PrusaSlicer/src/slic3r/GUI/Gizmos/GLGizmoMmuSegmentation.hpp

163 lines
6.8 KiB
C++

#ifndef slic3r_GLGizmoMmuSegmentation_hpp_
#define slic3r_GLGizmoMmuSegmentation_hpp_
#include "GLGizmoPainterBase.hpp"
namespace Slic3r::GUI {
class GLMmSegmentationGizmo3DScene
{
public:
GLMmSegmentationGizmo3DScene() = delete;
explicit GLMmSegmentationGizmo3DScene(size_t triangle_indices_buffers_count)
{
this->triangle_indices = std::vector<std::vector<int>>(triangle_indices_buffers_count);
this->triangle_indices_sizes = std::vector<size_t>(triangle_indices_buffers_count);
this->triangle_indices_VBO_ids = std::vector<unsigned int>(triangle_indices_buffers_count);
}
virtual ~GLMmSegmentationGizmo3DScene() { release_geometry(); }
[[nodiscard]] inline bool has_VBOs(size_t triangle_indices_idx) const
{
assert(triangle_indices_idx < this->triangle_indices.size());
return this->triangle_indices_VBO_ids[triangle_indices_idx] != 0;
}
[[nodiscard]] inline bool has_contour_VBO() const { return this->contour_indices_VBO_id != 0; }
// Release the geometry data, release OpenGL VBOs.
void release_geometry();
// Finalize the initialization of the geometry, upload the geometry to OpenGL VBO objects
// and possibly releasing it if it has been loaded into the VBOs.
void finalize_vertices();
// Finalize the initialization of the indices, upload the indices to OpenGL VBO objects
// and possibly releasing it if it has been loaded into the VBOs.
void finalize_triangle_indices();
// Finalize the initialization of the contour geometry and the indices, upload both to OpenGL VBO objects
// and possibly releasing it if it has been loaded into the VBOs.
void finalize_contour();
void clear()
{
this->vertices.clear();
for (std::vector<int> &ti : this->triangle_indices)
ti.clear();
for (size_t &triangle_indices_size : this->triangle_indices_sizes)
triangle_indices_size = 0;
this->contour_vertices.clear();
this->contour_indices.clear();
this->contour_indices_size = 0;
}
void render(size_t triangle_indices_idx) const;
void render_contour() const;
std::vector<float> vertices;
std::vector<std::vector<int>> triangle_indices;
std::vector<float> contour_vertices;
std::vector<int> contour_indices;
// When the triangle indices are loaded into the graphics card as Vertex Buffer Objects,
// the above mentioned std::vectors are cleared and the following variables keep their original length.
std::vector<size_t> triangle_indices_sizes;
size_t contour_indices_size{0};
// IDs of the Vertex Array Objects, into which the geometry has been loaded.
// Zero if the VBOs are not sent to GPU yet.
unsigned int vertices_VBO_id{0};
std::vector<unsigned int> triangle_indices_VBO_ids;
unsigned int contour_vertices_VBO_id{0};
unsigned int contour_indices_VBO_id{0};
};
class TriangleSelectorMmGui : public TriangleSelectorGUI {
public:
// Plus 1 in the initialization of m_gizmo_scene is because the first position is allocated for non-painted triangles, and the indices above colors.size() are allocated for seed fill.
explicit TriangleSelectorMmGui(const TriangleMesh &mesh, const std::vector<std::array<float, 4>> &colors, const std::array<float, 4> &default_volume_color)
: TriangleSelectorGUI(mesh), m_colors(colors), m_default_volume_color(default_volume_color), m_gizmo_scene(2 * (colors.size() + 1)) {}
~TriangleSelectorMmGui() override = default;
// Render current selection. Transformation matrices are supposed
// to be already set.
void render(ImGuiWrapper* imgui) override;
private:
void update_render_data();
const std::vector<std::array<float, 4>> &m_colors;
const std::array<float, 4> m_default_volume_color;
GLMmSegmentationGizmo3DScene m_gizmo_scene;
};
class GLGizmoMmuSegmentation : public GLGizmoPainterBase
{
public:
GLGizmoMmuSegmentation(GLCanvas3D& parent, const std::string& icon_filename, unsigned int sprite_id)
: GLGizmoPainterBase(parent, icon_filename, sprite_id) {}
~GLGizmoMmuSegmentation() override = default;
void render_painter_gizmo() const override;
void set_painter_gizmo_data(const Selection& selection) override;
// TriangleSelector::serialization/deserialization has a limit to store 19 different states.
// EXTRUDER_LIMIT + 1 states are used to storing the painting because also uncolored triangles are stored.
// When increasing EXTRUDER_LIMIT, it needs to ensure that TriangleSelector::serialization/deserialization
// will be also extended to support additional states, requiring at least one state to remain free out of 19 states.
static const constexpr size_t EXTRUDERS_LIMIT = 16;
protected:
std::array<float, 4> get_cursor_sphere_left_button_color() const override;
std::array<float, 4> get_cursor_sphere_right_button_color() const override;
EnforcerBlockerType get_left_button_state_type() const override { return EnforcerBlockerType(m_first_selected_extruder_idx + 1); }
EnforcerBlockerType get_right_button_state_type() const override { return EnforcerBlockerType(m_second_selected_extruder_idx + 1); }
void on_render_input_window(float x, float y, float bottom_limit) override;
std::string on_get_name() const override;
bool on_is_selectable() const override;
bool on_is_activable() const override;
wxString handle_snapshot_action_name(bool shift_down, Button button_down) const override;
std::string get_gizmo_entering_text() const override { return _u8L("Entering Multimaterial painting"); }
std::string get_gizmo_leaving_text() const override { return _u8L("Leaving Multimaterial painting"); }
size_t m_first_selected_extruder_idx = 0;
size_t m_second_selected_extruder_idx = 1;
std::vector<std::string> m_original_extruders_names;
std::vector<std::array<float, 4>> m_original_extruders_colors;
std::vector<std::array<float, 4>> m_modified_extruders_colors;
std::vector<int> m_original_volumes_extruder_idxs;
private:
bool on_init() override;
void update_model_object() const override;
void update_from_model_object() override;
void on_opening() override;
void on_shutdown() override;
PainterGizmoType get_painter_type() const override;
void init_model_triangle_selectors();
void init_extruders_data();
// This map holds all translated description texts, so they can be easily referenced during layout calculations
// etc. When language changes, GUI is recreated and this class constructed again, so the change takes effect.
std::map<std::string, wxString> m_desc;
};
} // namespace Slic3r
#endif // slic3r_GLGizmoMmuSegmentation_hpp_