Merge branch 'et_multivolume_models' of https://github.com/prusa3d/Slic3r

This commit is contained in:
Enrico Turri 2019-02-28 11:24:35 +01:00
commit f88cc6a5c1
6 changed files with 83 additions and 42 deletions

View File

@ -1,11 +1,12 @@
#version 110
attribute vec4 v_position;
attribute vec2 v_tex_coords;
varying vec2 tex_coords;
void main()
{
gl_Position = ftransform();
gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * v_position;
tex_coords = v_tex_coords;
}
}

View File

@ -516,9 +516,9 @@ void Bed3D::render_prusa(const std::string &key, bool bottom) const
if (max_anisotropy > 0.0f)
{
::glBindTexture(GL_TEXTURE_2D, m_texture.get_id());
::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, max_anisotropy);
::glBindTexture(GL_TEXTURE_2D, 0);
glsafe(::glBindTexture(GL_TEXTURE_2D, m_texture.get_id()));
glsafe(::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, max_anisotropy));
glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
}
}
@ -542,9 +542,9 @@ void Bed3D::render_prusa(const std::string &key, bool bottom) const
if (!m_model.get_filename().empty())
{
::glEnable(GL_LIGHTING);
glsafe(::glEnable(GL_LIGHTING));
m_model.render();
::glDisable(GL_LIGHTING);
glsafe(::glDisable(GL_LIGHTING));
}
}
@ -553,39 +553,32 @@ void Bed3D::render_prusa(const std::string &key, bool bottom) const
{
if (m_vbo_id == 0)
{
::glGenBuffers(1, &m_vbo_id);
::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id);
::glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)m_triangles.get_vertices_data_size(), (const GLvoid*)m_triangles.get_vertices_data(), GL_STATIC_DRAW);
::glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, m_triangles.get_vertex_data_size(), (GLvoid*)m_triangles.get_position_offset());
::glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, m_triangles.get_vertex_data_size(), (GLvoid*)m_triangles.get_tex_coords_offset());
::glBindBuffer(GL_ARRAY_BUFFER, 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));
}
::glEnable(GL_DEPTH_TEST);
::glDepthMask(GL_FALSE);
glsafe(::glEnable(GL_DEPTH_TEST));
glsafe(::glDepthMask(GL_FALSE));
::glEnable(GL_BLEND);
::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
::glEnable(GL_TEXTURE_2D);
::glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glsafe(::glEnable(GL_BLEND));
glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
if (bottom)
::glFrontFace(GL_CW);
glsafe(::glFrontFace(GL_CW));
render_prusa_shader(triangles_vcount, bottom);
render_prusa_shader(bottom);
if (bottom)
::glFrontFace(GL_CCW);
glsafe(::glFrontFace(GL_CCW));
::glDisable(GL_TEXTURE_2D);
::glDisable(GL_BLEND);
::glDepthMask(GL_TRUE);
glsafe(::glDisable(GL_BLEND));
glsafe(::glDepthMask(GL_TRUE));
}
}
void Bed3D::render_prusa_shader(unsigned int vertices_count, bool transparent) const
void Bed3D::render_prusa_shader(bool transparent) const
{
if (m_shader.get_shader_program_id() == 0)
m_shader.init("printbed.vs", "printbed.fs");
@ -595,15 +588,35 @@ void Bed3D::render_prusa_shader(unsigned int vertices_count, bool transparent) c
m_shader.start_using();
m_shader.set_uniform("transparent_background", transparent);
::glBindTexture(GL_TEXTURE_2D, (GLuint)m_texture.get_id());
::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id);
::glEnableVertexAttribArray(0);
::glEnableVertexAttribArray(1);
::glDrawArrays(GL_TRIANGLES, 0, (GLsizei)vertices_count);
::glDisableVertexAttribArray(1);
::glDisableVertexAttribArray(0);
::glBindBuffer(GL_ARRAY_BUFFER, 0);
::glBindTexture(GL_TEXTURE_2D, 0);
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");
glsafe(::glBindTexture(GL_TEXTURE_2D, (GLuint)m_texture.get_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*)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*)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));
m_shader.stop_using();
}
@ -754,7 +767,7 @@ void Bed3D::render_custom() const
glsafe(::glColor4f(0.35f, 0.35f, 0.35f, 0.4f));
glsafe(::glNormal3d(0.0f, 0.0f, 1.0f));
#if ENABLE_TEXTURES_FROM_SVG
::glVertexPointer(3, GL_FLOAT, m_triangles.get_vertex_data_size(), (GLvoid*)m_triangles.get_vertices_data());
glsafe(::glVertexPointer(3, GL_FLOAT, m_triangles.get_vertex_data_size(), (GLvoid*)m_triangles.get_vertices_data()));
#else
glsafe(::glVertexPointer(3, GL_FLOAT, 0, (GLvoid*)m_triangles.get_vertices()));
#endif // ENABLE_TEXTURES_FROM_SVG
@ -768,7 +781,7 @@ void Bed3D::render_custom() const
glsafe(::glLineWidth(3.0f * m_scale_factor));
glsafe(::glColor4f(0.2f, 0.2f, 0.2f, 0.4f));
#if ENABLE_TEXTURES_FROM_SVG
::glVertexPointer(3, GL_FLOAT, m_triangles.get_vertex_data_size(), (GLvoid*)m_gridlines.get_vertices_data());
glsafe(::glVertexPointer(3, GL_FLOAT, m_triangles.get_vertex_data_size(), (GLvoid*)m_gridlines.get_vertices_data()));
#else
glsafe(::glVertexPointer(3, GL_FLOAT, 0, (GLvoid*)m_gridlines.get_vertices()));
#endif // ENABLE_TEXTURES_FROM_SVG
@ -786,7 +799,7 @@ void Bed3D::reset()
{
if (m_vbo_id > 0)
{
::glDeleteBuffers(1, &m_vbo_id);
glsafe(::glDeleteBuffers(1, &m_vbo_id));
m_vbo_id = 0;
}
}

View File

@ -131,7 +131,7 @@ private:
EType detect_type(const Pointfs& shape) const;
#if ENABLE_TEXTURES_FROM_SVG
void render_prusa(const std::string& key, bool bottom) const;
void render_prusa_shader(unsigned int vertices_count, bool transparent) const;
void render_prusa_shader(bool transparent) const;
#else
void render_prusa(const std::string &key, float theta, bool useVBOs) const;
#endif // ENABLE_TEXTURES_FROM_SVG

View File

@ -225,6 +225,17 @@ bool GLShader::set_uniform(const char* name, const float* matrix) const
return false;
}
bool GLShader::set_uniform(const char* name, int value) const
{
int id = get_uniform_location(name);
if (id >= 0)
{
::glUniform1i(id, value);
return true;
}
return false;
}
/*
# Set shader vector
sub SetVector
@ -306,6 +317,16 @@ void Shader::stop_using() const
m_shader->disable();
}
int Shader::get_attrib_location(const std::string& name) const
{
return (m_shader != nullptr) ? m_shader->get_attrib_location(name.c_str()) : -1;
}
int Shader::get_uniform_location(const std::string& name) const
{
return (m_shader != nullptr) ? m_shader->get_uniform_location(name.c_str()) : -1;
}
void Shader::set_uniform(const std::string& name, float value) const
{
if (m_shader != nullptr)
@ -321,7 +342,7 @@ void Shader::set_uniform(const std::string& name, const float* matrix) const
void Shader::set_uniform(const std::string& name, bool value) const
{
if (m_shader != nullptr)
m_shader->set_uniform(name.c_str(), value);
m_shader->set_uniform(name.c_str(), value ? 1 : 0);
}
unsigned int Shader::get_shader_program_id() const

View File

@ -26,6 +26,7 @@ public:
bool set_uniform(const char *name, float value) const;
bool set_uniform(const char* name, const float* matrix) const;
bool set_uniform(const char* name, int value) const;
void enable() const;
void disable() const;
@ -52,6 +53,9 @@ public:
bool start_using() const;
void stop_using() const;
int get_attrib_location(const std::string& name) const;
int get_uniform_location(const std::string& name) const;
void set_uniform(const std::string& name, float value) const;
void set_uniform(const std::string& name, const float* matrix) const;
void set_uniform(const std::string& name, bool value) const;

View File

@ -20,6 +20,8 @@
#include "nanosvg/nanosvgrast.h"
#endif // ENABLE_TEXTURES_FROM_SVG
#include "libslic3r/Utils.hpp"
namespace Slic3r {
namespace GUI {