Vojtech Bubnik 9fbba855ef Clipper optimization:
1) Removed the already commented-out scaling / unscaling when doing
   "safe offsetting"
2) Removed some of the "safe offsetting" at calls where it never was used.
3) Reworked Clipper & ClipperUtils to pass Polygons / ExPolygons / Surfaces
   as input parameters without conversion to ClipperLib::Paths. This
   should save a lot of memory allocation and copying.
4) Reworked conversions from ClipperLib::Paths & PolyTree to Polygons /
   ExPolygons to use the move operator to avoid many unnecessary allocations.
5) Reworked some "union with safe ofsetting" to "offset_ex", which should
   be cheaper.
2021-04-30 11:49:57 +02:00

564 lines
18 KiB
C++

#include "libslic3r/libslic3r.h"
#include "3DBed.hpp"
#include "libslic3r/Polygon.hpp"
#include "libslic3r/ClipperUtils.hpp"
#include "libslic3r/BoundingBox.hpp"
#include "libslic3r/Geometry.hpp"
#include "libslic3r/Tesselate.hpp"
#include "GUI_App.hpp"
#include "libslic3r/PresetBundle.hpp"
#include "GLCanvas3D.hpp"
#include "3DScene.hpp"
#include <GL/glew.h>
#include <boost/algorithm/string/predicate.hpp>
#include <boost/filesystem/operations.hpp>
#include <boost/log/trivial.hpp>
static const float GROUND_Z = -0.02f;
namespace Slic3r {
namespace GUI {
bool GeometryBuffer::set_from_triangles(const std::vector<Vec2f> &triangles, float z)
{
if (triangles.empty()) {
m_vertices.clear();
return false;
}
assert(triangles.size() % 3 == 0);
m_vertices = std::vector<Vertex>(triangles.size(), Vertex());
Vec2f min = triangles.front();
Vec2f max = min;
for (size_t v_count = 0; v_count < triangles.size(); ++ v_count) {
const Vec2f &p = triangles[v_count];
Vertex &v = m_vertices[v_count];
v.position = Vec3f(p.x(), p.y(), z);
v.tex_coords = p;
min = min.cwiseMin(p).eval();
max = max.cwiseMax(p).eval();
}
Vec2f size = max - min;
if (size.x() != 0.f && size.y() != 0.f) {
Vec2f inv_size = size.cwiseInverse();
inv_size.y() *= -1;
for (Vertex& v : m_vertices) {
v.tex_coords -= min;
v.tex_coords.x() *= inv_size.x();
v.tex_coords.y() *= inv_size.y();
}
}
return true;
}
bool GeometryBuffer::set_from_lines(const Lines& lines, float z)
{
m_vertices.clear();
unsigned int v_size = 2 * (unsigned int)lines.size();
if (v_size == 0)
return false;
m_vertices = std::vector<Vertex>(v_size, Vertex());
unsigned int v_count = 0;
for (const Line& l : lines) {
Vertex& v1 = m_vertices[v_count];
v1.position[0] = unscale<float>(l.a(0));
v1.position[1] = unscale<float>(l.a(1));
v1.position[2] = z;
++v_count;
Vertex& v2 = m_vertices[v_count];
v2.position[0] = unscale<float>(l.b(0));
v2.position[1] = unscale<float>(l.b(1));
v2.position[2] = z;
++v_count;
}
return true;
}
const float* GeometryBuffer::get_vertices_data() const
{
return (m_vertices.size() > 0) ? (const float*)m_vertices.data() : nullptr;
}
const float Bed3D::Axes::DefaultStemRadius = 0.5f;
const float Bed3D::Axes::DefaultStemLength = 25.0f;
const float Bed3D::Axes::DefaultTipRadius = 2.5f * Bed3D::Axes::DefaultStemRadius;
const float Bed3D::Axes::DefaultTipLength = 5.0f;
void Bed3D::Axes::set_stem_length(float length)
{
m_stem_length = length;
m_arrow.reset();
}
void Bed3D::Axes::render() const
{
auto render_axis = [this](const Transform3f& transform) {
glsafe(::glPushMatrix());
glsafe(::glMultMatrixf(transform.data()));
m_arrow.render();
glsafe(::glPopMatrix());
};
const_cast<GLModel*>(&m_arrow)->init_from(stilized_arrow(16, DefaultTipRadius, DefaultTipLength, DefaultStemRadius, m_stem_length));
GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
if (shader == nullptr)
return;
glsafe(::glEnable(GL_DEPTH_TEST));
shader->start_using();
// x axis
std::array<float, 4> color = { 0.75f, 0.0f, 0.0f, 1.0f };
shader->set_uniform("uniform_color", color);
render_axis(Geometry::assemble_transform(m_origin, { 0.0, 0.5 * M_PI, 0.0f }).cast<float>());
// y axis
color = { 0.0f, 0.75f, 0.0f, 1.0f };
shader->set_uniform("uniform_color", color);
render_axis(Geometry::assemble_transform(m_origin, { -0.5 * M_PI, 0.0, 0.0f }).cast<float>());
// z axis
color = { 0.0f, 0.0f, 0.75f, 1.0f };
shader->set_uniform("uniform_color", color);
render_axis(Geometry::assemble_transform(m_origin).cast<float>());
shader->stop_using();
glsafe(::glDisable(GL_DEPTH_TEST));
}
bool Bed3D::set_shape(const Pointfs& shape, const std::string& custom_texture, const std::string& custom_model, bool force_as_custom)
{
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);
};
EType type;
std::string model;
std::string texture;
if (force_as_custom)
type = Custom;
else {
auto [new_type, system_model, system_texture] = detect_type(shape);
type = new_type;
model = system_model;
texture = system_texture;
}
std::string texture_filename = custom_texture.empty() ? texture : custom_texture;
if (!check_texture(texture_filename))
texture_filename.clear();
std::string model_filename = custom_model.empty() ? model : custom_model;
if (!check_model(model_filename))
model_filename.clear();
if (m_shape == shape && m_type == 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 = type;
calc_bounding_boxes();
ExPolygon poly;
for (const Vec2d& p : m_shape) {
poly.contour.append({ 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(poly.contour, (float)bed_bbox.radius() * 1.7f, jtRound, scale_(0.5))[0];
reset();
m_texture.reset();
m_model.reset();
// Set the origin and size for rendering the coordinate system axes.
m_axes.set_origin({ 0.0, 0.0, static_cast<double>(GROUND_Z) });
m_axes.set_stem_length(0.1f * static_cast<float>(m_bounding_box.max_size()));
// 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, bool show_texture) const
{
float* factor = const_cast<float*>(&m_scale_factor);
*factor = scale_factor;
if (show_axes)
render_axes();
glsafe(::glEnable(GL_DEPTH_TEST));
switch (m_type)
{
case System: { render_system(canvas, bottom, show_texture); break; }
default:
case Custom: { render_custom(canvas, bottom, show_texture); break; }
}
glsafe(::glDisable(GL_DEPTH_TEST));
}
void Bed3D::calc_bounding_boxes() const
{
BoundingBoxf3* bounding_box = const_cast<BoundingBoxf3*>(&m_bounding_box);
*bounding_box = BoundingBoxf3();
for (const Vec2d& p : m_shape) {
bounding_box->merge({ p(0), p(1), 0.0 });
}
BoundingBoxf3* extended_bounding_box = const_cast<BoundingBoxf3*>(&m_extended_bounding_box);
*extended_bounding_box = m_bounding_box;
// extend to contain axes
extended_bounding_box->merge(m_axes.get_origin() + m_axes.get_total_length() * Vec3d::Ones());
extended_bounding_box->merge(extended_bounding_box->min + Vec3d(-Axes::DefaultTipRadius, -Axes::DefaultTipRadius, extended_bounding_box->max(2)));
// extend to contain model, if any
BoundingBoxf3 model_bb = m_model.get_bounding_box();
if (model_bb.defined) {
model_bb.translate(m_model_offset);
extended_bounding_box->merge(model_bb);
}
}
void Bed3D::calc_triangles(const ExPolygon& poly)
{
if (! m_triangles.set_from_triangles(triangulate_expolygon_2f(poly, NORMALS_UP), GROUND_Z))
BOOST_LOG_TRIVIAL(error) << "Unable to create bed triangles";
}
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))
BOOST_LOG_TRIVIAL(error) << "Unable to create bed grid lines\n";
}
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 = PresetUtils::system_printer_bed_model(*curr);
std::string texture_filename = PresetUtils::system_printer_bed_texture(*curr);
if (!model_filename.empty() && !texture_filename.empty())
return { System, model_filename, texture_filename };
}
}
curr = bundle->printers.get_preset_parent(*curr);
}
}
return { Custom, "", "" };
}
void Bed3D::render_axes() const
{
if (!m_shape.empty())
m_axes.render();
}
void Bed3D::render_system(GLCanvas3D& canvas, bool bottom, bool show_texture) const
{
if (!bottom)
render_model();
if (show_texture)
render_texture(bottom, canvas);
}
void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas) const
{
GLTexture* texture = const_cast<GLTexture*>(&m_texture);
GLTexture* temp_texture = const_cast<GLTexture*>(&m_temp_texture);
if (m_texture_filename.empty()) {
texture->reset();
render_default(bottom);
return;
}
if (texture->get_id() == 0 || texture->get_source() != m_texture_filename) {
texture->reset();
if (boost::algorithm::iends_with(m_texture_filename, ".svg")) {
// use higher resolution images if graphic card and opengl version allow
GLint max_tex_size = OpenGLManager::get_gl_info().get_max_tex_size();
if (temp_texture->get_id() == 0 || temp_texture->get_source() != m_texture_filename) {
// generate a temporary lower resolution texture to show while no main texture levels have been compressed
if (!temp_texture->load_from_svg_file(m_texture_filename, false, false, false, max_tex_size / 8)) {
render_default(bottom);
return;
}
canvas.request_extra_frame();
}
// starts generating the main texture, compression will run asynchronously
if (!texture->load_from_svg_file(m_texture_filename, true, true, true, max_tex_size)) {
render_default(bottom);
return;
}
}
else if (boost::algorithm::iends_with(m_texture_filename, ".png")) {
// generate a temporary lower resolution texture to show while no main texture levels have been compressed
if (temp_texture->get_id() == 0 || temp_texture->get_source() != m_texture_filename) {
if (!temp_texture->load_from_file(m_texture_filename, false, GLTexture::None, false)) {
render_default(bottom);
return;
}
canvas.request_extra_frame();
}
// starts generating the main texture, compression will run asynchronously
if (!texture->load_from_file(m_texture_filename, true, GLTexture::MultiThreaded, true)) {
render_default(bottom);
return;
}
}
else {
render_default(bottom);
return;
}
}
else if (texture->unsent_compressed_data_available()) {
// sends to gpu the already available compressed levels of the main texture
texture->send_compressed_data_to_gpu();
// the temporary texture is not needed anymore, reset it
if (temp_texture->get_id() != 0)
temp_texture->reset();
canvas.request_extra_frame();
}
if (m_triangles.get_vertices_count() > 0) {
GLShaderProgram* shader = wxGetApp().get_shader("printbed");
if (shader != nullptr) {
shader->start_using();
shader->set_uniform("transparent_background", bottom);
shader->set_uniform("svg_source", boost::algorithm::iends_with(m_texture.get_source(), ".svg"));
unsigned int* vbo_id = const_cast<unsigned int*>(&m_vbo_id);
if (*vbo_id == 0) {
glsafe(::glGenBuffers(1, vbo_id));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, *vbo_id));
glsafe(::glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)m_triangles.get_vertices_data_size(), (const GLvoid*)m_triangles.get_vertices_data(), GL_STATIC_DRAW));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
}
glsafe(::glEnable(GL_DEPTH_TEST));
glsafe(::glDepthMask(GL_FALSE));
glsafe(::glEnable(GL_BLEND));
glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
if (bottom)
glsafe(::glFrontFace(GL_CW));
unsigned int stride = m_triangles.get_vertex_data_size();
GLint position_id = shader->get_attrib_location("v_position");
GLint tex_coords_id = shader->get_attrib_location("v_tex_coords");
// show the temporary texture while no compressed data is available
GLuint tex_id = (GLuint)temp_texture->get_id();
if (tex_id == 0)
tex_id = (GLuint)texture->get_id();
glsafe(::glBindTexture(GL_TEXTURE_2D, tex_id));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, *vbo_id));
if (position_id != -1) {
glsafe(::glEnableVertexAttribArray(position_id));
glsafe(::glVertexAttribPointer(position_id, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)(intptr_t)m_triangles.get_position_offset()));
}
if (tex_coords_id != -1) {
glsafe(::glEnableVertexAttribArray(tex_coords_id));
glsafe(::glVertexAttribPointer(tex_coords_id, 2, GL_FLOAT, GL_FALSE, stride, (GLvoid*)(intptr_t)m_triangles.get_tex_coords_offset()));
}
glsafe(::glDrawArrays(GL_TRIANGLES, 0, (GLsizei)m_triangles.get_vertices_count()));
if (tex_coords_id != -1)
glsafe(::glDisableVertexAttribArray(tex_coords_id));
if (position_id != -1)
glsafe(::glDisableVertexAttribArray(position_id));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
if (bottom)
glsafe(::glFrontFace(GL_CCW));
glsafe(::glDisable(GL_BLEND));
glsafe(::glDepthMask(GL_TRUE));
shader->stop_using();
}
}
}
void Bed3D::render_model() const
{
if (m_model_filename.empty())
return;
GLModel* model = const_cast<GLModel*>(&m_model);
if (model->get_filename() != m_model_filename && 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;
*const_cast<Vec3d*>(&m_model_offset) = shift;
// update extended bounding box
calc_bounding_boxes();
}
if (!model->get_filename().empty()) {
GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
if (shader != nullptr) {
shader->start_using();
shader->set_uniform("uniform_color", m_model_color);
::glPushMatrix();
::glTranslated(m_model_offset(0), m_model_offset(1), m_model_offset(2));
model->render();
::glPopMatrix();
shader->stop_using();
}
}
}
void Bed3D::render_custom(GLCanvas3D& canvas, bool bottom, bool show_texture) const
{
if (m_texture_filename.empty() && m_model_filename.empty()) {
render_default(bottom);
return;
}
if (!bottom)
render_model();
if (show_texture)
render_texture(bottom, canvas);
}
void Bed3D::render_default(bool bottom) const
{
const_cast<GLTexture*>(&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(::glColor4fv(m_model_color.data()));
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(1.5f * m_scale_factor));
if (has_model && !bottom)
glsafe(::glColor4f(0.9f, 0.9f, 0.9f, 1.0f));
else
glsafe(::glColor4f(0.9f, 0.9f, 0.9f, 0.6f));
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