BambuStudio/slic3r/GUI/Gizmos/GLGizmoPainterBase.hpp

410 lines
15 KiB
C++

#ifndef slic3r_GLGizmoPainterBase_hpp_
#define slic3r_GLGizmoPainterBase_hpp_
#include "GLGizmoBase.hpp"
#include "slic3r/GUI/3DScene.hpp"
#include "libslic3r/ObjectID.hpp"
#include "libslic3r/TriangleSelector.hpp"
#include "libslic3r/Model.hpp"
#include <cereal/types/vector.hpp>
#include <GL/glew.h>
namespace Slic3r::GUI {
enum class SLAGizmoEventType : unsigned char;
class ClippingPlane;
struct Camera;
class GLGizmoMmuSegmentation;
enum class PainterGizmoType {
FDM_SUPPORTS,
SEAM,
MMU_SEGMENTATION
};
class GLPaintContour
{
public:
GLPaintContour() = default;
void render() const;
inline bool has_VBO() const { return this->m_contour_EBO_id != 0; }
// Release the geometry data, release OpenGL VBOs.
void release_geometry();
// Finalize the initialization of the contour geometry and the indices, upload both to OpenGL VBO objects
// and possibly releasing it if it has been loaded into the VBOs.
void finalize_geometry();
void clear()
{
this->contour_vertices.clear();
this->contour_indices.clear();
this->contour_indices_size = 0;
}
std::vector<float> contour_vertices;
std::vector<int> contour_indices;
// When the triangle indices are loaded into the graphics card as Vertex Buffer Objects,
// the above mentioned std::vectors are cleared and the following variables keep their original length.
size_t contour_indices_size{0};
// IDs of the Vertex Array Objects, into which the geometry has been loaded.
// Zero if the VBOs are not sent to GPU yet.
GLuint m_contour_VBO_id{0};
GLuint m_contour_EBO_id{0};
};
class TriangleSelectorGUI : public TriangleSelector {
public:
explicit TriangleSelectorGUI(const TriangleMesh& mesh, float edge_limit = 0.6f)
: TriangleSelector(mesh, edge_limit) {}
virtual ~TriangleSelectorGUI() = default;
// Render current selection. Transformation matrices are supposed
// to be already set.
virtual void render(ImGuiWrapper *imgui);
void render() { this->render(nullptr); }
void set_wireframe_needed(bool need_wireframe) { m_need_wireframe = need_wireframe; }
bool get_wireframe_needed() { return m_need_wireframe; }
// BBS
void request_update_render_data(bool paint_changed = false)
{
m_update_render_data = true;
m_paint_changed |= paint_changed;
};
// BBS
static constexpr std::array<float, 4> enforcers_color{0.627f, 0.627f, 0.827f, 1.0f};//=GLVolume::SUPPORT_ENFORCER_COL
static constexpr std::array<float, 4> blockers_color{0.823f, 0.627f, 0.627f, 1.0f};//=GLVolume::SUPPORT_BLOCKER_COL
#ifdef PRUSASLICER_TRIANGLE_SELECTOR_DEBUG
void render_debug(ImGuiWrapper* imgui);
bool m_show_triangles{false};
bool m_show_invalid{false};
#endif
protected:
bool m_update_render_data = false;
// BBS
bool m_paint_changed = true;
static std::array<float, 4> get_seed_fill_color(const std::array<float, 4> &base_color);
private:
void update_render_data();
GLIndexedVertexArray m_iva_enforcers;
GLIndexedVertexArray m_iva_blockers;
std::array<GLIndexedVertexArray, 3> m_iva_seed_fills;
std::array<GLIndexedVertexArray, 3> m_varrays;
protected:
GLPaintContour m_paint_contour;
bool m_need_wireframe {false};
};
// BBS
struct TrianglePatch {
std::vector<float> patch_vertices;
std::vector<int> triangle_indices;
std::vector<int> facet_indices;
EnforcerBlockerType type = EnforcerBlockerType::NONE;
std::set<EnforcerBlockerType> neighbor_types;
// if area is larger than GapAreaMax, stop accumulate left triangle areas to improve performance
float area = 0.f;
bool is_fragment() const;
};
class TriangleSelectorPatch : public TriangleSelectorGUI {
public:
explicit TriangleSelectorPatch(const TriangleMesh& mesh, const std::vector<std::array<float, 4>> ebt_colors, float edge_limit = 0.6f)
: TriangleSelectorGUI(mesh, edge_limit), m_ebt_colors(ebt_colors) {}
virtual ~TriangleSelectorPatch() = default;
// Render current selection. Transformation matrices are supposed
// to be already set.
void render(ImGuiWrapper* imgui) override;
// TriangleSelector.m_triangles => m_gizmo_scene.triangle_patches
void update_triangles_per_type();
// m_gizmo_scene.triangle_patches => TriangleSelector.m_triangles
void update_selector_triangles();
void update_triangles_per_patch();
void set_ebt_colors(const std::vector<std::array<float, 4>> ebt_colors) { m_ebt_colors = ebt_colors; }
void set_filter_state(bool is_filter_state);
constexpr static float GapAreaMin = 0.f;
constexpr static float GapAreaMax = 5.f;
constexpr static float GapAreaStep = 0.2f;
// BBS: fix me
static float gap_area;
protected:
// Release the geometry data, release OpenGL VBOs.
void release_geometry();
// Finalize the initialization of the geometry, upload the geometry to OpenGL VBO objects
// and possibly releasing it if it has been loaded into the VBOs.
void finalize_vertices();
// Finalize the initialization of the indices, upload the indices to OpenGL VBO objects
// and possibly releasing it if it has been loaded into the VBOs.
void finalize_triangle_indices();
void clear()
{
// BBS
this->m_vertices_VBO_ids.clear();
this->m_triangle_indices_VBO_ids.clear();
this->m_triangle_indices_sizes.clear();
for (TrianglePatch& patch : this->m_triangle_patches)
{
patch.patch_vertices.clear();
patch.triangle_indices.clear();
}
this->m_triangle_patches.clear();
}
[[nodiscard]] inline bool has_VBOs(size_t triangle_indices_idx) const
{
assert(triangle_indices_idx < this->m_triangle_patches.size());
return this->m_triangle_indices_VBO_ids[triangle_indices_idx] != 0;
}
//std::vector<float> m_patch_vertices;
std::vector<TrianglePatch> m_triangle_patches;
// When the triangle indices are loaded into the graphics card as Vertex Buffer Objects,
// the above mentioned std::vectors are cleared and the following variables keep their original length.
std::vector<size_t> m_triangle_indices_sizes;
// IDs of the Vertex Array Objects, into which the geometry has been loaded.
// Zero if the VBOs are not sent to GPU yet.
//unsigned int m_vertices_VBO_id{ 0 };
std::vector<unsigned int> m_vertices_VBO_ids;
std::vector<unsigned int> m_triangle_indices_VBO_ids;
std::vector<std::array<float, 4>> m_ebt_colors;
bool m_filter_state = false;
private:
void update_render_data();
void render(int buffer_idx, int position_id = -1, bool show_wireframe=false);
};
// Following class is a base class for a gizmo with ability to paint on mesh
// using circular blush (such as FDM supports gizmo and seam painting gizmo).
// The purpose is not to duplicate code related to mesh painting.
class GLGizmoPainterBase : public GLGizmoBase
{
private:
ObjectID m_old_mo_id;
size_t m_old_volumes_size = 0;
void on_render() override {}
void on_render_for_picking() override {}
public:
GLGizmoPainterBase(GLCanvas3D& parent, const std::string& icon_filename, unsigned int sprite_id);
~GLGizmoPainterBase() override = default;
virtual void set_painter_gizmo_data(const Selection& selection);
virtual bool gizmo_event(SLAGizmoEventType action, const Vec2d& mouse_position, bool shift_down, bool alt_down, bool control_down);
// Following function renders the triangles and cursor. Having this separated
// from usual on_render method allows to render them before transparent
// objects, so they can be seen inside them. The usual on_render is called
// after all volumes (including transparent ones) are rendered.
virtual void render_painter_gizmo() const = 0;
virtual const float get_cursor_radius_min() const { return CursorRadiusMin; }
virtual const float get_cursor_radius_max() const { return CursorRadiusMax; }
virtual const float get_cursor_radius_step() const { return CursorRadiusStep; }
// BBS: just for CursorType::HeightRange
virtual const float get_cursor_height_min() const { return CursorHeightMin; }
virtual const float get_cursor_height_max() const { return CursorHeightMax; }
virtual const float get_cursor_height_step() const { return CursorHeightStep; }
protected:
virtual void render_triangles(const Selection& selection) const;
void render_cursor() const;
void render_cursor_circle() const;
void render_cursor_sphere(const Transform3d& trafo) const;
// BBS
bool is_valid_height_range_cursor(float min_z, float max_z) const;
void render_cursor_height_range(const Transform3d& trafo) const;
//BBS: add logic to distinguish the first_time_update and later_update
virtual void update_model_object() = 0;
virtual void update_from_model_object(bool first_update) = 0;
virtual std::array<float, 4> get_cursor_sphere_left_button_color() const { return {0.f, 0.f, 1.f, 0.25f}; }
virtual std::array<float, 4> get_cursor_sphere_right_button_color() const { return {1.f, 0.f, 0.f, 0.25f}; }
// BBS
virtual std::array<float, 4> get_cursor_hover_color() const { return { 0.f, 0.f, 0.f, 0.25f }; }
virtual EnforcerBlockerType get_left_button_state_type() const { return EnforcerBlockerType::ENFORCER; }
virtual EnforcerBlockerType get_right_button_state_type() const { return EnforcerBlockerType::BLOCKER; }
float m_cursor_radius = 1.f;
// BBS
float m_cursor_height = 0.2f;
static constexpr float CursorRadiusMin = 0.4f; // cannot be zero
static constexpr float CursorRadiusMax = 8.f;
static constexpr float CursorRadiusStep = 0.2f;
static constexpr float CursorHeightMin = 0.1f; // cannot be zero
static constexpr float CursorHeightMax = 8.f;
static constexpr float CursorHeightStep = 0.2f;
// For each model-part volume, store status and division of the triangles.
std::vector<std::unique_ptr<TriangleSelectorGUI>> m_triangle_selectors;
TriangleSelector::CursorType m_cursor_type = TriangleSelector::SPHERE;
enum class ToolType {
BRUSH,
BUCKET_FILL,
SMART_FILL,
// BBS
GAP_FILL,
};
struct ProjectedMousePosition
{
Vec3f mesh_hit;
int mesh_idx;
size_t facet_idx;
};
// BBS: projected result of mouse height range for a mesh
struct ProjectedHeightRange
{
float z_world;
int mesh_idx;
size_t first_facet_idx;
};
bool m_triangle_splitting_enabled = true;
ToolType m_tool_type = ToolType::BRUSH;
float m_smart_fill_angle = 30.f;
bool m_paint_on_overhangs_only = false;
float m_highlight_by_angle_threshold_deg = 0.f;
static constexpr float SmartFillAngleMin = 0.0f;
static constexpr float SmartFillAngleMax = 90.f;
static constexpr float SmartFillAngleStep = 1.f;
// BBL: paint behavior enchancement
bool m_vertical_only = false;
bool m_horizontal_only = false;
bool m_is_front_view = false;
float m_front_view_radian = 0;
// It stores the value of the previous mesh_id to which the seed fill was applied.
// It is used to detect when the mouse has moved from one volume to another one.
int m_seed_fill_last_mesh_id = -1;
enum class Button {
None,
Left,
Right
};
struct ClippingPlaneDataWrapper
{
std::array<float, 4> clp_dataf;
std::array<float, 2> z_range;
};
ClippingPlaneDataWrapper get_clipping_plane_data() const;
TriangleSelector::ClippingPlane get_clipping_plane_in_volume_coordinates(const Transform3d &trafo) const;
void change_camera_view_angle(float front_view_radian);
private:
std::vector<std::vector<ProjectedMousePosition>> get_projected_mouse_positions(const Vec2d &mouse_position, double resolution, const std::vector<Transform3d> &trafo_matrices) const;
std::vector<ProjectedHeightRange> get_projected_height_range(const Vec2d& mouse_position, double resolution, const std::vector<const ModelVolume*>& part_volumes, const std::vector<Transform3d>& trafo_matrices) const;
bool is_mesh_point_clipped(const Vec3d& point, const Transform3d& trafo) const;
void update_raycast_cache(const Vec2d& mouse_position,
const Camera& camera,
const std::vector<Transform3d>& trafo_matrices) const;
GLIndexedVertexArray m_vbo_sphere;
bool m_internal_stack_active = false;
bool m_schedule_update = false;
Vec2d m_last_mouse_click = Vec2d::Zero();
Button m_button_down = Button::None;
EState m_old_state = Off; // to be able to see that the gizmo has just been closed (see on_set_state)
// Following cache holds result of a raycast query. The queries are asked
// during rendering the sphere cursor and painting, this saves repeated
// raycasts when the mouse position is the same as before.
struct RaycastResult {
Vec2d mouse_position;
int mesh_id;
Vec3f hit;
size_t facet;
};
mutable RaycastResult m_rr;
// BBS
struct CutContours
{
TriangleMesh mesh;
GLModel contours;
double cut_z{ 0.0 };
Vec3d position{ Vec3d::Zero() };
Vec3d shift{ Vec3d::Zero() };
ObjectID object_id;
int instance_idx{ -1 };
};
mutable std::vector<CutContours> m_cut_contours;
mutable int m_volumes_index = 0;
mutable float m_cursor_z{0};
mutable double m_height_start_z_in_imgui{0};
mutable bool m_is_set_height_start_z_by_imgui{false};
mutable Vec2i m_height_start_pos{0, 0};
mutable bool m_is_cursor_in_imgui{false};
BoundingBoxf3 bounding_box() const;
void update_contours(int i, const TriangleMesh &vol_mesh, float cursor_z, float max_z, float min_z, bool update_height_start_pos) const;
Vec2i _3d_to_mouse(Vec3d pos_in_3d, const Camera &camera) const;
protected:
void on_set_state() override;
void on_start_dragging() override {}
void on_stop_dragging() override {}
virtual void on_opening() = 0;
virtual void on_shutdown() = 0;
virtual PainterGizmoType get_painter_type() const = 0;
bool on_is_activable() const override;
bool on_is_selectable() const override;
void on_load(cereal::BinaryInputArchive& ar) override;
void on_save(cereal::BinaryOutputArchive& ar) const override {}
CommonGizmosDataID on_get_requirements() const override;
bool wants_enter_leave_snapshots() const override { return true; }
virtual wxString handle_snapshot_action_name(bool shift_down, Button button_down) const = 0;
friend class ::Slic3r::GUI::GLGizmoMmuSegmentation;
};
} // namespace Slic3r::GUI
#endif // slic3r_GLGizmoPainterBase_hpp_