GCodeViewer -> Enhanced tool marker + refactoring (added new base class for OpenGL models)
This commit is contained in:
parent
c02a77d942
commit
769cca4b25
5 changed files with 286 additions and 133 deletions
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@ -55,6 +55,8 @@ set(SLIC3R_GUI_SOURCES
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GUI/Gizmos/GLGizmoHollow.hpp
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GUI/GLSelectionRectangle.cpp
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GUI/GLSelectionRectangle.hpp
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GUI/GLModel.hpp
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GUI/GLModel.cpp
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GUI/GLTexture.hpp
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GUI/GLTexture.cpp
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GUI/GLToolbar.hpp
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@ -3,7 +3,6 @@
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#if ENABLE_GCODE_VIEWER
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#include "libslic3r/Print.hpp"
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#include "libslic3r/TriangleMesh.hpp"
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#include "libslic3r/Geometry.hpp"
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#include "GUI_App.hpp"
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#include "PresetBundle.hpp"
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@ -148,92 +147,8 @@ GCodeViewer::Color GCodeViewer::Extrusions::Range::get_color_at(float value) con
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void GCodeViewer::SequentialView::Marker::init()
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{
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Pointf3s vertices;
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std::vector<Vec3i> triangles;
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// arrow tip
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vertices.emplace_back(0.0, 0.0, 0.0);
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vertices.emplace_back(0.5, -0.5, 1.0);
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vertices.emplace_back(0.5, 0.5, 1.0);
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vertices.emplace_back(-0.5, 0.5, 1.0);
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vertices.emplace_back(-0.5, -0.5, 1.0);
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triangles.emplace_back(0, 1, 4);
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triangles.emplace_back(0, 2, 1);
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triangles.emplace_back(0, 3, 2);
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triangles.emplace_back(0, 4, 3);
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triangles.emplace_back(1, 2, 4);
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triangles.emplace_back(2, 3, 4);
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// arrow stem
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vertices.emplace_back(0.25, -0.25, 1.0);
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vertices.emplace_back(0.25, 0.25, 1.0);
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vertices.emplace_back(-0.25, 0.25, 1.0);
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vertices.emplace_back(-0.25, -0.25, 1.0);
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vertices.emplace_back(0.25, -0.25, 3.0);
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vertices.emplace_back(0.25, 0.25, 3.0);
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vertices.emplace_back(-0.25, 0.25, 3.0);
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vertices.emplace_back(-0.25, -0.25, 3.0);
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triangles.emplace_back(5, 9, 8);
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triangles.emplace_back(8, 9, 12);
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triangles.emplace_back(6, 10, 5);
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triangles.emplace_back(5, 10, 9);
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triangles.emplace_back(7, 11, 6);
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triangles.emplace_back(6, 11, 10);
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triangles.emplace_back(8, 12, 7);
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triangles.emplace_back(7, 12, 11);
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triangles.emplace_back(9, 10, 12);
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triangles.emplace_back(12, 10, 11);
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TriangleMesh mesh(vertices, triangles);
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mesh.require_shared_vertices();
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init_from_mesh(mesh);
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}
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bool GCodeViewer::SequentialView::Marker::init_from_mesh(const TriangleMesh& mesh)
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{
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auto get_normal = [](const std::array<stl_vertex, 3>& triangle) {
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return (triangle[1] - triangle[0]).cross(triangle[2] - triangle[0]).normalized();
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};
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reset();
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// vertex data -> load from mesh
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std::vector<float> vertices(6 * mesh.its.vertices.size());
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for (size_t i = 0; i < mesh.its.vertices.size(); ++i) {
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::memcpy(static_cast<void*>(&vertices[i * 6]), static_cast<const void*>(mesh.its.vertices[i].data()), 3 * sizeof(float));
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}
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// indices/normals data -> load from mesh
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std::vector<unsigned int> indices(3 * mesh.its.indices.size());
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for (size_t i = 0; i < mesh.its.indices.size(); ++i) {
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const stl_triangle_vertex_indices& triangle = mesh.its.indices[i];
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for (size_t j = 0; j < 3; ++j) {
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indices[i * 3 + j] = static_cast<unsigned int>(triangle[j]);
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}
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Vec3f normal = get_normal({ mesh.its.vertices[triangle[0]], mesh.its.vertices[triangle[1]], mesh.its.vertices[triangle[2]] });
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::memcpy(static_cast<void*>(&vertices[3 + static_cast<size_t>(triangle[0]) * 6]), static_cast<const void*>(normal.data()), 3 * sizeof(float));
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::memcpy(static_cast<void*>(&vertices[3 + static_cast<size_t>(triangle[1]) * 6]), static_cast<const void*>(normal.data()), 3 * sizeof(float));
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::memcpy(static_cast<void*>(&vertices[3 + static_cast<size_t>(triangle[2]) * 6]), static_cast<const void*>(normal.data()), 3 * sizeof(float));
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}
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m_indices_count = static_cast<unsigned int>(indices.size());
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// vertex data -> send to gpu
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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, vertices.size() * sizeof(float), vertices.data(), GL_STATIC_DRAW));
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
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// indices data -> send to gpu
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glsafe(::glGenBuffers(1, &m_ibo_id));
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glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo_id));
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glsafe(::glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), indices.data(), GL_STATIC_DRAW));
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glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
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return init_shader();
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m_model.init_from(stilized_arrow(16, 0.5f, 1.0f, 0.25f, 2.0f));
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init_shader();
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}
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void GCodeViewer::SequentialView::Marker::render() const
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@ -249,56 +164,22 @@ void GCodeViewer::SequentialView::Marker::render() const
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if (color_id >= 0)
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glsafe(::glUniform4fv(color_id, 1, (const GLfloat*)m_color.data()));
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id));
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glsafe(::glVertexPointer(3, GL_FLOAT, 6 * sizeof(float), (const void*)0));
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glsafe(::glNormalPointer(GL_FLOAT, 6 * sizeof(float), (const void*)(3 * sizeof(float))));
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glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
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glsafe(::glEnableClientState(GL_NORMAL_ARRAY));
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glsafe(::glPushMatrix());
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glsafe(::glMultMatrixf(m_world_transform.data()));
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glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo_id));
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glsafe(::glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(m_indices_count), GL_UNSIGNED_INT, (const void*)0));
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glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
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m_model.render();
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glsafe(::glPopMatrix());
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glsafe(::glDisableClientState(GL_NORMAL_ARRAY));
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glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
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m_shader.stop_using();
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glsafe(::glDisable(GL_BLEND));
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}
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void GCodeViewer::SequentialView::Marker::reset()
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void GCodeViewer::SequentialView::Marker::init_shader()
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{
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// release gpu memory
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if (m_ibo_id > 0) {
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glsafe(::glDeleteBuffers(1, &m_ibo_id));
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m_ibo_id = 0;
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}
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if (m_vbo_id > 0) {
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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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m_indices_count = 0;
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}
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bool GCodeViewer::SequentialView::Marker::init_shader()
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{
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if (!m_shader.init("gouraud_light.vs", "gouraud_light.fs")) {
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if (!m_shader.init("gouraud_light.vs", "gouraud_light.fs"))
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BOOST_LOG_TRIVIAL(error) << "Unable to initialize gouraud_light shader: please, check that the files gouraud_light.vs and gouraud_light.fs are available";
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return false;
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}
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return true;
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}
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const std::vector<GCodeViewer::Color> GCodeViewer::Extrusion_Role_Colors {{
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@ -5,6 +5,7 @@
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#include "GLShader.hpp"
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#include "3DScene.hpp"
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#include "libslic3r/GCode/GCodeProcessor.hpp"
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#include "GLModel.hpp"
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#include <float.h>
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@ -152,31 +153,25 @@ class GCodeViewer
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{
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class Marker
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{
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unsigned int m_vbo_id{ 0 };
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unsigned int m_ibo_id{ 0 };
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size_t m_indices_count{ 0 };
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GL_Model m_model;
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Transform3f m_world_transform;
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std::array<float, 4> m_color{ 1.0f, 1.0f, 1.0f, 1.0f };
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bool m_visible{ false };
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Shader m_shader;
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public:
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~Marker() { reset(); }
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void init();
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bool init_from_mesh(const TriangleMesh& mesh);
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void set_world_transform(const Transform3f& transform) { m_world_transform = transform; }
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void set_color(const std::array<float, 4>& color) { m_color = color; }
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bool is_visible() const { return m_visible; }
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void set_visible(bool visible) { m_visible = visible; }
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void render() const;
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void reset();
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private:
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bool init_shader();
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void init_shader();
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};
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unsigned int first{ 0 };
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229
src/slic3r/GUI/GLModel.cpp
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229
src/slic3r/GUI/GLModel.cpp
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@ -0,0 +1,229 @@
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#include "libslic3r/libslic3r.h"
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#include "GLModel.hpp"
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#include "3DScene.hpp"
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#include "libslic3r/TriangleMesh.hpp"
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#include <GL/glew.h>
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namespace Slic3r {
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namespace GUI {
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bool GL_Model::init_from(const GLModelInitializationData& data)
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{
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assert(!data.positions.empty() && !data.triangles.empty());
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assert(data.positions.size() == data.normals.size());
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reset();
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// vertices/normals data
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std::vector<float> vertices(6 * data.positions.size());
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for (size_t i = 0; i < data.positions.size(); ++i) {
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::memcpy(static_cast<void*>(&vertices[i * 6]), static_cast<const void*>(data.positions[i].data()), 3 * sizeof(float));
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::memcpy(static_cast<void*>(&vertices[3 + i * 6]), static_cast<const void*>(data.normals[i].data()), 3 * sizeof(float));
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}
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// indices data
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std::vector<unsigned int> indices(3 * data.triangles.size());
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for (size_t i = 0; i < data.triangles.size(); ++i) {
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for (size_t j = 0; j < 3; ++j) {
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indices[i * 3 + j] = static_cast<unsigned int>(data.triangles[i][j]);
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}
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}
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m_indices_count = static_cast<unsigned int>(indices.size());
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send_to_gpu(vertices, indices);
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return true;
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}
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bool GL_Model::init_from(const TriangleMesh& mesh)
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{
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auto get_normal = [](const std::array<stl_vertex, 3>& triangle) {
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return (triangle[1] - triangle[0]).cross(triangle[2] - triangle[0]).normalized();
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};
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reset();
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assert(!mesh.its.vertices.empty() && !mesh.its.indices.empty()); // call require_shared_vertices() before to pass the mesh to this method
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// vertices data -> load from mesh
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std::vector<float> vertices(6 * mesh.its.vertices.size());
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for (size_t i = 0; i < mesh.its.vertices.size(); ++i) {
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::memcpy(static_cast<void*>(&vertices[i * 6]), static_cast<const void*>(mesh.its.vertices[i].data()), 3 * sizeof(float));
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}
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// indices/normals data -> load from mesh
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std::vector<unsigned int> indices(3 * mesh.its.indices.size());
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for (size_t i = 0; i < mesh.its.indices.size(); ++i) {
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const stl_triangle_vertex_indices& triangle = mesh.its.indices[i];
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for (size_t j = 0; j < 3; ++j) {
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indices[i * 3 + j] = static_cast<unsigned int>(triangle[j]);
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}
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Vec3f normal = get_normal({ mesh.its.vertices[triangle[0]], mesh.its.vertices[triangle[1]], mesh.its.vertices[triangle[2]] });
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::memcpy(static_cast<void*>(&vertices[3 + static_cast<size_t>(triangle[0]) * 6]), static_cast<const void*>(normal.data()), 3 * sizeof(float));
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::memcpy(static_cast<void*>(&vertices[3 + static_cast<size_t>(triangle[1]) * 6]), static_cast<const void*>(normal.data()), 3 * sizeof(float));
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::memcpy(static_cast<void*>(&vertices[3 + static_cast<size_t>(triangle[2]) * 6]), static_cast<const void*>(normal.data()), 3 * sizeof(float));
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}
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m_indices_count = static_cast<unsigned int>(indices.size());
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send_to_gpu(vertices, indices);
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return true;
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}
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void GL_Model::reset()
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{
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// release gpu memory
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if (m_ibo_id > 0) {
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glsafe(::glDeleteBuffers(1, &m_ibo_id));
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m_ibo_id = 0;
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}
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if (m_vbo_id > 0) {
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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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m_indices_count = 0;
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}
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void GL_Model::render() const
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{
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if (m_vbo_id == 0 || m_ibo_id == 0)
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return;
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id));
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glsafe(::glVertexPointer(3, GL_FLOAT, 6 * sizeof(float), (const void*)0));
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glsafe(::glNormalPointer(GL_FLOAT, 6 * sizeof(float), (const void*)(3 * sizeof(float))));
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glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
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glsafe(::glEnableClientState(GL_NORMAL_ARRAY));
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glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo_id));
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glsafe(::glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(m_indices_count), GL_UNSIGNED_INT, (const void*)0));
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glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
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glsafe(::glDisableClientState(GL_NORMAL_ARRAY));
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glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
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}
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void GL_Model::send_to_gpu(const std::vector<float>& vertices, const std::vector<unsigned int>& indices)
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{
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// vertex data -> send to gpu
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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, vertices.size() * sizeof(float), vertices.data(), GL_STATIC_DRAW));
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
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// indices data -> send to gpu
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glsafe(::glGenBuffers(1, &m_ibo_id));
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glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo_id));
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glsafe(::glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), indices.data(), GL_STATIC_DRAW));
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glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
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}
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GLModelInitializationData stilized_arrow(int resolution, float tip_radius, float tip_height, float stem_radius, float stem_height)
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{
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GLModelInitializationData data;
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float angle_step = 2.0f * M_PI / static_cast<float>(resolution);
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std::vector<float> cosines(resolution);
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std::vector<float> sines(resolution);
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for (int i = 0; i < resolution; ++i)
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{
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float angle = angle_step * static_cast<float>(i);
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cosines[i] = ::cos(angle);
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sines[i] = -::sin(angle);
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}
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// tip vertices/normals
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data.positions.emplace_back(0.0f, 0.0f, 0.0f);
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data.normals.emplace_back(-Vec3f::UnitZ());
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for (int i = 0; i < resolution; ++i)
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{
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data.positions.emplace_back(tip_radius * sines[i], tip_radius * cosines[i], tip_height);
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data.normals.emplace_back(sines[i], cosines[i], 0.0f);
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}
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// tip triangles
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for (int i = 0; i < resolution; ++i)
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{
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int v3 = (i < resolution - 1) ? i + 2 : 1;
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data.triangles.emplace_back(0, v3, i + 1);
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}
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// tip cap outer perimeter vertices
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for (int i = 0; i < resolution; ++i)
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{
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data.positions.emplace_back(tip_radius * sines[i], tip_radius * cosines[i], tip_height);
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data.normals.emplace_back(Vec3f::UnitZ());
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}
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// tip cap inner perimeter vertices
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for (int i = 0; i < resolution; ++i)
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{
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data.positions.emplace_back(stem_radius * sines[i], stem_radius * cosines[i], tip_height);
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data.normals.emplace_back(Vec3f::UnitZ());
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}
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// tip cap triangles
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for (int i = 0; i < resolution; ++i)
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{
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int v2 = (i < resolution - 1) ? i + resolution + 2 : resolution + 1;
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int v3 = (i < resolution - 1) ? i + 2 * resolution + 2 : 2 * resolution + 1;
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data.triangles.emplace_back(i + resolution + 1, v2, v3);
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data.triangles.emplace_back(i + resolution + 1, v3, i + 2 * resolution + 1);
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}
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// stem bottom vertices
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for (int i = 0; i < resolution; ++i)
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{
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data.positions.emplace_back(stem_radius * sines[i], stem_radius * cosines[i], tip_height);
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data.normals.emplace_back(sines[i], cosines[i], 0.0f);
|
||||
}
|
||||
|
||||
float total_height = tip_height + stem_height;
|
||||
|
||||
// stem top vertices
|
||||
for (int i = 0; i < resolution; ++i)
|
||||
{
|
||||
data.positions.emplace_back(stem_radius * sines[i], stem_radius * cosines[i], total_height);
|
||||
data.normals.emplace_back(sines[i], cosines[i], 0.0f);
|
||||
}
|
||||
|
||||
// stem triangles
|
||||
for (int i = 0; i < resolution; ++i)
|
||||
{
|
||||
int v2 = (i < resolution - 1) ? i + 3 * resolution + 2 : 3 * resolution + 1;
|
||||
int v3 = (i < resolution - 1) ? i + 4 * resolution + 2 : 4 * resolution + 1;
|
||||
data.triangles.emplace_back(i + 3 * resolution + 1, v2, v3);
|
||||
data.triangles.emplace_back(i + 3 * resolution + 1, v3, i + 4 * resolution + 1);
|
||||
}
|
||||
|
||||
// stem cap vertices
|
||||
data.positions.emplace_back(0.0f, 0.0f, total_height);
|
||||
data.normals.emplace_back(Vec3f::UnitZ());
|
||||
for (int i = 0; i < resolution; ++i)
|
||||
{
|
||||
data.positions.emplace_back(stem_radius * sines[i], stem_radius * cosines[i], total_height);
|
||||
data.normals.emplace_back(Vec3f::UnitZ());
|
||||
}
|
||||
|
||||
// stem cap triangles
|
||||
for (int i = 0; i < resolution; ++i)
|
||||
{
|
||||
int v3 = (i < resolution - 1) ? i + 5 * resolution + 3 : 5 * resolution + 2;
|
||||
data.triangles.emplace_back(5 * resolution + 1, i + 5 * resolution + 2, v3);
|
||||
}
|
||||
|
||||
return data;
|
||||
}
|
||||
|
||||
} // namespace GUI
|
||||
} // namespace Slic3r
|
46
src/slic3r/GUI/GLModel.hpp
Normal file
46
src/slic3r/GUI/GLModel.hpp
Normal file
|
@ -0,0 +1,46 @@
|
|||
#ifndef slic3r_GLModel_hpp_
|
||||
#define slic3r_GLModel_hpp_
|
||||
|
||||
namespace Slic3r {
|
||||
|
||||
class TriangleMesh;
|
||||
|
||||
namespace GUI {
|
||||
|
||||
struct GLModelInitializationData
|
||||
{
|
||||
std::vector<Vec3f> positions;
|
||||
std::vector<Vec3f> normals;
|
||||
std::vector<Vec3i> triangles;
|
||||
};
|
||||
|
||||
class GL_Model
|
||||
{
|
||||
unsigned int m_vbo_id{ 0 };
|
||||
unsigned int m_ibo_id{ 0 };
|
||||
size_t m_indices_count{ 0 };
|
||||
|
||||
public:
|
||||
virtual ~GL_Model() { reset(); }
|
||||
|
||||
bool init_from(const GLModelInitializationData& data);
|
||||
bool init_from(const TriangleMesh& mesh);
|
||||
void reset();
|
||||
void render() const;
|
||||
|
||||
private:
|
||||
void send_to_gpu(const std::vector<float>& vertices, const std::vector<unsigned int>& indices);
|
||||
};
|
||||
|
||||
|
||||
// create an arrow with cylindrical stem and conical tip, with the given dimensions and resolution
|
||||
// the arrow tip is at 0,0,0
|
||||
// the arrow has its axis of symmetry along the Z axis and is pointing downward
|
||||
GLModelInitializationData stilized_arrow(int resolution, float tip_radius, float tip_height,
|
||||
float stem_radius, float stem_height);
|
||||
|
||||
} // namespace GUI
|
||||
} // namespace Slic3r
|
||||
|
||||
#endif // slic3r_GLModel_hpp_
|
||||
|
Loading…
Reference in a new issue