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https://git.mirrors.martin98.com/https://github.com/slic3r/Slic3r.git
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Merge branch 'et_multivolume_models' of https://github.com/prusa3d/Slic3r
This commit is contained in:
commit
f88cc6a5c1
@ -1,11 +1,12 @@
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#version 110
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attribute vec4 v_position;
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attribute vec2 v_tex_coords;
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varying vec2 tex_coords;
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void main()
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{
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gl_Position = ftransform();
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gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * v_position;
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tex_coords = v_tex_coords;
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}
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@ -516,9 +516,9 @@ void Bed3D::render_prusa(const std::string &key, bool bottom) const
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if (max_anisotropy > 0.0f)
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{
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::glBindTexture(GL_TEXTURE_2D, m_texture.get_id());
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::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, max_anisotropy);
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::glBindTexture(GL_TEXTURE_2D, 0);
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glsafe(::glBindTexture(GL_TEXTURE_2D, m_texture.get_id()));
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glsafe(::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, max_anisotropy));
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glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
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}
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}
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@ -542,9 +542,9 @@ void Bed3D::render_prusa(const std::string &key, bool bottom) const
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if (!m_model.get_filename().empty())
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{
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::glEnable(GL_LIGHTING);
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glsafe(::glEnable(GL_LIGHTING));
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m_model.render();
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::glDisable(GL_LIGHTING);
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glsafe(::glDisable(GL_LIGHTING));
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}
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}
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@ -553,39 +553,32 @@ void Bed3D::render_prusa(const std::string &key, bool bottom) const
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{
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if (m_vbo_id == 0)
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{
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::glGenBuffers(1, &m_vbo_id);
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::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id);
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::glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)m_triangles.get_vertices_data_size(), (const GLvoid*)m_triangles.get_vertices_data(), GL_STATIC_DRAW);
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::glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, m_triangles.get_vertex_data_size(), (GLvoid*)m_triangles.get_position_offset());
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::glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, m_triangles.get_vertex_data_size(), (GLvoid*)m_triangles.get_tex_coords_offset());
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::glBindBuffer(GL_ARRAY_BUFFER, 0);
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glsafe(::glGenBuffers(1, &m_vbo_id));
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id));
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glsafe(::glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)m_triangles.get_vertices_data_size(), (const GLvoid*)m_triangles.get_vertices_data(), GL_STATIC_DRAW));
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
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}
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::glEnable(GL_DEPTH_TEST);
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::glDepthMask(GL_FALSE);
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glsafe(::glEnable(GL_DEPTH_TEST));
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glsafe(::glDepthMask(GL_FALSE));
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::glEnable(GL_BLEND);
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::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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::glEnable(GL_TEXTURE_2D);
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::glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glsafe(::glEnable(GL_BLEND));
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glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
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if (bottom)
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::glFrontFace(GL_CW);
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glsafe(::glFrontFace(GL_CW));
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render_prusa_shader(triangles_vcount, bottom);
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render_prusa_shader(bottom);
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if (bottom)
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::glFrontFace(GL_CCW);
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glsafe(::glFrontFace(GL_CCW));
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::glDisable(GL_TEXTURE_2D);
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::glDisable(GL_BLEND);
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::glDepthMask(GL_TRUE);
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glsafe(::glDisable(GL_BLEND));
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glsafe(::glDepthMask(GL_TRUE));
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}
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}
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void Bed3D::render_prusa_shader(unsigned int vertices_count, bool transparent) const
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void Bed3D::render_prusa_shader(bool transparent) const
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{
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if (m_shader.get_shader_program_id() == 0)
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m_shader.init("printbed.vs", "printbed.fs");
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@ -595,15 +588,35 @@ void Bed3D::render_prusa_shader(unsigned int vertices_count, bool transparent) c
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m_shader.start_using();
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m_shader.set_uniform("transparent_background", transparent);
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::glBindTexture(GL_TEXTURE_2D, (GLuint)m_texture.get_id());
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::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id);
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::glEnableVertexAttribArray(0);
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::glEnableVertexAttribArray(1);
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::glDrawArrays(GL_TRIANGLES, 0, (GLsizei)vertices_count);
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::glDisableVertexAttribArray(1);
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::glDisableVertexAttribArray(0);
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::glBindBuffer(GL_ARRAY_BUFFER, 0);
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::glBindTexture(GL_TEXTURE_2D, 0);
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unsigned int stride = m_triangles.get_vertex_data_size();
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GLint position_id = m_shader.get_attrib_location("v_position");
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GLint tex_coords_id = m_shader.get_attrib_location("v_tex_coords");
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glsafe(::glBindTexture(GL_TEXTURE_2D, (GLuint)m_texture.get_id()));
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id));
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if (position_id != -1)
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{
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glsafe(::glEnableVertexAttribArray(position_id));
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glsafe(::glVertexAttribPointer(position_id, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)m_triangles.get_position_offset()));
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}
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if (tex_coords_id != -1)
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{
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glsafe(::glEnableVertexAttribArray(tex_coords_id));
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glsafe(::glVertexAttribPointer(tex_coords_id, 2, GL_FLOAT, GL_FALSE, stride, (GLvoid*)m_triangles.get_tex_coords_offset()));
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}
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glsafe(::glDrawArrays(GL_TRIANGLES, 0, (GLsizei)m_triangles.get_vertices_count()));
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if (tex_coords_id != -1)
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glsafe(::glDisableVertexAttribArray(tex_coords_id));
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if (position_id != -1)
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glsafe(::glDisableVertexAttribArray(position_id));
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
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glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
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m_shader.stop_using();
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}
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@ -754,7 +767,7 @@ void Bed3D::render_custom() const
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glsafe(::glColor4f(0.35f, 0.35f, 0.35f, 0.4f));
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glsafe(::glNormal3d(0.0f, 0.0f, 1.0f));
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#if ENABLE_TEXTURES_FROM_SVG
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::glVertexPointer(3, GL_FLOAT, m_triangles.get_vertex_data_size(), (GLvoid*)m_triangles.get_vertices_data());
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glsafe(::glVertexPointer(3, GL_FLOAT, m_triangles.get_vertex_data_size(), (GLvoid*)m_triangles.get_vertices_data()));
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#else
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glsafe(::glVertexPointer(3, GL_FLOAT, 0, (GLvoid*)m_triangles.get_vertices()));
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#endif // ENABLE_TEXTURES_FROM_SVG
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@ -768,7 +781,7 @@ void Bed3D::render_custom() const
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glsafe(::glLineWidth(3.0f * m_scale_factor));
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glsafe(::glColor4f(0.2f, 0.2f, 0.2f, 0.4f));
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#if ENABLE_TEXTURES_FROM_SVG
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::glVertexPointer(3, GL_FLOAT, m_triangles.get_vertex_data_size(), (GLvoid*)m_gridlines.get_vertices_data());
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glsafe(::glVertexPointer(3, GL_FLOAT, m_triangles.get_vertex_data_size(), (GLvoid*)m_gridlines.get_vertices_data()));
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#else
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glsafe(::glVertexPointer(3, GL_FLOAT, 0, (GLvoid*)m_gridlines.get_vertices()));
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#endif // ENABLE_TEXTURES_FROM_SVG
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@ -786,7 +799,7 @@ void Bed3D::reset()
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{
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if (m_vbo_id > 0)
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{
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::glDeleteBuffers(1, &m_vbo_id);
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glsafe(::glDeleteBuffers(1, &m_vbo_id));
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m_vbo_id = 0;
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}
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}
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@ -131,7 +131,7 @@ private:
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EType detect_type(const Pointfs& shape) const;
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#if ENABLE_TEXTURES_FROM_SVG
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void render_prusa(const std::string& key, bool bottom) const;
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void render_prusa_shader(unsigned int vertices_count, bool transparent) const;
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void render_prusa_shader(bool transparent) const;
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#else
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void render_prusa(const std::string &key, float theta, bool useVBOs) const;
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#endif // ENABLE_TEXTURES_FROM_SVG
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@ -225,6 +225,17 @@ bool GLShader::set_uniform(const char* name, const float* matrix) const
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return false;
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}
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bool GLShader::set_uniform(const char* name, int value) const
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{
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int id = get_uniform_location(name);
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if (id >= 0)
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{
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::glUniform1i(id, value);
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return true;
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}
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return false;
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}
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/*
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# Set shader vector
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sub SetVector
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@ -306,6 +317,16 @@ void Shader::stop_using() const
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m_shader->disable();
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}
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int Shader::get_attrib_location(const std::string& name) const
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{
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return (m_shader != nullptr) ? m_shader->get_attrib_location(name.c_str()) : -1;
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}
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int Shader::get_uniform_location(const std::string& name) const
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{
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return (m_shader != nullptr) ? m_shader->get_uniform_location(name.c_str()) : -1;
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}
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void Shader::set_uniform(const std::string& name, float value) const
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{
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if (m_shader != nullptr)
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@ -321,7 +342,7 @@ void Shader::set_uniform(const std::string& name, const float* matrix) const
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void Shader::set_uniform(const std::string& name, bool value) const
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{
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if (m_shader != nullptr)
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m_shader->set_uniform(name.c_str(), value);
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m_shader->set_uniform(name.c_str(), value ? 1 : 0);
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}
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unsigned int Shader::get_shader_program_id() const
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@ -26,6 +26,7 @@ public:
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bool set_uniform(const char *name, float value) const;
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bool set_uniform(const char* name, const float* matrix) const;
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bool set_uniform(const char* name, int value) const;
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void enable() const;
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void disable() const;
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@ -52,6 +53,9 @@ public:
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bool start_using() const;
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void stop_using() const;
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int get_attrib_location(const std::string& name) const;
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int get_uniform_location(const std::string& name) const;
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void set_uniform(const std::string& name, float value) const;
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void set_uniform(const std::string& name, const float* matrix) const;
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void set_uniform(const std::string& name, bool value) const;
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@ -20,6 +20,8 @@
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#include "nanosvg/nanosvgrast.h"
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#endif // ENABLE_TEXTURES_FROM_SVG
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#include "libslic3r/Utils.hpp"
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namespace Slic3r {
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namespace GUI {
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