4(Bed3D::AXIS_Y_COLOR);
RenderColor::colors[RenderCol_Axis_Z] = ImGuiWrapper::to_ImVec4(Bed3D::AXIS_Z_COLOR);
}
void Bed3D::Axes::render()
{
auto render_axis = [this](GLShaderProgram* shader, const Transform3d& transform) {
const Camera& camera = wxGetApp().plater()->get_camera();
const Transform3d& view_matrix = camera.get_view_matrix();
shader->set_uniform("view_model_matrix", view_matrix * transform);
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
const Matrix3d view_normal_matrix = view_matrix.matrix().block(0, 0, 3, 3) * transform.matrix().block(0, 0, 3, 3).inverse().transpose();
shader->set_uniform("view_normal_matrix", view_normal_matrix);
m_arrow.render();
};
if (!m_arrow.is_initialized())
m_arrow.init_from(stilized_arrow(16, DefaultTipRadius, DefaultTipLength, DefaultStemRadius, m_stem_length));
GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
if (shader == nullptr)
return;
glsafe(::glEnable(GL_DEPTH_TEST));
shader->start_using();
shader->set_uniform("emission_factor", 0.0f);
// x axis
m_arrow.set_color(AXIS_X_COLOR);
render_axis(shader, Geometry::assemble_transform(m_origin, { 0.0, 0.5 * M_PI, 0.0 }));
// y axis
m_arrow.set_color(AXIS_Y_COLOR);
render_axis(shader, Geometry::assemble_transform(m_origin, { -0.5 * M_PI, 0.0, 0.0 }));
// z axis
m_arrow.set_color(AXIS_Z_COLOR);
render_axis(shader, Geometry::assemble_transform(m_origin));
shader->stop_using();
glsafe(::glDisable(GL_DEPTH_TEST));
}
//BBS: add part plate logic
bool Bed3D::set_shape(const Pointfs& printable_area, const double printable_height, const std::string& custom_model, bool force_as_custom,
const Vec2d position, bool with_reset)
{
/*auto check_texture = [](const std::string& texture) {
boost::system::error_code ec; // so the exists call does not throw (e.g. after a permission problem)
return !texture.empty() && (boost::algorithm::iends_with(texture, ".png") || boost::algorithm::iends_with(texture, ".svg")) && boost::filesystem::exists(texture, ec);
};*/
auto check_model = [](const std::string& model) {
boost::system::error_code ec;
return !model.empty() && boost::algorithm::iends_with(model, ".stl") && boost::filesystem::exists(model, ec);
};
Type type;
std::string model;
std::string texture;
if (force_as_custom)
type = Type::Custom;
else {
auto [new_type, system_model, system_texture] = detect_type(printable_area);
type = new_type;
model = system_model;
texture = system_texture;
}
/*std::string texture_filename = custom_texture.empty() ? texture : custom_texture;
if (! texture_filename.empty() && ! check_texture(texture_filename)) {
BOOST_LOG_TRIVIAL(error) << "Unable to load bed texture: " << texture_filename;
texture_filename.clear();
}*/
std::string model_filename = custom_model.empty() ? model : custom_model;
if (! model_filename.empty() && ! check_model(model_filename)) {
BOOST_LOG_TRIVIAL(error) << "Unable to load bed model: " << model_filename;
model_filename.clear();
}
//BBS: add position related logic
if (m_bed_shape == printable_area && m_build_volume.printable_height() == printable_height && m_type == type && m_model_filename == model_filename && position == m_position)
// No change, no need to update the UI.
return false;
//BBS: add part plate logic, apply position to bed shape
BOOST_LOG_TRIVIAL(info) << __FUNCTION__ << boost::format(":current position {%1%,%2%}, new position {%3%, %4%}") % m_position.x() % m_position.y() % position.x() % position.y();
m_position = position;
m_bed_shape = printable_area;
if ((position(0) != 0) || (position(1) != 0)) {
Pointfs new_bed_shape;
for (const Vec2d& p : m_bed_shape) {
Vec2d point(p(0) + m_position.x(), p(1) + m_position.y());
new_bed_shape.push_back(point);
}
m_build_volume = BuildVolume { new_bed_shape, printable_height };
}
else
m_build_volume = BuildVolume { printable_area, printable_height };
m_type = type;
//m_texture_filename = texture_filename;
m_model_filename = model_filename;
//BBS: add part plate logic
m_extended_bounding_box = this->calc_extended_bounding_box(false);
//BBS: add part plate logic
//BBS add default bed
m_triangles.reset();
if (with_reset) {
//m_texture.reset();
m_model.reset();
}
//BBS: add part plate logic, always update model offset
//else {
update_model_offset();
//}
// Set the origin and size for rendering the coordinate system axes.
m_axes.set_origin({ 0.0, 0.0, static_cast<double>(GROUND_Z) });
m_axes.set_stem_length(0.1f * static_cast<float>(m_build_volume.bounding_volume().max_size()));
// Let the calee to update the UI.
return true;
}
//BBS: add api to set position for partplate related bed
void Bed3D::set_position(Vec2d& position)
{
set_shape(m_bed_shape, m_build_volume.printable_height(), m_model_filename, false, position, false);
}
void Bed3D::set_axes_mode(bool origin)
{
if (origin) {
m_axes.set_origin({ 0.0, 0.0, static_cast<double>(GROUND_Z) });
}
else {
m_axes.set_origin({ m_position.x(), m_position.y(), static_cast<double>(GROUND_Z) });
}
}
/*bool Bed3D::contains(const Point& point) const
{
return m_polygon.contains(point);
}
Point Bed3D::point_projection(const Point& point) const
{
return m_polygon.point_projection(point);
}*/
void Bed3D::on_change_color_mode(bool is_dark)
{
m_is_dark = is_dark;
}
void Bed3D::render(GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom, float scale_factor, bool show_axes)
{
render_internal(canvas, view_matrix, projection_matrix, bottom, scale_factor, show_axes);
}
/*void Bed3D::render_for_picking(GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom, float scale_factor)
{
render_internal(canvas, view_matrix, projection_matrix, bottom, scale_factor, false, false, true);
}*/
void Bed3D::render_internal(GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom, float scale_factor,
bool show_axes)
{
m_scale_factor = scale_factor;
if (show_axes)
render_axes();
glsafe(::glEnable(GL_DEPTH_TEST));
m_model.set_color(m_is_dark ? DEFAULT_MODEL_COLOR_DARK : DEFAULT_MODEL_COLOR);
switch (m_type)
{
case Type::System: { render_system(canvas, view_matrix, projection_matrix, bottom); break; }
default:
case Type::Custom: { render_custom(canvas, view_matrix, projection_matrix, bottom); break; }
}
glsafe(::glDisable(GL_DEPTH_TEST));
}
//BBS: add partplate related logic
// Calculate an extended bounding box from axes and current model for visualization purposes.
BoundingBoxf3 Bed3D::calc_extended_bounding_box(bool consider_model_offset) const
{
BoundingBoxf3 out { m_build_volume.bounding_volume() };
const Vec3d size = out.size();
// ensures that the bounding box is set as defined or the following calls to merge() will not work as intented
if (size.x() > 0.0 && size.y() > 0.0 && !out.defined)
out.defined = true;
// Reset the build volume Z, we don't want to zoom to the top of the build volume if it is empty.
out.min.z() = 0.0;
out.max.z() = 0.0;
// extend to contain axes
//BBS: add part plate related logic.
Vec3d offset{ m_position.x(), m_position.y(), 0.f };
//out.merge(m_axes.get_origin() + offset + m_axes.get_total_length() * Vec3d::Ones());
out.merge(Vec3d(0.f, 0.f, GROUND_Z) + offset + m_axes.get_total_length() * Vec3d::Ones());
out.merge(out.min + Vec3d(-Axes::DefaultTipRadius, -Axes::DefaultTipRadius, out.max.z()));
//BBS: add part plate related logic.
if (consider_model_offset) {
// extend to contain model, if any
BoundingBoxf3 model_bb = m_model.get_bounding_box();
if (model_bb.defined) {
model_bb.translate(m_model_offset);
out.merge(model_bb);
}
}
return out;
}
// Try to match the print bed shape with the shape of an active profile. If such a match exists,
// return the print bed model.
std::tuple<Bed3D::Type, std::string, std::string> Bed3D::detect_type(const Pointfs& shape)
{
auto bundle = wxGetApp().preset_bundle;
if (bundle != nullptr) {
const Preset* curr = &bundle->printers.get_selected_preset();
while (curr != nullptr) {
if (curr->config.has("printable_area")) {
std::string texture_filename, model_filename;
if (shape == dynamic_cast<const ConfigOptionPoints*>(curr->config.option("printable_area"))->values) {
if (curr->is_system)
model_filename = PresetUtils::system_printer_bed_model(*curr);
else {
auto *printer_model = curr->config.opt<ConfigOptionString>("printer_model");
if (printer_model != nullptr && ! printer_model->value.empty()) {
model_filename = bundle->get_stl_model_for_printer_model(printer_model->value);
}
}
//std::string model_filename = PresetUtils::system_printer_bed_model(*curr);
//std::string texture_filename = PresetUtils::system_printer_bed_texture(*curr);
if (!model_filename.empty())
return { Type::System, model_filename, texture_filename };
}
}
curr = bundle->printers.get_preset_parent(*curr);
}
}
return { Type::Custom, {}, {} };
}
void Bed3D::render_axes()
{
if (m_build_volume.valid())
m_axes.render();
}
void Bed3D::render_system(GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom)
{
if (!bottom)
render_model(view_matrix, projection_matrix);
/*if (show_texture)
render_texture(bottom, canvas);*/
}
/*void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas)
{
GLTexture* texture = const_cast<GLTexture*>(&m_texture);
GLTexture* temp_texture = const_cast<GLTexture*>(&m_temp_texture);
if (m_texture_filename.empty()) {
texture->reset();
render_default(bottom, false);
return;
}
if (texture->get_id() == 0 || texture->get_source() != m_texture_filename) {
texture->reset();
if (boost::algorithm::iends_with(m_texture_filename, ".svg")) {
// use higher resolution images if graphic card and opengl version allow
GLint max_tex_size = OpenGLManager::get_gl_info().get_max_tex_size();
if (temp_texture->get_id() == 0 || temp_texture->get_source() != m_texture_filename) {
// generate a temporary lower resolution texture to show while no main texture levels have been compressed
if (!temp_texture->load_from_svg_file(m_texture_filename, false, false, false, max_tex_size / 8)) {
render_default(bottom, false);
return;
}
canvas.request_extra_frame();
}
// starts generating the main texture, compression will run asynchronously
if (!texture->load_from_svg_file(m_texture_filename, true, true, true, max_tex_size)) {
render_default(bottom, false);
return;
}
}
else if (boost::algorithm::iends_with(m_texture_filename, ".png")) {
// generate a temporary lower resolution texture to show while no main texture levels have been compressed
if (temp_texture->get_id() == 0 || temp_texture->get_source() != m_texture_filename) {
if (!temp_texture->load_from_file(m_texture_filename, false, GLTexture::None, false)) {
render_default(bottom, false);
return;
}
canvas.request_extra_frame();
}
// starts generating the main texture, compression will run asynchronously
if (!texture->load_from_file(m_texture_filename, true, GLTexture::MultiThreaded, true)) {
render_default(bottom, false);
return;
}
}
else {
render_default(bottom, false);
return;
}
}
else if (texture->unsent_compressed_data_available()) {
// sends to gpu the already available compressed levels of the main texture
texture->send_compressed_data_to_gpu();
// the temporary texture is not needed anymore, reset it
if (temp_texture->get_id() != 0)
temp_texture->reset();
canvas.request_extra_frame();
}
if (m_triangles.get_vertices_count() > 0) {
GLShaderProgram* shader = wxGetApp().get_shader("printbed");
if (shader != nullptr) {
shader->start_using();
const Camera& camera = wxGetApp().plater()->get_camera();
shader->set_uniform("view_model_matrix", camera.get_view_matrix());
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
shader->set_uniform("transparent_background", bottom);
shader->set_uniform("svg_source", boost::algorithm::iends_with(m_texture.get_source(), ".svg"));
unsigned int* vbo_id = const_cast<unsigned int*>(&m_vbo_id);
if (*vbo_id == 0) {
glsafe(::glGenBuffers(1, vbo_id));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, *vbo_id));
glsafe(::glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)m_triangles.get_vertices_data_size(), (const GLvoid*)m_triangles.get_vertices_data(), GL_STATIC_DRAW));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
}
glsafe(::glEnable(GL_DEPTH_TEST));
if (bottom)
glsafe(::glDepthMask(GL_FALSE));
glsafe(::glEnable(GL_BLEND));
glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
if (bottom)
glsafe(::glFrontFace(GL_CW));
unsigned int stride = m_triangles.get_vertex_data_size();
GLint position_id = shader->get_attrib_location("v_position");
GLint tex_coords_id = shader->get_attrib_location("v_tex_coords");
// show the temporary texture while no compressed data is available
GLuint tex_id = (GLuint)temp_texture->get_id();
if (tex_id == 0)
tex_id = (GLuint)texture->get_id();
glsafe(::glBindTexture(GL_TEXTURE_2D, tex_id));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, *vbo_id));
if (position_id != -1) {
glsafe(::glEnableVertexAttribArray(position_id));
glsafe(::glVertexAttribPointer(position_id, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)(intptr_t)m_triangles.get_position_offset()));
}
if (tex_coords_id != -1) {
glsafe(::glEnableVertexAttribArray(tex_coords_id));
glsafe(::glVertexAttribPointer(tex_coords_id, 2, GL_FLOAT, GL_FALSE, stride, (GLvoid*)(intptr_t)m_triangles.get_tex_coords_offset()));
}
glsafe(::glDrawArrays(GL_TRIANGLES, 0, (GLsizei)m_triangles.get_vertices_count()));
if (tex_coords_id != -1)
glsafe(::glDisableVertexAttribArray(tex_coords_id));
if (position_id != -1)
glsafe(::glDisableVertexAttribArray(position_id));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
if (bottom)
glsafe(::glFrontFace(GL_CCW));
glsafe(::glDisable(GL_BLEND));
if (bottom)
glsafe(::glDepthMask(GL_TRUE));
shader->stop_using();
}
}
}*/
//BBS: add part plate related logic
void Bed3D::update_model_offset() const
{
// move the model so that its origin (0.0, 0.0, 0.0) goes into the bed shape center and a bit down to avoid z-fighting with the texture quad
Vec3d shift = m_extended_bounding_box.center();
shift(2) = -0.03;
Vec3d* model_offset_ptr = const_cast<Vec3d*>(&m_model_offset);
*model_offset_ptr = shift;
//BBS: TODO: hack for current stl for BBL printer
if (std::string::npos != m_model_filename.find("bbl-3dp-"))
{
(*model_offset_ptr)(0) -= m_bed_shape[2].x() / 2.0f;
(*model_offset_ptr)(1) -= m_bed_shape[2].y() / 2.0f;
}
(*model_offset_ptr)(2) = -0.41 + GROUND_Z;
// update extended bounding box
const_cast<BoundingBoxf3&>(m_extended_bounding_box) = calc_extended_bounding_box();
}
void Bed3D::update_bed_triangles()
{
m_triangles.reset();
Vec3d shift = m_extended_bounding_box.center();
shift(2) = -0.03;
Vec3d* model_offset_ptr = const_cast<Vec3d*>(&m_model_offset);
*model_offset_ptr = shift;
//BBS: TODO: hack for default bed
BoundingBoxf3 build_volume;
if (!m_build_volume.valid()) return;
auto bed_ext = get_extents(m_bed_shape);
(*model_offset_ptr)(0) = m_build_volume.bounding_volume2d().min.x() - bed_ext.min.x();
(*model_offset_ptr)(1) = m_build_volume.bounding_volume2d().min.y() - bed_ext.min.y();
(*model_offset_ptr)(2) = -0.41 + GROUND_Z;
std::vector<Vec2d> new_bed_shape;
for (auto point: m_bed_shape) {
Vec2d new_point(point.x() + model_offset_ptr->x(), point.y() + model_offset_ptr->y());
new_bed_shape.push_back(new_point);
}
ExPolygon poly{ Polygon::new_scale(new_bed_shape) };
if (!init_model_from_poly(m_triangles, poly, GROUND_Z)) {
BOOST_LOG_TRIVIAL(error) << __FUNCTION__ << ":Unable to update plate triangles\n";
}
// update extended bounding box
const_cast<BoundingBoxf3&>(m_extended_bounding_box) = calc_extended_bounding_box();
}
void Bed3D::render_model(const Transform3d& view_matrix, const Transform3d& projection_matrix)
{
if (m_model_filename.empty())
return;
if (m_model.get_filename() != m_model_filename && m_model.init_from_file(m_model_filename)) {
m_model.set_color(m_is_dark ? DEFAULT_MODEL_COLOR_DARK : DEFAULT_MODEL_COLOR);
update_model_offset();
}
if (!m_model.get_filename().empty()) {
GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
if (shader != nullptr) {
shader->start_using();
shader->set_uniform("emission_factor", 0.0f);
const Transform3d model_matrix = Geometry::assemble_transform(m_model_offset);
shader->set_uniform("view_model_matrix", view_matrix * model_matrix);
shader->set_uniform("projection_matrix", projection_matrix);
const Matrix3d view_normal_matrix = view_matrix.matrix().block(0, 0, 3, 3) * model_matrix.matrix().block(0, 0, 3, 3).inverse().transpose();
shader->set_uniform("view_normal_matrix", view_normal_matrix);
m_model.render();
shader->stop_using();
}
}
}
void Bed3D::render_custom(GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom)
{
if (m_model_filename.empty()) {
render_default(bottom, view_matrix, projection_matrix);
return;
}
if (!bottom)
render_model(view_matrix, projection_matrix);
/*if (show_texture)
render_texture(bottom, canvas);*/
}
void Bed3D::render_default(bool bottom, const Transform3d& view_matrix, const Transform3d& projection_matrix)
{
bool picking = false;
m_texture.reset();
update_bed_triangles();
GLShaderProgram* shader = wxGetApp().get_shader("flat");
if (shader != nullptr) {
shader->start_using();
shader->set_uniform("view_model_matrix", view_matrix);
shader->set_uniform("projection_matrix", projection_matrix);
glsafe(::glEnable(GL_DEPTH_TEST));
glsafe(::glEnable(GL_BLEND));
glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
if (m_model.get_filename().empty() && !bottom) {
// draw background
glsafe(::glDepthMask(GL_FALSE));
m_triangles.set_color(picking ? PICKING_MODEL_COLOR : DEFAULT_MODEL_COLOR);
m_triangles.render();
glsafe(::glDepthMask(GL_TRUE));
}
/*if (!picking) {
// draw grid
glsafe(::glLineWidth(1.5f * m_scale_factor));
m_gridlines.set_color(picking ? DEFAULT_SOLID_GRID_COLOR : DEFAULT_TRANSPARENT_GRID_COLOR);
m_gridlines.render();
}*/
glsafe(::glDisable(GL_BLEND));
shader->stop_using();
}
}
} // GUI
} // Slic3r