OrcaSlicer/src/slic3r/GUI/GLModel.cpp
Andrew Sun c92328c9cc Port libvgcode from PrusaSlicer 2.8.0
Includes (but is not limited to) the following commits:

SPE-2218 - libvgcode - Fixed color of wipe moves for speed range view
SPE-2218 - libvgcode - Fixed detection of fan speed range
SPE-2218 - libvgcode - Fixed detection of temperature range
SPE-2218 - libvgcode - Fixed colors for Actual volumetric flow rate view
SPE-2214 - Fixed detection of toolpaths bounding box in GCodeViewer
SPE-2206 - Modified LibBGCode.cmake to get latest version of libbgcode which fixed parsing of gcode lines G4
libvgcode - Fixed potential out of bound access in ViewerImpl::update_view_full_range()
Tech ENABLE_GL_CORE_PROFILE set as default
Tech ENABLE_OPENGL_ES replaced by build option SLIC3R_OPENGL_ES
libvgcode - Precompiler definition of ENABLE_OPENGL_ES moved into CMakeLists.txt
Added missing include
libvgcode - Textures setup modified to work when building using emscripten
libvgcode - small optimization
libvgcode - fixed OpenGLWrapper::unload_opengl()
libvgcode - CMakeLists.txt modified to work with emscripten
libvgcode - Replace 'glVertexAttribIPointer()' with 'glVertexAttribPointer()' in SegmentTemplate::init() for OpenGL ES
libvgcode - Replace 'xor' with '^' Bitset.hpp
libvgcode - Newer glad library for OpenGL 4.6 and OpenGL ES 3.0
libvgcode - Alternate fix in method ViewerImpl::update_heights_widths() for OpenGL ES
libvgcode - Fixes in glAssertRecentCallImpl()
libvgcode - Fixes in method ViewerImpl::update_heights_widths() for OpenGL ES
Fixed ES shaders so they work with OpenGL ES 3.0
libvgcode - Use multiple plain textures in place of texture buffers for OpenGL ES
libvgcode - Use plain textures in place of texture buffers for OpenGL ES (partial implementation using one texture per buffer)
libvgcode - refactoring of class OpenGLWrapper
libvgcode - small refactoring in shaders
libvgcode - replacement of glMapBuffer() call for OpenGL ES
Fixed warning
libvgcode - Changes into CMakeLists.txt
Fixed debug export of gcode data to be configuration indipendent
Disabled tech ENABLE_NEW_GCODE_VIEWER_DEBUG
Removed obsolete tech ENABLE_GCODE_VIEWER_DATA_CHECKING
Code cleanup and techs removal - completed
Code cleanup and techs removal - step 1
SPE-1872: Implemented G2/G3 lines discretization for gcfMarlinFirmware firmware flavour
SPE-1872: Corrections into GCodeProcessor::process_G2_G3() to match firmware code
SPE-1872: Actual speed profile - Further enhancements of imgui debug window
SPE-1872: Actual speed profile - Rework in its calculation + enhanced imgui debug window
SPE-1872: New imgui widget to show actual speed profile
SPE-1872: Fixed actual speed for seam moves and at extrusion/travel/wipe start
SPE-1872: Fixed rendering of wipe moves when actual speed view is selected
SPE-1872: Actual speed profile extended to travel and wipe moves
SPE-1872: Fixes in function recalculate_trapezoids() and method GCodeProcessor::TimeMachine::calculate_time() to smooth actual speed profile
SPE-1872: Added debug graphic to show move actual speed profile
SPE-1872: libvgcode library: replace volumetric flow rate data with mm3_per_mm to reduce memory usage
SPE-1872: Added visualization of actual volumetric flow rate
SPE-1872: Fixes in calculating actual speed
SPE-1872: Added visualization of actual speed in gcode preview
SPE-2124: Added command line option 'opengl-aa' to allow the user to turn on the automatic selection of max number of supported samples for OpenGL antialising
#12117: Reduced moire patterns by using the highest number of samples available for multisampling
New gcode visualization integration - Partially enabled imgui debug window
New gcode visualization integration - Fixed center of gravity calculation and rendering
New gcode visualization library - Interface for estimated times
New gcode visualization library - Tool marker rendering
New gcode visualization library - Axes aligned bounding boxes calculation
Removed obsolete debug code
New gcode visualization library - Added statistic of used memory
New gcode visualization library - Separation of tool colors and color changes colors to simplify client code
Added missing include
New gcode visualization library - Added print color changes detection
New gcode visualization library - Modified OpenGL ES context detection
New gcode visualization library - Another makefile cleanup
New gcode visualization library - Makefiles cleanup
New gcode visualization library - Added suppression of error 'This function or variable may be unsafe' in VS2022
New gcode visualization library - Compatibility with OpenGL ES
New gcode visualization library - Interface cleanup and documentation
New gcode visualization library - Extended interface to give access to estimated times
New gcode visualization integration - Toggling of top layer only view state
New gcode visualization integration - Removed imperial units from tool position data
Small refactoring
New gcode visualization library - Custom values for travel and wipe moves radius
New gcode visualization library - Allow customization of range colors
New gcode visualization library - Partial update of interface comments/documentation
New gcode visualization integration - Follow-up of 35ee55e29bb231fd01a2eb71ae293832a37ca65d - Better fix for toolpaths visible range when toggling options' visibility
New gcode visualization integration - Fixed toolpaths reset
New gcode visualization library - Fixed method set_option_color()
New gcode visualization library - Fixed method ViewerImpl::set_extrusion_role_color()
New gcode visualization library - Added methods to release gpu resources on demand.
New gcode visualization library - Travel and wipe moves as options
New gcode visualization integration - Fixed toolpaths visible range when toggling options' visibility
New gcode visualization integration - Fixed management of gcode preview view type
New gcode visualization - Fixed wrong include
New gcode visualization - Added missing headers
New gcode visualization - Refactoring + added missing headers
New gcode visualization - New code set as standalone library + embed glad library to load OpenGL functions
New gcode visualization - Fixed errors and warnings when building the new code as a standalone library
New gcode visualization integration - Fixed layers ordering in pre-gcode preview
New gcode visualization integration - Fixed objects' tool colors in pre-gcode preview
Code cleanup
New gcode visualization integration - Tool position properties data window
New gcode visualization integration - Fixed in export toolpaths to obj
New gcode visualization - Inlining in source code
Refactoring
New gcode visualization integration - Export toolpaths to obj
Some refactoring and warning fix
New gcode visualization integration - Customizable travel moves colors
New gcode visualization integration - Customizable options colors
New gcode visualization integration - Customizable extrusion roles colors
New gcode visualization integration - Fixed pre-gcode preview layers times
New gcode visualization integration - Modify pre-gcode preview to use the new toolpaths renderer, objects WIP
New gcode visualization - Modify pre-gcode preview to use the new toolpaths renderer, WIP (brim/skirt/wipe tower)
New gcode visualization integration - Do not reset visible range when toggling options/roles visibility
New gcode visualization - Fixed color of first vertex of top layer (when top layer only option is enabled)
New gcode visualization - Customizable travels and wipes segment radius
New gcode visualization integration - Removed tech ENABLE_GCODE_VIEWER_STATISTICS
New gcode visualization integration - Added check of OpenGL version
New gcode visualization integration - Removed GCodeProcessorResult::spiral_vase_layers
Another bunch of warnings fixes
Fixed warnings
New gcode visualization integration - Removal of old visualization
Fixed includes
New gcode visualization integration - File structure of new code separated in api + src
New gcode visualization integration - View ranges management moved to new visualizer
New gcode visualization integration - Fixed top layer only visualization for MMU printers
New gcode visualization integration - Removed dependency on imgui from new visualizer
Some refactoring
New gcode visualization integration - Removed dependency on Slic3r::GCodeProcessorResult from new visualizer
New gcode visualization integration - Moves' data conversion moved to client side
New gcode visualization: layers times refactoring
A bunch of fixes for the new gcode visualization
New gcode visualization: render in gray color layers containing pause print or custom gcode options when in Color Print view
New gcode visualization integration - Tool colors
New gcode visualization integration - Layers times
New gcode visualization integration - Travels and Extrusion roles times
Fixed detection of start/end of contiguous extrusion paths
New gcode visualization integration - Extrusion roles
New gcode visualization integration - Colors
New gcode visualization integration - Tool position
Center of gravity and tool marker may both be rendered with fixed screen size and a scaling factor
Fixed rendering of options in new gcode visualization
Tool marker NOT rendered by the new visualization code
Center of gravity marker NOT rendered by the new visualization code
Fixed toolpaths_cog shaders
Tool position window for new gcode visualization
Top layer only coloring for neww gcode visualization
Refactoring in preview's new visualization
Hidden imgui debug dialog for new visualization in preview
Synchronization of moves between old and new visualization
Fixed missing gcode window in new visualization
Rendering of debug imgui dialog moved from class libvgcode::Viewer to class libvgcode::Toolpaths + warnings fixing
Some functionality moved from class libvgcode::Viewer to class libvgcode::Toolpaths
Some refactoring and cleanup
Refatoring of PathVertex and Toolpaths::load()
SPE-1982: Tech ENABLE_NEW_GCODE_VIEWER - 1st installment of new toolpaths rendering code (WIP)
2025-09-24 22:49:14 -04:00

1552 lines
59 KiB
C++

#include "libslic3r/libslic3r.h"
#include "GLModel.hpp"
#include "3DScene.hpp"
#include "GUI_App.hpp"
#include "GLShader.hpp"
#include "libslic3r/TriangleMesh.hpp"
#include "libslic3r/Model.hpp"
#include "libslic3r/Polygon.hpp"
#include "libslic3r/BuildVolume.hpp"
#include "libslic3r/Geometry/ConvexHull.hpp"
#include <boost/filesystem/operations.hpp>
#include <boost/algorithm/string/predicate.hpp>
#if ENABLE_SMOOTH_NORMALS
#include <igl/per_face_normals.h>
#include <igl/per_corner_normals.h>
#include <igl/per_vertex_normals.h>
#endif // ENABLE_SMOOTH_NORMALS
#include <GL/glew.h>
namespace Slic3r {
namespace GUI {
#if ENABLE_SMOOTH_NORMALS
static void smooth_normals_corner(const TriangleMesh& mesh, std::vector<stl_normal>& normals)
{
using MapMatrixXfUnaligned = Eigen::Map<const Eigen::Matrix<float, Eigen::Dynamic, Eigen::Dynamic, Eigen::RowMajor | Eigen::DontAlign>>;
using MapMatrixXiUnaligned = Eigen::Map<const Eigen::Matrix<int, Eigen::Dynamic, Eigen::Dynamic, Eigen::RowMajor | Eigen::DontAlign>>;
std::vector<Vec3f> face_normals = its_face_normals(mesh.its);
Eigen::MatrixXd vertices = MapMatrixXfUnaligned(mesh.its.vertices.front().data(),
Eigen::Index(mesh.its.vertices.size()), 3).cast<double>();
Eigen::MatrixXi indices = MapMatrixXiUnaligned(mesh.its.indices.front().data(),
Eigen::Index(mesh.its.indices.size()), 3);
Eigen::MatrixXd in_normals = MapMatrixXfUnaligned(face_normals.front().data(),
Eigen::Index(face_normals.size()), 3).cast<double>();
Eigen::MatrixXd out_normals;
igl::per_corner_normals(vertices, indices, in_normals, 1.0, out_normals);
normals = std::vector<stl_normal>(mesh.its.vertices.size());
for (size_t i = 0; i < mesh.its.indices.size(); ++i) {
for (size_t j = 0; j < 3; ++j) {
normals[mesh.its.indices[i][j]] = out_normals.row(i * 3 + j).cast<float>();
}
}
}
#endif // ENABLE_SMOOTH_NORMALS
void GLModel::Geometry::add_vertex(const Vec2f& position)
{
assert(format.vertex_layout == EVertexLayout::P2);
vertices.emplace_back(position.x());
vertices.emplace_back(position.y());
}
void GLModel::Geometry::add_vertex(const Vec2f& position, const Vec2f& tex_coord)
{
assert(format.vertex_layout == EVertexLayout::P2T2);
vertices.emplace_back(position.x());
vertices.emplace_back(position.y());
vertices.emplace_back(tex_coord.x());
vertices.emplace_back(tex_coord.y());
}
void GLModel::Geometry::add_vertex(const Vec3f& position)
{
assert(format.vertex_layout == EVertexLayout::P3);
vertices.emplace_back(position.x());
vertices.emplace_back(position.y());
vertices.emplace_back(position.z());
}
void GLModel::Geometry::add_vertex(const Vec3f& position, const Vec2f& tex_coord)
{
assert(format.vertex_layout == EVertexLayout::P3T2);
vertices.emplace_back(position.x());
vertices.emplace_back(position.y());
vertices.emplace_back(position.z());
vertices.emplace_back(tex_coord.x());
vertices.emplace_back(tex_coord.y());
}
void GLModel::Geometry::add_vertex(const Vec3f& position, const Vec3f& normal)
{
assert(format.vertex_layout == EVertexLayout::P3N3);
vertices.emplace_back(position.x());
vertices.emplace_back(position.y());
vertices.emplace_back(position.z());
vertices.emplace_back(normal.x());
vertices.emplace_back(normal.y());
vertices.emplace_back(normal.z());
}
void GLModel::Geometry::add_vertex(const Vec3f& position, const Vec3f& normal, const Vec2f& tex_coord)
{
assert(format.vertex_layout == EVertexLayout::P3N3T2);
vertices.emplace_back(position.x());
vertices.emplace_back(position.y());
vertices.emplace_back(position.z());
vertices.emplace_back(normal.x());
vertices.emplace_back(normal.y());
vertices.emplace_back(normal.z());
vertices.emplace_back(tex_coord.x());
vertices.emplace_back(tex_coord.y());
}
void GLModel::Geometry::add_vertex(const Vec4f& position)
{
assert(format.vertex_layout == EVertexLayout::P4);
vertices.emplace_back(position.x());
vertices.emplace_back(position.y());
vertices.emplace_back(position.z());
vertices.emplace_back(position.w());
}
void GLModel::Geometry::add_index(unsigned int id)
{
indices.emplace_back(id);
}
void GLModel::Geometry::add_line(unsigned int id1, unsigned int id2)
{
indices.emplace_back(id1);
indices.emplace_back(id2);
}
void GLModel::Geometry::add_triangle(unsigned int id1, unsigned int id2, unsigned int id3)
{
indices.emplace_back(id1);
indices.emplace_back(id2);
indices.emplace_back(id3);
}
Vec2f GLModel::Geometry::extract_position_2(size_t id) const
{
const size_t p_stride = position_stride_floats(format);
if (p_stride != 2) {
assert(false);
return { FLT_MAX, FLT_MAX };
}
if (vertices_count() <= id) {
assert(false);
return { FLT_MAX, FLT_MAX };
}
const float* start = &vertices[id * vertex_stride_floats(format) + position_offset_floats(format)];
return { *(start + 0), *(start + 1) };
}
Vec3f GLModel::Geometry::extract_position_3(size_t id) const
{
const size_t p_stride = position_stride_floats(format);
if (p_stride != 3) {
assert(false);
return { FLT_MAX, FLT_MAX, FLT_MAX };
}
if (vertices_count() <= id) {
assert(false);
return { FLT_MAX, FLT_MAX, FLT_MAX };
}
const float* start = &vertices[id * vertex_stride_floats(format) + position_offset_floats(format)];
return { *(start + 0), *(start + 1), *(start + 2) };
}
Vec3f GLModel::Geometry::extract_normal_3(size_t id) const
{
const size_t n_stride = normal_stride_floats(format);
if (n_stride != 3) {
assert(false);
return { FLT_MAX, FLT_MAX, FLT_MAX };
}
if (vertices_count() <= id) {
assert(false);
return { FLT_MAX, FLT_MAX, FLT_MAX };
}
const float* start = &vertices[id * vertex_stride_floats(format) + normal_offset_floats(format)];
return { *(start + 0), *(start + 1), *(start + 2) };
}
Vec2f GLModel::Geometry::extract_tex_coord_2(size_t id) const
{
const size_t t_stride = tex_coord_stride_floats(format);
if (t_stride != 2) {
assert(false);
return { FLT_MAX, FLT_MAX };
}
if (vertices_count() <= id) {
assert(false);
return { FLT_MAX, FLT_MAX };
}
const float* start = &vertices[id * vertex_stride_floats(format) + tex_coord_offset_floats(format)];
return { *(start + 0), *(start + 1) };
}
void GLModel::Geometry::set_vertex(size_t id, const Vec3f& position, const Vec3f& normal)
{
assert(format.vertex_layout == EVertexLayout::P3N3);
assert(id < vertices_count());
if (id < vertices_count()) {
float* start = &vertices[id * vertex_stride_floats(format)];
*(start + 0) = position.x();
*(start + 1) = position.y();
*(start + 2) = position.z();
*(start + 3) = normal.x();
*(start + 4) = normal.y();
*(start + 5) = normal.z();
}
}
void GLModel::Geometry::set_index(size_t id, unsigned int index)
{
assert(id < indices_count());
if (id < indices_count())
indices[id] = index;
}
unsigned int GLModel::Geometry::extract_index(size_t id) const
{
if (indices_count() <= id) {
assert(false);
return -1;
}
return indices[id];
}
void GLModel::Geometry::remove_vertex(size_t id)
{
assert(id < vertices_count());
if (id < vertices_count()) {
const size_t stride = vertex_stride_floats(format);
std::vector<float>::const_iterator it = vertices.begin() + id * stride;
vertices.erase(it, it + stride);
}
}
indexed_triangle_set GLModel::Geometry::get_as_indexed_triangle_set() const
{
indexed_triangle_set its;
its.vertices.reserve(vertices_count());
for (size_t i = 0; i < vertices_count(); ++i) {
its.vertices.emplace_back(extract_position_3(i));
}
its.indices.reserve(indices_count() / 3);
for (size_t i = 0; i < indices_count() / 3; ++i) {
const size_t tri_id = i * 3;
its.indices.emplace_back(extract_index(tri_id), extract_index(tri_id + 1), extract_index(tri_id + 2));
}
return its;
}
size_t GLModel::Geometry::vertex_stride_floats(const Format& format)
{
switch (format.vertex_layout)
{
case EVertexLayout::P2: { return 2; }
case EVertexLayout::P2T2: { return 4; }
case EVertexLayout::P3: { return 3; }
case EVertexLayout::P3T2: { return 5; }
case EVertexLayout::P3N3: { return 6; }
case EVertexLayout::P3N3T2: { return 8; }
case EVertexLayout::P4: { return 4; }
default: { assert(false); return 0; }
};
}
size_t GLModel::Geometry::position_stride_floats(const Format& format)
{
switch (format.vertex_layout)
{
case EVertexLayout::P2:
case EVertexLayout::P2T2: { return 2; }
case EVertexLayout::P3:
case EVertexLayout::P3T2:
case EVertexLayout::P3N3:
case EVertexLayout::P3N3T2: { return 3; }
case EVertexLayout::P4: { return 4; }
default: { assert(false); return 0; }
};
}
size_t GLModel::Geometry::position_offset_floats(const Format& format)
{
switch (format.vertex_layout)
{
case EVertexLayout::P2:
case EVertexLayout::P2T2:
case EVertexLayout::P3:
case EVertexLayout::P3T2:
case EVertexLayout::P3N3:
case EVertexLayout::P3N3T2:
case EVertexLayout::P4: { return 0; }
default: { assert(false); return 0; }
};
}
size_t GLModel::Geometry::normal_stride_floats(const Format& format)
{
switch (format.vertex_layout)
{
case EVertexLayout::P3N3:
case EVertexLayout::P3N3T2: { return 3; }
default: { assert(false); return 0; }
};
}
size_t GLModel::Geometry::normal_offset_floats(const Format& format)
{
switch (format.vertex_layout)
{
case EVertexLayout::P3N3:
case EVertexLayout::P3N3T2: { return 3; }
default: { assert(false); return 0; }
};
}
size_t GLModel::Geometry::tex_coord_stride_floats(const Format& format)
{
switch (format.vertex_layout)
{
case EVertexLayout::P2T2:
case EVertexLayout::P3T2:
case EVertexLayout::P3N3T2: { return 2; }
default: { assert(false); return 0; }
};
}
size_t GLModel::Geometry::tex_coord_offset_floats(const Format& format)
{
switch (format.vertex_layout)
{
case EVertexLayout::P2T2: { return 2; }
case EVertexLayout::P3T2: { return 3; }
case EVertexLayout::P3N3T2: { return 6; }
default: { assert(false); return 0; }
};
}
size_t GLModel::Geometry::index_stride_bytes(const Geometry& data)
{
switch (data.index_type)
{
case EIndexType::UINT: { return sizeof(unsigned int); }
case EIndexType::USHORT: { return sizeof(unsigned short); }
case EIndexType::UBYTE: { return sizeof(unsigned char); }
default: { assert(false); return 0; }
};
}
bool GLModel::Geometry::has_position(const Format& format)
{
switch (format.vertex_layout)
{
case EVertexLayout::P2:
case EVertexLayout::P2T2:
case EVertexLayout::P3:
case EVertexLayout::P3T2:
case EVertexLayout::P3N3:
case EVertexLayout::P3N3T2:
case EVertexLayout::P4: { return true; }
default: { assert(false); return false; }
};
}
bool GLModel::Geometry::has_normal(const Format& format)
{
switch (format.vertex_layout)
{
case EVertexLayout::P2:
case EVertexLayout::P2T2:
case EVertexLayout::P3:
case EVertexLayout::P3T2:
case EVertexLayout::P4: { return false; }
case EVertexLayout::P3N3:
case EVertexLayout::P3N3T2: { return true; }
default: { assert(false); return false; }
};
}
bool GLModel::Geometry::has_tex_coord(const Format& format)
{
switch (format.vertex_layout)
{
case EVertexLayout::P2T2:
case EVertexLayout::P3T2:
case EVertexLayout::P3N3T2: { return true; }
case EVertexLayout::P2:
case EVertexLayout::P3:
case EVertexLayout::P3N3:
case EVertexLayout::P4: { return false; }
default: { assert(false); return false; }
};
}
void GLModel::init_from(Geometry&& data)
{
if (is_initialized()) {
// call reset() if you want to reuse this model
assert(false);
return;
}
if (data.vertices.empty() || data.indices.empty()) {
assert(false);
return;
}
m_render_data.geometry = std::move(data);
// update bounding box
for (size_t i = 0; i < vertices_count(); ++i) {
const size_t position_stride = Geometry::position_stride_floats(data.format);
if (position_stride == 3)
m_bounding_box.merge(m_render_data.geometry.extract_position_3(i).cast<double>());
else if (position_stride == 2) {
const Vec2f position = m_render_data.geometry.extract_position_2(i);
m_bounding_box.merge(Vec3f(position.x(), position.y(), 0.0f).cast<double>());
}
}
}
void GLModel::init_from(const TriangleMesh& mesh)
{
init_from(mesh.its);
}
void GLModel::init_from(const indexed_triangle_set& its)
{
if (is_initialized()) {
// call reset() if you want to reuse this model
assert(false);
return;
}
if (its.vertices.empty() || its.indices.empty()){
assert(false);
return;
}
Geometry& data = m_render_data.geometry;
data.format = { Geometry::EPrimitiveType::Triangles, Geometry::EVertexLayout::P3N3 };
data.reserve_vertices(3 * its.indices.size());
data.reserve_indices(3 * its.indices.size());
// vertices + indices
unsigned int vertices_counter = 0;
for (uint32_t i = 0; i < its.indices.size(); ++i) {
const stl_triangle_vertex_indices face = its.indices[i];
const stl_vertex vertex[3] = { its.vertices[face[0]], its.vertices[face[1]], its.vertices[face[2]] };
const stl_vertex n = face_normal_normalized(vertex);
for (size_t j = 0; j < 3; ++j) {
data.add_vertex(vertex[j], n);
}
vertices_counter += 3;
data.add_triangle(vertices_counter - 3, vertices_counter - 2, vertices_counter - 1);
}
// update bounding box
for (size_t i = 0; i < vertices_count(); ++i) {
m_bounding_box.merge(data.extract_position_3(i).cast<double>());
}
}
void GLModel::init_from(const Polygons& polygons, float z)
{
if (is_initialized()) {
// call reset() if you want to reuse this model
assert(false);
return;
}
if (polygons.empty()) {
assert(false);
return;
}
Geometry& data = m_render_data.geometry;
data.format = { Geometry::EPrimitiveType::Lines, Geometry::EVertexLayout::P3 };
size_t segments_count = 0;
for (const Polygon& polygon : polygons) {
segments_count += polygon.points.size();
}
data.reserve_vertices(2 * segments_count);
data.reserve_indices(2 * segments_count);
// vertices + indices
unsigned int vertices_counter = 0;
for (const Polygon& poly : polygons) {
for (size_t i = 0; i < poly.points.size(); ++i) {
const Point& p0 = poly.points[i];
const Point& p1 = (i == poly.points.size() - 1) ? poly.points.front() : poly.points[i + 1];
data.add_vertex(Vec3f(unscale<float>(p0.x()), unscale<float>(p0.y()), z));
data.add_vertex(Vec3f(unscale<float>(p1.x()), unscale<float>(p1.y()), z));
vertices_counter += 2;
data.add_line(vertices_counter - 2, vertices_counter - 1);
}
}
// update bounding box
for (size_t i = 0; i < vertices_count(); ++i) {
m_bounding_box.merge(data.extract_position_3(i).cast<double>());
}
}
bool GLModel::init_from_file(const std::string& filename)
{
if (!boost::filesystem::exists(filename))
return false;
if (!boost::algorithm::iends_with(filename, ".stl"))
return false;
Model model;
try {
model = Model::read_from_file(filename);
}
catch (std::exception&) {
return false;
}
init_from(model.mesh());
m_filename = filename;
return true;
}
void GLModel::reset()
{
// release gpu memory
if (m_render_data.ibo_id > 0) {
glsafe(::glDeleteBuffers(1, &m_render_data.ibo_id));
m_render_data.ibo_id = 0;
}
if (m_render_data.vbo_id > 0) {
glsafe(::glDeleteBuffers(1, &m_render_data.vbo_id));
m_render_data.vbo_id = 0;
}
#if !SLIC3R_OPENGL_ES
if (OpenGLManager::get_gl_info().is_core_profile()) {
#endif // !SLIC3R_OPENGL_ES
if (m_render_data.vao_id > 0) {
glsafe(::glDeleteVertexArrays(1, &m_render_data.vao_id));
m_render_data.vao_id = 0;
}
#if !SLIC3R_OPENGL_ES
}
#endif // !SLIC3R_OPENGL_ES
m_render_data.vertices_count = 0;
m_render_data.indices_count = 0;
m_render_data.geometry.vertices = std::vector<float>();
m_render_data.geometry.indices = std::vector<unsigned int>();
m_bounding_box = BoundingBoxf3();
m_filename = std::string();
}
static GLenum get_primitive_mode(const GLModel::Geometry::Format& format)
{
switch (format.type)
{
case GLModel::Geometry::EPrimitiveType::Points: { return GL_POINTS; }
default:
case GLModel::Geometry::EPrimitiveType::Triangles: { return GL_TRIANGLES; }
case GLModel::Geometry::EPrimitiveType::TriangleStrip: { return GL_TRIANGLE_STRIP; }
case GLModel::Geometry::EPrimitiveType::TriangleFan: { return GL_TRIANGLE_FAN; }
case GLModel::Geometry::EPrimitiveType::Lines: { return GL_LINES; }
case GLModel::Geometry::EPrimitiveType::LineStrip: { return GL_LINE_STRIP; }
case GLModel::Geometry::EPrimitiveType::LineLoop: { return GL_LINE_LOOP; }
}
}
static GLenum get_index_type(const GLModel::Geometry& data)
{
switch (data.index_type)
{
default:
case GLModel::Geometry::EIndexType::UINT: { return GL_UNSIGNED_INT; }
case GLModel::Geometry::EIndexType::USHORT: { return GL_UNSIGNED_SHORT; }
case GLModel::Geometry::EIndexType::UBYTE: { return GL_UNSIGNED_BYTE; }
}
}
void GLModel::render()
{
render(std::make_pair<size_t, size_t>(0, indices_count()));
}
void GLModel::render(const std::pair<size_t, size_t>& range)
{
if (m_render_disabled)
return;
if (range.second == range.first)
return;
GLShaderProgram* shader = wxGetApp().get_current_shader();
if (shader == nullptr)
return;
// sends data to gpu if not done yet
if (m_render_data.vbo_id == 0 || m_render_data.ibo_id == 0) {
if (m_render_data.geometry.vertices_count() > 0 && m_render_data.geometry.indices_count() > 0 && !send_to_gpu())
return;
}
const Geometry& data = m_render_data.geometry;
const GLenum mode = get_primitive_mode(data.format);
const GLenum index_type = get_index_type(data);
const size_t vertex_stride_bytes = Geometry::vertex_stride_bytes(data.format);
const bool position = Geometry::has_position(data.format);
const bool normal = Geometry::has_normal(data.format);
const bool tex_coord = Geometry::has_tex_coord(data.format);
#if !SLIC3R_OPENGL_ES
if (OpenGLManager::get_gl_info().is_core_profile()) {
#endif // !SLIC3R_OPENGL_ES
glsafe(::glBindVertexArray(m_render_data.vao_id));
#if !SLIC3R_OPENGL_ES
}
#endif // !SLIC3R_OPENGL_ES
// the following binding is needed to set the vertex attributes
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_render_data.vbo_id));
int position_id = -1;
int normal_id = -1;
int tex_coord_id = -1;
if (position) {
position_id = shader->get_attrib_location("v_position");
if (position_id != -1) {
glsafe(::glVertexAttribPointer(position_id, Geometry::position_stride_floats(data.format), GL_FLOAT, GL_FALSE, vertex_stride_bytes, (const void*)Geometry::position_offset_bytes(data.format)));
glsafe(::glEnableVertexAttribArray(position_id));
}
}
if (normal) {
normal_id = shader->get_attrib_location("v_normal");
if (normal_id != -1) {
glsafe(::glVertexAttribPointer(normal_id, Geometry::normal_stride_floats(data.format), GL_FLOAT, GL_FALSE, vertex_stride_bytes, (const void*)Geometry::normal_offset_bytes(data.format)));
glsafe(::glEnableVertexAttribArray(normal_id));
}
}
if (tex_coord) {
tex_coord_id = shader->get_attrib_location("v_tex_coord");
if (tex_coord_id != -1) {
glsafe(::glVertexAttribPointer(tex_coord_id, Geometry::tex_coord_stride_floats(data.format), GL_FLOAT, GL_FALSE, vertex_stride_bytes, (const void*)Geometry::tex_coord_offset_bytes(data.format)));
glsafe(::glEnableVertexAttribArray(tex_coord_id));
}
}
shader->set_uniform("uniform_color", data.color);
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_render_data.ibo_id));
glsafe(::glDrawElements(mode, range.second - range.first, index_type, (const void*)(range.first * Geometry::index_stride_bytes(data))));
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
if (tex_coord_id != -1)
glsafe(::glDisableVertexAttribArray(tex_coord_id));
if (normal_id != -1)
glsafe(::glDisableVertexAttribArray(normal_id));
if (position_id != -1)
glsafe(::glDisableVertexAttribArray(position_id));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
#if !SLIC3R_OPENGL_ES
if (OpenGLManager::get_gl_info().is_core_profile()) {
#endif // !SLIC3R_OPENGL_ES
glsafe(::glBindVertexArray(0));
#if !SLIC3R_OPENGL_ES
}
#endif // !SLIC3R_OPENGL_ES
}
void GLModel::render_instanced(unsigned int instances_vbo, unsigned int instances_count)
{
if (instances_vbo == 0 || instances_count == 0)
return;
GLShaderProgram* shader = wxGetApp().get_current_shader();
if (shader == nullptr || !boost::algorithm::iends_with(shader->get_name(), "_instanced"))
return;
// vertex attributes
const GLint position_id = shader->get_attrib_location("v_position");
const GLint normal_id = shader->get_attrib_location("v_normal");
if (position_id == -1 || normal_id == -1)
return;
// instance attributes
const GLint offset_id = shader->get_attrib_location("i_offset");
const GLint scales_id = shader->get_attrib_location("i_scales");
if (offset_id == -1 || scales_id == -1)
return;
if (m_render_data.vbo_id == 0 || m_render_data.ibo_id == 0) {
if (!send_to_gpu())
return;
}
#if !SLIC3R_OPENGL_ES
if (OpenGLManager::get_gl_info().is_core_profile()) {
#endif // !SLIC3R_OPENGL_ES
glsafe(::glBindVertexArray(m_render_data.vao_id));
#if !SLIC3R_OPENGL_ES
}
#endif // !SLIC3R_OPENGL_ES
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, instances_vbo));
const size_t instance_stride = 5 * sizeof(float);
glsafe(::glVertexAttribPointer(offset_id, 3, GL_FLOAT, GL_FALSE, instance_stride, (const void*)0));
glsafe(::glEnableVertexAttribArray(offset_id));
glsafe(::glVertexAttribDivisor(offset_id, 1));
glsafe(::glVertexAttribPointer(scales_id, 2, GL_FLOAT, GL_FALSE, instance_stride, (const void*)(3 * sizeof(float))));
glsafe(::glEnableVertexAttribArray(scales_id));
glsafe(::glVertexAttribDivisor(scales_id, 1));
const Geometry& data = m_render_data.geometry;
const GLenum mode = get_primitive_mode(data.format);
const GLenum index_type = get_index_type(data);
const size_t vertex_stride_bytes = Geometry::vertex_stride_bytes(data.format);
const bool position = Geometry::has_position(data.format);
const bool normal = Geometry::has_normal(data.format);
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_render_data.vbo_id));
if (position) {
glsafe(::glVertexAttribPointer(position_id, Geometry::position_stride_floats(data.format), GL_FLOAT, GL_FALSE, vertex_stride_bytes, (const void*)Geometry::position_offset_bytes(data.format)));
glsafe(::glEnableVertexAttribArray(position_id));
}
if (normal) {
glsafe(::glVertexAttribPointer(normal_id, Geometry::normal_stride_floats(data.format), GL_FLOAT, GL_FALSE, vertex_stride_bytes, (const void*)Geometry::normal_offset_bytes(data.format)));
glsafe(::glEnableVertexAttribArray(normal_id));
}
shader->set_uniform("uniform_color", data.color);
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_render_data.ibo_id));
glsafe(::glDrawElementsInstanced(mode, indices_count(), index_type, (const void*)0, instances_count));
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
if (normal)
glsafe(::glDisableVertexAttribArray(normal_id));
if (position)
glsafe(::glDisableVertexAttribArray(position_id));
glsafe(::glDisableVertexAttribArray(scales_id));
glsafe(::glDisableVertexAttribArray(offset_id));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
#if !SLIC3R_OPENGL_ES
if (OpenGLManager::get_gl_info().is_core_profile()) {
#endif // !SLIC3R_OPENGL_ES
glsafe(::glBindVertexArray(0));
#if !SLIC3R_OPENGL_ES
}
#endif // !SLIC3R_OPENGL_ES
}
bool GLModel::send_to_gpu()
{
if (m_render_data.vbo_id > 0 || m_render_data.ibo_id > 0) {
assert(false);
return false;
}
Geometry& data = m_render_data.geometry;
if (data.vertices.empty() || data.indices.empty()) {
assert(false);
return false;
}
#if !SLIC3R_OPENGL_ES
if (OpenGLManager::get_gl_info().is_core_profile()) {
#endif // !SLIC3R_OPENGL_ES
glsafe(::glGenVertexArrays(1, &m_render_data.vao_id));
glsafe(::glBindVertexArray(m_render_data.vao_id));
#if !SLIC3R_OPENGL_ES
}
#endif // !SLIC3R_OPENGL_ES
// vertices
glsafe(::glGenBuffers(1, &m_render_data.vbo_id));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_render_data.vbo_id));
glsafe(::glBufferData(GL_ARRAY_BUFFER, data.vertices_size_bytes(), data.vertices.data(), GL_STATIC_DRAW));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
m_render_data.vertices_count = vertices_count();
data.vertices = std::vector<float>();
// indices
glsafe(::glGenBuffers(1, &m_render_data.ibo_id));
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_render_data.ibo_id));
const size_t indices_count = data.indices.size();
if (m_render_data.vertices_count <= 256) {
// convert indices to unsigned char to save gpu memory
std::vector<unsigned char> reduced_indices(indices_count);
for (size_t i = 0; i < indices_count; ++i) {
reduced_indices[i] = (unsigned char)data.indices[i];
}
data.index_type = Geometry::EIndexType::UBYTE;
glsafe(::glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices_count * sizeof(unsigned char), reduced_indices.data(), GL_STATIC_DRAW));
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
}
else if (m_render_data.vertices_count <= 65536) {
// convert indices to unsigned short to save gpu memory
std::vector<unsigned short> reduced_indices(indices_count);
for (size_t i = 0; i < data.indices.size(); ++i) {
reduced_indices[i] = (unsigned short)data.indices[i];
}
data.index_type = Geometry::EIndexType::USHORT;
glsafe(::glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices_count * sizeof(unsigned short), reduced_indices.data(), GL_STATIC_DRAW));
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
}
else {
data.index_type = Geometry::EIndexType::UINT;
glsafe(::glBufferData(GL_ELEMENT_ARRAY_BUFFER, data.indices_size_bytes(), data.indices.data(), GL_STATIC_DRAW));
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
}
m_render_data.indices_count = indices_count;
data.indices = std::vector<unsigned int>();
#if !SLIC3R_OPENGL_ES
if (OpenGLManager::get_gl_info().is_core_profile()) {
#endif // !SLIC3R_OPENGL_ES
glsafe(::glBindVertexArray(0));
#if !SLIC3R_OPENGL_ES
}
#endif // !SLIC3R_OPENGL_ES
return true;
}
template<typename Fn>
inline bool all_vertices_inside(const GLModel::Geometry& geometry, Fn fn)
{
const size_t position_stride_floats = geometry.position_stride_floats(geometry.format);
const size_t position_offset_floats = geometry.position_offset_floats(geometry.format);
assert(position_stride_floats == 3);
if (geometry.vertices.empty() || position_stride_floats != 3)
return false;
for (auto it = geometry.vertices.begin(); it != geometry.vertices.end(); ) {
it += position_offset_floats;
if (!fn({ *it, *(it + 1), *(it + 2) }))
return false;
it += (geometry.vertex_stride_floats(geometry.format) - position_offset_floats - position_stride_floats);
}
return true;
}
bool contains(const BuildVolume& volume, const GLModel& model, bool ignore_bottom)
{
static constexpr const double epsilon = BuildVolume::BedEpsilon;
switch (volume.type()) {
case BuildVolume_Type::Rectangle:
{
BoundingBox3Base<Vec3d> build_volume = volume.bounding_volume().inflated(epsilon);
if (volume.printable_height() == 0.0)
build_volume.max.z() = std::numeric_limits<double>::max();
if (ignore_bottom)
build_volume.min.z() = -std::numeric_limits<double>::max();
const BoundingBoxf3& model_box = model.get_bounding_box();
return build_volume.contains(model_box.min) && build_volume.contains(model_box.max);
}
case BuildVolume_Type::Circle:
{
const Geometry::Circled& circle = volume.circle();
const Vec2f c = unscaled<float>(circle.center);
const float r = unscaled<double>(circle.radius) + float(epsilon);
const float r2 = sqr(r);
return volume.printable_height() == 0.0 ?
all_vertices_inside(model.get_geometry(), [c, r2](const Vec3f& p) { return (to_2d(p) - c).squaredNorm() <= r2; }) :
all_vertices_inside(model.get_geometry(), [c, r2, z = volume.printable_height() + epsilon](const Vec3f& p) { return (to_2d(p) - c).squaredNorm() <= r2 && p.z() <= z; });
}
case BuildVolume_Type::Convex:
//FIXME doing test on convex hull until we learn to do test on non-convex polygons efficiently.
case BuildVolume_Type::Custom:
return volume.printable_height() == 0.0 ?
all_vertices_inside(model.get_geometry(), [&volume](const Vec3f& p) { return Geometry::inside_convex_polygon(volume.top_bottom_convex_hull_decomposition_bed(), to_2d(p).cast<double>()); }) :
all_vertices_inside(model.get_geometry(), [&volume, z = volume.printable_height() + epsilon](const Vec3f& p) { return Geometry::inside_convex_polygon(volume.top_bottom_convex_hull_decomposition_bed(), to_2d(p).cast<double>()) && p.z() <= z; });
default:
return true;
}
}
GLModel::Geometry stilized_arrow(unsigned int resolution, float tip_radius, float tip_height, float stem_radius, float stem_height)
{
resolution = std::max<unsigned int>(4, resolution);
GLModel::Geometry data;
data.format = { GLModel::Geometry::EPrimitiveType::Triangles, GLModel::Geometry::EVertexLayout::P3N3 };
data.reserve_vertices(6 * resolution + 2);
data.reserve_indices(6 * resolution * 3);
const float angle_step = 2.0f * float(PI) / float(resolution);
std::vector<float> cosines(resolution);
std::vector<float> sines(resolution);
for (unsigned int i = 0; i < resolution; ++i) {
const float angle = angle_step * float(i);
cosines[i] = ::cos(angle);
sines[i] = -::sin(angle);
}
const float total_height = tip_height + stem_height;
// tip vertices/normals
data.add_vertex(Vec3f(0.0f, 0.0f, total_height), (Vec3f)Vec3f::UnitZ());
for (unsigned int i = 0; i < resolution; ++i) {
data.add_vertex(Vec3f(tip_radius * sines[i], tip_radius * cosines[i], stem_height), Vec3f(sines[i], cosines[i], 0.0f));
}
// tip triangles
for (unsigned int i = 0; i < resolution; ++i) {
const unsigned int v3 = (i < resolution - 1) ? i + 2 : 1;
data.add_triangle(0, i + 1, v3);
}
// tip cap outer perimeter vertices
for (unsigned int i = 0; i < resolution; ++i) {
data.add_vertex(Vec3f(tip_radius * sines[i], tip_radius * cosines[i], stem_height), (Vec3f)(-Vec3f::UnitZ()));
}
// tip cap inner perimeter vertices
for (unsigned int i = 0; i < resolution; ++i) {
data.add_vertex(Vec3f(stem_radius * sines[i], stem_radius * cosines[i], stem_height), (Vec3f)(-Vec3f::UnitZ()));
}
// tip cap triangles
for (unsigned int i = 0; i < resolution; ++i) {
const unsigned int v2 = (i < resolution - 1) ? i + resolution + 2 : resolution + 1;
const unsigned int v3 = (i < resolution - 1) ? i + 2 * resolution + 2 : 2 * resolution + 1;
data.add_triangle(i + resolution + 1, v3, v2);
data.add_triangle(i + resolution + 1, i + 2 * resolution + 1, v3);
}
// stem bottom vertices
for (unsigned int i = 0; i < resolution; ++i) {
data.add_vertex(Vec3f(stem_radius * sines[i], stem_radius * cosines[i], stem_height), Vec3f(sines[i], cosines[i], 0.0f));
}
// stem top vertices
for (unsigned int i = 0; i < resolution; ++i) {
data.add_vertex(Vec3f(stem_radius * sines[i], stem_radius * cosines[i], 0.0f), Vec3f(sines[i], cosines[i], 0.0f));
}
// stem triangles
for (unsigned int i = 0; i < resolution; ++i) {
const unsigned int v2 = (i < resolution - 1) ? i + 3 * resolution + 2 : 3 * resolution + 1;
const unsigned int v3 = (i < resolution - 1) ? i + 4 * resolution + 2 : 4 * resolution + 1;
data.add_triangle(i + 3 * resolution + 1, v3, v2);
data.add_triangle(i + 3 * resolution + 1, i + 4 * resolution + 1, v3);
}
// stem cap vertices
data.add_vertex((Vec3f)Vec3f::Zero(), (Vec3f)(-Vec3f::UnitZ()));
for (unsigned int i = 0; i < resolution; ++i) {
data.add_vertex(Vec3f(stem_radius * sines[i], stem_radius * cosines[i], 0.0f), (Vec3f)(-Vec3f::UnitZ()));
}
// stem cap triangles
for (unsigned int i = 0; i < resolution; ++i) {
const unsigned int v3 = (i < resolution - 1) ? i + 5 * resolution + 3 : 5 * resolution + 2;
data.add_triangle(5 * resolution + 1, v3, i + 5 * resolution + 2);
}
return data;
}
GLModel::Geometry circular_arrow(unsigned int resolution, float radius, float tip_height, float tip_width, float stem_width, float thickness)
{
resolution = std::max<unsigned int>(2, resolution);
GLModel::Geometry data;
data.format = { GLModel::Geometry::EPrimitiveType::Triangles, GLModel::Geometry::EVertexLayout::P3N3 };
data.reserve_vertices(8 * (resolution + 1) + 30);
data.reserve_indices((8 * resolution + 16) * 3);
const float half_thickness = 0.5f * thickness;
const float half_stem_width = 0.5f * stem_width;
const float half_tip_width = 0.5f * tip_width;
const float outer_radius = radius + half_stem_width;
const float inner_radius = radius - half_stem_width;
const float step_angle = 0.5f * float(PI) / float(resolution);
// tip
// top face vertices
data.add_vertex(Vec3f(0.0f, outer_radius, half_thickness), (Vec3f)Vec3f::UnitZ());
data.add_vertex(Vec3f(0.0f, radius + half_tip_width, half_thickness), (Vec3f)Vec3f::UnitZ());
data.add_vertex(Vec3f(-tip_height, radius, half_thickness), (Vec3f)Vec3f::UnitZ());
data.add_vertex(Vec3f(0.0f, radius - half_tip_width, half_thickness), (Vec3f)Vec3f::UnitZ());
data.add_vertex(Vec3f(0.0f, inner_radius, half_thickness), (Vec3f)Vec3f::UnitZ());
// top face triangles
data.add_triangle(0, 1, 2);
data.add_triangle(0, 2, 4);
data.add_triangle(4, 2, 3);
// bottom face vertices
data.add_vertex(Vec3f(0.0f, outer_radius, -half_thickness), (Vec3f)(-Vec3f::UnitZ()));
data.add_vertex(Vec3f(0.0f, radius + half_tip_width, -half_thickness), (Vec3f)(-Vec3f::UnitZ()));
data.add_vertex(Vec3f(-tip_height, radius, -half_thickness), (Vec3f)(-Vec3f::UnitZ()));
data.add_vertex(Vec3f(0.0f, radius - half_tip_width, -half_thickness), (Vec3f)(-Vec3f::UnitZ()));
data.add_vertex(Vec3f(0.0f, inner_radius, -half_thickness), (Vec3f)(-Vec3f::UnitZ()));
// bottom face triangles
data.add_triangle(5, 7, 6);
data.add_triangle(5, 9, 7);
data.add_triangle(9, 8, 7);
// side faces vertices
data.add_vertex(Vec3f(0.0f, outer_radius, -half_thickness), (Vec3f)Vec3f::UnitX());
data.add_vertex(Vec3f(0.0f, radius + half_tip_width, -half_thickness), (Vec3f)Vec3f::UnitX());
data.add_vertex(Vec3f(0.0f, outer_radius, half_thickness), (Vec3f)Vec3f::UnitX());
data.add_vertex(Vec3f(0.0f, radius + half_tip_width, half_thickness), (Vec3f)Vec3f::UnitX());
Vec3f normal(-half_tip_width, tip_height, 0.0f);
normal.normalize();
data.add_vertex(Vec3f(0.0f, radius + half_tip_width, -half_thickness), normal);
data.add_vertex(Vec3f(-tip_height, radius, -half_thickness), normal);
data.add_vertex(Vec3f(0.0f, radius + half_tip_width, half_thickness), normal);
data.add_vertex(Vec3f(-tip_height, radius, half_thickness), normal);
normal = { -half_tip_width, -tip_height, 0.0f };
normal.normalize();
data.add_vertex(Vec3f(-tip_height, radius, -half_thickness), normal);
data.add_vertex(Vec3f(0.0f, radius - half_tip_width, -half_thickness), normal);
data.add_vertex(Vec3f(-tip_height, radius, half_thickness), normal);
data.add_vertex(Vec3f(0.0f, radius - half_tip_width, half_thickness), normal);
data.add_vertex(Vec3f(0.0f, radius - half_tip_width, -half_thickness), (Vec3f)Vec3f::UnitX());
data.add_vertex(Vec3f(0.0f, inner_radius, -half_thickness), (Vec3f)Vec3f::UnitX());
data.add_vertex(Vec3f(0.0f, radius - half_tip_width, half_thickness), (Vec3f)Vec3f::UnitX());
data.add_vertex(Vec3f(0.0f, inner_radius, half_thickness), (Vec3f)Vec3f::UnitX());
// side face triangles
for (unsigned int i = 0; i < 4; ++i) {
const unsigned int ii = i * 4;
data.add_triangle(10 + ii, 11 + ii, 13 + ii);
data.add_triangle(10 + ii, 13 + ii, 12 + ii);
}
// stem
// top face vertices
for (unsigned int i = 0; i <= resolution; ++i) {
const float angle = float(i) * step_angle;
data.add_vertex(Vec3f(inner_radius * ::sin(angle), inner_radius * ::cos(angle), half_thickness), (Vec3f)Vec3f::UnitZ());
}
for (unsigned int i = 0; i <= resolution; ++i) {
const float angle = float(i) * step_angle;
data.add_vertex(Vec3f(outer_radius * ::sin(angle), outer_radius * ::cos(angle), half_thickness), (Vec3f)Vec3f::UnitZ());
}
// top face triangles
for (unsigned int i = 0; i < resolution; ++i) {
data.add_triangle(26 + i, 27 + i, 27 + resolution + i);
data.add_triangle(27 + i, 28 + resolution + i, 27 + resolution + i);
}
// bottom face vertices
for (unsigned int i = 0; i <= resolution; ++i) {
const float angle = float(i) * step_angle;
data.add_vertex(Vec3f(inner_radius * ::sin(angle), inner_radius * ::cos(angle), -half_thickness), (Vec3f)(-Vec3f::UnitZ()));
}
for (unsigned int i = 0; i <= resolution; ++i) {
const float angle = float(i) * step_angle;
data.add_vertex(Vec3f(outer_radius * ::sin(angle), outer_radius * ::cos(angle), -half_thickness), (Vec3f)(-Vec3f::UnitZ()));
}
// bottom face triangles
for (unsigned int i = 0; i < resolution; ++i) {
data.add_triangle(28 + 2 * resolution + i, 29 + 3 * resolution + i, 29 + 2 * resolution + i);
data.add_triangle(29 + 2 * resolution + i, 29 + 3 * resolution + i, 30 + 3 * resolution + i);
}
// side faces vertices and triangles
for (unsigned int i = 0; i <= resolution; ++i) {
const float angle = float(i) * step_angle;
const float c = ::cos(angle);
const float s = ::sin(angle);
data.add_vertex(Vec3f(inner_radius * s, inner_radius * c, -half_thickness), Vec3f(-s, -c, 0.0f));
}
for (unsigned int i = 0; i <= resolution; ++i) {
const float angle = float(i) * step_angle;
const float c = ::cos(angle);
const float s = ::sin(angle);
data.add_vertex(Vec3f(inner_radius * s, inner_radius * c, half_thickness), Vec3f(-s, -c, 0.0f));
}
unsigned int first_id = 26 + 4 * (resolution + 1);
for (unsigned int i = 0; i < resolution; ++i) {
const unsigned int ii = first_id + i;
data.add_triangle(ii, ii + 1, ii + resolution + 2);
data.add_triangle(ii, ii + resolution + 2, ii + resolution + 1);
}
data.add_vertex(Vec3f(inner_radius, 0.0f, -half_thickness), (Vec3f)(-Vec3f::UnitY()));
data.add_vertex(Vec3f(outer_radius, 0.0f, -half_thickness), (Vec3f)(-Vec3f::UnitY()));
data.add_vertex(Vec3f(inner_radius, 0.0f, half_thickness), (Vec3f)(-Vec3f::UnitY()));
data.add_vertex(Vec3f(outer_radius, 0.0f, half_thickness), (Vec3f)(-Vec3f::UnitY()));
first_id = 26 + 6 * (resolution + 1);
data.add_triangle(first_id, first_id + 1, first_id + 3);
data.add_triangle(first_id, first_id + 3, first_id + 2);
for (int i = resolution; i >= 0; --i) {
const float angle = float(i) * step_angle;
const float c = ::cos(angle);
const float s = ::sin(angle);
data.add_vertex(Vec3f(outer_radius * s, outer_radius * c, -half_thickness), Vec3f(s, c, 0.0f));
}
for (int i = resolution; i >= 0; --i) {
const float angle = float(i) * step_angle;
const float c = ::cos(angle);
const float s = ::sin(angle);
data.add_vertex(Vec3f(outer_radius * s, outer_radius * c, +half_thickness), Vec3f(s, c, 0.0f));
}
first_id = 30 + 6 * (resolution + 1);
for (unsigned int i = 0; i < resolution; ++i) {
const unsigned int ii = first_id + i;
data.add_triangle(ii, ii + 1, ii + resolution + 2);
data.add_triangle(ii, ii + resolution + 2, ii + resolution + 1);
}
return data;
}
GLModel::Geometry straight_arrow(float tip_width, float tip_height, float stem_width, float stem_height, float thickness)
{
GLModel::Geometry data;
data.format = { GLModel::Geometry::EPrimitiveType::Triangles, GLModel::Geometry::EVertexLayout::P3N3 };
data.reserve_vertices(42);
data.reserve_indices(72);
const float half_thickness = 0.5f * thickness;
const float half_stem_width = 0.5f * stem_width;
const float half_tip_width = 0.5f * tip_width;
const float total_height = tip_height + stem_height;
// top face vertices
data.add_vertex(Vec3f(half_stem_width, 0.0f, half_thickness), (Vec3f)Vec3f::UnitZ());
data.add_vertex(Vec3f(half_stem_width, stem_height, half_thickness), (Vec3f)Vec3f::UnitZ());
data.add_vertex(Vec3f(half_tip_width, stem_height, half_thickness), (Vec3f)Vec3f::UnitZ());
data.add_vertex(Vec3f(0.0f, total_height, half_thickness), (Vec3f)Vec3f::UnitZ());
data.add_vertex(Vec3f(-half_tip_width, stem_height, half_thickness), (Vec3f)Vec3f::UnitZ());
data.add_vertex(Vec3f(-half_stem_width, stem_height, half_thickness), (Vec3f)Vec3f::UnitZ());
data.add_vertex(Vec3f(-half_stem_width, 0.0f, half_thickness), (Vec3f)Vec3f::UnitZ());
// top face triangles
data.add_triangle(0, 1, 6);
data.add_triangle(6, 1, 5);
data.add_triangle(4, 5, 3);
data.add_triangle(5, 1, 3);
data.add_triangle(1, 2, 3);
// bottom face vertices
data.add_vertex(Vec3f(half_stem_width, 0.0f, -half_thickness), (Vec3f)(-Vec3f::UnitZ()));
data.add_vertex(Vec3f(half_stem_width, stem_height, -half_thickness), (Vec3f)(-Vec3f::UnitZ()));
data.add_vertex(Vec3f(half_tip_width, stem_height, -half_thickness), (Vec3f)(-Vec3f::UnitZ()));
data.add_vertex(Vec3f(0.0f, total_height, -half_thickness), (Vec3f)(-Vec3f::UnitZ()));
data.add_vertex(Vec3f(-half_tip_width, stem_height, -half_thickness), (Vec3f)(-Vec3f::UnitZ()));
data.add_vertex(Vec3f(-half_stem_width, stem_height, -half_thickness), (Vec3f)(-Vec3f::UnitZ()));
data.add_vertex(Vec3f(-half_stem_width, 0.0f, -half_thickness), (Vec3f)(-Vec3f::UnitZ()));
// bottom face triangles
data.add_triangle(7, 13, 8);
data.add_triangle(13, 12, 8);
data.add_triangle(12, 11, 10);
data.add_triangle(8, 12, 10);
data.add_triangle(9, 8, 10);
// side faces vertices
data.add_vertex(Vec3f(half_stem_width, 0.0f, -half_thickness), (Vec3f)Vec3f::UnitX());
data.add_vertex(Vec3f(half_stem_width, stem_height, -half_thickness), (Vec3f)Vec3f::UnitX());
data.add_vertex(Vec3f(half_stem_width, 0.0f, half_thickness), (Vec3f)Vec3f::UnitX());
data.add_vertex(Vec3f(half_stem_width, stem_height, half_thickness), (Vec3f)Vec3f::UnitX());
data.add_vertex(Vec3f(half_stem_width, stem_height, -half_thickness), (Vec3f)(-Vec3f::UnitY()));
data.add_vertex(Vec3f(half_tip_width, stem_height, -half_thickness), (Vec3f)(-Vec3f::UnitY()));
data.add_vertex(Vec3f(half_stem_width, stem_height, half_thickness), (Vec3f)(-Vec3f::UnitY()));
data.add_vertex(Vec3f(half_tip_width, stem_height, half_thickness), (Vec3f)(-Vec3f::UnitY()));
Vec3f normal(tip_height, half_tip_width, 0.0f);
normal.normalize();
data.add_vertex(Vec3f(half_tip_width, stem_height, -half_thickness), normal);
data.add_vertex(Vec3f(0.0f, total_height, -half_thickness), normal);
data.add_vertex(Vec3f(half_tip_width, stem_height, half_thickness), normal);
data.add_vertex(Vec3f(0.0f, total_height, half_thickness), normal);
normal = { -tip_height, half_tip_width, 0.0f };
normal.normalize();
data.add_vertex(Vec3f(0.0f, total_height, -half_thickness), normal);
data.add_vertex(Vec3f(-half_tip_width, stem_height, -half_thickness), normal);
data.add_vertex(Vec3f(0.0f, total_height, half_thickness), normal);
data.add_vertex(Vec3f(-half_tip_width, stem_height, half_thickness), normal);
data.add_vertex(Vec3f(-half_tip_width, stem_height, -half_thickness), (Vec3f)(-Vec3f::UnitY()));
data.add_vertex(Vec3f(-half_stem_width, stem_height, -half_thickness), (Vec3f)(-Vec3f::UnitY()));
data.add_vertex(Vec3f(-half_tip_width, stem_height, half_thickness), (Vec3f)(-Vec3f::UnitY()));
data.add_vertex(Vec3f(-half_stem_width, stem_height, half_thickness), (Vec3f)(-Vec3f::UnitY()));
data.add_vertex(Vec3f(-half_stem_width, stem_height, -half_thickness), (Vec3f)(-Vec3f::UnitX()));
data.add_vertex(Vec3f(-half_stem_width, 0.0f, -half_thickness), (Vec3f)(-Vec3f::UnitX()));
data.add_vertex(Vec3f(-half_stem_width, stem_height, half_thickness), (Vec3f)(-Vec3f::UnitX()));
data.add_vertex(Vec3f(-half_stem_width, 0.0f, half_thickness), (Vec3f)(-Vec3f::UnitX()));
data.add_vertex(Vec3f(-half_stem_width, 0.0f, -half_thickness), (Vec3f)(-Vec3f::UnitY()));
data.add_vertex(Vec3f(half_stem_width, 0.0f, -half_thickness), (Vec3f)(-Vec3f::UnitY()));
data.add_vertex(Vec3f(-half_stem_width, 0.0f, half_thickness), (Vec3f)(-Vec3f::UnitY()));
data.add_vertex(Vec3f(half_stem_width, 0.0f, half_thickness), (Vec3f)(-Vec3f::UnitY()));
// side face triangles
for (unsigned int i = 0; i < 7; ++i) {
const unsigned int ii = i * 4;
data.add_triangle(14 + ii, 15 + ii, 17 + ii);
data.add_triangle(14 + ii, 17 + ii, 16 + ii);
}
return data;
}
GLModel::Geometry diamond(unsigned int resolution)
{
resolution = std::max<unsigned int>(4, resolution);
GLModel::Geometry data;
data.format = { GLModel::Geometry::EPrimitiveType::Triangles, GLModel::Geometry::EVertexLayout::P3N3 };
data.reserve_vertices(resolution + 2);
data.reserve_indices((2 * (resolution + 1)) * 3);
const float step = 2.0f * float(PI) / float(resolution);
// vertices
for (unsigned int i = 0; i < resolution; ++i) {
const float ii = float(i) * step;
const Vec3f p = { 0.5f * ::cos(ii), 0.5f * ::sin(ii), 0.0f };
data.add_vertex(p, (Vec3f)p.normalized());
}
Vec3f p = { 0.0f, 0.0f, 0.5f };
data.add_vertex(p, (Vec3f)p.normalized());
p = { 0.0f, 0.0f, -0.5f };
data.add_vertex(p, (Vec3f)p.normalized());
// triangles
// top
for (unsigned int i = 0; i < resolution; ++i) {
data.add_triangle(i + 0, i + 1, resolution);
}
data.add_triangle(resolution - 1, 0, resolution);
// bottom
for (unsigned int i = 0; i < resolution; ++i) {
data.add_triangle(i + 0, resolution + 1, i + 1);
}
data.add_triangle(resolution - 1, resolution + 1, 0);
return data;
}
GLModel::Geometry smooth_sphere(unsigned int resolution, float radius)
{
resolution = std::max<unsigned int>(4, resolution);
const unsigned int sectorCount = resolution;
const unsigned int stackCount = resolution;
const float sectorStep = float(2.0 * M_PI / sectorCount);
const float stackStep = float(M_PI / stackCount);
GLModel::Geometry data;
data.format = { GLModel::Geometry::EPrimitiveType::Triangles, GLModel::Geometry::EVertexLayout::P3N3 };
data.reserve_vertices((stackCount - 1) * sectorCount + 2);
data.reserve_indices((2 * (stackCount - 1) * sectorCount) * 3);
// vertices
for (unsigned int i = 0; i <= stackCount; ++i) {
// from pi/2 to -pi/2
const double stackAngle = 0.5 * M_PI - stackStep * i;
const double xy = double(radius) * ::cos(stackAngle);
const double z = double(radius) * ::sin(stackAngle);
if (i == 0 || i == stackCount) {
const Vec3f v(float(xy), 0.0f, float(z));
data.add_vertex(v, (Vec3f)v.normalized());
}
else {
for (unsigned int j = 0; j < sectorCount; ++j) {
// from 0 to 2pi
const double sectorAngle = sectorStep * j;
const Vec3f v(float(xy * std::cos(sectorAngle)), float(xy * std::sin(sectorAngle)), float(z));
data.add_vertex(v, (Vec3f)v.normalized());
}
}
}
// triangles
for (unsigned int i = 0; i < stackCount; ++i) {
// Beginning of current stack.
unsigned int k1 = (i == 0) ? 0 : (1 + (i - 1) * sectorCount);
const unsigned int k1_first = k1;
// Beginning of next stack.
unsigned int k2 = (i == 0) ? 1 : (k1 + sectorCount);
const unsigned int k2_first = k2;
for (unsigned int j = 0; j < sectorCount; ++j) {
// 2 triangles per sector excluding first and last stacks
unsigned int k1_next = k1;
unsigned int k2_next = k2;
if (i != 0) {
k1_next = (j + 1 == sectorCount) ? k1_first : (k1 + 1);
data.add_triangle(k1, k2, k1_next);
}
if (i + 1 != stackCount) {
k2_next = (j + 1 == sectorCount) ? k2_first : (k2 + 1);
data.add_triangle(k1_next, k2, k2_next);
}
k1 = k1_next;
k2 = k2_next;
}
}
return data;
}
GLModel::Geometry smooth_cylinder(unsigned int resolution, float radius, float height)
{
resolution = std::max<unsigned int>(4, resolution);
const unsigned int sectorCount = resolution;
const float sectorStep = 2.0f * float(M_PI) / float(sectorCount);
GLModel::Geometry data;
data.format = { GLModel::Geometry::EPrimitiveType::Triangles, GLModel::Geometry::EVertexLayout::P3N3 };
data.reserve_vertices(sectorCount * 4 + 2);
data.reserve_indices(sectorCount * 4 * 3);
auto generate_vertices_on_circle = [sectorCount, sectorStep](float radius) {
std::vector<Vec3f> ret;
ret.reserve(sectorCount);
for (unsigned int i = 0; i < sectorCount; ++i) {
// from 0 to 2pi
const float sectorAngle = sectorStep * i;
ret.emplace_back(radius * std::cos(sectorAngle), radius * std::sin(sectorAngle), 0.0f);
}
return ret;
};
const std::vector<Vec3f> base_vertices = generate_vertices_on_circle(radius);
const Vec3f h = height * Vec3f::UnitZ();
// stem vertices
for (unsigned int i = 0; i < sectorCount; ++i) {
const Vec3f& v = base_vertices[i];
const Vec3f n = v.normalized();
data.add_vertex(v, n);
data.add_vertex(v + h, n);
}
// stem triangles
for (unsigned int i = 0; i < sectorCount; ++i) {
unsigned int v1 = i * 2;
unsigned int v2 = (i < sectorCount - 1) ? v1 + 2 : 0;
unsigned int v3 = v2 + 1;
unsigned int v4 = v1 + 1;
data.add_triangle(v1, v2, v3);
data.add_triangle(v1, v3, v4);
}
// bottom cap vertices
Vec3f cap_center = Vec3f::Zero();
unsigned int cap_center_id = data.vertices_count();
Vec3f normal = -Vec3f::UnitZ();
data.add_vertex(cap_center, normal);
for (unsigned int i = 0; i < sectorCount; ++i) {
data.add_vertex(base_vertices[i], normal);
}
// bottom cap triangles
for (unsigned int i = 0; i < sectorCount; ++i) {
data.add_triangle(cap_center_id, (i < sectorCount - 1) ? cap_center_id + i + 2 : cap_center_id + 1, cap_center_id + i + 1);
}
// top cap vertices
cap_center += h;
cap_center_id = data.vertices_count();
normal = -normal;
data.add_vertex(cap_center, normal);
for (unsigned int i = 0; i < sectorCount; ++i) {
data.add_vertex(base_vertices[i] + h, normal);
}
// top cap triangles
for (unsigned int i = 0; i < sectorCount; ++i) {
data.add_triangle(cap_center_id, cap_center_id + i + 1, (i < sectorCount - 1) ? cap_center_id + i + 2 : cap_center_id + 1);
}
return data;
}
GLModel::Geometry smooth_torus(unsigned int primary_resolution, unsigned int secondary_resolution, float radius, float thickness)
{
const unsigned int torus_sector_count = std::max<unsigned int>(4, primary_resolution);
const float torus_sector_step = 2.0f * float(M_PI) / float(torus_sector_count);
const unsigned int section_sector_count = std::max<unsigned int>(4, secondary_resolution);
const float section_sector_step = 2.0f * float(M_PI) / float(section_sector_count);
GLModel::Geometry data;
data.format = { GLModel::Geometry::EPrimitiveType::Triangles, GLModel::Geometry::EVertexLayout::P3N3 };
data.reserve_vertices(torus_sector_count * section_sector_count);
data.reserve_indices(torus_sector_count * section_sector_count * 2 * 3);
// vertices
for (unsigned int i = 0; i < torus_sector_count; ++i) {
const float section_angle = torus_sector_step * i;
const float csa = std::cos(section_angle);
const float ssa = std::sin(section_angle);
const Vec3f section_center(radius * csa, radius * ssa, 0.0f);
for (unsigned int j = 0; j < section_sector_count; ++j) {
const float circle_angle = section_sector_step * j;
const float thickness_xy = thickness * std::cos(circle_angle);
const float thickness_z = thickness * std::sin(circle_angle);
const Vec3f v(thickness_xy * csa, thickness_xy * ssa, thickness_z);
data.add_vertex(section_center + v, (Vec3f)v.normalized());
}
}
// triangles
for (unsigned int i = 0; i < torus_sector_count; ++i) {
const unsigned int ii = i * section_sector_count;
const unsigned int ii_next = ((i + 1) % torus_sector_count) * section_sector_count;
for (unsigned int j = 0; j < section_sector_count; ++j) {
const unsigned int j_next = (j + 1) % section_sector_count;
const unsigned int i0 = ii + j;
const unsigned int i1 = ii_next + j;
const unsigned int i2 = ii_next + j_next;
const unsigned int i3 = ii + j_next;
data.add_triangle(i0, i1, i2);
data.add_triangle(i0, i2, i3);
}
}
return data;
}
GLModel::Geometry init_plane_data(const indexed_triangle_set& its, const std::vector<int>& triangle_indices, float normal_offset)
{
GLModel::Geometry init_data;
init_data.format = { GUI::GLModel::Geometry::EPrimitiveType::Triangles, GLModel::Geometry::EVertexLayout::P3N3 };
init_data.reserve_indices(3 * triangle_indices.size());
init_data.reserve_vertices(3 * triangle_indices.size());
unsigned int i = 0;
for (int idx : triangle_indices) {
Vec3f v0 = its.vertices[its.indices[idx][0]];
Vec3f v1 = its.vertices[its.indices[idx][1]];
Vec3f v2 = its.vertices[its.indices[idx][2]];
const Vec3f n = (v1 - v0).cross(v2 - v0).normalized();
if (std::abs(normal_offset) > 0.0) {
v0 = v0 + n * normal_offset;
v1 = v1 + n * normal_offset;
v2 = v2 + n * normal_offset;
}
init_data.add_vertex(v0, n);
init_data.add_vertex(v1, n);
init_data.add_vertex(v2, n);
init_data.add_triangle(i, i + 1, i + 2);
i += 3;
}
return init_data;
}
GLModel::Geometry init_torus_data(unsigned int primary_resolution,
unsigned int secondary_resolution,
const Vec3f & center,
float radius,
float thickness,
const Vec3f & model_axis,
const Transform3f &world_trafo)
{
const unsigned int torus_sector_count = std::max<unsigned int>(4, primary_resolution);
const unsigned int section_sector_count = std::max<unsigned int>(4, secondary_resolution);
const float torus_sector_step = 2.0f * float(M_PI) / float(torus_sector_count);
const float section_sector_step = 2.0f * float(M_PI) / float(section_sector_count);
GLModel::Geometry data;
data.format = { GLModel::Geometry::EPrimitiveType::Triangles, GLModel::Geometry::EVertexLayout::P3N3 };
data.reserve_vertices(torus_sector_count * section_sector_count);
data.reserve_indices(torus_sector_count * section_sector_count * 2 * 3);
// vertices
const Transform3f local_to_world_matrix = world_trafo * Geometry::translation_transform(center.cast<double>()).cast<float>() *
Eigen::Quaternion<float>::FromTwoVectors(Vec3f::UnitZ(), model_axis);
for (unsigned int i = 0; i < torus_sector_count; ++i) {
const float section_angle = torus_sector_step * i;
const Vec3f radius_dir(std::cos(section_angle), std::sin(section_angle), 0.0f);
const Vec3f local_section_center = radius * radius_dir;
const Vec3f world_section_center = local_to_world_matrix * local_section_center;
const Vec3f local_section_normal = local_section_center.normalized().cross(Vec3f::UnitZ()).normalized();
const Vec3f world_section_normal = (Vec3f) (local_to_world_matrix.matrix().block(0, 0, 3, 3) * local_section_normal).normalized();
const Vec3f base_v = thickness * radius_dir;
for (unsigned int j = 0; j < section_sector_count; ++j) {
const Vec3f v = Eigen::AngleAxisf(section_sector_step * j, world_section_normal) * base_v;
data.add_vertex(world_section_center + v, (Vec3f) v.normalized());
}
}
// triangles
for (unsigned int i = 0; i < torus_sector_count; ++i) {
const unsigned int ii = i * section_sector_count;
const unsigned int ii_next = ((i + 1) % torus_sector_count) * section_sector_count;
for (unsigned int j = 0; j < section_sector_count; ++j) {
const unsigned int j_next = (j + 1) % section_sector_count;
const unsigned int i0 = ii + j;
const unsigned int i1 = ii_next + j;
const unsigned int i2 = ii_next + j_next;
const unsigned int i3 = ii + j_next;
data.add_triangle(i0, i1, i2);
data.add_triangle(i0, i2, i3);
}
}
return data;
}
} // namespace GUI
} // namespace Slic3r