BambuStudio/src/slic3r/GUI/GLModel.cpp

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#include "libslic3r/libslic3r.h"
#include "GLModel.hpp"
#include "3DScene.hpp"
#include "GUI_App.hpp"
#include "GLShader.hpp"
#include "libslic3r/TriangleMesh.hpp"
#include "libslic3r/Model.hpp"
#include "libslic3r/Polygon.hpp"
#include <boost/filesystem/operations.hpp>
#include <boost/algorithm/string/predicate.hpp>
#include <GL/glew.h>
namespace Slic3r {
namespace GUI {
size_t GLModel::InitializationData::vertices_count() const
{
size_t ret = 0;
for (const Entity& entity : entities) {
ret += entity.positions.size();
}
return ret;
}
size_t GLModel::InitializationData::indices_count() const
{
size_t ret = 0;
for (const Entity& entity : entities) {
ret += entity.indices.size();
}
return ret;
}
void GLModel::init_from(const InitializationData& data)
{
if (!m_render_data.empty()) // call reset() if you want to reuse this model
return;
for (const InitializationData::Entity& entity : data.entities) {
if (entity.positions.empty() || entity.indices.empty())
continue;
assert(entity.normals.empty() || entity.normals.size() == entity.positions.size());
RenderData rdata;
rdata.type = entity.type;
rdata.color = entity.color;
// vertices/normals data
std::vector<float> vertices(6 * entity.positions.size());
for (size_t i = 0; i < entity.positions.size(); ++i) {
const size_t offset = i * 6;
::memcpy(static_cast<void*>(&vertices[offset]), static_cast<const void*>(entity.positions[i].data()), 3 * sizeof(float));
if (!entity.normals.empty())
::memcpy(static_cast<void*>(&vertices[3 + offset]), static_cast<const void*>(entity.normals[i].data()), 3 * sizeof(float));
}
// indices data
std::vector<unsigned int> indices = entity.indices;
rdata.indices_count = static_cast<unsigned int>(indices.size());
// update bounding box
for (size_t i = 0; i < entity.positions.size(); ++i) {
m_bounding_box.merge(entity.positions[i].cast<double>());
}
send_to_gpu(rdata, vertices, indices);
m_render_data.emplace_back(rdata);
}
}
void GLModel::init_from(const indexed_triangle_set& its, const BoundingBoxf3 &bbox)
{
if (!m_render_data.empty()) // call reset() if you want to reuse this model
return;
RenderData data;
data.type = PrimitiveType::Triangles;
std::vector<float> vertices = std::vector<float>(18 * its.indices.size());
std::vector<unsigned int> indices = std::vector<unsigned int>(3 * its.indices.size());
unsigned int vertices_count = 0;
for (uint32_t i = 0; i < its.indices.size(); ++i) {
stl_triangle_vertex_indices face = its.indices[i];
stl_vertex vertex[3] = { its.vertices[face[0]], its.vertices[face[1]], its.vertices[face[2]] };
stl_vertex n = face_normal_normalized(vertex);
for (size_t j = 0; j < 3; ++ j) {
size_t offset = i * 18 + j * 6;
::memcpy(static_cast<void*>(&vertices[offset]), static_cast<const void*>(vertex[j].data()), 3 * sizeof(float));
::memcpy(static_cast<void*>(&vertices[3 + offset]), static_cast<const void*>(n.data()), 3 * sizeof(float));
}
for (size_t j = 0; j < 3; ++j)
indices[i * 3 + j] = vertices_count + j;
vertices_count += 3;
}
data.indices_count = static_cast<unsigned int>(indices.size());
m_bounding_box = bbox;
send_to_gpu(data, vertices, indices);
m_render_data.emplace_back(data);
}
void GLModel::init_from(const indexed_triangle_set& its)
{
this->init_from(its, bounding_box(its));
}
void GLModel::init_from(const Polygons& polygons, float z)
{
auto append_polygon = [](const Polygon& polygon, float z, GUI::GLModel::InitializationData& data) {
if (!polygon.empty()) {
GUI::GLModel::InitializationData::Entity entity;
entity.type = GUI::GLModel::PrimitiveType::LineLoop;
// contour
entity.positions.reserve(polygon.size() + 1);
entity.indices.reserve(polygon.size() + 1);
unsigned int id = 0;
for (const Point& p : polygon) {
Vec3f position = unscale(p.x(), p.y(), 0.0).cast<float>();
position.z() = z;
entity.positions.emplace_back(position);
entity.indices.emplace_back(id++);
}
data.entities.emplace_back(entity);
}
};
InitializationData init_data;
for (const Polygon& polygon : polygons) {
append_polygon(polygon, z, init_data);
}
init_from(init_data);
}
bool GLModel::init_from_file(const std::string& filename)
{
if (!boost::filesystem::exists(filename))
return false;
if (!boost::algorithm::iends_with(filename, ".stl"))
return false;
Model model;
try
{
model = Model::read_from_file(filename);
}
catch (std::exception&)
{
return false;
}
TriangleMesh mesh = model.mesh();
init_from(mesh.its, mesh.bounding_box());
m_filename = filename;
return true;
}
void GLModel::set_color(int entity_id, const std::array<float, 4>& color)
{
for (size_t i = 0; i < m_render_data.size(); ++i) {
if (entity_id == -1 || static_cast<int>(i) == entity_id)
m_render_data[i].color = color;
}
}
void GLModel::reset()
{
for (RenderData& data : m_render_data) {
// release gpu memory
if (data.ibo_id > 0)
glsafe(::glDeleteBuffers(1, &data.ibo_id));
if (data.vbo_id > 0)
glsafe(::glDeleteBuffers(1, &data.vbo_id));
}
m_render_data.clear();
m_bounding_box = BoundingBoxf3();
m_filename = std::string();
}
void GLModel::render() const
{
GLShaderProgram* shader = wxGetApp().get_current_shader();
for (const RenderData& data : m_render_data) {
if (data.vbo_id == 0 || data.ibo_id == 0)
continue;
GLenum mode;
switch (data.type)
{
default:
case PrimitiveType::Triangles: { mode = GL_TRIANGLES; break; }
case PrimitiveType::Lines: { mode = GL_LINES; break; }
case PrimitiveType::LineStrip: { mode = GL_LINE_STRIP; break; }
case PrimitiveType::LineLoop: { mode = GL_LINE_LOOP; break; }
}
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, data.vbo_id));
glsafe(::glVertexPointer(3, GL_FLOAT, 6 * sizeof(float), (const void*)0));
glsafe(::glNormalPointer(GL_FLOAT, 6 * sizeof(float), (const void*)(3 * sizeof(float))));
glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
glsafe(::glEnableClientState(GL_NORMAL_ARRAY));
if (shader != nullptr)
shader->set_uniform("uniform_color", data.color);
else
glsafe(::glColor4fv(data.color.data()));
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.ibo_id));
glsafe(::glDrawElements(mode, static_cast<GLsizei>(data.indices_count), GL_UNSIGNED_INT, (const void*)0));
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
glsafe(::glDisableClientState(GL_NORMAL_ARRAY));
glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
}
}
void GLModel::render_instanced(unsigned int instances_vbo, unsigned int instances_count) const
{
if (instances_vbo == 0)
return;
GLShaderProgram* shader = wxGetApp().get_current_shader();
assert(shader == nullptr || boost::algorithm::iends_with(shader->get_name(), "_instanced"));
// vertex attributes
GLint position_id = (shader != nullptr) ? shader->get_attrib_location("v_position") : -1;
GLint normal_id = (shader != nullptr) ? shader->get_attrib_location("v_normal") : -1;
assert(position_id != -1 && normal_id != -1);
// instance attributes
GLint offset_id = (shader != nullptr) ? shader->get_attrib_location("i_offset") : -1;
GLint scales_id = (shader != nullptr) ? shader->get_attrib_location("i_scales") : -1;
assert(offset_id != -1 && scales_id != -1);
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, instances_vbo));
if (offset_id != -1) {
glsafe(::glVertexAttribPointer(offset_id, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (GLvoid*)0));
glsafe(::glEnableVertexAttribArray(offset_id));
glsafe(::glVertexAttribDivisor(offset_id, 1));
}
if (scales_id != -1) {
glsafe(::glVertexAttribPointer(scales_id, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (GLvoid*)(3 * sizeof(float))));
glsafe(::glEnableVertexAttribArray(scales_id));
glsafe(::glVertexAttribDivisor(scales_id, 1));
}
for (const RenderData& data : m_render_data) {
if (data.vbo_id == 0 || data.ibo_id == 0)
continue;
GLenum mode;
switch (data.type)
{
default:
case PrimitiveType::Triangles: { mode = GL_TRIANGLES; break; }
case PrimitiveType::Lines: { mode = GL_LINES; break; }
case PrimitiveType::LineStrip: { mode = GL_LINE_STRIP; break; }
case PrimitiveType::LineLoop: { mode = GL_LINE_LOOP; break; }
}
if (shader != nullptr)
shader->set_uniform("uniform_color", data.color);
else
glsafe(::glColor4fv(data.color.data()));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, data.vbo_id));
if (position_id != -1) {
glsafe(::glVertexAttribPointer(position_id, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (GLvoid*)0));
glsafe(::glEnableVertexAttribArray(position_id));
}
if (normal_id != -1) {
glsafe(::glVertexAttribPointer(normal_id, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (GLvoid*)(3 * sizeof(float))));
glsafe(::glEnableVertexAttribArray(normal_id));
}
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.ibo_id));
glsafe(::glDrawElementsInstanced(mode, static_cast<GLsizei>(data.indices_count), GL_UNSIGNED_INT, (const void*)0, instances_count));
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
if (normal_id != -1)
glsafe(::glDisableVertexAttribArray(normal_id));
if (position_id != -1)
glsafe(::glDisableVertexAttribArray(position_id));
}
if (scales_id != -1)
glsafe(::glDisableVertexAttribArray(scales_id));
if (offset_id != -1)
glsafe(::glDisableVertexAttribArray(offset_id));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
}
void GLModel::send_to_gpu(RenderData& data, const std::vector<float>& vertices, const std::vector<unsigned int>& indices)
{
assert(data.vbo_id == 0);
assert(data.ibo_id == 0);
// vertex data -> send to gpu
glsafe(::glGenBuffers(1, &data.vbo_id));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, data.vbo_id));
glsafe(::glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(float), vertices.data(), GL_STATIC_DRAW));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
// indices data -> send to gpu
glsafe(::glGenBuffers(1, &data.ibo_id));
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.ibo_id));
glsafe(::glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), indices.data(), GL_STATIC_DRAW));
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
}
GLModel::InitializationData stilized_arrow(int resolution, float tip_radius, float tip_height, float stem_radius, float stem_height)
{
auto append_vertex = [](GLModel::InitializationData::Entity& entity, const Vec3f& position, const Vec3f& normal) {
entity.positions.emplace_back(position);
entity.normals.emplace_back(normal);
};
auto append_indices = [](GLModel::InitializationData::Entity& entity, unsigned int v1, unsigned int v2, unsigned int v3) {
entity.indices.emplace_back(v1);
entity.indices.emplace_back(v2);
entity.indices.emplace_back(v3);
};
resolution = std::max(4, resolution);
GLModel::InitializationData data;
GLModel::InitializationData::Entity entity;
entity.type = GLModel::PrimitiveType::Triangles;
const float angle_step = 2.0f * M_PI / static_cast<float>(resolution);
std::vector<float> cosines(resolution);
std::vector<float> sines(resolution);
for (int i = 0; i < resolution; ++i) {
const float angle = angle_step * static_cast<float>(i);
cosines[i] = ::cos(angle);
sines[i] = -::sin(angle);
}
const float total_height = tip_height + stem_height;
// tip vertices/normals
append_vertex(entity, { 0.0f, 0.0f, total_height }, Vec3f::UnitZ());
for (int i = 0; i < resolution; ++i) {
append_vertex(entity, { tip_radius * sines[i], tip_radius * cosines[i], stem_height }, { sines[i], cosines[i], 0.0f });
}
// tip triangles
for (int i = 0; i < resolution; ++i) {
const int v3 = (i < resolution - 1) ? i + 2 : 1;
append_indices(entity, 0, i + 1, v3);
}
// tip cap outer perimeter vertices
for (int i = 0; i < resolution; ++i) {
append_vertex(entity, { tip_radius * sines[i], tip_radius * cosines[i], stem_height }, -Vec3f::UnitZ());
}
// tip cap inner perimeter vertices
for (int i = 0; i < resolution; ++i) {
append_vertex(entity, { stem_radius * sines[i], stem_radius * cosines[i], stem_height }, -Vec3f::UnitZ());
}
// tip cap triangles
for (int i = 0; i < resolution; ++i) {
const int v2 = (i < resolution - 1) ? i + resolution + 2 : resolution + 1;
const int v3 = (i < resolution - 1) ? i + 2 * resolution + 2 : 2 * resolution + 1;
append_indices(entity, i + resolution + 1, v3, v2);
append_indices(entity, i + resolution + 1, i + 2 * resolution + 1, v3);
}
// stem bottom vertices
for (int i = 0; i < resolution; ++i) {
append_vertex(entity, { stem_radius * sines[i], stem_radius * cosines[i], stem_height }, { sines[i], cosines[i], 0.0f });
}
// stem top vertices
for (int i = 0; i < resolution; ++i) {
append_vertex(entity, { stem_radius * sines[i], stem_radius * cosines[i], 0.0f }, { sines[i], cosines[i], 0.0f });
}
// stem triangles
for (int i = 0; i < resolution; ++i) {
const int v2 = (i < resolution - 1) ? i + 3 * resolution + 2 : 3 * resolution + 1;
const int v3 = (i < resolution - 1) ? i + 4 * resolution + 2 : 4 * resolution + 1;
append_indices(entity, i + 3 * resolution + 1, v3, v2);
append_indices(entity, i + 3 * resolution + 1, i + 4 * resolution + 1, v3);
}
// stem cap vertices
append_vertex(entity, Vec3f::Zero(), -Vec3f::UnitZ());
for (int i = 0; i < resolution; ++i) {
append_vertex(entity, { stem_radius * sines[i], stem_radius * cosines[i], 0.0f }, -Vec3f::UnitZ());
}
// stem cap triangles
for (int i = 0; i < resolution; ++i) {
const int v3 = (i < resolution - 1) ? i + 5 * resolution + 3 : 5 * resolution + 2;
append_indices(entity, 5 * resolution + 1, v3, i + 5 * resolution + 2);
}
data.entities.emplace_back(entity);
return data;
}
GLModel::InitializationData circular_arrow(int resolution, float radius, float tip_height, float tip_width, float stem_width, float thickness)
{
auto append_vertex = [](GLModel::InitializationData::Entity& entity, const Vec3f& position, const Vec3f& normal) {
entity.positions.emplace_back(position);
entity.normals.emplace_back(normal);
};
auto append_indices = [](GLModel::InitializationData::Entity& entity, unsigned int v1, unsigned int v2, unsigned int v3) {
entity.indices.emplace_back(v1);
entity.indices.emplace_back(v2);
entity.indices.emplace_back(v3);
};
resolution = std::max(2, resolution);
GLModel::InitializationData data;
GLModel::InitializationData::Entity entity;
entity.type = GLModel::PrimitiveType::Triangles;
const float half_thickness = 0.5f * thickness;
const float half_stem_width = 0.5f * stem_width;
const float half_tip_width = 0.5f * tip_width;
const float outer_radius = radius + half_stem_width;
const float inner_radius = radius - half_stem_width;
const float step_angle = 0.5f * PI / static_cast<float>(resolution);
// tip
// top face vertices
append_vertex(entity, { 0.0f, outer_radius, half_thickness }, Vec3f::UnitZ());
append_vertex(entity, { 0.0f, radius + half_tip_width, half_thickness }, Vec3f::UnitZ());
append_vertex(entity, { -tip_height, radius, half_thickness }, Vec3f::UnitZ());
append_vertex(entity, { 0.0f, radius - half_tip_width, half_thickness }, Vec3f::UnitZ());
append_vertex(entity, { 0.0f, inner_radius, half_thickness }, Vec3f::UnitZ());
// top face triangles
append_indices(entity, 0, 1, 2);
append_indices(entity, 0, 2, 4);
append_indices(entity, 4, 2, 3);
// bottom face vertices
append_vertex(entity, { 0.0f, outer_radius, -half_thickness }, -Vec3f::UnitZ());
append_vertex(entity, { 0.0f, radius + half_tip_width, -half_thickness }, -Vec3f::UnitZ());
append_vertex(entity, { -tip_height, radius, -half_thickness }, -Vec3f::UnitZ());
append_vertex(entity, { 0.0f, radius - half_tip_width, -half_thickness }, -Vec3f::UnitZ());
append_vertex(entity, { 0.0f, inner_radius, -half_thickness }, -Vec3f::UnitZ());
// bottom face triangles
append_indices(entity, 5, 7, 6);
append_indices(entity, 5, 9, 7);
append_indices(entity, 9, 8, 7);
// side faces vertices
append_vertex(entity, { 0.0f, outer_radius, -half_thickness }, Vec3f::UnitX());
append_vertex(entity, { 0.0f, radius + half_tip_width, -half_thickness }, Vec3f::UnitX());
append_vertex(entity, { 0.0f, outer_radius, half_thickness }, Vec3f::UnitX());
append_vertex(entity, { 0.0f, radius + half_tip_width, half_thickness }, Vec3f::UnitX());
Vec3f normal(-half_tip_width, tip_height, 0.0f);
normal.normalize();
append_vertex(entity, { 0.0f, radius + half_tip_width, -half_thickness }, normal);
append_vertex(entity, { -tip_height, radius, -half_thickness }, normal);
append_vertex(entity, { 0.0f, radius + half_tip_width, half_thickness }, normal);
append_vertex(entity, { -tip_height, radius, half_thickness }, normal);
normal = Vec3f(-half_tip_width, -tip_height, 0.0f);
normal.normalize();
append_vertex(entity, { -tip_height, radius, -half_thickness }, normal);
append_vertex(entity, { 0.0f, radius - half_tip_width, -half_thickness }, normal);
append_vertex(entity, { -tip_height, radius, half_thickness }, normal);
append_vertex(entity, { 0.0f, radius - half_tip_width, half_thickness }, normal);
append_vertex(entity, { 0.0f, radius - half_tip_width, -half_thickness }, Vec3f::UnitX());
append_vertex(entity, { 0.0f, inner_radius, -half_thickness }, Vec3f::UnitX());
append_vertex(entity, { 0.0f, radius - half_tip_width, half_thickness }, Vec3f::UnitX());
append_vertex(entity, { 0.0f, inner_radius, half_thickness }, Vec3f::UnitX());
// side face triangles
for (int i = 0; i < 4; ++i) {
const int ii = i * 4;
append_indices(entity, 10 + ii, 11 + ii, 13 + ii);
append_indices(entity, 10 + ii, 13 + ii, 12 + ii);
}
// stem
// top face vertices
for (int i = 0; i <= resolution; ++i) {
const float angle = static_cast<float>(i) * step_angle;
append_vertex(entity, { inner_radius * ::sin(angle), inner_radius * ::cos(angle), half_thickness }, Vec3f::UnitZ());
}
for (int i = 0; i <= resolution; ++i) {
const float angle = static_cast<float>(i) * step_angle;
append_vertex(entity, { outer_radius * ::sin(angle), outer_radius * ::cos(angle), half_thickness }, Vec3f::UnitZ());
}
// top face triangles
for (int i = 0; i < resolution; ++i) {
append_indices(entity, 26 + i, 27 + i, 27 + resolution + i);
append_indices(entity, 27 + i, 28 + resolution + i, 27 + resolution + i);
}
// bottom face vertices
for (int i = 0; i <= resolution; ++i) {
const float angle = static_cast<float>(i) * step_angle;
append_vertex(entity, { inner_radius * ::sin(angle), inner_radius * ::cos(angle), -half_thickness }, -Vec3f::UnitZ());
}
for (int i = 0; i <= resolution; ++i) {
const float angle = static_cast<float>(i) * step_angle;
append_vertex(entity, { outer_radius * ::sin(angle), outer_radius * ::cos(angle), -half_thickness }, -Vec3f::UnitZ());
}
// bottom face triangles
for (int i = 0; i < resolution; ++i) {
append_indices(entity, 28 + 2 * resolution + i, 29 + 3 * resolution + i, 29 + 2 * resolution + i);
append_indices(entity, 29 + 2 * resolution + i, 29 + 3 * resolution + i, 30 + 3 * resolution + i);
}
// side faces vertices and triangles
for (int i = 0; i <= resolution; ++i) {
const float angle = static_cast<float>(i) * step_angle;
const float c = ::cos(angle);
const float s = ::sin(angle);
append_vertex(entity, { inner_radius * s, inner_radius * c, -half_thickness }, { -s, -c, 0.0f });
}
for (int i = 0; i <= resolution; ++i) {
const float angle = static_cast<float>(i) * step_angle;
const float c = ::cos(angle);
const float s = ::sin(angle);
append_vertex(entity, { inner_radius * s, inner_radius * c, half_thickness }, { -s, -c, 0.0f });
}
int first_id = 26 + 4 * (resolution + 1);
for (int i = 0; i < resolution; ++i) {
const int ii = first_id + i;
append_indices(entity, ii, ii + 1, ii + resolution + 2);
append_indices(entity, ii, ii + resolution + 2, ii + resolution + 1);
}
append_vertex(entity, { inner_radius, 0.0f, -half_thickness }, -Vec3f::UnitY());
append_vertex(entity, { outer_radius, 0.0f, -half_thickness }, -Vec3f::UnitY());
append_vertex(entity, { inner_radius, 0.0f, half_thickness }, -Vec3f::UnitY());
append_vertex(entity, { outer_radius, 0.0f, half_thickness }, -Vec3f::UnitY());
first_id = 26 + 6 * (resolution + 1);
append_indices(entity, first_id, first_id + 1, first_id + 3);
append_indices(entity, first_id, first_id + 3, first_id + 2);
for (int i = resolution; i >= 0; --i) {
const float angle = static_cast<float>(i) * step_angle;
const float c = ::cos(angle);
const float s = ::sin(angle);
append_vertex(entity, { outer_radius * s, outer_radius * c, -half_thickness }, { s, c, 0.0f });
}
for (int i = resolution; i >= 0; --i) {
const float angle = static_cast<float>(i) * step_angle;
const float c = ::cos(angle);
const float s = ::sin(angle);
append_vertex(entity, { outer_radius * s, outer_radius * c, +half_thickness }, { s, c, 0.0f });
}
first_id = 30 + 6 * (resolution + 1);
for (int i = 0; i < resolution; ++i) {
const int ii = first_id + i;
append_indices(entity, ii, ii + 1, ii + resolution + 2);
append_indices(entity, ii, ii + resolution + 2, ii + resolution + 1);
}
data.entities.emplace_back(entity);
return data;
}
GLModel::InitializationData straight_arrow(float tip_width, float tip_height, float stem_width, float stem_height, float thickness)
{
auto append_vertex = [](GLModel::InitializationData::Entity& entity, const Vec3f& position, const Vec3f& normal) {
entity.positions.emplace_back(position);
entity.normals.emplace_back(normal);
};
auto append_indices = [](GLModel::InitializationData::Entity& entity, unsigned int v1, unsigned int v2, unsigned int v3) {
entity.indices.emplace_back(v1);
entity.indices.emplace_back(v2);
entity.indices.emplace_back(v3);
};
GLModel::InitializationData data;
GLModel::InitializationData::Entity entity;
entity.type = GLModel::PrimitiveType::Triangles;
const float half_thickness = 0.5f * thickness;
const float half_stem_width = 0.5f * stem_width;
const float half_tip_width = 0.5f * tip_width;
const float total_height = tip_height + stem_height;
// top face vertices
append_vertex(entity, { half_stem_width, 0.0, half_thickness }, Vec3f::UnitZ());
append_vertex(entity, { half_stem_width, stem_height, half_thickness }, Vec3f::UnitZ());
append_vertex(entity, { half_tip_width, stem_height, half_thickness }, Vec3f::UnitZ());
append_vertex(entity, { 0.0, total_height, half_thickness }, Vec3f::UnitZ());
append_vertex(entity, { -half_tip_width, stem_height, half_thickness }, Vec3f::UnitZ());
append_vertex(entity, { -half_stem_width, stem_height, half_thickness }, Vec3f::UnitZ());
append_vertex(entity, { -half_stem_width, 0.0, half_thickness }, Vec3f::UnitZ());
// top face triangles
append_indices(entity, 0, 1, 6);
append_indices(entity, 6, 1, 5);
append_indices(entity, 4, 5, 3);
append_indices(entity, 5, 1, 3);
append_indices(entity, 1, 2, 3);
// bottom face vertices
append_vertex(entity, { half_stem_width, 0.0, -half_thickness }, -Vec3f::UnitZ());
append_vertex(entity, { half_stem_width, stem_height, -half_thickness }, -Vec3f::UnitZ());
append_vertex(entity, { half_tip_width, stem_height, -half_thickness }, -Vec3f::UnitZ());
append_vertex(entity, { 0.0, total_height, -half_thickness }, -Vec3f::UnitZ());
append_vertex(entity, { -half_tip_width, stem_height, -half_thickness }, -Vec3f::UnitZ());
append_vertex(entity, { -half_stem_width, stem_height, -half_thickness }, -Vec3f::UnitZ());
append_vertex(entity, { -half_stem_width, 0.0, -half_thickness }, -Vec3f::UnitZ());
// bottom face triangles
append_indices(entity, 7, 13, 8);
append_indices(entity, 13, 12, 8);
append_indices(entity, 12, 11, 10);
append_indices(entity, 8, 12, 10);
append_indices(entity, 9, 8, 10);
// side faces vertices
append_vertex(entity, { half_stem_width, 0.0, -half_thickness }, Vec3f::UnitX());
append_vertex(entity, { half_stem_width, stem_height, -half_thickness }, Vec3f::UnitX());
append_vertex(entity, { half_stem_width, 0.0, half_thickness }, Vec3f::UnitX());
append_vertex(entity, { half_stem_width, stem_height, half_thickness }, Vec3f::UnitX());
append_vertex(entity, { half_stem_width, stem_height, -half_thickness }, -Vec3f::UnitY());
append_vertex(entity, { half_tip_width, stem_height, -half_thickness }, -Vec3f::UnitY());
append_vertex(entity, { half_stem_width, stem_height, half_thickness }, -Vec3f::UnitY());
append_vertex(entity, { half_tip_width, stem_height, half_thickness }, -Vec3f::UnitY());
Vec3f normal(tip_height, half_tip_width, 0.0f);
normal.normalize();
append_vertex(entity, { half_tip_width, stem_height, -half_thickness }, normal);
append_vertex(entity, { 0.0, total_height, -half_thickness }, normal);
append_vertex(entity, { half_tip_width, stem_height, half_thickness }, normal);
append_vertex(entity, { 0.0, total_height, half_thickness }, normal);
normal = Vec3f(-tip_height, half_tip_width, 0.0f);
normal.normalize();
append_vertex(entity, { 0.0, total_height, -half_thickness }, normal);
append_vertex(entity, { -half_tip_width, stem_height, -half_thickness }, normal);
append_vertex(entity, { 0.0, total_height, half_thickness }, normal);
append_vertex(entity, { -half_tip_width, stem_height, half_thickness }, normal);
append_vertex(entity, { -half_tip_width, stem_height, -half_thickness }, -Vec3f::UnitY());
append_vertex(entity, { -half_stem_width, stem_height, -half_thickness }, -Vec3f::UnitY());
append_vertex(entity, { -half_tip_width, stem_height, half_thickness }, -Vec3f::UnitY());
append_vertex(entity, { -half_stem_width, stem_height, half_thickness }, -Vec3f::UnitY());
append_vertex(entity, { -half_stem_width, stem_height, -half_thickness }, -Vec3f::UnitX());
append_vertex(entity, { -half_stem_width, 0.0, -half_thickness }, -Vec3f::UnitX());
append_vertex(entity, { -half_stem_width, stem_height, half_thickness }, -Vec3f::UnitX());
append_vertex(entity, { -half_stem_width, 0.0, half_thickness }, -Vec3f::UnitX());
append_vertex(entity, { -half_stem_width, 0.0, -half_thickness }, -Vec3f::UnitY());
append_vertex(entity, { half_stem_width, 0.0, -half_thickness }, -Vec3f::UnitY());
append_vertex(entity, { -half_stem_width, 0.0, half_thickness }, -Vec3f::UnitY());
append_vertex(entity, { half_stem_width, 0.0, half_thickness }, -Vec3f::UnitY());
// side face triangles
for (int i = 0; i < 7; ++i) {
const int ii = i * 4;
append_indices(entity, 14 + ii, 15 + ii, 17 + ii);
append_indices(entity, 14 + ii, 17 + ii, 16 + ii);
}
data.entities.emplace_back(entity);
return data;
}
GLModel::InitializationData diamond(int resolution)
{
resolution = std::max(4, resolution);
GLModel::InitializationData data;
GLModel::InitializationData::Entity entity;
entity.type = GLModel::PrimitiveType::Triangles;
const float step = 2.0f * float(PI) / float(resolution);
// positions
for (int i = 0; i < resolution; ++i) {
float ii = float(i) * step;
entity.positions.emplace_back(0.5f * ::cos(ii), 0.5f * ::sin(ii), 0.0f);
}
entity.positions.emplace_back(0.0f, 0.0f, 0.5f);
entity.positions.emplace_back(0.0f, 0.0f, -0.5f);
// normals
for (const Vec3f& v : entity.positions) {
entity.normals.emplace_back(v.normalized());
}
// triangles
// top
for (int i = 0; i < resolution; ++i) {
entity.indices.push_back(i + 0);
entity.indices.push_back(i + 1);
entity.indices.push_back(resolution);
}
entity.indices.push_back(resolution - 1);
entity.indices.push_back(0);
entity.indices.push_back(resolution);
// bottom
for (int i = 0; i < resolution; ++i) {
entity.indices.push_back(i + 0);
entity.indices.push_back(resolution + 1);
entity.indices.push_back(i + 1);
}
entity.indices.push_back(resolution - 1);
entity.indices.push_back(resolution + 1);
entity.indices.push_back(0);
data.entities.emplace_back(entity);
return data;
}
} // namespace GUI
} // namespace Slic3r