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			643 lines
		
	
	
		
			No EOL
		
	
	
		
			19 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			643 lines
		
	
	
		
			No EOL
		
	
	
		
			19 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #include "libslic3r/libslic3r.h"
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| 
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| #include "3DBed.hpp"
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| 
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| #include "libslic3r/Polygon.hpp"
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| #include "libslic3r/ClipperUtils.hpp"
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| #include "libslic3r/BoundingBox.hpp"
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| 
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| #include "GUI_App.hpp"
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| #include "PresetBundle.hpp"
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| #include "Gizmos/GLGizmoBase.hpp"
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| #include "GLCanvas3D.hpp"
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| 
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| #include <GL/glew.h>
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| 
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| #include <boost/algorithm/string/predicate.hpp>
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| #include <boost/filesystem/operations.hpp>
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| 
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| static const float GROUND_Z = -0.02f;
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| 
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| namespace Slic3r {
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| namespace GUI {
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| 
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| bool GeometryBuffer::set_from_triangles(const Polygons& triangles, float z, bool generate_tex_coords)
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| {
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|     m_vertices.clear();
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|     unsigned int v_size = 3 * (unsigned int)triangles.size();
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| 
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|     if (v_size == 0)
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|         return false;
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| 
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|     m_vertices = std::vector<Vertex>(v_size, Vertex());
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| 
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|     float min_x = unscale<float>(triangles[0].points[0](0));
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|     float min_y = unscale<float>(triangles[0].points[0](1));
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|     float max_x = min_x;
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|     float max_y = min_y;
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| 
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|     unsigned int v_count = 0;
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|     for (const Polygon& t : triangles)
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|     {
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|         for (unsigned int i = 0; i < 3; ++i)
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|         {
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|             Vertex& v = m_vertices[v_count];
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| 
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|             const Point& p = t.points[i];
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|             float x = unscale<float>(p(0));
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|             float y = unscale<float>(p(1));
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| 
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|             v.position[0] = x;
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|             v.position[1] = y;
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|             v.position[2] = z;
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| 
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|             if (generate_tex_coords)
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|             {
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|                 v.tex_coords[0] = x;
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|                 v.tex_coords[1] = y;
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| 
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|                 min_x = std::min(min_x, x);
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|                 max_x = std::max(max_x, x);
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|                 min_y = std::min(min_y, y);
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|                 max_y = std::max(max_y, y);
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|             }
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| 
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|             ++v_count;
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|         }
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|     }
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| 
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|     if (generate_tex_coords)
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|     {
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|         float size_x = max_x - min_x;
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|         float size_y = max_y - min_y;
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| 
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|         if ((size_x != 0.0f) && (size_y != 0.0f))
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|         {
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|             float inv_size_x = 1.0f / size_x;
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|             float inv_size_y = -1.0f / size_y;
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|             for (Vertex& v : m_vertices)
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|             {
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|                 v.tex_coords[0] = (v.tex_coords[0] - min_x) * inv_size_x;
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|                 v.tex_coords[1] = (v.tex_coords[1] - min_y) * inv_size_y;
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|             }
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|         }
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|     }
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| 
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|     return true;
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| }
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| 
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| bool GeometryBuffer::set_from_lines(const Lines& lines, float z)
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| {
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|     m_vertices.clear();
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| 
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|     unsigned int v_size = 2 * (unsigned int)lines.size();
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|     if (v_size == 0)
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|         return false;
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| 
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|     m_vertices = std::vector<Vertex>(v_size, Vertex());
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| 
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|     unsigned int v_count = 0;
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|     for (const Line& l : lines)
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|     {
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|         Vertex& v1 = m_vertices[v_count];
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|         v1.position[0] = unscale<float>(l.a(0));
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|         v1.position[1] = unscale<float>(l.a(1));
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|         v1.position[2] = z;
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|         ++v_count;
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| 
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|         Vertex& v2 = m_vertices[v_count];
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|         v2.position[0] = unscale<float>(l.b(0));
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|         v2.position[1] = unscale<float>(l.b(1));
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|         v2.position[2] = z;
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|         ++v_count;
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|     }
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| 
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|     return true;
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| }
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| 
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| const float* GeometryBuffer::get_vertices_data() const
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| {
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|     return (m_vertices.size() > 0) ? (const float*)m_vertices.data() : nullptr;
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| }
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| 
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| const double Bed3D::Axes::Radius = 0.5;
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| const double Bed3D::Axes::ArrowBaseRadius = 2.5 * Bed3D::Axes::Radius;
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| const double Bed3D::Axes::ArrowLength = 5.0;
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| 
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| Bed3D::Axes::Axes()
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| : origin(Vec3d::Zero())
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| , length(25.0 * Vec3d::Ones())
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| {
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|     m_quadric = ::gluNewQuadric();
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|     if (m_quadric != nullptr)
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|         ::gluQuadricDrawStyle(m_quadric, GLU_FILL);
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| }
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| 
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| Bed3D::Axes::~Axes()
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| {
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|     if (m_quadric != nullptr)
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|         ::gluDeleteQuadric(m_quadric);
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| }
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| 
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| void Bed3D::Axes::render() const
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| {
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|     if (m_quadric == nullptr)
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|         return;
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| 
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|     glsafe(::glEnable(GL_DEPTH_TEST));
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|     glsafe(::glEnable(GL_LIGHTING));
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| 
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|     // x axis
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|     glsafe(::glColor3fv(AXES_COLOR[0]));
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|     glsafe(::glPushMatrix());
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|     glsafe(::glTranslated(origin(0), origin(1), origin(2)));
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|     glsafe(::glRotated(90.0, 0.0, 1.0, 0.0));
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|     render_axis(length(0));
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|     glsafe(::glPopMatrix());
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| 
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|     // y axis
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|     glsafe(::glColor3fv(AXES_COLOR[1]));
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|     glsafe(::glPushMatrix());
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|     glsafe(::glTranslated(origin(0), origin(1), origin(2)));
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|     glsafe(::glRotated(-90.0, 1.0, 0.0, 0.0));
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|     render_axis(length(1));
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|     glsafe(::glPopMatrix());
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| 
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|     // z axis
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|     glsafe(::glColor3fv(AXES_COLOR[2]));
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|     glsafe(::glPushMatrix());
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|     glsafe(::glTranslated(origin(0), origin(1), origin(2)));
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|     render_axis(length(2));
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|     glsafe(::glPopMatrix());
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| 
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|     glsafe(::glDisable(GL_LIGHTING));
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| }
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| 
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| void Bed3D::Axes::render_axis(double length) const
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| {
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|     ::gluQuadricOrientation(m_quadric, GLU_OUTSIDE);
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|     ::gluCylinder(m_quadric, Radius, Radius, length, 32, 1);
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|     ::gluQuadricOrientation(m_quadric, GLU_INSIDE);
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|     ::gluDisk(m_quadric, 0.0, Radius, 32, 1);
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|     glsafe(::glTranslated(0.0, 0.0, length));
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|     ::gluQuadricOrientation(m_quadric, GLU_OUTSIDE);
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|     ::gluCylinder(m_quadric, ArrowBaseRadius, 0.0, ArrowLength, 32, 1);
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|     ::gluQuadricOrientation(m_quadric, GLU_INSIDE);
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|     ::gluDisk(m_quadric, 0.0, ArrowBaseRadius, 32, 1);
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| }
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| 
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| Bed3D::Bed3D()
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|     : m_type(Custom)
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|     , m_custom_texture("")
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|     , m_custom_model("")
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|     , m_requires_canvas_update(false)
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|     , m_vbo_id(0)
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|     , m_scale_factor(1.0f)
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| {
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| }
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| 
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| bool Bed3D::set_shape(const Pointfs& shape, const std::string& custom_texture, const std::string& custom_model)
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| {
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|     EType new_type = detect_type(shape);
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| 
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|     // check that the passed custom texture filename is valid
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|     std::string cst_texture(custom_texture);
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|     if (!cst_texture.empty())
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|     {
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|         if ((!boost::algorithm::iends_with(custom_texture, ".png") && !boost::algorithm::iends_with(custom_texture, ".svg")) || !boost::filesystem::exists(custom_texture))
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|             cst_texture = "";
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|     }
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| 
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|     // check that the passed custom texture filename is valid
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|     std::string cst_model(custom_model);
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|     if (!cst_model.empty())
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|     {
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|         if (!boost::algorithm::iends_with(custom_model, ".stl") || !boost::filesystem::exists(custom_model))
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|             cst_model = "";
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|     }
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| 
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|     if ((m_shape == shape) && (m_type == new_type) && (m_custom_texture == cst_texture) && (m_custom_model == cst_model))
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|         // No change, no need to update the UI.
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|         return false;
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| 
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|     m_shape = shape;
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|     m_custom_texture = cst_texture;
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|     m_custom_model = cst_model;
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|     m_type = new_type;
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| 
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|     calc_bounding_boxes();
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| 
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|     ExPolygon poly;
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|     for (const Vec2d& p : m_shape)
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|     {
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|         poly.contour.append(Point(scale_(p(0)), scale_(p(1))));
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|     }
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| 
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|     calc_triangles(poly);
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| 
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|     const BoundingBox& bed_bbox = poly.contour.bounding_box();
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|     calc_gridlines(poly, bed_bbox);
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| 
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|     m_polygon = offset_ex(poly.contour, (float)bed_bbox.radius() * 1.7f, jtRound, scale_(0.5))[0].contour;
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| 
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|     reset();
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|     m_texture.reset();
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|     m_model.reset();
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| 
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|     // Set the origin and size for painting of the coordinate system axes.
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|     m_axes.origin = Vec3d(0.0, 0.0, (double)GROUND_Z);
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|     m_axes.length = 0.1 * m_bounding_box.max_size() * Vec3d::Ones();
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| 
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|     // Let the calee to update the UI.
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|     return true;
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| }
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| 
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| bool Bed3D::contains(const Point& point) const
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| {
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|     return m_polygon.contains(point);
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| }
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| 
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| Point Bed3D::point_projection(const Point& point) const
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| {
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|     return m_polygon.point_projection(point);
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| }
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| 
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| void Bed3D::render(GLCanvas3D& canvas, float theta, float scale_factor) const
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| {
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|     m_scale_factor = scale_factor;
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| 
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|     render_axes();
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| 
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|     switch (m_type)
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|     {
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|     case MK2:
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|     {
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|         render_prusa(canvas, "mk2", theta > 90.0f);
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|         break;
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|     }
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|     case MK3:
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|     {
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|         render_prusa(canvas, "mk3", theta > 90.0f);
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|         break;
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|     }
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|     case SL1:
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|     {
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|         render_prusa(canvas, "sl1", theta > 90.0f);
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|         break;
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|     }
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|     default:
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|     case Custom:
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|     {
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|         render_custom(canvas, theta > 90.0f);
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|         break;
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|     }
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|     }
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| }
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| 
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| void Bed3D::calc_bounding_boxes() const
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| {
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|     m_bounding_box = BoundingBoxf3();
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|     for (const Vec2d& p : m_shape)
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|     {
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|         m_bounding_box.merge(Vec3d(p(0), p(1), 0.0));
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|     }
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| 
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|     m_extended_bounding_box = m_bounding_box;
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| 
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|     // extend to contain axes
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|     m_extended_bounding_box.merge(m_axes.length + Axes::ArrowLength * Vec3d::Ones());
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| 
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|     // extend to contain model, if any
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|     if (!m_model.get_filename().empty())
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|         m_extended_bounding_box.merge(m_model.get_transformed_bounding_box());
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| }
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| 
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| void Bed3D::calc_triangles(const ExPolygon& poly)
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| {
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|     Polygons triangles;
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|     poly.triangulate(&triangles);
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| 
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|     if (!m_triangles.set_from_triangles(triangles, GROUND_Z, true))
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|         printf("Unable to create bed triangles\n");
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| }
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| 
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| void Bed3D::calc_gridlines(const ExPolygon& poly, const BoundingBox& bed_bbox)
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| {
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|     Polylines axes_lines;
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|     for (coord_t x = bed_bbox.min(0); x <= bed_bbox.max(0); x += scale_(10.0))
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|     {
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|         Polyline line;
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|         line.append(Point(x, bed_bbox.min(1)));
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|         line.append(Point(x, bed_bbox.max(1)));
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|         axes_lines.push_back(line);
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|     }
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|     for (coord_t y = bed_bbox.min(1); y <= bed_bbox.max(1); y += scale_(10.0))
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|     {
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|         Polyline line;
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|         line.append(Point(bed_bbox.min(0), y));
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|         line.append(Point(bed_bbox.max(0), y));
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|         axes_lines.push_back(line);
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|     }
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| 
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|     // clip with a slightly grown expolygon because our lines lay on the contours and may get erroneously clipped
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|     Lines gridlines = to_lines(intersection_pl(axes_lines, offset(poly, (float)SCALED_EPSILON)));
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| 
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|     // append bed contours
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|     Lines contour_lines = to_lines(poly);
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|     std::copy(contour_lines.begin(), contour_lines.end(), std::back_inserter(gridlines));
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| 
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|     if (!m_gridlines.set_from_lines(gridlines, GROUND_Z))
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|         printf("Unable to create bed grid lines\n");
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| }
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| 
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| Bed3D::EType Bed3D::detect_type(const Pointfs& shape) const
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| {
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|     EType type = Custom;
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| 
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|     auto bundle = wxGetApp().preset_bundle;
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|     if (bundle != nullptr)
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|     {
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|         const Preset* curr = &bundle->printers.get_selected_preset();
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|         while (curr != nullptr)
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|         {
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|             if (curr->config.has("bed_shape"))
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|             {
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|                 if ((curr->vendor != nullptr) && (curr->vendor->name == "Prusa Research") && (shape == dynamic_cast<const ConfigOptionPoints*>(curr->config.option("bed_shape"))->values))
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|                 {
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|                     if (boost::contains(curr->name, "SL1"))
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|                     {
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|                         type = SL1;
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|                         break;
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|                     }
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|                     else if (boost::contains(curr->name, "MK3") || boost::contains(curr->name, "MK2.5"))
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|                     {
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|                         type = MK3;
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|                         break;
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|                     }
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|                     else if (boost::contains(curr->name, "MK2"))
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|                     {
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|                         type = MK2;
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|                         break;
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|                     }
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|                 }
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|             }
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| 
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|             curr = bundle->printers.get_preset_parent(*curr);
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|         }
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|     }
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| 
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|     return type;
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| }
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| 
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| void Bed3D::render_axes() const
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| {
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|     if (!m_shape.empty())
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|         m_axes.render();
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| }
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| 
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| void Bed3D::render_prusa(GLCanvas3D& canvas, const std::string& key, bool bottom) const
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| {
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|     if (!bottom)
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|         render_model(m_custom_model.empty() ? resources_dir() + "/models/" + key + "_bed.stl" : m_custom_model);
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| 
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|     render_texture(m_custom_texture.empty() ? resources_dir() + "/icons/bed/" + key + ".svg" : m_custom_texture, bottom, canvas);
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| }
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| 
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| void Bed3D::render_texture(const std::string& filename, bool bottom, GLCanvas3D& canvas) const
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| {
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|     if (filename.empty())
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|     {
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|         m_texture.reset();
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|         render_default(bottom);
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|         return;
 | |
|     }
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| 
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|     if ((m_texture.get_id() == 0) || (m_texture.get_source() != filename))
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|     {
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|         m_texture.reset();
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| 
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|         if (boost::algorithm::iends_with(filename, ".svg"))
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|         {
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|             // use higher resolution images if graphic card and opengl version allow
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|             GLint max_tex_size = GLCanvas3DManager::get_gl_info().get_max_tex_size();
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|             if ((m_temp_texture.get_id() == 0) || (m_temp_texture.get_source() != filename))
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|             {
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|                 // generate a temporary lower resolution texture to show while no main texture levels have been compressed
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|                 if (!m_temp_texture.load_from_svg_file(filename, false, false, false, max_tex_size / 8))
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|                 {
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|                     render_default(bottom);
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|                     return;
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|                 }
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|             }
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| 
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|             // starts generating the main texture, compression will run asynchronously
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|             if (!m_texture.load_from_svg_file(filename, true, true, true, max_tex_size))
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|             {
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|                 render_default(bottom);
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|                 return;
 | |
|             }
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|         }
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|         else if (boost::algorithm::iends_with(filename, ".png"))
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|         {
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|             // generate a temporary lower resolution texture to show while no main texture levels have been compressed
 | |
|             if ((m_temp_texture.get_id() == 0) || (m_temp_texture.get_source() != filename))
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|             {
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|                 if (!m_temp_texture.load_from_file(filename, false, GLTexture::None, false))
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|                 {
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|                     render_default(bottom);
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|                     return;
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|                 }
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|             }
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| 
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|             // starts generating the main texture, compression will run asynchronously
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|             if (!m_texture.load_from_file(filename, true, GLTexture::MultiThreaded, true))
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|             {
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|                 render_default(bottom);
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|                 return;
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|             }
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|         }
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|         else
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|         {
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|             render_default(bottom);
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|             return;
 | |
|         }
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|     }
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|     else if (m_texture.unsent_compressed_data_available())
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|     {
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|         // sends to gpu the already available compressed levels of the main texture
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|         m_texture.send_compressed_data_to_gpu();
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| 
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|         // the temporary texture is not needed anymore, reset it
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|         if (m_temp_texture.get_id() != 0)
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|             m_temp_texture.reset();
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| 
 | |
|         m_requires_canvas_update = true;
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|     }
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|     else if (m_requires_canvas_update && m_texture.all_compressed_data_sent_to_gpu())
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|     {
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|         canvas.stop_keeping_dirty();
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|         m_requires_canvas_update = false;
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|     }
 | |
| 
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|     if (m_triangles.get_vertices_count() > 0)
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|     {
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|         if (m_shader.get_shader_program_id() == 0)
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|             m_shader.init("printbed.vs", "printbed.fs");
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| 
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|         if (m_shader.is_initialized())
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|         {
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|             m_shader.start_using();
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|             m_shader.set_uniform("transparent_background", bottom);
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|             m_shader.set_uniform("svg_source", boost::algorithm::iends_with(m_texture.get_source(), ".svg"));
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| 
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|             if (m_vbo_id == 0)
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|             {
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|                 glsafe(::glGenBuffers(1, &m_vbo_id));
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|                 glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id));
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|                 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));
 | |
|             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 = m_shader.get_attrib_location("v_position");
 | |
|             GLint tex_coords_id = m_shader.get_attrib_location("v_tex_coords");
 | |
| 
 | |
|             // 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)
 | |
|             {
 | |
|                 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));
 | |
|             glsafe(::glDepthMask(GL_TRUE));
 | |
| 
 | |
|             m_shader.stop_using();
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| void Bed3D::render_model(const std::string& filename) const
 | |
| {
 | |
|     if (filename.empty())
 | |
|         return;
 | |
| 
 | |
|     if ((m_model.get_filename() != filename) && m_model.init_from_file(filename))
 | |
|     {
 | |
|         // 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_bounding_box.center();
 | |
|         shift(2) = -0.03;
 | |
|         m_model.set_offset(shift);
 | |
| 
 | |
|         // update extended bounding box
 | |
|         calc_bounding_boxes();
 | |
|     }
 | |
| 
 | |
|     if (!m_model.get_filename().empty())
 | |
|     {
 | |
|         glsafe(::glEnable(GL_LIGHTING));
 | |
|         m_model.render();
 | |
|         glsafe(::glDisable(GL_LIGHTING));
 | |
|     }
 | |
| }
 | |
| 
 | |
| void Bed3D::render_custom(GLCanvas3D& canvas, bool bottom) const
 | |
| {
 | |
|     if (m_custom_texture.empty() && m_custom_model.empty())
 | |
|     {
 | |
|         render_default(bottom);
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     if (!bottom)
 | |
|         render_model(m_custom_model);
 | |
| 
 | |
|     render_texture(m_custom_texture, bottom, canvas);
 | |
| }
 | |
| 
 | |
| void Bed3D::render_default(bool bottom) const
 | |
| {
 | |
|     m_texture.reset();
 | |
| 
 | |
|     unsigned int triangles_vcount = m_triangles.get_vertices_count();
 | |
|     if (triangles_vcount > 0)
 | |
|     {
 | |
|         bool has_model = !m_model.get_filename().empty();
 | |
| 
 | |
|         glsafe(::glEnable(GL_DEPTH_TEST));
 | |
|         glsafe(::glEnable(GL_BLEND));
 | |
|         glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
 | |
| 
 | |
|         glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
 | |
| 
 | |
|         if (!has_model && !bottom)
 | |
|         {
 | |
|             // draw background
 | |
|             glsafe(::glColor4f(0.35f, 0.35f, 0.35f, 0.4f));
 | |
|             glsafe(::glNormal3d(0.0f, 0.0f, 1.0f));
 | |
|             glsafe(::glVertexPointer(3, GL_FLOAT, m_triangles.get_vertex_data_size(), (GLvoid*)m_triangles.get_vertices_data()));
 | |
|             glsafe(::glDrawArrays(GL_TRIANGLES, 0, (GLsizei)triangles_vcount));
 | |
|         }
 | |
| 
 | |
|         // draw grid
 | |
|         glsafe(::glLineWidth(3.0f * m_scale_factor));
 | |
|         if (has_model && !bottom)
 | |
|             glsafe(::glColor4f(0.75f, 0.75f, 0.75f, 1.0f));
 | |
|         else
 | |
|             glsafe(::glColor4f(0.2f, 0.2f, 0.2f, 0.4f));
 | |
|         glsafe(::glVertexPointer(3, GL_FLOAT, m_triangles.get_vertex_data_size(), (GLvoid*)m_gridlines.get_vertices_data()));
 | |
|         glsafe(::glDrawArrays(GL_LINES, 0, (GLsizei)m_gridlines.get_vertices_count()));
 | |
| 
 | |
|         glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
 | |
| 
 | |
|         glsafe(::glDisable(GL_BLEND));
 | |
|     }
 | |
| }
 | |
| 
 | |
| void Bed3D::reset()
 | |
| {
 | |
|     if (m_vbo_id > 0)
 | |
|     {
 | |
|         glsafe(::glDeleteBuffers(1, &m_vbo_id));
 | |
|         m_vbo_id = 0;
 | |
|     }
 | |
| }
 | |
| 
 | |
| } // GUI
 | |
| } // Slic3r
 | 
