diff --git a/resources/shaders/gouraud_light.fs b/resources/shaders/gouraud_light.fs new file mode 100644 index 0000000000..1a58abc852 --- /dev/null +++ b/resources/shaders/gouraud_light.fs @@ -0,0 +1,11 @@ +#version 110 + +uniform vec4 uniform_color; + +// x = tainted, y = specular; +varying vec2 intensity; + +void main() +{ + gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + uniform_color.rgb * intensity.x, uniform_color.a); +} diff --git a/resources/shaders/gouraud_light.vs b/resources/shaders/gouraud_light.vs new file mode 100644 index 0000000000..d4f71938a9 --- /dev/null +++ b/resources/shaders/gouraud_light.vs @@ -0,0 +1,38 @@ +#version 110 + +#define INTENSITY_CORRECTION 0.6 + +// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31) +const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929); +#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION) +#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION) +#define LIGHT_TOP_SHININESS 20.0 + +// normalized values for (1./1.43, 0.2/1.43, 1./1.43) +const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074); +#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION) + +#define INTENSITY_AMBIENT 0.3 + +// x = tainted, y = specular; +varying vec2 intensity; + +void main() +{ + // First transform the normal into camera space and normalize the result. + vec3 normal = normalize(gl_NormalMatrix * gl_Normal); + + // Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex. + // Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range. + float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0); + + intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE; + vec3 position = (gl_ModelViewMatrix * gl_Vertex).xyz; + intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS); + + // Perform the same lighting calculation for the 2nd light source (no specular applied). + NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0); + intensity.x += NdotL * LIGHT_FRONT_DIFFUSE; + + gl_Position = ftransform(); +} diff --git a/src/slic3r/GUI/GCodeViewer.cpp b/src/slic3r/GUI/GCodeViewer.cpp index 0893a7d465..269780d950 100644 --- a/src/slic3r/GUI/GCodeViewer.cpp +++ b/src/slic3r/GUI/GCodeViewer.cpp @@ -3,6 +3,8 @@ #if ENABLE_GCODE_VIEWER #include "libslic3r/Print.hpp" +#include "libslic3r/TriangleMesh.hpp" +#include "libslic3r/Geometry.hpp" #include "GUI_App.hpp" #include "PresetBundle.hpp" #include "Camera.hpp" @@ -146,20 +148,160 @@ GCodeViewer::Color GCodeViewer::Extrusions::Range::get_color_at(float value) con void GCodeViewer::SequentialView::Marker::init() { - if (m_initialized) - return; + Pointf3s vertices; + std::vector triangles; + // arrow tip + vertices.emplace_back(0.0, 0.0, 0.0); + vertices.emplace_back(0.5, -0.5, 1.0); + vertices.emplace_back(0.5, 0.5, 1.0); + vertices.emplace_back(-0.5, 0.5, 1.0); + vertices.emplace_back(-0.5, -0.5, 1.0); + + triangles.emplace_back(0, 1, 4); + triangles.emplace_back(0, 2, 1); + triangles.emplace_back(0, 3, 2); + triangles.emplace_back(0, 4, 3); + triangles.emplace_back(1, 2, 4); + triangles.emplace_back(2, 3, 4); + + // arrow stem + vertices.emplace_back(0.25, -0.25, 1.0); + vertices.emplace_back(0.25, 0.25, 1.0); + vertices.emplace_back(-0.25, 0.25, 1.0); + vertices.emplace_back(-0.25, -0.25, 1.0); + vertices.emplace_back(0.25, -0.25, 3.0); + vertices.emplace_back(0.25, 0.25, 3.0); + vertices.emplace_back(-0.25, 0.25, 3.0); + vertices.emplace_back(-0.25, -0.25, 3.0); + + triangles.emplace_back(5, 9, 8); + triangles.emplace_back(8, 9, 12); + triangles.emplace_back(6, 10, 5); + triangles.emplace_back(5, 10, 9); + triangles.emplace_back(7, 11, 6); + triangles.emplace_back(6, 11, 10); + triangles.emplace_back(8, 12, 7); + triangles.emplace_back(7, 12, 11); + triangles.emplace_back(9, 10, 12); + triangles.emplace_back(12, 10, 11); + + TriangleMesh mesh(vertices, triangles); + mesh.require_shared_vertices(); + + init_from_mesh(mesh); +} + +bool GCodeViewer::SequentialView::Marker::init_from_mesh(const TriangleMesh& mesh) +{ + auto get_normal = [](const std::array& triangle) { + return (triangle[1] - triangle[0]).cross(triangle[2] - triangle[0]).normalized(); + }; + + reset(); + + // vertex data -> load from mesh + std::vector vertices(6 * mesh.its.vertices.size()); + for (size_t i = 0; i < mesh.its.vertices.size(); ++i) { + ::memcpy(static_cast(&vertices[i * 6]), static_cast(mesh.its.vertices[i].data()), 3 * sizeof(float)); + } + + // indices/normals data -> load from mesh + std::vector indices(3 * mesh.its.indices.size()); + for (size_t i = 0; i < mesh.its.indices.size(); ++i) { + const stl_triangle_vertex_indices& triangle = mesh.its.indices[i]; + for (size_t j = 0; j < 3; ++j) { + indices[i * 3 + j] = static_cast(triangle[j]); + } + Vec3f normal = get_normal({ mesh.its.vertices[triangle[0]], mesh.its.vertices[triangle[1]], mesh.its.vertices[triangle[2]] }); + ::memcpy(static_cast(&vertices[3 + static_cast(triangle[0]) * 6]), static_cast(normal.data()), 3 * sizeof(float)); + ::memcpy(static_cast(&vertices[3 + static_cast(triangle[1]) * 6]), static_cast(normal.data()), 3 * sizeof(float)); + ::memcpy(static_cast(&vertices[3 + static_cast(triangle[2]) * 6]), static_cast(normal.data()), 3 * sizeof(float)); + } + + m_indices_count = static_cast(indices.size()); + + // vertex data -> send to gpu + glsafe(::glGenBuffers(1, &m_vbo_id)); + glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id)); + glsafe(::glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(float), vertices.data(), GL_STATIC_DRAW)); + glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0)); + + // indices data -> send to gpu + glsafe(::glGenBuffers(1, &m_ibo_id)); + glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo_id)); + glsafe(::glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), indices.data(), GL_STATIC_DRAW)); + glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)); + + return init_shader(); } void GCodeViewer::SequentialView::Marker::render() const { - if (!m_initialized) + if (!m_visible || !m_shader.is_initialized()) return; + glsafe(::glEnable(GL_BLEND)); + glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); + m_shader.start_using(); + GLint color_id = ::glGetUniformLocation(m_shader.get_shader_program_id(), "uniform_color"); + if (color_id >= 0) + glsafe(::glUniform4fv(color_id, 1, (const GLfloat*)m_color.data())); + + glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id)); + glsafe(::glVertexPointer(3, GL_FLOAT, 6 * sizeof(float), (const void*)0)); + glsafe(::glNormalPointer(GL_FLOAT, 6 * sizeof(float), (const void*)(3 * sizeof(float)))); + + glsafe(::glEnableClientState(GL_VERTEX_ARRAY)); + glsafe(::glEnableClientState(GL_NORMAL_ARRAY)); + + glsafe(::glPushMatrix()); + glsafe(::glMultMatrixf(m_world_transform.data())); + + glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo_id)); + glsafe(::glDrawElements(GL_TRIANGLES, static_cast(m_indices_count), GL_UNSIGNED_INT, (const void*)0)); + glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)); + + glsafe(::glPopMatrix()); + + glsafe(::glDisableClientState(GL_NORMAL_ARRAY)); + glsafe(::glDisableClientState(GL_VERTEX_ARRAY)); + + glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0)); + + m_shader.stop_using(); + + glsafe(::glDisable(GL_BLEND)); } -const std::vector GCodeViewer::Extrusion_Role_Colors{ { +void GCodeViewer::SequentialView::Marker::reset() +{ + // release gpu memory + if (m_ibo_id > 0) { + glsafe(::glDeleteBuffers(1, &m_ibo_id)); + m_ibo_id = 0; + } + + if (m_vbo_id > 0) { + glsafe(::glDeleteBuffers(1, &m_vbo_id)); + m_vbo_id = 0; + } + + m_indices_count = 0; +} + +bool GCodeViewer::SequentialView::Marker::init_shader() +{ + if (!m_shader.init("gouraud_light.vs", "gouraud_light.fs")) { + BOOST_LOG_TRIVIAL(error) << "Unable to initialize gouraud_light shader: please, check that the files gouraud_light.vs and gouraud_light.fs are available"; + return false; + } + + return true; +} + +const std::vector GCodeViewer::Extrusion_Role_Colors {{ { 0.50f, 0.50f, 0.50f }, // erNone { 1.00f, 1.00f, 0.40f }, // erPerimeter { 1.00f, 0.65f, 0.00f }, // erExternalPerimeter @@ -178,13 +320,13 @@ const std::vector GCodeViewer::Extrusion_Role_Colors{ { { 0.00f, 0.00f, 0.00f } // erMixed }}; -const std::vector GCodeViewer::Travel_Colors{ { +const std::vector GCodeViewer::Travel_Colors {{ { 0.0f, 0.0f, 0.5f }, // Move { 0.0f, 0.5f, 0.0f }, // Extrude { 0.5f, 0.0f, 0.0f } // Retract }}; -const std::vector GCodeViewer::Range_Colors{ { +const std::vector GCodeViewer::Range_Colors {{ { 0.043f, 0.173f, 0.478f }, // bluish { 0.075f, 0.349f, 0.522f }, { 0.110f, 0.533f, 0.569f }, @@ -292,10 +434,13 @@ void GCodeViewer::render() const m_statistics.reset_opengl(); #endif // ENABLE_GCODE_VIEWER_STATISTICS + if (m_roles.empty()) + return; + glsafe(::glEnable(GL_DEPTH_TEST)); render_toolpaths(); - if (m_sequential_view.marker.visible) - m_sequential_view.marker.render(); + m_sequential_view.marker.set_world_transform(Geometry::assemble_transform(m_sequential_view.current_position.cast() + 0.5 * Vec3d::UnitZ(), { 0.0, 0.0, 0.0 }, { 4.0, 4.0, 4.0 }, { 1.0, 1.0, 1.0 }).cast()); + m_sequential_view.marker.render(); render_shells(); render_legend(); render_sequential_bar(); @@ -332,7 +477,8 @@ unsigned int GCodeViewer::get_options_visibility_flags() const flags = set_flag(flags, 5, is_toolpath_move_type_visible(GCodeProcessor::EMoveType::Pause_Print)); flags = set_flag(flags, 6, is_toolpath_move_type_visible(GCodeProcessor::EMoveType::Custom_GCode)); flags = set_flag(flags, 7, m_shells.visible); - flags = set_flag(flags, 8, is_legend_enabled()); + flags = set_flag(flags, 8, m_sequential_view.marker.is_visible()); + flags = set_flag(flags, 9, is_legend_enabled()); return flags; } @@ -350,7 +496,8 @@ void GCodeViewer::set_options_visibility_from_flags(unsigned int flags) set_toolpath_move_type_visible(GCodeProcessor::EMoveType::Pause_Print, is_flag_set(5)); set_toolpath_move_type_visible(GCodeProcessor::EMoveType::Custom_GCode, is_flag_set(6)); m_shells.visible = is_flag_set(7); - enable_legend(is_flag_set(8)); + m_sequential_view.marker.set_visible(is_flag_set(8)); + enable_legend(is_flag_set(9)); } bool GCodeViewer::init_shaders() @@ -706,7 +853,7 @@ void GCodeViewer::render_toolpaths() const { auto set_color = [](GLint current_program_id, const Color& color) { if (current_program_id > 0) { - GLint color_id = (current_program_id > 0) ? ::glGetUniformLocation(current_program_id, "uniform_color") : -1; + GLint color_id = ::glGetUniformLocation(current_program_id, "uniform_color"); if (color_id >= 0) { glsafe(::glUniform3fv(color_id, 1, (const GLfloat*)color.data())); return; @@ -737,10 +884,7 @@ void GCodeViewer::render_toolpaths() const GCodeProcessor::EMoveType type = buffer_type(i); buffer.shader.start_using(); - - GLint current_program_id; - glsafe(::glGetIntegerv(GL_CURRENT_PROGRAM, ¤t_program_id)); - + glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer.ibo_id)); switch (type) @@ -748,7 +892,7 @@ void GCodeViewer::render_toolpaths() const case GCodeProcessor::EMoveType::Tool_change: { Color color = { 1.0f, 1.0f, 1.0f }; - set_color(current_program_id, color); + set_color(static_cast(buffer.shader.get_shader_program_id()), color); for (const RenderPath& path : buffer.render_paths) { glsafe(::glEnable(GL_PROGRAM_POINT_SIZE)); @@ -764,7 +908,7 @@ void GCodeViewer::render_toolpaths() const case GCodeProcessor::EMoveType::Color_change: { Color color = { 1.0f, 0.0f, 0.0f }; - set_color(current_program_id, color); + set_color(static_cast(buffer.shader.get_shader_program_id()), color); for (const RenderPath& path : buffer.render_paths) { glsafe(::glEnable(GL_PROGRAM_POINT_SIZE)); @@ -780,7 +924,7 @@ void GCodeViewer::render_toolpaths() const case GCodeProcessor::EMoveType::Pause_Print: { Color color = { 0.0f, 1.0f, 0.0f }; - set_color(current_program_id, color); + set_color(static_cast(buffer.shader.get_shader_program_id()), color); for (const RenderPath& path : buffer.render_paths) { glsafe(::glEnable(GL_PROGRAM_POINT_SIZE)); @@ -796,7 +940,7 @@ void GCodeViewer::render_toolpaths() const case GCodeProcessor::EMoveType::Custom_GCode: { Color color = { 0.0f, 0.0f, 1.0f }; - set_color(current_program_id, color); + set_color(static_cast(buffer.shader.get_shader_program_id()), color); for (const RenderPath& path : buffer.render_paths) { glsafe(::glEnable(GL_PROGRAM_POINT_SIZE)); @@ -812,7 +956,7 @@ void GCodeViewer::render_toolpaths() const case GCodeProcessor::EMoveType::Retract: { Color color = { 1.0f, 0.0f, 1.0f }; - set_color(current_program_id, color); + set_color(static_cast(buffer.shader.get_shader_program_id()), color); for (const RenderPath& path : buffer.render_paths) { glsafe(::glEnable(GL_PROGRAM_POINT_SIZE)); @@ -828,7 +972,7 @@ void GCodeViewer::render_toolpaths() const case GCodeProcessor::EMoveType::Unretract: { Color color = { 0.0f, 1.0f, 1.0f }; - set_color(current_program_id, color); + set_color(static_cast(buffer.shader.get_shader_program_id()), color); for (const RenderPath& path : buffer.render_paths) { glsafe(::glEnable(GL_PROGRAM_POINT_SIZE)); @@ -845,7 +989,7 @@ void GCodeViewer::render_toolpaths() const { for (const RenderPath& path : buffer.render_paths) { - set_color(current_program_id, path.color); + set_color(static_cast(buffer.shader.get_shader_program_id()), path.color); glsafe(::glMultiDrawElements(GL_LINE_STRIP, (const GLsizei*)path.sizes.data(), GL_UNSIGNED_INT, (const void* const*)path.offsets.data(), (GLsizei)path.sizes.size())); #if ENABLE_GCODE_VIEWER_STATISTICS ++m_statistics.gl_multi_line_strip_calls_count; @@ -858,7 +1002,7 @@ void GCodeViewer::render_toolpaths() const { for (const RenderPath& path : buffer.render_paths) { - set_color(current_program_id, path.color); + set_color(static_cast(buffer.shader.get_shader_program_id()), path.color); glsafe(::glMultiDrawElements(GL_LINE_STRIP, (const GLsizei*)path.sizes.data(), GL_UNSIGNED_INT, (const void* const*)path.offsets.data(), (GLsizei)path.sizes.size())); #if ENABLE_GCODE_VIEWER_STATISTICS ++m_statistics.gl_multi_line_strip_calls_count; @@ -897,7 +1041,7 @@ void GCodeViewer::render_legend() const static const ImVec4 ORANGE(1.0f, 0.49f, 0.22f, 1.0f); static const ImU32 ICON_BORDER_COLOR = ImGui::GetColorU32(ImVec4(0.0f, 0.0f, 0.0f, 1.0f)); - if (!m_legend_enabled || m_roles.empty()) + if (!m_legend_enabled) return; ImGuiWrapper& imgui = *wxGetApp().imgui(); @@ -1130,9 +1274,6 @@ void GCodeViewer::render_sequential_bar() const refresh_render_paths(true); }; - if (m_roles.empty()) - return; - if (m_sequential_view.last <= m_sequential_view.first) return; @@ -1204,9 +1345,6 @@ void GCodeViewer::render_sequential_bar() const ImGui::SameLine(); imgui.text(std::to_string(i_max)); - ImGui::Separator(); - ImGui::Checkbox(I18N::translate_utf8(L("Show marker")).c_str(), &m_sequential_view.marker.visible); - imgui.end(); ImGui::PopStyleVar(); } @@ -1217,9 +1355,6 @@ void GCodeViewer::render_statistics() const static const ImVec4 ORANGE(1.0f, 0.49f, 0.22f, 1.0f); static const float offset = 250.0f; - if (m_roles.empty()) - return; - ImGuiWrapper& imgui = *wxGetApp().imgui(); imgui.set_next_window_pos(0.5f * wxGetApp().plater()->get_current_canvas3D()->get_canvas_size().get_width(), 0.0f, ImGuiCond_Once, 0.5f, 0.0f); diff --git a/src/slic3r/GUI/GCodeViewer.hpp b/src/slic3r/GUI/GCodeViewer.hpp index 5354ae067f..d34e8ee4bd 100644 --- a/src/slic3r/GUI/GCodeViewer.hpp +++ b/src/slic3r/GUI/GCodeViewer.hpp @@ -9,7 +9,10 @@ #include namespace Slic3r { + class Print; +class TriangleMesh; + namespace GUI { class GCodeViewer @@ -73,8 +76,8 @@ class GCodeViewer struct IBuffer { unsigned int ibo_id{ 0 }; - Shader shader; size_t indices_count{ 0 }; + Shader shader; std::vector paths; std::vector render_paths; bool visible{ false }; @@ -147,19 +150,33 @@ class GCodeViewer struct SequentialView { - struct Marker + class Marker { - private: - bool m_initialized{ false }; + unsigned int m_vbo_id{ 0 }; + unsigned int m_ibo_id{ 0 }; + size_t m_indices_count{ 0 }; + Transform3f m_world_transform; + std::array m_color{ 1.0f, 1.0f, 1.0f, 1.0f }; + bool m_visible{ false }; + Shader m_shader; public: - unsigned int vbo_id{ 0 }; - unsigned int ibo_id{ 0 }; - bool visible{ false }; - Shader shader; + ~Marker() { reset(); } void init(); + bool init_from_mesh(const TriangleMesh& mesh); + + void set_world_transform(const Transform3f& transform) { m_world_transform = transform; } + + void set_color(const std::array& color) { m_color = color; } + + bool is_visible() const { return m_visible; } + void set_visible(bool visible) { m_visible = visible; } void render() const; + void reset(); + + private: + bool init_shader(); }; unsigned int first{ 0 }; diff --git a/src/slic3r/GUI/GUI_Preview.cpp b/src/slic3r/GUI/GUI_Preview.cpp index 4f47c2d18f..fc97796749 100644 --- a/src/slic3r/GUI/GUI_Preview.cpp +++ b/src/slic3r/GUI/GUI_Preview.cpp @@ -298,8 +298,9 @@ bool Preview::init(wxWindow* parent, Model* model) _L("Pause prints") + "|0|" + _L("Custom GCodes") + "|0|" + _L("Shells") + "|0|" + + _L("Tool marker") + "|1|" + _L("Legend") + "|1" - ); +); Slic3r::GUI::create_combochecklist(m_combochecklist_options, GUI::into_u8(_L("Options")), options_items); #else m_checkbox_travel = new wxCheckBox(this, wxID_ANY, _(L("Travel")));