Add boilerplate for shader based csg
This commit is contained in:
parent
4f97a7122f
commit
93d0bbd7ef
7 changed files with 282 additions and 122 deletions
|
@ -2,7 +2,10 @@ cmake_minimum_required(VERSION 3.0)
|
||||||
|
|
||||||
project(OpenCSG-example)
|
project(OpenCSG-example)
|
||||||
|
|
||||||
add_executable(opencsg_example WIN32 main.cpp Engine.hpp Engine.cpp
|
add_executable(opencsg_example WIN32
|
||||||
|
main.cpp
|
||||||
|
Engine.hpp Engine.cpp
|
||||||
|
ShaderCSGDisplay.hpp ShaderCSGDisplay.cpp
|
||||||
${CMAKE_CURRENT_SOURCE_DIR}/../../src/slic3r/GUI/ProgressStatusBar.cpp
|
${CMAKE_CURRENT_SOURCE_DIR}/../../src/slic3r/GUI/ProgressStatusBar.cpp
|
||||||
${CMAKE_CURRENT_SOURCE_DIR}/../../src/slic3r/GUI/I18N.hpp
|
${CMAKE_CURRENT_SOURCE_DIR}/../../src/slic3r/GUI/I18N.hpp
|
||||||
${CMAKE_CURRENT_SOURCE_DIR}/../../src/slic3r/GUI/I18N.cpp)
|
${CMAKE_CURRENT_SOURCE_DIR}/../../src/slic3r/GUI/I18N.cpp)
|
||||||
|
|
|
@ -1,7 +1,6 @@
|
||||||
#include "Engine.hpp"
|
#include "Engine.hpp"
|
||||||
#include <libslic3r/Utils.hpp>
|
#include <libslic3r/Utils.hpp>
|
||||||
#include <libslic3r/SLAPrint.hpp>
|
#include <libslic3r/SLAPrint.hpp>
|
||||||
#include <libslic3r/MTUtils.hpp>
|
|
||||||
|
|
||||||
#include <GL/glew.h>
|
#include <GL/glew.h>
|
||||||
|
|
||||||
|
@ -66,22 +65,6 @@ void CSGDisplay::render_scene()
|
||||||
glFlush();
|
glFlush();
|
||||||
}
|
}
|
||||||
|
|
||||||
template<class It,
|
|
||||||
class Trafo,
|
|
||||||
class GetPt,
|
|
||||||
class V = typename std::iterator_traits<It>::value_type>
|
|
||||||
std::vector<V> transform_pts(
|
|
||||||
It from, It to, Trafo &&tr, GetPt &&point)
|
|
||||||
{
|
|
||||||
auto ret = reserve_vector<V>(to - from);
|
|
||||||
for(auto it = from; it != to; ++it) {
|
|
||||||
V v = *it;
|
|
||||||
v.pos = tr * point(*it);
|
|
||||||
ret.emplace_back(std::move(v));
|
|
||||||
}
|
|
||||||
return ret;
|
|
||||||
}
|
|
||||||
|
|
||||||
void Scene::set_print(uqptr<SLAPrint> &&print)
|
void Scene::set_print(uqptr<SLAPrint> &&print)
|
||||||
{
|
{
|
||||||
m_print = std::move(print);
|
m_print = std::move(print);
|
||||||
|
@ -287,7 +270,7 @@ void IndexedVertexArray::shrink_to_fit() {
|
||||||
this->quad_indices.shrink_to_fit();
|
this->quad_indices.shrink_to_fit();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Primitive::render()
|
void Volume::render()
|
||||||
{
|
{
|
||||||
glsafe(::glPushMatrix());
|
glsafe(::glPushMatrix());
|
||||||
glsafe(::glMultMatrixd(m_trafo.get_matrix().data()));
|
glsafe(::glMultMatrixd(m_trafo.get_matrix().data()));
|
||||||
|
|
|
@ -1,5 +1,5 @@
|
||||||
#ifndef SLIC3R_OCSG_EXMP_ENGINE_HPP
|
#ifndef SLIC3R_OCSG_EXMP_ENGINE_HPP
|
||||||
#define SLIC3R_OCSG_EXMP_ENGINE_HPP_HPP
|
#define SLIC3R_OCSG_EXMP_ENGINE_HPP
|
||||||
|
|
||||||
#include <vector>
|
#include <vector>
|
||||||
#include <memory>
|
#include <memory>
|
||||||
|
@ -25,7 +25,7 @@ template<class T> using wkptr = std::weak_ptr<T>;
|
||||||
template<class T, class A = std::allocator<T>> using vector = std::vector<T, A>;
|
template<class T, class A = std::allocator<T>> using vector = std::vector<T, A>;
|
||||||
|
|
||||||
// remove empty weak pointers from a vector
|
// remove empty weak pointers from a vector
|
||||||
template<class L> void cleanup(vector<std::weak_ptr<L>> &listeners) {
|
template<class L> inline void cleanup(vector<std::weak_ptr<L>> &listeners) {
|
||||||
auto it = std::remove_if(listeners.begin(), listeners.end(),
|
auto it = std::remove_if(listeners.begin(), listeners.end(),
|
||||||
[](auto &l) { return !l.lock(); });
|
[](auto &l) { return !l.lock(); });
|
||||||
listeners.erase(it, listeners.end());
|
listeners.erase(it, listeners.end());
|
||||||
|
@ -34,7 +34,7 @@ template<class L> void cleanup(vector<std::weak_ptr<L>> &listeners) {
|
||||||
// Call a class method on each element of a vector of objects (weak pointers)
|
// Call a class method on each element of a vector of objects (weak pointers)
|
||||||
// of the same type.
|
// of the same type.
|
||||||
template<class F, class L, class...Args>
|
template<class F, class L, class...Args>
|
||||||
void call(F &&f, vector<std::weak_ptr<L>> &listeners, Args&&... args) {
|
inline void call(F &&f, vector<std::weak_ptr<L>> &listeners, Args&&... args) {
|
||||||
for (auto &l : listeners)
|
for (auto &l : listeners)
|
||||||
if (auto p = l.lock()) ((p.get())->*f)(std::forward<Args>(args)...);
|
if (auto p = l.lock()) ((p.get())->*f)(std::forward<Args>(args)...);
|
||||||
}
|
}
|
||||||
|
@ -171,19 +171,30 @@ public:
|
||||||
// Try to enable or disable multisampling.
|
// Try to enable or disable multisampling.
|
||||||
bool enable_multisampling(bool e = true);
|
bool enable_multisampling(bool e = true);
|
||||||
|
|
||||||
// A primitive that can be used with OpenCSG rendering algorithms.
|
template<class It,
|
||||||
// Does a similar job to GLVolume.
|
class Trafo,
|
||||||
class Primitive : public OpenCSG::Primitive
|
class GetPt,
|
||||||
|
class V = typename std::iterator_traits<It>::value_type>
|
||||||
|
inline std::vector<V> transform_pts(
|
||||||
|
It from, It to, Trafo &&tr, GetPt &&point)
|
||||||
{
|
{
|
||||||
|
vector<V> ret;
|
||||||
|
ret.reserve(to - from);
|
||||||
|
for(auto it = from; it != to; ++it) {
|
||||||
|
V v = *it;
|
||||||
|
v.pos = tr * point(*it);
|
||||||
|
ret.emplace_back(std::move(v));
|
||||||
|
}
|
||||||
|
return ret;
|
||||||
|
}
|
||||||
|
|
||||||
|
class Volume {
|
||||||
IndexedVertexArray m_geom;
|
IndexedVertexArray m_geom;
|
||||||
Geometry::Transformation m_trafo;
|
Geometry::Transformation m_trafo;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
|
|
||||||
using OpenCSG::Primitive::Primitive;
|
void render();
|
||||||
|
|
||||||
Primitive() : OpenCSG::Primitive(OpenCSG::Intersection, 1) {}
|
|
||||||
|
|
||||||
void render() override;
|
|
||||||
|
|
||||||
void translation(const Vec3d &offset) { m_trafo.set_offset(offset); }
|
void translation(const Vec3d &offset) { m_trafo.set_offset(offset); }
|
||||||
void rotation(const Vec3d &rot) { m_trafo.set_rotation(rot); }
|
void rotation(const Vec3d &rot) { m_trafo.set_rotation(rot); }
|
||||||
|
@ -197,6 +208,18 @@ public:
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
// A primitive that can be used with OpenCSG rendering algorithms.
|
||||||
|
// Does a similar job to GLVolume.
|
||||||
|
class Primitive : public Volume, public OpenCSG::Primitive
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
using OpenCSG::Primitive::Primitive;
|
||||||
|
|
||||||
|
Primitive() : OpenCSG::Primitive(OpenCSG::Intersection, 1) {}
|
||||||
|
|
||||||
|
void render() override { Volume::render(); }
|
||||||
|
};
|
||||||
|
|
||||||
// A simple representation of a camera in a 3D scene
|
// A simple representation of a camera in a 3D scene
|
||||||
class Camera {
|
class Camera {
|
||||||
protected:
|
protected:
|
||||||
|
|
81
sandboxes/opencsg/ShaderCSGDisplay.cpp
Normal file
81
sandboxes/opencsg/ShaderCSGDisplay.cpp
Normal file
|
@ -0,0 +1,81 @@
|
||||||
|
#include "ShaderCSGDisplay.hpp"
|
||||||
|
#include "libslic3r/SLAPrint.hpp"
|
||||||
|
#include <GL/glew.h>
|
||||||
|
|
||||||
|
namespace Slic3r { namespace GL {
|
||||||
|
|
||||||
|
void ShaderCSGDisplay::add_mesh(const TriangleMesh &mesh)
|
||||||
|
{
|
||||||
|
auto v = std::make_shared<CSGVolume>();
|
||||||
|
v->load_mesh(mesh);
|
||||||
|
m_volumes.emplace_back(v);
|
||||||
|
}
|
||||||
|
|
||||||
|
void ShaderCSGDisplay::render_scene()
|
||||||
|
{
|
||||||
|
GLfloat color[] = {1.f, 1.f, 0.f, 0.f};
|
||||||
|
glColor4fv(color);
|
||||||
|
glDepthFunc(GL_LESS);
|
||||||
|
for (auto &v : m_volumes) v->render();
|
||||||
|
glFlush();
|
||||||
|
}
|
||||||
|
|
||||||
|
void ShaderCSGDisplay::on_scene_updated(const Scene &scene)
|
||||||
|
{
|
||||||
|
// TriangleMesh mesh = print->objects().front()->hollowed_interior_mesh();
|
||||||
|
// Look at CSGDisplay::on_scene_updated to see how its done there.
|
||||||
|
|
||||||
|
const SLAPrint *print = scene.get_print();
|
||||||
|
if (!print) return;
|
||||||
|
|
||||||
|
m_volumes.clear();
|
||||||
|
|
||||||
|
for (const SLAPrintObject *po : print->objects()) {
|
||||||
|
const ModelObject *mo = po->model_object();
|
||||||
|
TriangleMesh msh = mo->raw_mesh();
|
||||||
|
|
||||||
|
sla::DrainHoles holedata = mo->sla_drain_holes;
|
||||||
|
|
||||||
|
for (const ModelInstance *mi : mo->instances) {
|
||||||
|
|
||||||
|
TriangleMesh mshinst = msh;
|
||||||
|
auto interior = po->hollowed_interior_mesh();
|
||||||
|
interior.transform(po->trafo().inverse());
|
||||||
|
|
||||||
|
mshinst.merge(interior);
|
||||||
|
mshinst.require_shared_vertices();
|
||||||
|
|
||||||
|
mi->transform_mesh(&mshinst);
|
||||||
|
|
||||||
|
auto bb = mshinst.bounding_box();
|
||||||
|
auto center = bb.center().cast<float>();
|
||||||
|
mshinst.translate(-center);
|
||||||
|
|
||||||
|
mshinst.require_shared_vertices();
|
||||||
|
add_mesh(mshinst);
|
||||||
|
|
||||||
|
auto tr = Transform3f::Identity();
|
||||||
|
tr.translate(-center);
|
||||||
|
|
||||||
|
transform_pts(holedata.begin(), holedata.end(), tr,
|
||||||
|
[](const sla::DrainHole &dh) {
|
||||||
|
return dh.pos;
|
||||||
|
});
|
||||||
|
|
||||||
|
transform_pts(holedata.begin(), holedata.end(), tr,
|
||||||
|
[](const sla::DrainHole &dh) {
|
||||||
|
return dh.normal;
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
for (const sla::DrainHole &holept : holedata) {
|
||||||
|
TriangleMesh holemesh = sla::to_triangle_mesh(holept.to_mesh());
|
||||||
|
holemesh.require_shared_vertices();
|
||||||
|
add_mesh(holemesh);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
repaint();
|
||||||
|
}
|
||||||
|
|
||||||
|
}} // namespace Slic3r::GL
|
26
sandboxes/opencsg/ShaderCSGDisplay.hpp
Normal file
26
sandboxes/opencsg/ShaderCSGDisplay.hpp
Normal file
|
@ -0,0 +1,26 @@
|
||||||
|
#ifndef SHADERCSGDISPLAY_HPP
|
||||||
|
#define SHADERCSGDISPLAY_HPP
|
||||||
|
|
||||||
|
#include "Engine.hpp"
|
||||||
|
|
||||||
|
namespace Slic3r { namespace GL {
|
||||||
|
|
||||||
|
class CSGVolume: public Volume
|
||||||
|
{
|
||||||
|
// Extend...
|
||||||
|
};
|
||||||
|
|
||||||
|
class ShaderCSGDisplay: public Display {
|
||||||
|
vector<shptr<CSGVolume>> m_volumes;
|
||||||
|
|
||||||
|
void add_mesh(const TriangleMesh &mesh);
|
||||||
|
public:
|
||||||
|
|
||||||
|
void render_scene() override;
|
||||||
|
|
||||||
|
void on_scene_updated(const Scene &scene) override;
|
||||||
|
};
|
||||||
|
|
||||||
|
}}
|
||||||
|
|
||||||
|
#endif // SHADERCSGDISPLAY_HPP
|
|
@ -3,6 +3,7 @@
|
||||||
#include <memory>
|
#include <memory>
|
||||||
|
|
||||||
#include "Engine.hpp"
|
#include "Engine.hpp"
|
||||||
|
#include "ShaderCSGDisplay.hpp"
|
||||||
|
|
||||||
#include <GL/glew.h>
|
#include <GL/glew.h>
|
||||||
|
|
||||||
|
@ -30,17 +31,13 @@
|
||||||
|
|
||||||
using namespace Slic3r::GL;
|
using namespace Slic3r::GL;
|
||||||
|
|
||||||
// The opengl rendering facility. Here we implement the rendering objects.
|
class Renderer {
|
||||||
class Canvas: public wxGLCanvas
|
protected:
|
||||||
{
|
wxGLCanvas *m_canvas;
|
||||||
|
|
||||||
// Tell the CSGDisplay how to swap buffers and set the gl context.
|
|
||||||
class OCSGRenderer: public Slic3r::GL::CSGDisplay {
|
|
||||||
Canvas *m_canvas;
|
|
||||||
shptr<wxGLContext> m_context;
|
shptr<wxGLContext> m_context;
|
||||||
public:
|
public:
|
||||||
|
|
||||||
OCSGRenderer(Canvas *c): m_canvas{c} {
|
Renderer(wxGLCanvas *c): m_canvas{c} {
|
||||||
auto ctx = new wxGLContext(m_canvas);
|
auto ctx = new wxGLContext(m_canvas);
|
||||||
if (!ctx || !ctx->IsOK()) {
|
if (!ctx || !ctx->IsOK()) {
|
||||||
wxMessageBox("Could not create OpenGL context.", "Error",
|
wxMessageBox("Could not create OpenGL context.", "Error",
|
||||||
|
@ -51,20 +48,47 @@ class Canvas: public wxGLCanvas
|
||||||
m_context.reset(ctx);
|
m_context.reset(ctx);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
wxGLContext * context() { return m_context.get(); }
|
||||||
|
const wxGLContext * context() const { return m_context.get(); }
|
||||||
|
};
|
||||||
|
|
||||||
|
// Tell the CSGDisplay how to swap buffers and set the gl context.
|
||||||
|
class OCSGRenderer: public Renderer, public Slic3r::GL::CSGDisplay {
|
||||||
|
public:
|
||||||
|
|
||||||
|
OCSGRenderer(wxGLCanvas *c): Renderer{c} {}
|
||||||
|
|
||||||
void set_active(long w, long h) override
|
void set_active(long w, long h) override
|
||||||
{
|
{
|
||||||
m_canvas->SetCurrent(*m_context);
|
m_canvas->SetCurrent(*m_context);
|
||||||
Slic3r::GL::Display::set_active(w, h);
|
Slic3r::GL::Display::set_active(w, h);
|
||||||
}
|
}
|
||||||
|
|
||||||
wxGLContext * context() { return m_context.get(); }
|
|
||||||
const wxGLContext * context() const { return m_context.get(); }
|
|
||||||
|
|
||||||
void swap_buffers() override { m_canvas->SwapBuffers(); }
|
void swap_buffers() override { m_canvas->SwapBuffers(); }
|
||||||
|
|
||||||
~OCSGRenderer() override { m_scene_cache.clear(); }
|
~OCSGRenderer() override { m_scene_cache.clear(); }
|
||||||
};
|
};
|
||||||
|
|
||||||
|
// Tell the CSGDisplay how to swap buffers and set the gl context.
|
||||||
|
class ShaderCSGRenderer : public Renderer,
|
||||||
|
public Slic3r::GL::ShaderCSGDisplay
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
|
||||||
|
ShaderCSGRenderer(wxGLCanvas *c): Renderer{c} {}
|
||||||
|
|
||||||
|
void set_active(long w, long h) override
|
||||||
|
{
|
||||||
|
m_canvas->SetCurrent(*m_context);
|
||||||
|
Slic3r::GL::Display::set_active(w, h);
|
||||||
|
}
|
||||||
|
|
||||||
|
void swap_buffers() override { m_canvas->SwapBuffers(); }
|
||||||
|
};
|
||||||
|
|
||||||
|
// The opengl rendering facility. Here we implement the rendering objects.
|
||||||
|
class Canvas: public wxGLCanvas
|
||||||
|
{
|
||||||
// Create the OCSGDisplay for rendering with OpenCSG algorithms
|
// Create the OCSGDisplay for rendering with OpenCSG algorithms
|
||||||
shptr<OCSGRenderer> m_ocsgdisplay = std::make_shared<OCSGRenderer>(this);
|
shptr<OCSGRenderer> m_ocsgdisplay = std::make_shared<OCSGRenderer>(this);
|
||||||
|
|
||||||
|
@ -90,10 +114,12 @@ public:
|
||||||
const wxSize ClientSize = GetClientSize();
|
const wxSize ClientSize = GetClientSize();
|
||||||
|
|
||||||
m_display->set_screen_size(ClientSize.x, ClientSize.y);
|
m_display->set_screen_size(ClientSize.x, ClientSize.y);
|
||||||
|
m_display->repaint();
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
shptr<Slic3r::GL::Display> get_display() const { return m_display; }
|
shptr<Slic3r::GL::Display> get_display() const { return m_display; }
|
||||||
|
|
||||||
void set_display(shptr<Slic3r::GL::Display> d) { m_display = d; }
|
void set_display(shptr<Slic3r::GL::Display> d) { m_display = d; }
|
||||||
|
|
||||||
shptr<Slic3r::GL::CSGDisplay> get_ocsg_display() const { return m_ocsgdisplay; }
|
shptr<Slic3r::GL::CSGDisplay> get_ocsg_display() const { return m_ocsgdisplay; }
|
||||||
|
@ -172,6 +198,7 @@ public:
|
||||||
void play()
|
void play()
|
||||||
{
|
{
|
||||||
m_playing = true;
|
m_playing = true;
|
||||||
|
std::cout << "Mouse is playing back" << std::endl;
|
||||||
for (const Event &evt : m_events) {
|
for (const Event &evt : m_events) {
|
||||||
switch (evt.type) {
|
switch (evt.type) {
|
||||||
case LCLK_U: MouseInput::left_click_up(); break;
|
case LCLK_U: MouseInput::left_click_up(); break;
|
||||||
|
@ -233,6 +260,7 @@ class MyFrame: public wxFrame
|
||||||
m_parent->m_scene->set_print(std::move(m_print));
|
m_parent->m_scene->set_print(std::move(m_print));
|
||||||
m_parent->m_stbar->set_status_text(
|
m_parent->m_stbar->set_status_text(
|
||||||
wxString::Format("Model %s loaded.", m_fname));
|
wxString::Format("Model %s loaded.", m_fname));
|
||||||
|
std::cout << "Model loaded" << std::endl;
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
@ -247,7 +275,7 @@ public:
|
||||||
MyFrame(const wxString & title,
|
MyFrame(const wxString & title,
|
||||||
const wxPoint & pos,
|
const wxPoint & pos,
|
||||||
const wxSize & size,
|
const wxSize & size,
|
||||||
const Slic3r::GL::CSGSettings &settings);
|
const wxCmdLineParser &settings);
|
||||||
|
|
||||||
// Grab a 3mf and load (hollow it out) within the UI job.
|
// Grab a 3mf and load (hollow it out) within the UI job.
|
||||||
void load_model(const std::string &fname) {
|
void load_model(const std::string &fname) {
|
||||||
|
@ -264,6 +292,9 @@ public:
|
||||||
std::string model_name;
|
std::string model_name;
|
||||||
std::getline(stream, model_name);
|
std::getline(stream, model_name);
|
||||||
load_model(model_name);
|
load_model(model_name);
|
||||||
|
while (!m_ui_job->is_finalized()) {
|
||||||
|
wxYield();
|
||||||
|
}
|
||||||
|
|
||||||
int w, h;
|
int w, h;
|
||||||
stream >> w >> h;
|
stream >> w >> h;
|
||||||
|
@ -286,7 +317,7 @@ public:
|
||||||
|
|
||||||
// Possible OpenCSG configuration values. Will be used on the command line and
|
// Possible OpenCSG configuration values. Will be used on the command line and
|
||||||
// on the UI widgets.
|
// on the UI widgets.
|
||||||
static const std::vector<wxString> CSG_ALGS = {"Auto", "Goldfeather", "SCS"};
|
static const std::vector<wxString> CSG_ALGS = {"Auto", "Goldfeather", "SCS", "EnricoShader"};
|
||||||
static const std::vector<wxString> CSG_DEPTH = {"Off", "OcclusionQuery", "On"};
|
static const std::vector<wxString> CSG_DEPTH = {"Off", "OcclusionQuery", "On"};
|
||||||
static const std::vector<wxString> CSG_OPT = { "Default", "ForceOn", "On", "Off" };
|
static const std::vector<wxString> CSG_OPT = { "Default", "ForceOn", "On", "Off" };
|
||||||
|
|
||||||
|
@ -309,40 +340,7 @@ public:
|
||||||
wxString fname;
|
wxString fname;
|
||||||
bool is_play = parser.Found("play", &fname);
|
bool is_play = parser.Found("play", &fname);
|
||||||
|
|
||||||
wxString alg;
|
m_frame = new MyFrame("PrusaSlicer OpenCSG Demo", wxDefaultPosition, wxSize(1024, 768), parser);
|
||||||
parser.Found("algorithm", &alg);
|
|
||||||
|
|
||||||
wxString depth;
|
|
||||||
parser.Found("depth", &depth);
|
|
||||||
|
|
||||||
wxString opt;
|
|
||||||
parser.Found("optimization", &opt);
|
|
||||||
|
|
||||||
long convexity = 1;
|
|
||||||
parser.Found("convexity", &convexity);
|
|
||||||
|
|
||||||
bool csg_off = parser.Found("disable-csg");
|
|
||||||
|
|
||||||
auto get_idx = [](const wxString &a, const std::vector<wxString> &v) {
|
|
||||||
auto it = std::find(v.begin(), v.end(), a.ToStdString());
|
|
||||||
return it - v.begin();
|
|
||||||
};
|
|
||||||
|
|
||||||
Slic3r::GL::CSGSettings settings;
|
|
||||||
|
|
||||||
if (auto a = get_idx(alg, CSG_ALGS) < OpenCSG::AlgorithmUnused)
|
|
||||||
settings.set_algo(OpenCSG::Algorithm(a));
|
|
||||||
|
|
||||||
if (auto a = get_idx(depth, CSG_DEPTH) < OpenCSG::DepthComplexityAlgorithmUnused)
|
|
||||||
settings.set_depth_algo(OpenCSG::DepthComplexityAlgorithm(a));
|
|
||||||
|
|
||||||
if (auto a = get_idx(opt, CSG_OPT) < OpenCSG::OptimizationUnused)
|
|
||||||
settings.set_optimization(OpenCSG::Optimization(a));
|
|
||||||
|
|
||||||
settings.set_convexity(unsigned(convexity));
|
|
||||||
settings.enable_csg(!csg_off);
|
|
||||||
|
|
||||||
m_frame = new MyFrame("PrusaSlicer OpenCSG Demo", wxDefaultPosition, wxSize(1024, 768), settings);
|
|
||||||
|
|
||||||
if (is_play) {
|
if (is_play) {
|
||||||
m_frame->Show( true );
|
m_frame->Show( true );
|
||||||
|
@ -361,7 +359,7 @@ public:
|
||||||
wxIMPLEMENT_APP(App);
|
wxIMPLEMENT_APP(App);
|
||||||
|
|
||||||
MyFrame::MyFrame(const wxString &title, const wxPoint &pos, const wxSize &size,
|
MyFrame::MyFrame(const wxString &title, const wxPoint &pos, const wxSize &size,
|
||||||
const Slic3r::GL::CSGSettings &settings):
|
const wxCmdLineParser &parser):
|
||||||
wxFrame(nullptr, wxID_ANY, title, pos, size)
|
wxFrame(nullptr, wxID_ANY, title, pos, size)
|
||||||
{
|
{
|
||||||
wxMenu *menuFile = new wxMenu;
|
wxMenu *menuFile = new wxMenu;
|
||||||
|
@ -396,9 +394,40 @@ MyFrame::MyFrame(const wxString &title, const wxPoint &pos, const wxSize &size,
|
||||||
wxDefaultPosition, wxDefaultSize,
|
wxDefaultPosition, wxDefaultSize,
|
||||||
wxWANTS_CHARS | wxFULL_REPAINT_ON_RESIZE);
|
wxWANTS_CHARS | wxFULL_REPAINT_ON_RESIZE);
|
||||||
|
|
||||||
m_canvas->get_ocsg_display()->apply_csgsettings(settings);
|
wxString alg;
|
||||||
|
parser.Found("algorithm", &alg);
|
||||||
|
|
||||||
m_ctl->add_display(m_canvas->get_display());
|
wxString depth;
|
||||||
|
parser.Found("depth", &depth);
|
||||||
|
|
||||||
|
wxString opt;
|
||||||
|
parser.Found("optimization", &opt);
|
||||||
|
|
||||||
|
long convexity = 1;
|
||||||
|
parser.Found("convexity", &convexity);
|
||||||
|
|
||||||
|
bool csg_off = parser.Found("disable-csg");
|
||||||
|
|
||||||
|
auto get_idx = [](const wxString &a, const std::vector<wxString> &v) {
|
||||||
|
auto it = std::find(v.begin(), v.end(), a.ToStdString());
|
||||||
|
return it - v.begin();
|
||||||
|
};
|
||||||
|
|
||||||
|
Slic3r::GL::CSGSettings settings;
|
||||||
|
|
||||||
|
if (auto a = get_idx(alg, CSG_ALGS) < OpenCSG::AlgorithmUnused)
|
||||||
|
settings.set_algo(OpenCSG::Algorithm(a));
|
||||||
|
|
||||||
|
if (auto a = get_idx(depth, CSG_DEPTH) < OpenCSG::DepthComplexityAlgorithmUnused)
|
||||||
|
settings.set_depth_algo(OpenCSG::DepthComplexityAlgorithm(a));
|
||||||
|
|
||||||
|
if (auto a = get_idx(opt, CSG_OPT) < OpenCSG::OptimizationUnused)
|
||||||
|
settings.set_optimization(OpenCSG::Optimization(a));
|
||||||
|
|
||||||
|
settings.set_convexity(unsigned(convexity));
|
||||||
|
settings.enable_csg(!csg_off);
|
||||||
|
|
||||||
|
m_canvas->get_ocsg_display()->apply_csgsettings(settings);
|
||||||
|
|
||||||
wxPanel *control_panel = new wxPanel(this);
|
wxPanel *control_panel = new wxPanel(this);
|
||||||
|
|
||||||
|
@ -459,10 +488,6 @@ MyFrame::MyFrame(const wxString &title, const wxPoint &pos, const wxSize &size,
|
||||||
|
|
||||||
auto fpstext = new wxStaticText(control_panel, wxID_ANY, "");
|
auto fpstext = new wxStaticText(control_panel, wxID_ANY, "");
|
||||||
console_sizer->Add(fpstext, 0, wxALL, 5);
|
console_sizer->Add(fpstext, 0, wxALL, 5);
|
||||||
m_canvas->get_ocsg_display()->get_fps_counter().add_listener([this, fpstext](double fps) {
|
|
||||||
fpstext->SetLabel(wxString::Format("fps: %.2f", fps) );
|
|
||||||
m_fps_avg = 0.9 * m_fps_avg + 0.1 * fps;
|
|
||||||
});
|
|
||||||
|
|
||||||
m_record_btn = new wxToggleButton(control_panel, wxID_ANY, "Record");
|
m_record_btn = new wxToggleButton(control_panel, wxID_ANY, "Record");
|
||||||
console_sizer->Add(m_record_btn, 0, wxALL | wxEXPAND, 5);
|
console_sizer->Add(m_record_btn, 0, wxALL | wxEXPAND, 5);
|
||||||
|
@ -477,12 +502,28 @@ MyFrame::MyFrame(const wxString &title, const wxPoint &pos, const wxSize &size,
|
||||||
sizer->Add(control_panel, 0, wxEXPAND);
|
sizer->Add(control_panel, 0, wxEXPAND);
|
||||||
SetSizer(sizer);
|
SetSizer(sizer);
|
||||||
|
|
||||||
|
if (alg != "EnricoShader") {
|
||||||
if (settings.get_algo() > 0) depth_select->Enable(true);
|
if (settings.get_algo() > 0) depth_select->Enable(true);
|
||||||
alg_select->SetSelection(settings.get_algo());
|
alg_select->SetSelection(settings.get_algo());
|
||||||
depth_select->SetSelection(settings.get_depth_algo());
|
depth_select->SetSelection(settings.get_depth_algo());
|
||||||
optimization_select->SetSelection(settings.get_optimization());
|
optimization_select->SetSelection(settings.get_optimization());
|
||||||
convexity_spin->SetValue(int(settings.get_convexity()));
|
convexity_spin->SetValue(int(settings.get_convexity()));
|
||||||
csg_toggle->SetValue(settings.is_enabled());
|
csg_toggle->SetValue(settings.is_enabled());
|
||||||
|
} else {
|
||||||
|
alg_select->SetSelection(int(get_idx("EnricoShader", CSG_ALGS)));
|
||||||
|
depth_select->Disable();
|
||||||
|
optimization_select->Disable();
|
||||||
|
convexity_spin->Disable();
|
||||||
|
csg_toggle->Disable();
|
||||||
|
auto renderer = std::make_shared<ShaderCSGRenderer>(canvas());
|
||||||
|
canvas()->set_display(renderer);
|
||||||
|
}
|
||||||
|
|
||||||
|
m_ctl->add_display(m_canvas->get_display());
|
||||||
|
m_canvas->get_display()->get_fps_counter().add_listener([this, fpstext](double fps) {
|
||||||
|
fpstext->SetLabel(wxString::Format("fps: %.2f", fps) );
|
||||||
|
m_fps_avg = 0.9 * m_fps_avg + 0.1 * fps;
|
||||||
|
});
|
||||||
|
|
||||||
Bind(wxEVT_CLOSE_WINDOW, [this](wxCloseEvent &evt){
|
Bind(wxEVT_CLOSE_WINDOW, [this](wxCloseEvent &evt){
|
||||||
if (m_canvas) RemoveChild(m_canvas.get());
|
if (m_canvas) RemoveChild(m_canvas.get());
|
||||||
|
@ -504,6 +545,16 @@ MyFrame::MyFrame(const wxString &title, const wxPoint &pos, const wxSize &size,
|
||||||
const wxSize ClientSize = GetClientSize();
|
const wxSize ClientSize = GetClientSize();
|
||||||
m_canvas->get_display()->set_active(ClientSize.x, ClientSize.y);
|
m_canvas->get_display()->set_active(ClientSize.x, ClientSize.y);
|
||||||
enable_multisampling(ms_toggle->GetValue());
|
enable_multisampling(ms_toggle->GetValue());
|
||||||
|
|
||||||
|
// Do the repaint continuously
|
||||||
|
m_canvas->Bind(wxEVT_IDLE, [this](wxIdleEvent &evt) {
|
||||||
|
if (IsShown() && m_canvas->IsShown())
|
||||||
|
m_canvas->get_display()->repaint();
|
||||||
|
|
||||||
|
evt.RequestMore();
|
||||||
|
});
|
||||||
|
|
||||||
|
bind_canvas_events(m_mouse);
|
||||||
});
|
});
|
||||||
|
|
||||||
Bind(wxEVT_SLIDER, [this, slider](wxCommandEvent &) {
|
Bind(wxEVT_SLIDER, [this, slider](wxCommandEvent &) {
|
||||||
|
@ -585,14 +636,6 @@ MyFrame::MyFrame(const wxString &title, const wxPoint &pos, const wxSize &size,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
|
||||||
// Do the repaint continuously
|
|
||||||
m_canvas->Bind(wxEVT_IDLE, [this](wxIdleEvent &evt) {
|
|
||||||
if (m_canvas->IsShown()) m_canvas->get_display()->repaint();
|
|
||||||
evt.RequestMore();
|
|
||||||
});
|
|
||||||
|
|
||||||
bind_canvas_events(m_mouse);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void MyFrame::bind_canvas_events(MouseInput &ms)
|
void MyFrame::bind_canvas_events(MouseInput &ms)
|
||||||
|
|
|
@ -62,7 +62,6 @@ protected:
|
||||||
// Launched when the job is finished. It refreshes the 3Dscene by def.
|
// Launched when the job is finished. It refreshes the 3Dscene by def.
|
||||||
virtual void finalize() { m_finalized = true; }
|
virtual void finalize() { m_finalized = true; }
|
||||||
|
|
||||||
bool is_finalized() const { return m_finalized; }
|
|
||||||
|
|
||||||
public:
|
public:
|
||||||
Job(std::shared_ptr<ProgressIndicator> pri) : m_progress(pri)
|
Job(std::shared_ptr<ProgressIndicator> pri) : m_progress(pri)
|
||||||
|
@ -89,6 +88,8 @@ public:
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool is_finalized() const { return m_finalized; }
|
||||||
|
|
||||||
Job(const Job &) = delete;
|
Job(const Job &) = delete;
|
||||||
Job(Job &&) = delete;
|
Job(Job &&) = delete;
|
||||||
Job &operator=(const Job &) = delete;
|
Job &operator=(const Job &) = delete;
|
||||||
|
|
Loading…
Reference in a new issue