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GLCanvas3D.cpp
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GLCanvas3D.cpp
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#include "libslic3r/libslic3r.h"
#include "GLCanvas3D.hpp"
#include <igl/unproject.h>
#include "libslic3r/BuildVolume.hpp"
#include "libslic3r/ClipperUtils.hpp"
#include "libslic3r/PrintConfig.hpp"
#include "libslic3r/GCode/ThumbnailData.hpp"
#include "libslic3r/GCodeWriter.hpp"
#include "libslic3r/Geometry/ConvexHull.hpp"
#include "libslic3r/ExtrusionEntity.hpp"
#include "libslic3r/Layer.hpp"
#include "libslic3r/Utils.hpp"
#include "libslic3r/Technologies.hpp"
#include "libslic3r/Tesselate.hpp"
#include "libslic3r/PresetBundle.hpp"
#include "slic3r/GUI/3DBed.hpp"
#include "slic3r/GUI/3DScene.hpp"
#include "slic3r/GUI/BackgroundSlicingProcess.hpp"
#include "slic3r/GUI/GLShader.hpp"
#include "slic3r/GUI/GUI.hpp"
#include "slic3r/GUI/Tab.hpp"
#include "slic3r/GUI/GUI_Preview.hpp"
#include "slic3r/GUI/OpenGLManager.hpp"
#include "slic3r/GUI/Plater.hpp"
#include "slic3r/GUI/MainFrame.hpp"
#include "slic3r/Utils/UndoRedo.hpp"
#include "slic3r/GUI/Gizmos/GLGizmoPainterBase.hpp"
#include "GUI_App.hpp"
#include "GUI_ObjectList.hpp"
#include "GUI_ObjectManipulation.hpp"
#include "Mouse3DController.hpp"
#include "I18N.hpp"
#include "NotificationManager.hpp"
#include "format.hpp"
#if ENABLE_RETINA_GL
#include "slic3r/Utils/RetinaHelper.hpp"
#endif
#include <GL/glew.h>
#include <wx/glcanvas.h>
#include <wx/bitmap.h>
#include <wx/dcmemory.h>
#include <wx/image.h>
#include <wx/settings.h>
#include <wx/tooltip.h>
#include <wx/debug.h>
#include <wx/fontutil.h>
// Print now includes tbb, and tbb includes Windows. This breaks compilation of wxWidgets if included before wx.
#include "libslic3r/Print.hpp"
#include "libslic3r/SLAPrint.hpp"
#include "wxExtensions.hpp"
#include <tbb/parallel_for.h>
#include <tbb/spin_mutex.h>
#include <boost/log/trivial.hpp>
#include <boost/algorithm/string/predicate.hpp>
#include <iostream>
#include <float.h>
#include <algorithm>
#include <cmath>
#include <set>
#include "DoubleSlider.hpp"
#include <imgui/imgui_internal.h>
static constexpr const float TRACKBALLSIZE = 0.8f;
static constexpr const float DEFAULT_BG_DARK_COLOR[3] = { 0.478f, 0.478f, 0.478f };
static constexpr const float DEFAULT_BG_LIGHT_COLOR[3] = { 0.753f, 0.753f, 0.753f };
static constexpr const float ERROR_BG_DARK_COLOR[3] = { 0.478f, 0.192f, 0.039f };
static constexpr const float ERROR_BG_LIGHT_COLOR[3] = { 0.753f, 0.192f, 0.039f };
//static constexpr const float AXES_COLOR[3][3] = { { 1.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, { 0.0f, 0.0f, 1.0f } };
// Number of floats
static constexpr const size_t MAX_VERTEX_BUFFER_SIZE = 131072 * 6; // 3.15MB
// Reserve size in number of floats.
static constexpr const size_t VERTEX_BUFFER_RESERVE_SIZE = 131072 * 2; // 1.05MB
// Reserve size in number of floats, maximum sum of all preallocated buffers.
//static constexpr const size_t VERTEX_BUFFER_RESERVE_SIZE_SUM_MAX = 1024 * 1024 * 128 / 4; // 128MB
namespace Slic3r {
namespace GUI {
#ifdef __WXGTK3__
// wxGTK3 seems to simulate OSX behavior in regard to HiDPI scaling support.
RetinaHelper::RetinaHelper(wxWindow* window) : m_window(window), m_self(nullptr) {}
RetinaHelper::~RetinaHelper() {}
float RetinaHelper::get_scale_factor() { return float(m_window->GetContentScaleFactor()); }
#endif // __WXGTK3__
// Fixed the collision between BuildVolume::Type::Convex and macro Convex defined inside /usr/include/X11/X.h that is included by WxWidgets 3.0.
#if defined(__linux__) && defined(Convex)
#undef Convex
#endif
Size::Size()
: m_width(0)
, m_height(0)
{
}
Size::Size(int width, int height, float scale_factor)
: m_width(width)
, m_height(height)
, m_scale_factor(scale_factor)
{
}
int Size::get_width() const
{
return m_width;
}
void Size::set_width(int width)
{
m_width = width;
}
int Size::get_height() const
{
return m_height;
}
void Size::set_height(int height)
{
m_height = height;
}
int Size::get_scale_factor() const
{
return m_scale_factor;
}
void Size::set_scale_factor(int scale_factor)
{
m_scale_factor = scale_factor;
}
GLCanvas3D::LayersEditing::~LayersEditing()
{
if (m_z_texture_id != 0) {
glsafe(::glDeleteTextures(1, &m_z_texture_id));
m_z_texture_id = 0;
}
//m_slicing_parameters.reset();
}
const float GLCanvas3D::LayersEditing::THICKNESS_BAR_WIDTH = 70.0f;
void GLCanvas3D::LayersEditing::init()
{
glsafe(::glGenTextures(1, (GLuint*)&m_z_texture_id));
glsafe(::glBindTexture(GL_TEXTURE_2D, m_z_texture_id));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1));
glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
}
void GLCanvas3D::LayersEditing::set_config(const DynamicPrintConfig* config)
{
m_config = config;
m_slicing_parameters.reset();
m_layers_texture.valid = false;
}
void GLCanvas3D::LayersEditing::select_object(const Model &model, int object_id)
{
const ModelObject *model_object_new = (object_id >= 0) ? model.objects[object_id] : nullptr;
// Maximum height of an object changes when the object gets rotated or scaled.
// Changing maximum height of an object will invalidate the layer heigth editing profile.
// m_model_object->bounding_box() is cached, therefore it is cheap even if this method is called frequently.
const float new_max_z = (model_object_new == nullptr) ? 0.0f : static_cast<float>(model_object_new->bounding_box().max.z());
if (m_model_object != model_object_new || this->last_object_id != object_id || m_object_max_z != new_max_z ||
(model_object_new != nullptr && m_model_object->id() != model_object_new->id())) {
m_layer_height_profile.clear();
m_layer_height_profile_modified = false;
m_slicing_parameters.reset();
m_layers_texture.valid = false;
this->last_object_id = object_id;
m_model_object = model_object_new;
m_object_max_z = new_max_z;
}
}
bool GLCanvas3D::LayersEditing::is_allowed() const
{
return wxGetApp().get_shader("variable_layer_height") != nullptr && m_z_texture_id > 0;
}
bool GLCanvas3D::LayersEditing::is_enabled() const
{
return m_enabled;
}
void GLCanvas3D::LayersEditing::set_enabled(bool enabled)
{
m_enabled = is_allowed() && enabled;
}
float GLCanvas3D::LayersEditing::s_overlay_window_width;
void GLCanvas3D::LayersEditing::render_overlay(const GLCanvas3D& canvas) const
{
if (!m_enabled)
return;
const Size& cnv_size = canvas.get_canvas_size();
ImGuiWrapper& imgui = *wxGetApp().imgui();
imgui.set_next_window_pos(static_cast<float>(cnv_size.get_width()) - imgui.get_style_scaling() * THICKNESS_BAR_WIDTH,
static_cast<float>(cnv_size.get_height()), ImGuiCond_Always, 1.0f, 1.0f);
imgui.begin(_L("Variable layer height"), ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse);
imgui.text_colored(ImGuiWrapper::get_COL_LIGHT(), _L("Left mouse button:"));
ImGui::SameLine();
imgui.text(_L("Add detail"));
imgui.text_colored(ImGuiWrapper::get_COL_LIGHT(), _L("Right mouse button:"));
ImGui::SameLine();
imgui.text(_L("Remove detail"));
imgui.text_colored(ImGuiWrapper::get_COL_LIGHT(), _L("Shift + Left mouse button:"));
ImGui::SameLine();
imgui.text(_L("Reset to base"));
imgui.text_colored(ImGuiWrapper::get_COL_LIGHT(), _L("Shift + Right mouse button:"));
ImGui::SameLine();
imgui.text(_L("Smoothing"));
imgui.text_colored(ImGuiWrapper::get_COL_LIGHT(), _L("Mouse wheel:"));
ImGui::SameLine();
imgui.text(_L("Increase/decrease edit area"));
ImGui::Separator();
if (imgui.button(_L("Adaptive")))
wxPostEvent((wxEvtHandler*)canvas.get_wxglcanvas(), HeightProfileAdaptiveEvent(EVT_GLCANVAS_ADAPTIVE_LAYER_HEIGHT_PROFILE, m_adaptive_params));
ImGui::SameLine();
float text_align = ImGui::GetCursorPosX();
ImGui::AlignTextToFramePadding();
imgui.text(_L("Quality / Speed"));
if (ImGui::IsItemHovered()) {
ImGui::BeginTooltip();
ImGui::TextUnformatted(_L("Higher print quality versus higher print speed.").ToUTF8());
ImGui::EndTooltip();
}
ImGui::SameLine();
float widget_align = ImGui::GetCursorPosX();
ImGui::PushItemWidth(imgui.get_style_scaling() * 120.0f);
m_adaptive_params.adaptive_quality = std::clamp(m_adaptive_params.adaptive_quality, 0.0f, 1.f);
imgui.slider_float("##adaptive_quality", &m_adaptive_params.adaptive_quality, 0.0f, 1.f, "%.2f");
//min/max height for Adaptive min/max height
float min_height = 0.f;
float max_height = 1000.f;
PrinterTechnology printer_technology = canvas.current_printer_technology();
float z_step = 0;
if ((printer_technology & ptFFF) == 1) {
z_step = m_config->opt_float("z_step");
const ConfigOptionFloatsOrPercents* extruders_min_height = dynamic_cast<const ConfigOptionFloatsOrPercents*>(m_config->option("min_layer_height"));
const ConfigOptionFloatsOrPercents* extruders_max_height = dynamic_cast<const ConfigOptionFloatsOrPercents*>(m_config->option("max_layer_height"));
const ConfigOptionFloats* nozzle_diameter = dynamic_cast<const ConfigOptionFloats*>(m_config->option("nozzle_diameter"));
min_height = std::numeric_limits<float>::max();
max_height = 0.f;
assert(extruders_min_height->values.size() == extruders_max_height->values.size());
assert(extruders_min_height->values.size() == nozzle_diameter->values.size());
for (size_t idx_extruder = 0; idx_extruder < extruders_min_height->values.size(); ++idx_extruder) {
min_height = std::min(min_height, float(extruders_min_height->get_abs_value(idx_extruder, nozzle_diameter->getFloat(idx_extruder))));
max_height = std::max(max_height, float(extruders_max_height->get_abs_value(idx_extruder, nozzle_diameter->getFloat(idx_extruder))));
}
min_height = check_z_step(min_height, z_step);
max_height = check_z_step(max_height, z_step);
if (m_adaptive_params.min_adaptive_layer_height < 0) {
m_adaptive_params.min_adaptive_layer_height = min_height;
m_adaptive_params.max_adaptive_layer_height = max_height;
}
} else {
const ConfigOptionFloat* layer_height_ptr = dynamic_cast<const ConfigOptionFloat*>(m_config->option("layer_height"));
double layer_height = layer_height_ptr ? layer_height_ptr->value : 0.2;
max_height = layer_height * 10;
if (m_adaptive_params.min_adaptive_layer_height < 0) {
m_adaptive_params.min_adaptive_layer_height = layer_height / 4;
m_adaptive_params.max_adaptive_layer_height = layer_height * 4;
}
}
ImGui::SetCursorPosX(text_align);
ImGui::AlignTextToFramePadding();
imgui.text(_L("Min height"));
if (ImGui::IsItemHovered()) {
ImGui::BeginTooltip();
ImGui::TextUnformatted(_L("Minimum layer height. Limit for better quality/layer adhesion.").ToUTF8());
ImGui::EndTooltip();
}
ImGui::SameLine();
ImGui::SetCursorPosX(widget_align);
ImGui::PushItemWidth(imgui.get_style_scaling() * 120.0f);
if (imgui.slider_float("##min_adaptive_layer_height", &m_adaptive_params.min_adaptive_layer_height, min_height, max_height, "%.4f")) {
if (z_step) {
m_adaptive_params.min_adaptive_layer_height = check_z_step(m_adaptive_params.min_adaptive_layer_height, z_step);
m_adaptive_params.min_adaptive_layer_height = std::clamp(m_adaptive_params.min_adaptive_layer_height, min_height, max_height);
} else {
m_adaptive_params.min_adaptive_layer_height = std::max(m_adaptive_params.min_adaptive_layer_height, min_height);
}
m_adaptive_params.max_adaptive_layer_height = std::max(m_adaptive_params.max_adaptive_layer_height, m_adaptive_params.min_adaptive_layer_height);
}
ImGui::SetCursorPosX(text_align);
ImGui::AlignTextToFramePadding();
imgui.text(_L("Max height"));
if (ImGui::IsItemHovered()) {
ImGui::BeginTooltip();
ImGui::TextUnformatted(_L("Maximum layer height. Limit for better quality/layer adhesion.").ToUTF8());
ImGui::EndTooltip();
}
ImGui::SameLine();
ImGui::SetCursorPosX(widget_align);
ImGui::PushItemWidth(imgui.get_style_scaling() * 120.0f);
if (imgui.slider_float("##max_adaptive_layer_height", &m_adaptive_params.max_adaptive_layer_height, min_height, max_height, "%.4f")) {
if (z_step) {
m_adaptive_params.max_adaptive_layer_height = check_z_step(m_adaptive_params.max_adaptive_layer_height, z_step);
m_adaptive_params.max_adaptive_layer_height = std::clamp(m_adaptive_params.max_adaptive_layer_height, min_height, max_height);
}
m_adaptive_params.min_adaptive_layer_height = std::min(m_adaptive_params.max_adaptive_layer_height, m_adaptive_params.min_adaptive_layer_height);
}
ImGui::Separator();
if (imgui.button(_L("Smooth")))
wxPostEvent((wxEvtHandler*)canvas.get_wxglcanvas(), HeightProfileSmoothEvent(EVT_GLCANVAS_SMOOTH_LAYER_HEIGHT_PROFILE, m_smooth_params));
ImGui::SameLine();
ImGui::SetCursorPosX(text_align);
ImGui::AlignTextToFramePadding();
imgui.text(_L("Radius"));
ImGui::SameLine();
ImGui::SetCursorPosX(widget_align);
ImGui::PushItemWidth(imgui.get_style_scaling() * 120.0f);
int radius = (int)m_smooth_params.radius;
if (ImGui::SliderInt("##1", &radius, 1, 10)) {
radius = std::clamp(radius, 1, 10);
m_smooth_params.radius = (unsigned int)radius;
}
ImGui::SetCursorPosX(text_align);
ImGui::AlignTextToFramePadding();
imgui.text(_L("Keep min"));
ImGui::SameLine();
if (ImGui::GetCursorPosX() < widget_align) // because of line lenght after localization
ImGui::SetCursorPosX(widget_align);
ImGui::PushItemWidth(imgui.get_style_scaling() * 120.0f);
imgui.checkbox("##2", m_smooth_params.keep_min);
ImGui::Separator();
if (imgui.button(_L("Reset")))
wxPostEvent((wxEvtHandler*)canvas.get_wxglcanvas(), SimpleEvent(EVT_GLCANVAS_RESET_LAYER_HEIGHT_PROFILE));
GLCanvas3D::LayersEditing::s_overlay_window_width = ImGui::GetWindowSize().x /*+ (float)m_layers_texture.width/4*/;
imgui.end();
const Rect& bar_rect = get_bar_rect_viewport(canvas);
render_active_object_annotations(canvas, bar_rect);
render_profile(bar_rect);
}
float GLCanvas3D::LayersEditing::get_cursor_z_relative(const GLCanvas3D& canvas)
{
const Vec2d mouse_pos = canvas.get_local_mouse_position();
const Rect& rect = get_bar_rect_screen(canvas);
float x = (float)mouse_pos(0);
float y = (float)mouse_pos(1);
float t = rect.get_top();
float b = rect.get_bottom();
return (rect.get_left() <= x && x <= rect.get_right() && t <= y && y <= b) ?
// Inside the bar.
(b - y - 1.0f) / (b - t - 1.0f) :
// Outside the bar.
-1000.0f;
}
bool GLCanvas3D::LayersEditing::bar_rect_contains(const GLCanvas3D& canvas, float x, float y)
{
const Rect& rect = get_bar_rect_screen(canvas);
return rect.get_left() <= x && x <= rect.get_right() && rect.get_top() <= y && y <= rect.get_bottom();
}
Rect GLCanvas3D::LayersEditing::get_bar_rect_screen(const GLCanvas3D& canvas)
{
const Size& cnv_size = canvas.get_canvas_size();
float w = (float)cnv_size.get_width();
float h = (float)cnv_size.get_height();
return { w - thickness_bar_width(canvas), 0.0f, w, h };
}
Rect GLCanvas3D::LayersEditing::get_bar_rect_viewport(const GLCanvas3D& canvas)
{
const Size& cnv_size = canvas.get_canvas_size();
float half_w = 0.5f * (float)cnv_size.get_width();
float half_h = 0.5f * (float)cnv_size.get_height();
float inv_zoom = (float)wxGetApp().plater()->get_camera().get_inv_zoom();
return { (half_w - thickness_bar_width(canvas)) * inv_zoom, half_h * inv_zoom, half_w * inv_zoom, -half_h * inv_zoom };
}
bool GLCanvas3D::LayersEditing::is_initialized() const
{
return wxGetApp().get_shader("variable_layer_height") != nullptr;
}
std::string GLCanvas3D::LayersEditing::get_tooltip(const GLCanvas3D& canvas) const
{
std::string ret;
if (m_enabled && m_layer_height_profile.size() >= 4) {
float z = get_cursor_z_relative(canvas);
if (z != -1000.0f) {
z *= m_object_max_z;
float h = 0.0f;
for (size_t i = m_layer_height_profile.size() - 2; i >= 2; i -= 2) {
const float zi = static_cast<float>(m_layer_height_profile[i]);
const float zi_1 = static_cast<float>(m_layer_height_profile[i - 2]);
if (zi_1 <= z && z <= zi) {
float dz = zi - zi_1;
h = (dz != 0.0f) ? static_cast<float>(lerp(m_layer_height_profile[i - 1], m_layer_height_profile[i + 1], (z - zi_1) / dz)) :
static_cast<float>(m_layer_height_profile[i + 1]);
h = check_z_step(h, m_slicing_parameters->z_step);
break;
}
}
if (h > 0.0f)
ret = wxString::Format("%.*f", 2, h).ToStdString();
}
}
return ret;
}
void GLCanvas3D::LayersEditing::render_active_object_annotations(const GLCanvas3D& canvas, const Rect& bar_rect) const
{
GLShaderProgram* shader = wxGetApp().get_shader("variable_layer_height");
if (shader == nullptr)
return;
shader->start_using();
shader->set_uniform("z_to_texture_row", float(m_layers_texture.cells - 1) / (float(m_layers_texture.width) * m_object_max_z));
shader->set_uniform("z_texture_row_to_normalized", 1.0f / (float)m_layers_texture.height);
shader->set_uniform("z_cursor", m_object_max_z * this->get_cursor_z_relative(canvas));
shader->set_uniform("z_cursor_band_width", band_width);
shader->set_uniform("object_max_z", m_object_max_z);
glsafe(::glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
glsafe(::glBindTexture(GL_TEXTURE_2D, m_z_texture_id));
// Render the color bar
const float l = bar_rect.get_left();
const float r = bar_rect.get_right();
const float t = bar_rect.get_top();
const float b = bar_rect.get_bottom();
::glBegin(GL_QUADS);
::glNormal3f(0.0f, 0.0f, 1.0f);
::glTexCoord2f(0.0f, 0.0f); ::glVertex2f(l, b);
::glTexCoord2f(1.0f, 0.0f); ::glVertex2f(r, b);
::glTexCoord2f(1.0f, 1.0f); ::glVertex2f(r, t);
::glTexCoord2f(0.0f, 1.0f); ::glVertex2f(l, t);
glsafe(::glEnd());
glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
shader->stop_using();
}
void GLCanvas3D::LayersEditing::render_profile(const Rect& bar_rect) const
{
//FIXME show some kind of legend.
if (!m_slicing_parameters)
return;
// Make the vertical bar a bit wider so the layer height curve does not touch the edge of the bar region.
float scale_x = bar_rect.get_width() / (float)(1.12 * m_slicing_parameters->max_layer_height);
float scale_y = bar_rect.get_height() / m_object_max_z;
float x = bar_rect.get_left() + (float)m_slicing_parameters->layer_height * scale_x;
// Baseline
glsafe(::glColor3f(0.0f, 0.0f, 0.0f));
::glBegin(GL_LINE_STRIP);
::glVertex2f(x, bar_rect.get_bottom());
::glVertex2f(x, bar_rect.get_top());
glsafe(::glEnd());
// Curve
glsafe(::glColor3f(0.0f, 0.0f, 1.0f));
::glBegin(GL_LINE_STRIP);
for (unsigned int i = 0; i < m_layer_height_profile.size(); i += 2)
::glVertex2f(bar_rect.get_left() + (float)m_layer_height_profile[i + 1] * scale_x, bar_rect.get_bottom() + (float)m_layer_height_profile[i] * scale_y);
glsafe(::glEnd());
}
void GLCanvas3D::LayersEditing::render_volumes(const GLCanvas3D& canvas, const GLVolumeCollection& volumes)
{
assert(this->is_allowed());
assert(this->last_object_id != -1);
GLShaderProgram* shader = wxGetApp().get_shader("variable_layer_height");
if (shader == nullptr)
return;
GLShaderProgram* current_shader = wxGetApp().get_current_shader();
if (shader->get_id() != current_shader->get_id())
// The layer editing shader is not yet active. Activate it.
shader->start_using();
else
// The layer editing shader was already active.
current_shader = nullptr;
generate_layer_height_texture();
// Uniforms were resolved, go ahead using the layer editing shader.
shader->set_uniform("z_to_texture_row", float(m_layers_texture.cells - 1) / (float(m_layers_texture.width) * float(m_object_max_z)));
shader->set_uniform("z_texture_row_to_normalized", 1.0f / float(m_layers_texture.height));
shader->set_uniform("z_cursor", float(m_object_max_z) * float(this->get_cursor_z_relative(canvas)));
shader->set_uniform("z_cursor_band_width", float(this->band_width));
// Initialize the layer height texture mapping.
GLsizei w = (GLsizei)m_layers_texture.width;
GLsizei h = (GLsizei)m_layers_texture.height;
GLsizei half_w = w / 2;
GLsizei half_h = h / 2;
glsafe(::glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
glsafe(::glBindTexture(GL_TEXTURE_2D, m_z_texture_id));
glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0));
glsafe(::glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, half_w, half_h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0));
glsafe(::glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, m_layers_texture.data.data()));
glsafe(::glTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, half_w, half_h, GL_RGBA, GL_UNSIGNED_BYTE, m_layers_texture.data.data() + m_layers_texture.width * m_layers_texture.height * 4));
for (const GLVolume* glvolume : volumes.volumes) {
// Render the object using the layer editing shader and texture.
if (! glvolume->is_active || glvolume->composite_id.object_id != this->last_object_id || glvolume->is_modifier)
continue;
shader->set_uniform("volume_world_matrix", glvolume->world_matrix());
shader->set_uniform("object_max_z", GLfloat(0));
glvolume->render();
}
// Revert back to the previous shader.
glBindTexture(GL_TEXTURE_2D, 0);
if (current_shader != nullptr)
current_shader->start_using();
}
void GLCanvas3D::LayersEditing::adjust_layer_height_profile()
{
this->update_slicing_parameters();
PrintObject::update_layer_height_profile(*m_model_object, *m_slicing_parameters, m_layer_height_profile);
//update strength
float strength = 0.005f;
if (m_slicing_parameters->z_step > EPSILON) strength = (float)Slic3r::check_z_step(std::max(0.005, m_slicing_parameters->z_step), m_slicing_parameters->z_step);
Slic3r::adjust_layer_height_profile(*m_slicing_parameters, m_layer_height_profile, this->last_z, strength, this->band_width, this->last_action);
m_layer_height_profile_modified = true;
m_layers_texture.valid = false;
}
void GLCanvas3D::LayersEditing::reset_layer_height_profile(GLCanvas3D& canvas)
{
const_cast<ModelObject*>(m_model_object)->layer_height_profile.clear();
m_layer_height_profile.clear();
m_layers_texture.valid = false;
canvas.post_event(SimpleEvent(EVT_GLCANVAS_SCHEDULE_BACKGROUND_PROCESS));
wxGetApp().obj_list()->update_info_items(last_object_id);
}
void GLCanvas3D::LayersEditing::adaptive_layer_height_profile(GLCanvas3D& canvas, const HeightProfileAdaptiveParams& adaptative_params)
{
this->update_slicing_parameters();
m_layer_height_profile = layer_height_profile_adaptive(*m_slicing_parameters, *m_model_object, adaptative_params);
const_cast<ModelObject*>(m_model_object)->layer_height_profile.set(m_layer_height_profile);
m_layers_texture.valid = false;
canvas.post_event(SimpleEvent(EVT_GLCANVAS_SCHEDULE_BACKGROUND_PROCESS));
wxGetApp().obj_list()->update_info_items(last_object_id);
}
void GLCanvas3D::LayersEditing::smooth_layer_height_profile(GLCanvas3D& canvas, const HeightProfileSmoothingParams& smoothing_params)
{
this->update_slicing_parameters();
m_layer_height_profile = smooth_height_profile(m_layer_height_profile, *m_slicing_parameters, smoothing_params);
const_cast<ModelObject*>(m_model_object)->layer_height_profile.set(m_layer_height_profile);
m_layers_texture.valid = false;
canvas.post_event(SimpleEvent(EVT_GLCANVAS_SCHEDULE_BACKGROUND_PROCESS));
wxGetApp().obj_list()->update_info_items(last_object_id);
}
void GLCanvas3D::LayersEditing::generate_layer_height_texture()
{
this->update_slicing_parameters();
// Always try to update the layer height profile.
bool update = ! m_layers_texture.valid;
if (PrintObject::update_layer_height_profile(*m_model_object, *m_slicing_parameters, m_layer_height_profile)) {
// Initialized to the default value.
m_layer_height_profile_modified = false;
update = true;
}
// Update if the layer height profile was changed, or when the texture is not valid.
if (! update && ! m_layers_texture.data.empty() && m_layers_texture.cells > 0)
// Texture is valid, don't update.
return;
if (m_layers_texture.data.empty()) {
m_layers_texture.width = 1024;
m_layers_texture.height = 1024;
m_layers_texture.levels = 2;
m_layers_texture.data.assign(m_layers_texture.width * m_layers_texture.height * 5, 0);
}
bool level_of_detail_2nd_level = true;
m_layers_texture.cells = Slic3r::generate_layer_height_texture(
*m_slicing_parameters,
Slic3r::generate_object_layers(*m_slicing_parameters, m_layer_height_profile),
m_layers_texture.data.data(), m_layers_texture.height, m_layers_texture.width, level_of_detail_2nd_level);
m_layers_texture.valid = true;
}
void GLCanvas3D::LayersEditing::accept_changes(GLCanvas3D& canvas)
{
if (last_object_id >= 0) {
if (m_layer_height_profile_modified) {
wxGetApp().plater()->take_snapshot(_L("Variable layer height - Manual edit"));
const_cast<ModelObject*>(m_model_object)->layer_height_profile.set(m_layer_height_profile);
canvas.post_event(SimpleEvent(EVT_GLCANVAS_SCHEDULE_BACKGROUND_PROCESS));
wxGetApp().obj_list()->update_info_items(last_object_id);
}
}
m_layer_height_profile_modified = false;
}
void GLCanvas3D::LayersEditing::update_slicing_parameters()
{
if (!m_slicing_parameters) {
m_slicing_parameters = PrintObject::slicing_parameters(*m_config, *m_model_object, m_object_max_z);
}
}
float GLCanvas3D::LayersEditing::thickness_bar_width(const GLCanvas3D &canvas)
{
return
#if ENABLE_RETINA_GL
canvas.get_canvas_size().get_scale_factor()
#else
canvas.get_wxglcanvas()->GetContentScaleFactor()
#endif
* THICKNESS_BAR_WIDTH;
}
const Point GLCanvas3D::Mouse::Drag::Invalid_2D_Point(INT_MAX, INT_MAX);
const Vec3d GLCanvas3D::Mouse::Drag::Invalid_3D_Point(DBL_MAX, DBL_MAX, DBL_MAX);
const int GLCanvas3D::Mouse::Drag::MoveThresholdPx = 5;
GLCanvas3D::Mouse::Drag::Drag()
: start_position_2D(Invalid_2D_Point)
, start_position_3D(Invalid_3D_Point)
, move_volume_idx(-1)
, move_requires_threshold(false)
, move_start_threshold_position_2D(Invalid_2D_Point)
{
}
GLCanvas3D::Mouse::Mouse()
: dragging(false)
, position(DBL_MAX, DBL_MAX)
, scene_position(DBL_MAX, DBL_MAX, DBL_MAX)
, ignore_left_up(false)
{
}
void GLCanvas3D::Labels::render(const std::vector<const ModelInstance*>& sorted_instances) const
{
if (!m_enabled || !is_shown())
return;
const Camera& camera = wxGetApp().plater()->get_camera();
const Model* model = m_canvas.get_model();
if (model == nullptr)
return;
Transform3d world_to_eye = camera.get_view_matrix();
Transform3d world_to_screen = camera.get_projection_matrix() * world_to_eye;
const std::array<int, 4>& viewport = camera.get_viewport();
struct Owner
{
int obj_idx;
int inst_idx;
size_t model_instance_id;
BoundingBoxf3 world_box;
double eye_center_z;
std::string title;
std::string label;
std::string print_order;
bool selected;
};
// collect owners world bounding boxes and data from volumes
std::vector<Owner> owners;
const GLVolumeCollection& volumes = m_canvas.get_volumes();
for (const GLVolume* volume : volumes.volumes) {
int obj_idx = volume->object_idx();
if (0 <= obj_idx && obj_idx < (int)model->objects.size()) {
int inst_idx = volume->instance_idx();
std::vector<Owner>::iterator it = std::find_if(owners.begin(), owners.end(), [obj_idx, inst_idx](const Owner& owner) {
return (owner.obj_idx == obj_idx) && (owner.inst_idx == inst_idx);
});
if (it != owners.end()) {
it->world_box.merge(volume->transformed_bounding_box());
it->selected &= volume->selected;
} else {
const ModelObject* model_object = model->objects[obj_idx];
Owner owner;
owner.obj_idx = obj_idx;
owner.inst_idx = inst_idx;
owner.model_instance_id = model_object->instances[inst_idx]->id().id;
owner.world_box = volume->transformed_bounding_box();
owner.title = "object" + std::to_string(obj_idx) + "_inst##" + std::to_string(inst_idx);
owner.label = model_object->name;
if (model_object->instances.size() > 1)
owner.label += " (" + std::to_string(inst_idx + 1) + ")";
owner.selected = volume->selected;
owners.emplace_back(owner);
}
}
}
// updates print order strings
if (sorted_instances.size() > 1) {
for (size_t i = 0; i < sorted_instances.size(); ++i) {
size_t id = sorted_instances[i]->id().id;
std::vector<Owner>::iterator it = std::find_if(owners.begin(), owners.end(), [id](const Owner& owner) {
return owner.model_instance_id == id;
});
if (it != owners.end())
it->print_order = std::string((_(L("Seq."))).ToUTF8()) + "#: " + std::to_string(i + 1);
}
}
// calculate eye bounding boxes center zs
for (Owner& owner : owners) {
owner.eye_center_z = (world_to_eye * owner.world_box.center())(2);
}
// sort owners by center eye zs and selection
std::sort(owners.begin(), owners.end(), [](const Owner& owner1, const Owner& owner2) {
if (!owner1.selected && owner2.selected)
return true;
else if (owner1.selected && !owner2.selected)
return false;
else
return (owner1.eye_center_z < owner2.eye_center_z);
});
ImGuiWrapper& imgui = *wxGetApp().imgui();
// render info windows
for (const Owner& owner : owners) {
Vec3d screen_box_center = world_to_screen * owner.world_box.center();
float x = 0.0f;
float y = 0.0f;
if (camera.get_type() == Camera::EType::Perspective) {
x = (0.5f + 0.001f * 0.5f * (float)screen_box_center(0)) * viewport[2];
y = (0.5f - 0.001f * 0.5f * (float)screen_box_center(1)) * viewport[3];
} else {
x = (0.5f + 0.5f * (float)screen_box_center(0)) * viewport[2];
y = (0.5f - 0.5f * (float)screen_box_center(1)) * viewport[3];
}
if (x < 0.0f || viewport[2] < x || y < 0.0f || viewport[3] < y)
continue;
ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, owner.selected ? 3.0f : 1.5f);
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
ImGui::PushStyleColor(ImGuiCol_Border, owner.selected ? ImVec4(0.757f, 0.404f, 0.216f, 1.0f) : ImVec4(0.75f, 0.75f, 0.75f, 1.0f));
imgui.set_next_window_pos(x, y, ImGuiCond_Always, 0.5f, 0.5f);
imgui.begin(owner.title, ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove);
ImGui::BringWindowToDisplayFront(ImGui::GetCurrentWindow());
float win_w = ImGui::GetWindowWidth();
float label_len = imgui.calc_text_size(owner.label).x;
ImGui::SetCursorPosX(0.5f * (win_w - label_len));
ImGui::AlignTextToFramePadding();
imgui.text(owner.label);
if (!owner.print_order.empty()) {
ImGui::Separator();
float po_len = imgui.calc_text_size(owner.print_order).x;
ImGui::SetCursorPosX(0.5f * (win_w - po_len));
ImGui::AlignTextToFramePadding();
imgui.text(owner.print_order);
}
// force re-render while the windows gets to its final size (it takes several frames)
if (ImGui::GetWindowContentRegionWidth() + 2.0f * ImGui::GetStyle().WindowPadding.x != ImGui::CalcWindowNextAutoFitSize(ImGui::GetCurrentWindow()).x)
imgui.set_requires_extra_frame();
imgui.end();
ImGui::PopStyleColor();
ImGui::PopStyleVar(2);
}
}
void GLCanvas3D::Tooltip::set_text(const std::string& text)
{
// If the mouse is inside an ImGUI dialog, then the tooltip is suppressed.
m_text = m_in_imgui ? std::string() : text;
}
void GLCanvas3D::Tooltip::render(const Vec2d& mouse_position, GLCanvas3D& canvas)
{
static ImVec2 size(0.0f, 0.0f);
auto validate_position = [](const Vec2d& position, const GLCanvas3D& canvas, const ImVec2& wnd_size) {
const Size cnv_size = canvas.get_canvas_size();
const float x = std::clamp((float)position.x(), 0.0f, (float)cnv_size.get_width() - wnd_size.x);
const float y = std::clamp((float)position.y() + 16.0f, 0.0f, (float)cnv_size.get_height() - wnd_size.y);
return Vec2f(x, y);
};
if (m_text.empty()) {
m_start_time = std::chrono::steady_clock::now();
return;
}
// draw the tooltip as hidden until the delay is expired
// use a value of alpha slightly different from 0.0f because newer imgui does not calculate properly the window size if alpha == 0.0f
const float alpha = (std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::steady_clock::now() - m_start_time).count() < 500) ? 0.01f : 1.0f;
const Vec2f position = validate_position(mouse_position, canvas, size);
ImGuiWrapper& imgui = *wxGetApp().imgui();
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
ImGui::PushStyleVar(ImGuiStyleVar_Alpha, alpha);
imgui.set_next_window_pos(position.x(), position.y(), ImGuiCond_Always, 0.0f, 0.0f);
imgui.begin(wxString("canvas_tooltip"), ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoFocusOnAppearing);
ImGui::BringWindowToDisplayFront(ImGui::GetCurrentWindow());
ImGui::TextUnformatted(m_text.c_str());
// force re-render while the windows gets to its final size (it may take several frames) or while hidden
if (alpha < 1.0f || ImGui::GetWindowContentRegionWidth() + 2.0f * ImGui::GetStyle().WindowPadding.x != ImGui::CalcWindowNextAutoFitSize(ImGui::GetCurrentWindow()).x)
imgui.set_requires_extra_frame();
size = ImGui::GetWindowSize();
imgui.end();
ImGui::PopStyleVar(2);
}
void GLCanvas3D::SequentialPrintClearance::set_polygons(const Polygons& polygons)
{
m_perimeter.reset();
m_fill.reset();
if (polygons.empty())
return;
size_t triangles_count = 0;
for (const Polygon& poly : polygons) {
triangles_count += poly.points.size() - 2;
}
const size_t vertices_count = 3 * triangles_count;
if (m_render_fill) {
GLModel::InitializationData fill_data;
GLModel::InitializationData::Entity entity;
entity.type = GLModel::PrimitiveType::Triangles;
entity.color = { 0.3333f, 0.0f, 0.0f, 0.5f };
entity.positions.reserve(vertices_count);
entity.normals.reserve(vertices_count);
entity.indices.reserve(vertices_count);
const ExPolygons polygons_union = union_ex(polygons);
for (const ExPolygon& poly : polygons_union) {
const std::vector<Vec3d> triangulation = triangulate_expolygon_3d(poly);
for (const Vec3d& v : triangulation) {
entity.positions.emplace_back(v.cast<float>() + Vec3f(0.0f, 0.0f, 0.0125f)); // add a small positive z to avoid z-fighting
entity.normals.emplace_back(Vec3f::UnitZ());
const size_t positions_count = entity.positions.size();
if (positions_count % 3 == 0) {
entity.indices.emplace_back(positions_count - 3);
entity.indices.emplace_back(positions_count - 2);
entity.indices.emplace_back(positions_count - 1);
}
}
}
fill_data.entities.emplace_back(entity);
m_fill.init_from(fill_data);
}
GLModel::InitializationData perimeter_data;
for (const Polygon& poly : polygons) {
GLModel::InitializationData::Entity ent;
ent.type = GLModel::PrimitiveType::LineLoop;
ent.positions.reserve(poly.points.size());
ent.indices.reserve(poly.points.size());
unsigned int id_count = 0;
for (const Point& p : poly.points) {
ent.positions.emplace_back(unscale<float>(p.x()), unscale<float>(p.y()), 0.025f); // add a small positive z to avoid z-fighting
ent.normals.emplace_back(Vec3f::UnitZ());
ent.indices.emplace_back(id_count++);
}
perimeter_data.entities.emplace_back(ent);
}
m_perimeter.init_from(perimeter_data);
}
void GLCanvas3D::SequentialPrintClearance::render()
{
std::array<float, 4> FILL_COLOR = { 1.0f, 0.0f, 0.0f, 0.5f };
std::array<float, 4> NO_FILL_COLOR = { 1.0f, 1.0f, 1.0f, 0.75f };
GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
if (shader == nullptr)
return;
shader->start_using();
glsafe(::glEnable(GL_DEPTH_TEST));
glsafe(::glDisable(GL_CULL_FACE));
glsafe(::glEnable(GL_BLEND));
glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
m_perimeter.set_color(-1, m_render_fill ? FILL_COLOR : NO_FILL_COLOR);
m_perimeter.render();
m_fill.render();
glsafe(::glDisable(GL_BLEND));
glsafe(::glEnable(GL_CULL_FACE));
glsafe(::glDisable(GL_DEPTH_TEST));
shader->stop_using();
}
wxDEFINE_EVENT(EVT_GLCANVAS_SCHEDULE_BACKGROUND_PROCESS, SimpleEvent);
wxDEFINE_EVENT(EVT_GLCANVAS_OBJECT_SELECT, SimpleEvent);
wxDEFINE_EVENT(EVT_GLCANVAS_RIGHT_CLICK, RBtnEvent);
wxDEFINE_EVENT(EVT_GLCANVAS_REMOVE_OBJECT, SimpleEvent);
wxDEFINE_EVENT(EVT_GLCANVAS_ARRANGE, SimpleEvent);
wxDEFINE_EVENT(EVT_GLCANVAS_SELECT_ALL, SimpleEvent);
wxDEFINE_EVENT(EVT_GLCANVAS_QUESTION_MARK, SimpleEvent);
wxDEFINE_EVENT(EVT_GLCANVAS_INCREASE_INSTANCES, Event<int>);
wxDEFINE_EVENT(EVT_GLCANVAS_INSTANCE_MOVED, SimpleEvent);
wxDEFINE_EVENT(EVT_GLCANVAS_INSTANCE_ROTATED, SimpleEvent);
wxDEFINE_EVENT(EVT_GLCANVAS_INSTANCE_SCALED, SimpleEvent);
wxDEFINE_EVENT(EVT_GLCANVAS_FORCE_UPDATE, SimpleEvent);
wxDEFINE_EVENT(EVT_GLCANVAS_WIPETOWER_MOVED, Vec3dEvent);
wxDEFINE_EVENT(EVT_GLCANVAS_WIPETOWER_ROTATED, Vec3dEvent);
wxDEFINE_EVENT(EVT_GLCANVAS_ENABLE_ACTION_BUTTONS, Event<bool>);
wxDEFINE_EVENT(EVT_GLCANVAS_UPDATE_GEOMETRY, Vec3dsEvent<2>);
wxDEFINE_EVENT(EVT_GLCANVAS_MOUSE_DRAGGING_STARTED, SimpleEvent);
wxDEFINE_EVENT(EVT_GLCANVAS_MOUSE_DRAGGING_FINISHED, SimpleEvent);
wxDEFINE_EVENT(EVT_GLCANVAS_UPDATE_BED_SHAPE, SimpleEvent);
wxDEFINE_EVENT(EVT_GLCANVAS_TAB, SimpleEvent);
wxDEFINE_EVENT(EVT_GLCANVAS_RESETGIZMOS, SimpleEvent);
wxDEFINE_EVENT(EVT_GLCANVAS_MOVE_SLIDERS, wxKeyEvent);
wxDEFINE_EVENT(EVT_GLCANVAS_EDIT_COLOR_CHANGE, wxKeyEvent);
wxDEFINE_EVENT(EVT_GLCANVAS_JUMP_TO, wxKeyEvent);
wxDEFINE_EVENT(EVT_GLCANVAS_UNDO, SimpleEvent);
wxDEFINE_EVENT(EVT_GLCANVAS_REDO, SimpleEvent);
wxDEFINE_EVENT(EVT_GLCANVAS_COLLAPSE_SIDEBAR, SimpleEvent);
wxDEFINE_EVENT(EVT_GLCANVAS_RESET_LAYER_HEIGHT_PROFILE, SimpleEvent);
wxDEFINE_EVENT(EVT_GLCANVAS_ADAPTIVE_LAYER_HEIGHT_PROFILE, HeightProfileAdaptiveEvent);
wxDEFINE_EVENT(EVT_GLCANVAS_SMOOTH_LAYER_HEIGHT_PROFILE, HeightProfileSmoothEvent);
wxDEFINE_EVENT(EVT_GLCANVAS_RELOAD_FROM_DISK, SimpleEvent);
wxDEFINE_EVENT(EVT_GLCANVAS_RENDER_TIMER, wxTimerEvent/*RenderTimerEvent*/);
wxDEFINE_EVENT(EVT_GLCANVAS_TOOLBAR_HIGHLIGHTER_TIMER, wxTimerEvent);
wxDEFINE_EVENT(EVT_GLCANVAS_GIZMO_HIGHLIGHTER_TIMER, wxTimerEvent);
const double GLCanvas3D::DefaultCameraZoomToBoxMarginFactor = 1.25;
void GLCanvas3D::load_arrange_settings()
{
std::string dist_fff_str =
wxGetApp().app_config->get("arrange", "min_object_distance_fff");
std::string dist_fff_seq_print_str =
wxGetApp().app_config->get("arrange", "min_object_distance_fff_seq_print");