1 #include "libslic3r/libslic3r.h"
2 
3 #include "3DBed.hpp"
4 
5 #include "libslic3r/Polygon.hpp"
6 #include "libslic3r/ClipperUtils.hpp"
7 #include "libslic3r/BoundingBox.hpp"
8 #include "libslic3r/Geometry.hpp"
9 
10 #include "GUI_App.hpp"
11 #include "libslic3r/PresetBundle.hpp"
12 #include "GLCanvas3D.hpp"
13 #include "3DScene.hpp"
14 
15 #include <GL/glew.h>
16 
17 #include <boost/algorithm/string/predicate.hpp>
18 #include <boost/filesystem/operations.hpp>
19 #include <boost/log/trivial.hpp>
20 
21 static const float GROUND_Z = -0.02f;
22 
23 namespace Slic3r {
24 namespace GUI {
25 
set_from_triangles(const Polygons & triangles,float z,bool generate_tex_coords)26 bool GeometryBuffer::set_from_triangles(const Polygons& triangles, float z, bool generate_tex_coords)
27 {
28     m_vertices.clear();
29     unsigned int v_size = 3 * (unsigned int)triangles.size();
30 
31     if (v_size == 0)
32         return false;
33 
34     m_vertices = std::vector<Vertex>(v_size, Vertex());
35 
36     float min_x = unscale<float>(triangles[0].points[0](0));
37     float min_y = unscale<float>(triangles[0].points[0](1));
38     float max_x = min_x;
39     float max_y = min_y;
40 
41     unsigned int v_count = 0;
42     for (const Polygon& t : triangles) {
43         for (unsigned int i = 0; i < 3; ++i) {
44             Vertex& v = m_vertices[v_count];
45 
46             const Point& p = t.points[i];
47             float x = unscale<float>(p(0));
48             float y = unscale<float>(p(1));
49 
50             v.position[0] = x;
51             v.position[1] = y;
52             v.position[2] = z;
53 
54             if (generate_tex_coords) {
55                 v.tex_coords[0] = x;
56                 v.tex_coords[1] = y;
57 
58                 min_x = std::min(min_x, x);
59                 max_x = std::max(max_x, x);
60                 min_y = std::min(min_y, y);
61                 max_y = std::max(max_y, y);
62             }
63 
64             ++v_count;
65         }
66     }
67 
68     if (generate_tex_coords) {
69         float size_x = max_x - min_x;
70         float size_y = max_y - min_y;
71 
72         if ((size_x != 0.0f) && (size_y != 0.0f)) {
73             float inv_size_x = 1.0f / size_x;
74             float inv_size_y = -1.0f / size_y;
75             for (Vertex& v : m_vertices) {
76                 v.tex_coords[0] = (v.tex_coords[0] - min_x) * inv_size_x;
77                 v.tex_coords[1] = (v.tex_coords[1] - min_y) * inv_size_y;
78             }
79         }
80     }
81 
82     return true;
83 }
84 
set_from_lines(const Lines & lines,float z)85 bool GeometryBuffer::set_from_lines(const Lines& lines, float z)
86 {
87     m_vertices.clear();
88 
89     unsigned int v_size = 2 * (unsigned int)lines.size();
90     if (v_size == 0)
91         return false;
92 
93     m_vertices = std::vector<Vertex>(v_size, Vertex());
94 
95     unsigned int v_count = 0;
96     for (const Line& l : lines) {
97         Vertex& v1 = m_vertices[v_count];
98         v1.position[0] = unscale<float>(l.a(0));
99         v1.position[1] = unscale<float>(l.a(1));
100         v1.position[2] = z;
101         ++v_count;
102 
103         Vertex& v2 = m_vertices[v_count];
104         v2.position[0] = unscale<float>(l.b(0));
105         v2.position[1] = unscale<float>(l.b(1));
106         v2.position[2] = z;
107         ++v_count;
108     }
109 
110     return true;
111 }
112 
get_vertices_data() const113 const float* GeometryBuffer::get_vertices_data() const
114 {
115     return (m_vertices.size() > 0) ? (const float*)m_vertices.data() : nullptr;
116 }
117 
118 const float Bed3D::Axes::DefaultStemRadius = 0.5f;
119 const float Bed3D::Axes::DefaultStemLength = 25.0f;
120 const float Bed3D::Axes::DefaultTipRadius = 2.5f * Bed3D::Axes::DefaultStemRadius;
121 const float Bed3D::Axes::DefaultTipLength = 5.0f;
122 
set_stem_length(float length)123 void Bed3D::Axes::set_stem_length(float length)
124 {
125     m_stem_length = length;
126     m_arrow.reset();
127 }
128 
render() const129 void Bed3D::Axes::render() const
130 {
131     auto render_axis = [this](const Transform3f& transform) {
132         glsafe(::glPushMatrix());
133         glsafe(::glMultMatrixf(transform.data()));
134         m_arrow.render();
135         glsafe(::glPopMatrix());
136     };
137 
138     m_arrow.init_from(stilized_arrow(16, DefaultTipRadius, DefaultTipLength, DefaultStemRadius, m_stem_length));
139 
140     GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
141     if (shader == nullptr)
142         return;
143 
144     glsafe(::glEnable(GL_DEPTH_TEST));
145 
146     shader->start_using();
147 
148     // x axis
149     std::array<float, 4> color = { 0.75f, 0.0f, 0.0f, 1.0f };
150     shader->set_uniform("uniform_color", color);
151     render_axis(Geometry::assemble_transform(m_origin, { 0.0, 0.5 * M_PI, 0.0f }).cast<float>());
152 
153     // y axis
154     color = { 0.0f, 0.75f, 0.0f, 1.0f };
155     shader->set_uniform("uniform_color", color);
156     render_axis(Geometry::assemble_transform(m_origin, { -0.5 * M_PI, 0.0, 0.0f }).cast<float>());
157 
158     // z axis
159     color = { 0.0f, 0.0f, 0.75f, 1.0f };
160     shader->set_uniform("uniform_color", color);
161     render_axis(Geometry::assemble_transform(m_origin).cast<float>());
162 
163     shader->stop_using();
164 
165     glsafe(::glDisable(GL_DEPTH_TEST));
166 }
167 
Bed3D()168 Bed3D::Bed3D()
169     : m_type(Custom)
170     , m_vbo_id(0)
171     , m_scale_factor(1.0f)
172 {
173 }
174 
set_shape(const Pointfs & shape,const std::string & custom_texture,const std::string & custom_model,bool force_as_custom)175 bool Bed3D::set_shape(const Pointfs& shape, const std::string& custom_texture, const std::string& custom_model, bool force_as_custom)
176 {
177     auto check_texture = [](const std::string& texture) {
178         return !texture.empty() && (boost::algorithm::iends_with(texture, ".png") || boost::algorithm::iends_with(texture, ".svg")) && boost::filesystem::exists(texture);
179     };
180 
181     auto check_model = [](const std::string& model) {
182         return !model.empty() && boost::algorithm::iends_with(model, ".stl") && boost::filesystem::exists(model);
183     };
184 
185     EType type;
186     std::string model;
187     std::string texture;
188     if (force_as_custom)
189         type = Custom;
190     else {
191         auto [new_type, system_model, system_texture] = detect_type(shape);
192         type = new_type;
193         model = system_model;
194         texture = system_texture;
195     }
196 
197     std::string texture_filename = custom_texture.empty() ? texture : custom_texture;
198     if (!check_texture(texture_filename))
199         texture_filename.clear();
200 
201     std::string model_filename = custom_model.empty() ? model : custom_model;
202     if (!check_model(model_filename))
203         model_filename.clear();
204 
205     if (m_shape == shape && m_type == type && m_texture_filename == texture_filename && m_model_filename == model_filename)
206         // No change, no need to update the UI.
207         return false;
208 
209     m_shape = shape;
210     m_texture_filename = texture_filename;
211     m_model_filename = model_filename;
212     m_type = type;
213 
214     calc_bounding_boxes();
215 
216     ExPolygon poly;
217     for (const Vec2d& p : m_shape) {
218         poly.contour.append(Point(scale_(p(0)), scale_(p(1))));
219     }
220 
221     calc_triangles(poly);
222 
223     const BoundingBox& bed_bbox = poly.contour.bounding_box();
224     calc_gridlines(poly, bed_bbox);
225 
226     m_polygon = offset_ex(poly.contour, (float)bed_bbox.radius() * 1.7f, jtRound, scale_(0.5))[0].contour;
227 
228     reset();
229     m_texture.reset();
230     m_model.reset();
231 
232     // Set the origin and size for rendering the coordinate system axes.
233     m_axes.set_origin({ 0.0, 0.0, static_cast<double>(GROUND_Z) });
234     m_axes.set_stem_length(0.1f * static_cast<float>(m_bounding_box.max_size()));
235 
236     // Let the calee to update the UI.
237     return true;
238 }
239 
contains(const Point & point) const240 bool Bed3D::contains(const Point& point) const
241 {
242     return m_polygon.contains(point);
243 }
244 
point_projection(const Point & point) const245 Point Bed3D::point_projection(const Point& point) const
246 {
247     return m_polygon.point_projection(point);
248 }
249 
render(GLCanvas3D & canvas,bool bottom,float scale_factor,bool show_axes,bool show_texture) const250 void Bed3D::render(GLCanvas3D& canvas, bool bottom, float scale_factor,
251                    bool show_axes, bool show_texture) const
252 {
253     m_scale_factor = scale_factor;
254 
255     if (show_axes)
256         render_axes();
257 
258     glsafe(::glEnable(GL_DEPTH_TEST));
259 
260     switch (m_type)
261     {
262     case System: { render_system(canvas, bottom, show_texture); break; }
263     default:
264     case Custom: { render_custom(canvas, bottom, show_texture); break; }
265     }
266 
267     glsafe(::glDisable(GL_DEPTH_TEST));
268 }
269 
calc_bounding_boxes() const270 void Bed3D::calc_bounding_boxes() const
271 {
272     m_bounding_box = BoundingBoxf3();
273     for (const Vec2d& p : m_shape) {
274         m_bounding_box.merge(Vec3d(p(0), p(1), 0.0));
275     }
276 
277     m_extended_bounding_box = m_bounding_box;
278 
279     // extend to contain axes
280     m_extended_bounding_box.merge(m_axes.get_origin() + m_axes.get_total_length() * Vec3d::Ones());
281     m_extended_bounding_box.merge(m_extended_bounding_box.min + Vec3d(-Axes::DefaultTipRadius, -Axes::DefaultTipRadius, m_extended_bounding_box.max(2)));
282 
283     // extend to contain model, if any
284     BoundingBoxf3 model_bb = m_model.get_bounding_box();
285     if (model_bb.defined) {
286         model_bb.translate(m_model_offset);
287         m_extended_bounding_box.merge(model_bb);
288     }
289 }
290 
calc_triangles(const ExPolygon & poly)291 void Bed3D::calc_triangles(const ExPolygon& poly)
292 {
293     Polygons triangles;
294     poly.triangulate_p2t(&triangles);
295 
296     if (!m_triangles.set_from_triangles(triangles, GROUND_Z, true))
297         printf("Unable to create bed triangles\n");
298 }
299 
calc_gridlines(const ExPolygon & poly,const BoundingBox & bed_bbox)300 void Bed3D::calc_gridlines(const ExPolygon& poly, const BoundingBox& bed_bbox)
301 {
302     Polylines axes_lines;
303     for (coord_t x = bed_bbox.min(0); x <= bed_bbox.max(0); x += scale_(10.0)) {
304         Polyline line;
305         line.append(Point(x, bed_bbox.min(1)));
306         line.append(Point(x, bed_bbox.max(1)));
307         axes_lines.push_back(line);
308     }
309     for (coord_t y = bed_bbox.min(1); y <= bed_bbox.max(1); y += scale_(10.0)) {
310         Polyline line;
311         line.append(Point(bed_bbox.min(0), y));
312         line.append(Point(bed_bbox.max(0), y));
313         axes_lines.push_back(line);
314     }
315 
316     // clip with a slightly grown expolygon because our lines lay on the contours and may get erroneously clipped
317     Lines gridlines = to_lines(intersection_pl(axes_lines, offset(poly, (float)SCALED_EPSILON)));
318 
319     // append bed contours
320     Lines contour_lines = to_lines(poly);
321     std::copy(contour_lines.begin(), contour_lines.end(), std::back_inserter(gridlines));
322 
323     if (!m_gridlines.set_from_lines(gridlines, GROUND_Z))
324         printf("Unable to create bed grid lines\n");
325 }
326 
327 
detect_type(const Pointfs & shape) const328 std::tuple<Bed3D::EType, std::string, std::string> Bed3D::detect_type(const Pointfs& shape) const
329 {
330     auto bundle = wxGetApp().preset_bundle;
331     if (bundle != nullptr) {
332         const Preset* curr = &bundle->printers.get_selected_preset();
333         while (curr != nullptr) {
334             if (curr->config.has("bed_shape")) {
335                 if (shape == dynamic_cast<const ConfigOptionPoints*>(curr->config.option("bed_shape"))->values) {
336                     std::string model_filename = PresetUtils::system_printer_bed_model(*curr);
337                     std::string texture_filename = PresetUtils::system_printer_bed_texture(*curr);
338                     if (!model_filename.empty() && !texture_filename.empty())
339                         return { System, model_filename, texture_filename };
340                 }
341             }
342 
343             curr = bundle->printers.get_preset_parent(*curr);
344         }
345     }
346 
347     return { Custom, "", "" };
348 }
349 
render_axes() const350 void Bed3D::render_axes() const
351 {
352     if (!m_shape.empty())
353         m_axes.render();
354 }
355 
render_system(GLCanvas3D & canvas,bool bottom,bool show_texture) const356 void Bed3D::render_system(GLCanvas3D& canvas, bool bottom, bool show_texture) const
357 {
358     if (!bottom)
359         render_model();
360 
361     if (show_texture)
362         render_texture(bottom, canvas);
363 }
364 
render_texture(bool bottom,GLCanvas3D & canvas) const365 void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas) const
366 {
367     if (m_texture_filename.empty()) {
368         m_texture.reset();
369         render_default(bottom);
370         return;
371     }
372 
373     if ((m_texture.get_id() == 0) || (m_texture.get_source() != m_texture_filename)) {
374         m_texture.reset();
375 
376         if (boost::algorithm::iends_with(m_texture_filename, ".svg")) {
377             // use higher resolution images if graphic card and opengl version allow
378             GLint max_tex_size = OpenGLManager::get_gl_info().get_max_tex_size();
379             if ((m_temp_texture.get_id() == 0) || (m_temp_texture.get_source() != m_texture_filename)) {
380                 // generate a temporary lower resolution texture to show while no main texture levels have been compressed
381                 if (!m_temp_texture.load_from_svg_file(m_texture_filename, false, false, false, max_tex_size / 8)) {
382                     render_default(bottom);
383                     return;
384                 }
385                 canvas.request_extra_frame();
386             }
387 
388             // starts generating the main texture, compression will run asynchronously
389             if (!m_texture.load_from_svg_file(m_texture_filename, true, true, true, max_tex_size)) {
390                 render_default(bottom);
391                 return;
392             }
393         }
394         else if (boost::algorithm::iends_with(m_texture_filename, ".png")) {
395             // generate a temporary lower resolution texture to show while no main texture levels have been compressed
396             if ((m_temp_texture.get_id() == 0) || (m_temp_texture.get_source() != m_texture_filename)) {
397                 if (!m_temp_texture.load_from_file(m_texture_filename, false, GLTexture::None, false)) {
398                     render_default(bottom);
399                     return;
400                 }
401                 canvas.request_extra_frame();
402             }
403 
404             // starts generating the main texture, compression will run asynchronously
405             if (!m_texture.load_from_file(m_texture_filename, true, GLTexture::MultiThreaded, true)) {
406                 render_default(bottom);
407                 return;
408             }
409         }
410         else {
411             render_default(bottom);
412             return;
413         }
414     }
415     else if (m_texture.unsent_compressed_data_available()) {
416         // sends to gpu the already available compressed levels of the main texture
417         m_texture.send_compressed_data_to_gpu();
418 
419         // the temporary texture is not needed anymore, reset it
420         if (m_temp_texture.get_id() != 0)
421             m_temp_texture.reset();
422 
423         canvas.request_extra_frame();
424 
425     }
426 
427     if (m_triangles.get_vertices_count() > 0) {
428         GLShaderProgram* shader = wxGetApp().get_shader("printbed");
429         if (shader != nullptr) {
430             shader->start_using();
431             shader->set_uniform("transparent_background", bottom);
432             shader->set_uniform("svg_source", boost::algorithm::iends_with(m_texture.get_source(), ".svg"));
433 
434             if (m_vbo_id == 0) {
435                 glsafe(::glGenBuffers(1, &m_vbo_id));
436                 glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id));
437                 glsafe(::glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)m_triangles.get_vertices_data_size(), (const GLvoid*)m_triangles.get_vertices_data(), GL_STATIC_DRAW));
438                 glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
439             }
440 
441             glsafe(::glEnable(GL_DEPTH_TEST));
442             glsafe(::glDepthMask(GL_FALSE));
443 
444             glsafe(::glEnable(GL_BLEND));
445             glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
446 
447             if (bottom)
448                 glsafe(::glFrontFace(GL_CW));
449 
450             unsigned int stride = m_triangles.get_vertex_data_size();
451 
452             GLint position_id = shader->get_attrib_location("v_position");
453             GLint tex_coords_id = shader->get_attrib_location("v_tex_coords");
454 
455             // show the temporary texture while no compressed data is available
456             GLuint tex_id = (GLuint)m_temp_texture.get_id();
457             if (tex_id == 0)
458                 tex_id = (GLuint)m_texture.get_id();
459 
460             glsafe(::glBindTexture(GL_TEXTURE_2D, tex_id));
461             glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id));
462 
463             if (position_id != -1) {
464                 glsafe(::glEnableVertexAttribArray(position_id));
465                 glsafe(::glVertexAttribPointer(position_id, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)(intptr_t)m_triangles.get_position_offset()));
466             }
467             if (tex_coords_id != -1) {
468                 glsafe(::glEnableVertexAttribArray(tex_coords_id));
469                 glsafe(::glVertexAttribPointer(tex_coords_id, 2, GL_FLOAT, GL_FALSE, stride, (GLvoid*)(intptr_t)m_triangles.get_tex_coords_offset()));
470             }
471 
472             glsafe(::glDrawArrays(GL_TRIANGLES, 0, (GLsizei)m_triangles.get_vertices_count()));
473 
474             if (tex_coords_id != -1)
475                 glsafe(::glDisableVertexAttribArray(tex_coords_id));
476 
477             if (position_id != -1)
478                 glsafe(::glDisableVertexAttribArray(position_id));
479 
480             glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
481             glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
482 
483             if (bottom)
484                 glsafe(::glFrontFace(GL_CCW));
485 
486             glsafe(::glDisable(GL_BLEND));
487             glsafe(::glDepthMask(GL_TRUE));
488 
489             shader->stop_using();
490         }
491     }
492 }
493 
render_model() const494 void Bed3D::render_model() const
495 {
496     if (m_model_filename.empty())
497         return;
498 
499     if ((m_model.get_filename() != m_model_filename) && m_model.init_from_file(m_model_filename)) {
500         // move the model so that its origin (0.0, 0.0, 0.0) goes into the bed shape center and a bit down to avoid z-fighting with the texture quad
501         Vec3d shift = m_bounding_box.center();
502         shift(2) = -0.03;
503         m_model_offset = shift;
504 
505         // update extended bounding box
506         calc_bounding_boxes();
507     }
508 
509     if (!m_model.get_filename().empty()) {
510         GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
511         if (shader != nullptr) {
512             shader->start_using();
513             shader->set_uniform("uniform_color", m_model_color);
514             ::glPushMatrix();
515             ::glTranslated(m_model_offset(0), m_model_offset(1), m_model_offset(2));
516             m_model.render();
517             ::glPopMatrix();
518             shader->stop_using();
519         }
520     }
521 }
522 
render_custom(GLCanvas3D & canvas,bool bottom,bool show_texture) const523 void Bed3D::render_custom(GLCanvas3D& canvas, bool bottom, bool show_texture) const
524 {
525     if (m_texture_filename.empty() && m_model_filename.empty()) {
526         render_default(bottom);
527         return;
528     }
529 
530     if (!bottom)
531         render_model();
532 
533     if (show_texture)
534         render_texture(bottom, canvas);
535 }
536 
render_default(bool bottom) const537 void Bed3D::render_default(bool bottom) const
538 {
539     m_texture.reset();
540 
541     unsigned int triangles_vcount = m_triangles.get_vertices_count();
542     if (triangles_vcount > 0) {
543         bool has_model = !m_model.get_filename().empty();
544 
545         glsafe(::glEnable(GL_DEPTH_TEST));
546         glsafe(::glEnable(GL_BLEND));
547         glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
548 
549         glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
550 
551         if (!has_model && !bottom) {
552             // draw background
553             glsafe(::glDepthMask(GL_FALSE));
554             glsafe(::glColor4fv(m_model_color.data()));
555             glsafe(::glNormal3d(0.0f, 0.0f, 1.0f));
556             glsafe(::glVertexPointer(3, GL_FLOAT, m_triangles.get_vertex_data_size(), (GLvoid*)m_triangles.get_vertices_data()));
557             glsafe(::glDrawArrays(GL_TRIANGLES, 0, (GLsizei)triangles_vcount));
558             glsafe(::glDepthMask(GL_TRUE));
559         }
560 
561         // draw grid
562         glsafe(::glLineWidth(1.5f * m_scale_factor));
563         if (has_model && !bottom)
564             glsafe(::glColor4f(0.9f, 0.9f, 0.9f, 1.0f));
565         else
566             glsafe(::glColor4f(0.9f, 0.9f, 0.9f, 0.6f));
567         glsafe(::glVertexPointer(3, GL_FLOAT, m_triangles.get_vertex_data_size(), (GLvoid*)m_gridlines.get_vertices_data()));
568         glsafe(::glDrawArrays(GL_LINES, 0, (GLsizei)m_gridlines.get_vertices_count()));
569 
570         glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
571 
572         glsafe(::glDisable(GL_BLEND));
573     }
574 }
575 
reset()576 void Bed3D::reset()
577 {
578     if (m_vbo_id > 0) {
579         glsafe(::glDeleteBuffers(1, &m_vbo_id));
580         m_vbo_id = 0;
581     }
582 }
583 
584 } // GUI
585 } // Slic3r
586