OrcaSlicer/src/slic3r/GUI/3DBed.cpp
Aegean Odyssey e9423ab86d Also search vendor directory for printer profile resources.
Search the vendor directory using the same conventions used to search
the profiles directory when looking for thumbnails, bed_models, and
bed_textures. Allows a complete, "Config Wizard"-friendly custom vendor
profile to be placed in the (user's configuration) vendor directory.
2020-04-25 02:51:02 +00:00

638 lines
19 KiB
C++

#include "libslic3r/libslic3r.h"
#include "3DBed.hpp"
#include "libslic3r/Polygon.hpp"
#include "libslic3r/ClipperUtils.hpp"
#include "libslic3r/BoundingBox.hpp"
#include "GUI_App.hpp"
#include "PresetBundle.hpp"
#include "GLCanvas3D.hpp"
#include <GL/glew.h>
#include <boost/algorithm/string/predicate.hpp>
#include <boost/filesystem/operations.hpp>
static const float GROUND_Z = -0.02f;
namespace Slic3r {
namespace GUI {
bool GeometryBuffer::set_from_triangles(const Polygons& triangles, float z, bool generate_tex_coords)
{
m_vertices.clear();
unsigned int v_size = 3 * (unsigned int)triangles.size();
if (v_size == 0)
return false;
m_vertices = std::vector<Vertex>(v_size, Vertex());
float min_x = unscale<float>(triangles[0].points[0](0));
float min_y = unscale<float>(triangles[0].points[0](1));
float max_x = min_x;
float max_y = min_y;
unsigned int v_count = 0;
for (const Polygon& t : triangles)
{
for (unsigned int i = 0; i < 3; ++i)
{
Vertex& v = m_vertices[v_count];
const Point& p = t.points[i];
float x = unscale<float>(p(0));
float y = unscale<float>(p(1));
v.position[0] = x;
v.position[1] = y;
v.position[2] = z;
if (generate_tex_coords)
{
v.tex_coords[0] = x;
v.tex_coords[1] = y;
min_x = std::min(min_x, x);
max_x = std::max(max_x, x);
min_y = std::min(min_y, y);
max_y = std::max(max_y, y);
}
++v_count;
}
}
if (generate_tex_coords)
{
float size_x = max_x - min_x;
float size_y = max_y - min_y;
if ((size_x != 0.0f) && (size_y != 0.0f))
{
float inv_size_x = 1.0f / size_x;
float inv_size_y = -1.0f / size_y;
for (Vertex& v : m_vertices)
{
v.tex_coords[0] = (v.tex_coords[0] - min_x) * inv_size_x;
v.tex_coords[1] = (v.tex_coords[1] - min_y) * inv_size_y;
}
}
}
return true;
}
bool GeometryBuffer::set_from_lines(const Lines& lines, float z)
{
m_vertices.clear();
unsigned int v_size = 2 * (unsigned int)lines.size();
if (v_size == 0)
return false;
m_vertices = std::vector<Vertex>(v_size, Vertex());
unsigned int v_count = 0;
for (const Line& l : lines)
{
Vertex& v1 = m_vertices[v_count];
v1.position[0] = unscale<float>(l.a(0));
v1.position[1] = unscale<float>(l.a(1));
v1.position[2] = z;
++v_count;
Vertex& v2 = m_vertices[v_count];
v2.position[0] = unscale<float>(l.b(0));
v2.position[1] = unscale<float>(l.b(1));
v2.position[2] = z;
++v_count;
}
return true;
}
const float* GeometryBuffer::get_vertices_data() const
{
return (m_vertices.size() > 0) ? (const float*)m_vertices.data() : nullptr;
}
const double Bed3D::Axes::Radius = 0.5;
const double Bed3D::Axes::ArrowBaseRadius = 2.5 * Bed3D::Axes::Radius;
const double Bed3D::Axes::ArrowLength = 5.0;
Bed3D::Axes::Axes()
: origin(Vec3d::Zero())
, length(25.0 * Vec3d::Ones())
{
m_quadric = ::gluNewQuadric();
if (m_quadric != nullptr)
::gluQuadricDrawStyle(m_quadric, GLU_FILL);
}
Bed3D::Axes::~Axes()
{
if (m_quadric != nullptr)
::gluDeleteQuadric(m_quadric);
}
void Bed3D::Axes::render() const
{
if (m_quadric == nullptr)
return;
glsafe(::glEnable(GL_DEPTH_TEST));
glsafe(::glEnable(GL_LIGHTING));
// x axis
glsafe(::glColor3fv(AXES_COLOR[0]));
glsafe(::glPushMatrix());
glsafe(::glTranslated(origin(0), origin(1), origin(2)));
glsafe(::glRotated(90.0, 0.0, 1.0, 0.0));
render_axis(length(0));
glsafe(::glPopMatrix());
// y axis
glsafe(::glColor3fv(AXES_COLOR[1]));
glsafe(::glPushMatrix());
glsafe(::glTranslated(origin(0), origin(1), origin(2)));
glsafe(::glRotated(-90.0, 1.0, 0.0, 0.0));
render_axis(length(1));
glsafe(::glPopMatrix());
// z axis
glsafe(::glColor3fv(AXES_COLOR[2]));
glsafe(::glPushMatrix());
glsafe(::glTranslated(origin(0), origin(1), origin(2)));
render_axis(length(2));
glsafe(::glPopMatrix());
glsafe(::glDisable(GL_LIGHTING));
glsafe(::glDisable(GL_DEPTH_TEST));
}
void Bed3D::Axes::render_axis(double length) const
{
::gluQuadricOrientation(m_quadric, GLU_OUTSIDE);
::gluCylinder(m_quadric, Radius, Radius, length, 32, 1);
::gluQuadricOrientation(m_quadric, GLU_INSIDE);
::gluDisk(m_quadric, 0.0, Radius, 32, 1);
glsafe(::glTranslated(0.0, 0.0, length));
::gluQuadricOrientation(m_quadric, GLU_OUTSIDE);
::gluCylinder(m_quadric, ArrowBaseRadius, 0.0, ArrowLength, 32, 1);
::gluQuadricOrientation(m_quadric, GLU_INSIDE);
::gluDisk(m_quadric, 0.0, ArrowBaseRadius, 32, 1);
}
Bed3D::Bed3D()
: m_type(Custom)
, m_vbo_id(0)
, m_scale_factor(1.0f)
{
}
bool Bed3D::set_shape(const Pointfs& shape, const std::string& custom_texture, const std::string& custom_model)
{
auto check_texture = [](const std::string& texture) {
return !texture.empty() && (boost::algorithm::iends_with(texture, ".png") || boost::algorithm::iends_with(texture, ".svg")) && boost::filesystem::exists(texture);
};
auto check_model = [](const std::string& model) {
return !model.empty() && boost::algorithm::iends_with(model, ".stl") && boost::filesystem::exists(model);
};
auto [new_type, system_model, system_texture] = detect_type(shape);
std::string texture_filename = custom_texture.empty() ? system_texture : custom_texture;
if (!check_texture(texture_filename))
texture_filename.clear();
std::string model_filename = custom_model.empty() ? system_model : custom_model;
if (!check_model(model_filename))
model_filename.clear();
if ((m_shape == shape) && (m_type == new_type) && (m_texture_filename == texture_filename) && (m_model_filename == model_filename))
// No change, no need to update the UI.
return false;
m_shape = shape;
m_texture_filename = texture_filename;
m_model_filename = model_filename;
m_type = new_type;
calc_bounding_boxes();
ExPolygon poly;
for (const Vec2d& p : m_shape)
{
poly.contour.append(Point(scale_(p(0)), scale_(p(1))));
}
calc_triangles(poly);
const BoundingBox& bed_bbox = poly.contour.bounding_box();
calc_gridlines(poly, bed_bbox);
m_polygon = offset_ex(poly.contour, (float)bed_bbox.radius() * 1.7f, jtRound, scale_(0.5))[0].contour;
reset();
m_texture.reset();
m_model.reset();
// Set the origin and size for rendering the coordinate system axes.
m_axes.origin = Vec3d(0.0, 0.0, (double)GROUND_Z);
m_axes.length = 0.1 * m_bounding_box.max_size() * Vec3d::Ones();
// Let the calee to update the UI.
return true;
}
bool Bed3D::contains(const Point& point) const
{
return m_polygon.contains(point);
}
Point Bed3D::point_projection(const Point& point) const
{
return m_polygon.point_projection(point);
}
void Bed3D::render(GLCanvas3D& canvas, bool bottom, float scale_factor, bool show_axes) const
{
m_scale_factor = scale_factor;
if (show_axes)
render_axes();
glsafe(::glEnable(GL_DEPTH_TEST));
switch (m_type)
{
case System: { render_system(canvas, bottom); break; }
default:
case Custom: { render_custom(canvas, bottom); break; }
}
glsafe(::glDisable(GL_DEPTH_TEST));
}
void Bed3D::calc_bounding_boxes() const
{
m_bounding_box = BoundingBoxf3();
for (const Vec2d& p : m_shape)
{
m_bounding_box.merge(Vec3d(p(0), p(1), 0.0));
}
m_extended_bounding_box = m_bounding_box;
// extend to contain axes
m_extended_bounding_box.merge(m_axes.length + Axes::ArrowLength * Vec3d::Ones());
// extend to contain model, if any
if (!m_model.get_filename().empty())
m_extended_bounding_box.merge(m_model.get_transformed_bounding_box());
}
void Bed3D::calc_triangles(const ExPolygon& poly)
{
Polygons triangles;
poly.triangulate(&triangles);
if (!m_triangles.set_from_triangles(triangles, GROUND_Z, true))
printf("Unable to create bed triangles\n");
}
void Bed3D::calc_gridlines(const ExPolygon& poly, const BoundingBox& bed_bbox)
{
Polylines axes_lines;
for (coord_t x = bed_bbox.min(0); x <= bed_bbox.max(0); x += scale_(10.0))
{
Polyline line;
line.append(Point(x, bed_bbox.min(1)));
line.append(Point(x, bed_bbox.max(1)));
axes_lines.push_back(line);
}
for (coord_t y = bed_bbox.min(1); y <= bed_bbox.max(1); y += scale_(10.0))
{
Polyline line;
line.append(Point(bed_bbox.min(0), y));
line.append(Point(bed_bbox.max(0), y));
axes_lines.push_back(line);
}
// clip with a slightly grown expolygon because our lines lay on the contours and may get erroneously clipped
Lines gridlines = to_lines(intersection_pl(axes_lines, offset(poly, (float)SCALED_EPSILON)));
// append bed contours
Lines contour_lines = to_lines(poly);
std::copy(contour_lines.begin(), contour_lines.end(), std::back_inserter(gridlines));
if (!m_gridlines.set_from_lines(gridlines, GROUND_Z))
printf("Unable to create bed grid lines\n");
}
static std::string system_print_bed_model(const Preset &preset)
{
std::string out;
const VendorProfile::PrinterModel *pm = PresetUtils::system_printer_model(preset);
if (pm != nullptr && ! pm->bed_model.empty()) {
out = Slic3r::data_dir() + "/vendor/" + preset.vendor->id + "/" + pm->bed_model;
if (! boost::filesystem::exists(boost::filesystem::path(out)))
out = Slic3r::resources_dir() + "/profiles/" + preset.vendor->id + "/" + pm->bed_model;
}
return out;
}
static std::string system_print_bed_texture(const Preset &preset)
{
std::string out;
const VendorProfile::PrinterModel *pm = PresetUtils::system_printer_model(preset);
if (pm != nullptr && ! pm->bed_texture.empty()) {
out = Slic3r::data_dir() + "/vendor/" + preset.vendor->id + "/" + pm->bed_texture;
if (! boost::filesystem::exists(boost::filesystem::path(out)))
out = Slic3r::resources_dir() + "/profiles/" + preset.vendor->id + "/" + pm->bed_texture;
}
return out;
}
std::tuple<Bed3D::EType, std::string, std::string> Bed3D::detect_type(const Pointfs& shape) const
{
auto bundle = wxGetApp().preset_bundle;
if (bundle != nullptr)
{
const Preset* curr = &bundle->printers.get_selected_preset();
while (curr != nullptr)
{
if (curr->config.has("bed_shape"))
{
if (shape == dynamic_cast<const ConfigOptionPoints*>(curr->config.option("bed_shape"))->values)
{
std::string model_filename = system_print_bed_model(*curr);
std::string texture_filename = system_print_bed_texture(*curr);
if (!model_filename.empty() && !texture_filename.empty())
return std::make_tuple(System, model_filename, texture_filename);
}
}
curr = bundle->printers.get_preset_parent(*curr);
}
}
return std::make_tuple(Custom, "", "");
}
void Bed3D::render_axes() const
{
if (!m_shape.empty())
m_axes.render();
}
void Bed3D::render_system(GLCanvas3D& canvas, bool bottom) const
{
if (!bottom)
render_model();
render_texture(bottom, canvas);
}
void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas) const
{
if (m_texture_filename.empty())
{
m_texture.reset();
render_default(bottom);
return;
}
if ((m_texture.get_id() == 0) || (m_texture.get_source() != m_texture_filename))
{
m_texture.reset();
if (boost::algorithm::iends_with(m_texture_filename, ".svg"))
{
// use higher resolution images if graphic card and opengl version allow
GLint max_tex_size = GLCanvas3DManager::get_gl_info().get_max_tex_size();
if ((m_temp_texture.get_id() == 0) || (m_temp_texture.get_source() != m_texture_filename))
{
// generate a temporary lower resolution texture to show while no main texture levels have been compressed
if (!m_temp_texture.load_from_svg_file(m_texture_filename, false, false, false, max_tex_size / 8))
{
render_default(bottom);
return;
}
canvas.request_extra_frame();
}
// starts generating the main texture, compression will run asynchronously
if (!m_texture.load_from_svg_file(m_texture_filename, true, true, true, max_tex_size))
{
render_default(bottom);
return;
}
}
else if (boost::algorithm::iends_with(m_texture_filename, ".png"))
{
// generate a temporary lower resolution texture to show while no main texture levels have been compressed
if ((m_temp_texture.get_id() == 0) || (m_temp_texture.get_source() != m_texture_filename))
{
if (!m_temp_texture.load_from_file(m_texture_filename, false, GLTexture::None, false))
{
render_default(bottom);
return;
}
canvas.request_extra_frame();
}
// starts generating the main texture, compression will run asynchronously
if (!m_texture.load_from_file(m_texture_filename, true, GLTexture::MultiThreaded, true))
{
render_default(bottom);
return;
}
}
else
{
render_default(bottom);
return;
}
}
else if (m_texture.unsent_compressed_data_available())
{
// sends to gpu the already available compressed levels of the main texture
m_texture.send_compressed_data_to_gpu();
// the temporary texture is not needed anymore, reset it
if (m_temp_texture.get_id() != 0)
m_temp_texture.reset();
canvas.request_extra_frame();
}
if (m_triangles.get_vertices_count() > 0)
{
if (m_shader.get_shader_program_id() == 0)
m_shader.init("printbed.vs", "printbed.fs");
if (m_shader.is_initialized())
{
m_shader.start_using();
m_shader.set_uniform("transparent_background", bottom);
m_shader.set_uniform("svg_source", boost::algorithm::iends_with(m_texture.get_source(), ".svg"));
if (m_vbo_id == 0)
{
glsafe(::glGenBuffers(1, &m_vbo_id));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id));
glsafe(::glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)m_triangles.get_vertices_data_size(), (const GLvoid*)m_triangles.get_vertices_data(), GL_STATIC_DRAW));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
}
glsafe(::glEnable(GL_DEPTH_TEST));
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
{
if (m_model_filename.empty())
return;
if ((m_model.get_filename() != m_model_filename) && m_model.init_from_file(m_model_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_texture_filename.empty() && m_model_filename.empty())
{
render_default(bottom);
return;
}
if (!bottom)
render_model();
render_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(::glDepthMask(GL_FALSE));
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));
glsafe(::glDepthMask(GL_TRUE));
}
// 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