Added glm. Updated widget to expose mouse focus. Added custom renderer with stippled line.
This commit is contained in:
+4
-1
@@ -1,6 +1,9 @@
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[submodule "libs/nanogui"]
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path = libs/nanogui
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url = https://github.com/mitsuba-renderer/nanogui.git
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url = https://github.com/benishor/nanogui.git
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[submodule "libs/gtest"]
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path = libs/gtest
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url = https://github.com/google/googletest.git
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[submodule "libs/glm"]
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path = libs/glm
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url = https://github.com/g-truc/glm.git
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+4
-2
@@ -13,7 +13,9 @@ set(NANOGUI_INSTALL OFF CACHE BOOL " " FORCE)
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# Add the configurations from nanogui
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add_subdirectory(libs/nanogui)
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add_subdirectory(libs/gtest)
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add_subdirectory(libs/glm)
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include_directories(libs/gtest/googletest/include)
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include_directories(libs/glm)
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# For reliability of parallel build, make the NanoGUI targets dependencies
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set_property(TARGET glfw glfw_objects nanogui PROPERTY FOLDER "dependencies")
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@@ -23,5 +25,5 @@ set(CMAKE_CXX_STANDARD 17)
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set(CMAKE_CXX_VISIBILITY_PRESET hidden)
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add_executable(sender main.cpp grbl.h grbl.cpp grbl_test.cpp grbl_communication.h grbl_communication.cpp grbl_machine.h grbl_machine.cpp string_utils.h)
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target_link_libraries(sender nanogui gtest gtest_main)
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add_executable(sender main.cpp grbl.h grbl.cpp grbl_test.cpp grbl_communication.h grbl_communication.cpp grbl_machine.h grbl_machine.cpp string_utils.h render.h render.cpp)
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target_link_libraries(sender nanogui GL gtest gtest_main)
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@@ -36,7 +36,7 @@ grbl::program::program(std::string filename) {
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}
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static auto comment_re = std::regex(R"(\(([^)]*)\))");
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static auto gcode_re = std::regex(R"(([a-zA-Z0-9\s.]+).*(\(([^)]*)\))?)");
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static auto gcode_re = std::regex(R"(([a-zA-Z0-9\s.\-]+)\s*(\(([^)]*)\))?)");
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bool grbl::program::load_from_stream(std::istream& in) {
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instructions.clear();
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Submodule
+1
Submodule libs/glm added at efec5db081
+1
-1
Submodule libs/nanogui updated: 2ee903c964...449aa332f0
@@ -51,9 +51,18 @@
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#include <stb_image.h>
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#include "grbl.h"
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#include <gtest/gtest.h>
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#include <regex>
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#include "grbl_communication.h"
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#include "grbl_machine.h"
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#include "string_utils.h"
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#include "render.h"
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#include <glm/vec3.hpp> // glm::vec3
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#include <glm/vec4.hpp> // glm::vec4
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#include <glm/mat4x4.hpp> // glm::mat4
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#include <glm/ext/matrix_transform.hpp> // glm::translate, glm::rotate, glm::scale
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#include <glm/ext/matrix_clip_space.hpp> // glm::perspective
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#include <glm/ext/scalar_constants.hpp> // glm::pi
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using namespace nanogui;
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@@ -74,6 +83,13 @@ public:
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grbl::program pgm;
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Button *btnLoadProgram, *btnCheckProgram, *btnRunProgram;
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grbl::program_renderer renderer;
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glm::vec3 cam_target = glm::vec3(0);
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glm::vec3 cam_src = glm::vec3(0);
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glm::vec2 cam_rotate = {0, 0};
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SenderApp() : Screen(Vector2i(1024, 768), "GRBL Sender") {
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inc_ref();
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window = new Window(this, "Machine status");
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@@ -150,8 +166,9 @@ public:
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btnLoadProgram = new Button(pgm_actions, "Load");
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btnLoadProgram->set_callback([&] {
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auto path = file_dialog(
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{{"nc", "G-Code files"},
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{"ngc", "G-Code files"}}, false);
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{{"gcode", "G-Code files"},
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{"nc", "G-Code files"},
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{"ngc", "G-Code files"}}, true);
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btnCheckProgram->set_background_color(colBg);
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btnRunProgram->set_background_color(colBg);
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@@ -159,6 +176,16 @@ public:
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if (pgm.load_from_file(path)) {
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btnCheckProgram->set_enabled(true);
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// btnRunProgram->set_enabled(true);
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renderer.update(pgm, cnc);
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auto max_pos = renderer.get_extents_max();
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auto min_pos = renderer.get_extents_min();
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cam_target = (max_pos - min_pos) / 2.0f;
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cam_src = cam_target;
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cam_src.z = (max_pos.x - min_pos.x);
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cam_rotate = {0, 0};
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} else {
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btnCheckProgram->set_enabled(false);
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btnRunProgram->set_enabled(false);
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@@ -180,51 +207,51 @@ public:
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});
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btnRunProgram->set_tooltip("Execute program");
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// Alternative construction notation using variadic template
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btnLoadProgram = window->add<Button>("Styled", FA_ROCKET);
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btnLoadProgram->set_background_color(Color(0, 0, 255, 25));
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btnLoadProgram->set_callback([] { std::cout << "pushed!" << std::endl; });
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btnLoadProgram->set_tooltip("This button has a fairly long tooltip. It is so long, in "
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"fact, that the shown text will span several lines.");
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new Label(window, "Toggle buttons", "sans-bold");
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btnLoadProgram = new Button(window, "Toggle me");
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btnLoadProgram->set_flags(Button::ToggleButton);
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btnLoadProgram->set_change_callback([](bool state) { std::cout << "Toggle button state: " << state << std::endl; });
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new Label(window, "Radio buttons", "sans-bold");
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btnLoadProgram = new Button(window, "Radio button 1");
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btnLoadProgram->set_flags(Button::RadioButton);
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btnLoadProgram = new Button(window, "Radio button 2");
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btnLoadProgram->set_flags(Button::RadioButton);
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new Label(window, "A tool palette", "sans-bold");
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Widget *tools = new Widget(window);
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tools->set_layout(new BoxLayout(Orientation::Horizontal,
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Alignment::Middle, 0, 6));
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btnLoadProgram = new ToolButton(tools, FA_CLOUD);
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btnLoadProgram = new ToolButton(tools, FA_FAST_FORWARD);
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btnLoadProgram = new ToolButton(tools, FA_COMPASS);
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btnLoadProgram = new ToolButton(tools, FA_UTENSILS);
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new Label(window, "Popup buttons", "sans-bold");
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PopupButton *popup_btn = new PopupButton(window, "Popup", FA_FLASK);
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Popup *popup = popup_btn->popup();
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popup->set_layout(new GroupLayout());
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new Label(popup, "Arbitrary widgets can be placed here");
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new CheckBox(popup, "A check box");
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// popup right
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popup_btn = new PopupButton(popup, "Recursive popup", FA_CHART_PIE);
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Popup *popup_right = popup_btn->popup();
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popup_right->set_layout(new GroupLayout());
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new CheckBox(popup_right, "Another check box");
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// popup left
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popup_btn = new PopupButton(popup, "Recursive popup", FA_DNA);
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popup_btn->set_side(Popup::Side::Left);
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Popup *popup_left = popup_btn->popup();
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popup_left->set_layout(new GroupLayout());
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new CheckBox(popup_left, "Another check box");
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// // Alternative construction notation using variadic template
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// btnLoadProgram = window->add<Button>("Styled", FA_ROCKET);
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// btnLoadProgram->set_background_color(Color(0, 0, 255, 25));
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// btnLoadProgram->set_callback([] { std::cout << "pushed!" << std::endl; });
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// btnLoadProgram->set_tooltip("This button has a fairly long tooltip. It is so long, in "
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// "fact, that the shown text will span several lines.");
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//
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// new Label(window, "Toggle buttons", "sans-bold");
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// btnLoadProgram = new Button(window, "Toggle me");
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// btnLoadProgram->set_flags(Button::ToggleButton);
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// btnLoadProgram->set_change_callback([](bool state) { std::cout << "Toggle button state: " << state << std::endl; });
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//
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// new Label(window, "Radio buttons", "sans-bold");
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// btnLoadProgram = new Button(window, "Radio button 1");
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// btnLoadProgram->set_flags(Button::RadioButton);
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// btnLoadProgram = new Button(window, "Radio button 2");
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// btnLoadProgram->set_flags(Button::RadioButton);
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//
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// new Label(window, "A tool palette", "sans-bold");
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// Widget *tools = new Widget(window);
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// tools->set_layout(new BoxLayout(Orientation::Horizontal,
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// Alignment::Middle, 0, 6));
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//
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// btnLoadProgram = new ToolButton(tools, FA_CLOUD);
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// btnLoadProgram = new ToolButton(tools, FA_FAST_FORWARD);
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// btnLoadProgram = new ToolButton(tools, FA_COMPASS);
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// btnLoadProgram = new ToolButton(tools, FA_UTENSILS);
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//
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// new Label(window, "Popup buttons", "sans-bold");
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// PopupButton *popup_btn = new PopupButton(window, "Popup", FA_FLASK);
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// Popup *popup = popup_btn->popup();
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// popup->set_layout(new GroupLayout());
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// new Label(popup, "Arbitrary widgets can be placed here");
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// new CheckBox(popup, "A check box");
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// // popup right
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// popup_btn = new PopupButton(popup, "Recursive popup", FA_CHART_PIE);
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// Popup *popup_right = popup_btn->popup();
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// popup_right->set_layout(new GroupLayout());
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// new CheckBox(popup_right, "Another check box");
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// // popup left
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// popup_btn = new PopupButton(popup, "Recursive popup", FA_DNA);
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// popup_btn->set_side(Popup::Side::Left);
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// Popup *popup_left = popup_btn->popup();
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// popup_left->set_layout(new GroupLayout());
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// new CheckBox(popup_left, "Another check box");
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perform_layout();
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@@ -237,81 +264,8 @@ public:
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m_render_pass = new RenderPass({this});
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m_render_pass->set_clear_color(0, Color(0.3f, 0.3f, 0.32f, 1.f));
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m_shader = new Shader(
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m_render_pass,
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/* An identifying name */
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"a_simple_shader",
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#if defined(NANOGUI_USE_OPENGL)
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R"(/* Vertex shader */
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#version 330
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uniform mat4 mvp;
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in vec3 position;
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void main() {
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gl_Position = mvp * vec4(position, 1.0);
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})",
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/* Fragment shader */
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R"(#version 330
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out vec4 color;
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uniform float intensity;
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void main() {
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color = vec4(vec3(intensity), 1.0);
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})"
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#elif defined(NANOGUI_USE_GLES)
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R"(/* Vertex shader */
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precision highp float;
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uniform mat4 mvp;
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attribute vec3 position;
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void main() {
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gl_Position = mvp * vec4(position, 1.0);
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})",
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/* Fragment shader */
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R"(precision highp float;
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uniform float intensity;
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void main() {
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gl_FragColor = vec4(vec3(intensity), 1.0);
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})"
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#elif defined(NANOGUI_USE_METAL)
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R"(using namespace metal;
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struct VertexOut {
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float4 position [[position]];
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};
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vertex VertexOut vertex_main(const device packed_float3 *position,
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constant float4x4 &mvp,
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uint id [[vertex_id]]) {
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VertexOut vert;
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vert.position = mvp * float4(position[id], 1.f);
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return vert;
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})",
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/* Fragment shader */
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R"(using namespace metal;
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fragment float4 fragment_main(const constant float &intensity) {
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return float4(intensity);
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})"
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#endif
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);
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uint32_t indices[3 * 2] = {
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0, 1, 2,
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2, 3, 0
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};
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float positions[3 * 4] = {
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-1.f, -1.f, 0.f,
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1.f, -1.f, 0.f,
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1.f, 1.f, 0.f,
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-1.f, 1.f, 0.f
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};
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m_shader->set_buffer("indices", VariableType::UInt32, {3 * 2}, indices);
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m_shader->set_buffer("position", VariableType::Float32, {4, 3}, positions);
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m_shader->set_uniform("intensity", 0.5f);
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m_render_pass->set_depth_test(RenderPass::DepthTest::Always, true);
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m_render_pass->set_cull_mode(RenderPass::CullMode::Disabled);
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}
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bool resize_event(const Vector2i& size) override {
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@@ -392,10 +346,11 @@ public:
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bool keyboard_event(int key, int scancode, int action, int modifiers) override {
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if (Screen::keyboard_event(key, scancode, action, modifiers))
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return true;
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) {
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set_visible(false);
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return true;
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}
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// if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) {
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// set_visible(false);
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// return true;
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// }
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auto new_jog = jog;
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@@ -471,6 +426,34 @@ public:
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return false;
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}
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bool mouse_motion_event(const Vector2i& p, const Vector2i& rel, int button, int modifiers) override {
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auto result = Widget::mouse_motion_event(p, rel, button, modifiers);
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if (window->mouse_focused()) {
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return result;
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} else {
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std::cout << "Mouse motion p:" << p << ", rel:" << rel << ", button:" << button << ", .modifiers:" << modifiers << std::endl;
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if (button == 1) {
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cam_rotate += glm::vec2((float) rel.x() / 100.0f, (float) rel.y() / 100.0f);
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} else if (button == 2) {
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cam_src.x += (float) rel.x() / 10.0f;
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cam_src.y += (float) rel.y() / 10.0f;
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}
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return true;
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}
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}
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bool scroll_event(const Vector2i& p, const Vector2f& rel) override {
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if (window->mouse_focused()) {
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return Widget::scroll_event(p, rel);
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} else {
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std::cout << "Scroll event: p:" << p << ", rel:" << rel << std::endl;
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cam_src.z += rel.y();
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cam_src.z = std::max(cam_src.z, 0.1f);
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return true;
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}
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}
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virtual void draw(NVGcontext *ctx) {
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// Animate the scrollbar
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// m_progress->set_value(std::fmod((float) glfwGetTime() / 10, 1.0f));
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@@ -479,26 +462,31 @@ public:
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Screen::draw(ctx);
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}
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virtual void draw_contents() {
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Matrix4f mvp = Matrix4f::scale(Vector3f(
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(float) m_size.y() / (float) m_size.x() * 0.25f, 0.25f, 0.25f)) *
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Matrix4f::rotate(Vector3f(0, 0, 1), (float) glfwGetTime());
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auto fb_size = framebuffer_size();
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m_shader->set_uniform("mvp", mvp);
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renderer.update(pgm, cnc);
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// compute mvp
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glm::mat4 projection = glm::perspective(45.0f * glm::pi<float>() / 180.0f, (float) fb_size.x() / (float) fb_size.y(), 0.1f, 1000.f);
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glm::mat4 view = glm::lookAt(cam_src, cam_target, glm::vec3{0.0f, 1.0f, 0.0f});
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view = glm::rotate(view, cam_rotate.y, glm::vec3(-1.0f, 0.0f, 0.0f));
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view = glm::rotate(view, cam_rotate.x, glm::vec3(0.0f, 1.0f, 0.0f));
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glm::mat4 model = glm::mat4(1.0f);
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auto mvp = projection * view * model;
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// start rendering
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m_render_pass->resize(framebuffer_size());
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m_render_pass->begin();
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m_shader->begin();
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m_shader->draw_array(Shader::PrimitiveType::Triangle, 0, 6, true);
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m_shader->end();
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renderer.render(mvp, glm::vec2(fb_size.x(), fb_size.y()));
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m_render_pass->end();
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}
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private:
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ProgressBar *m_progress;
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ref<Shader> m_shader;
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ref<RenderPass> m_render_pass;
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using ImageHolder = std::unique_ptr<uint8_t[], void (*)(void *)>;
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+1
-1
@@ -15,7 +15,7 @@ G0 Z10
|
||||
(Text: MATEI)
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( ---------- cut-here ---------- )
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||||
g0 z3
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||||
g0 x2.7539 y21.8701
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||||
g0 x 2.7539 y 21.8701
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||||
g1 z0.1 f500
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||||
g1 f1200
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||||
g1 x2.7539 y21.8701
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+354
@@ -0,0 +1,354 @@
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#include <regex>
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#include <iostream>
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#include "render.h"
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#include "glm/vec3.hpp"
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#include "glm/vec4.hpp"
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#include "glm/gtc/type_ptr.hpp"
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//#include <GL/glext.h>
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static const char *vs_code = R"(
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||||
#version 330
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||||
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||||
layout (location = 0) in vec3 position;
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||||
layout (location = 1) in vec4 in_color;
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||||
|
||||
out vec4 interp_color;
|
||||
|
||||
out vec3 vertPos;
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||||
flat out vec3 startPos;
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||||
uniform mat4 mvp;
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||||
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||||
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void main() {
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||||
vec4 pos = mvp * vec4(position, 1.0);
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gl_Position = pos;
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||||
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||||
vertPos = pos.xyz / pos.w;
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||||
startPos = vertPos;
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||||
interp_color = in_color;
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||||
}
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||||
)";
|
||||
|
||||
|
||||
static const char *ps_code = R"(
|
||||
#version 330
|
||||
|
||||
flat in vec3 startPos;
|
||||
in vec3 vertPos;
|
||||
|
||||
in vec4 interp_color;
|
||||
out vec4 color;
|
||||
|
||||
uniform vec2 u_resolution;
|
||||
float u_dashSize = 10; // make this uniform
|
||||
float u_gapSize = 10; // make this uniform
|
||||
|
||||
void main() {
|
||||
vec2 dir = (vertPos.xy - startPos.xy) * u_resolution/2.0;
|
||||
float dist = length(dir);
|
||||
|
||||
if (fract(dist / (u_dashSize + u_gapSize)) > u_dashSize/(u_dashSize + u_gapSize))
|
||||
discard;
|
||||
|
||||
color = interp_color;
|
||||
}
|
||||
)";
|
||||
|
||||
|
||||
void grbl::program_renderer::render(glm::mat4 mvp, glm::vec2 viewport_size) {
|
||||
shader->bind();
|
||||
shader->set_mat4(glm::value_ptr(mvp), "mvp");
|
||||
shader->set_vec2(glm::value_ptr(viewport_size), "u_resolution");
|
||||
|
||||
glBindVertexArray(vao_id);
|
||||
glDrawArrays(GL_LINES, 0, vertices_count);
|
||||
|
||||
shader->unbind();
|
||||
|
||||
// draw bit location
|
||||
}
|
||||
|
||||
void grbl::program_renderer::update(const grbl::program& pgm, const grbl::machine& cnc) {
|
||||
if (!initialized) {
|
||||
|
||||
shader = new shader_program(vs_code, ps_code);
|
||||
|
||||
glGenBuffers(1, &vbo_id);
|
||||
glGenVertexArrays(1, &vao_id);
|
||||
|
||||
// vertex format: x, y, z, r, g, b, a
|
||||
// stride: 28 bytes
|
||||
const GLsizei sizeOfVertexInBytes = 28;
|
||||
|
||||
glBindVertexArray(vao_id);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
|
||||
|
||||
glEnableVertexAttribArray(0); // vertices on stream 0
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeOfVertexInBytes, (void *) 0);
|
||||
|
||||
glEnableVertexAttribArray(1); // vertex colors on stream 1
|
||||
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeOfVertexInBytes, (void *) (sizeof(float) * 3));
|
||||
|
||||
// unbind vao
|
||||
glBindVertexArray(0);
|
||||
|
||||
initialized = true;
|
||||
}
|
||||
|
||||
// update program with machine status
|
||||
// build vbo and vao
|
||||
vertices_count = build_vbo(pgm);
|
||||
}
|
||||
|
||||
GLsizei grbl::program_renderer::build_vbo(const grbl::program& pgm) {
|
||||
static auto movement_re = std::regex(R"(([gG]0*1?\s+|[xXyYzZ]\s*[0-9\.\-]+))");
|
||||
bool is_tool_on = false;
|
||||
|
||||
std::vector<float> buffer_data;
|
||||
|
||||
glm::vec3 tool_pos;
|
||||
min_pos = max_pos = tool_pos = glm::vec3(0);
|
||||
|
||||
for (auto& i: pgm.instructions) {
|
||||
if (i.type == grbl::instruction_type::gcode) {
|
||||
|
||||
std::vector<std::string> tokens;
|
||||
std::smatch res;
|
||||
std::string::const_iterator start(i.command.cbegin());
|
||||
while (std::regex_search(start, i.command.cend(), res, movement_re)) {
|
||||
auto str = res[0].str();
|
||||
|
||||
// make upper case
|
||||
std::transform(str.begin(), str.end(), str.begin(), ::toupper);
|
||||
|
||||
// remove whitespace from things like "X 123.1234"
|
||||
str.erase(remove_if(str.begin(), str.end(), isspace), str.end());
|
||||
|
||||
tokens.push_back(str);
|
||||
start = res.suffix().first;
|
||||
}
|
||||
|
||||
if (!tokens.empty()) {
|
||||
auto new_pos = tool_pos;
|
||||
|
||||
for (auto& t: tokens) {
|
||||
if (t[0] == 'X') {
|
||||
new_pos.x = std::stof(t.substr(1));
|
||||
} else if (t[0] == 'Y') {
|
||||
new_pos.y = std::stof(t.substr(1));
|
||||
} else if (t[0] == 'Z') {
|
||||
new_pos.z = std::stof(t.substr(1));
|
||||
}
|
||||
}
|
||||
|
||||
bool has_g1 = tokens[0][0] == 'G' && std::stoi(tokens[0].substr(1)) == 1;
|
||||
bool has_g0 = tokens[0][0] == 'G' && std::stoi(tokens[0].substr(1)) == 0;
|
||||
bool is_plunge = has_g1 && tokens.size() > 1 && tokens[1][0] == 'Z';
|
||||
bool is_retract = has_g0 && tokens.size() > 1 && tokens[1][0] == 'Z';
|
||||
|
||||
is_tool_on = has_g1 || (is_retract ? false : is_tool_on);
|
||||
|
||||
auto from_color = glm::vec4(1.0f);
|
||||
auto to_color = glm::vec4(1.0f);
|
||||
if (is_tool_on) {
|
||||
from_color = glm::vec4(1, 0, 0, 1);
|
||||
to_color = glm::vec4(1, 0, 0, 1);
|
||||
}
|
||||
|
||||
if (is_plunge) {
|
||||
to_color = glm::vec4(1, 0, 0, 1);
|
||||
} else if (is_retract) {
|
||||
to_color = glm::vec4(0, 1, 0, 1);
|
||||
}
|
||||
|
||||
// from
|
||||
buffer_data.push_back(tool_pos.x);
|
||||
buffer_data.push_back(tool_pos.y);
|
||||
buffer_data.push_back(tool_pos.z);
|
||||
|
||||
buffer_data.push_back(from_color.r);
|
||||
buffer_data.push_back(from_color.g);
|
||||
buffer_data.push_back(from_color.b);
|
||||
buffer_data.push_back(from_color.a);
|
||||
|
||||
// to
|
||||
buffer_data.push_back(new_pos.x);
|
||||
buffer_data.push_back(new_pos.y);
|
||||
buffer_data.push_back(new_pos.z);
|
||||
|
||||
buffer_data.push_back(to_color.r);
|
||||
buffer_data.push_back(to_color.g);
|
||||
buffer_data.push_back(to_color.b);
|
||||
buffer_data.push_back(to_color.a);
|
||||
|
||||
// calculate extents
|
||||
min_pos.x = std::min(min_pos.x, new_pos.x);
|
||||
min_pos.y = std::min(min_pos.y, new_pos.y);
|
||||
min_pos.z = std::min(min_pos.z, new_pos.z);
|
||||
|
||||
max_pos.x = std::max(max_pos.x, new_pos.x);
|
||||
max_pos.y = std::max(max_pos.y, new_pos.y);
|
||||
max_pos.z = std::max(max_pos.z, new_pos.z);
|
||||
|
||||
tool_pos = new_pos;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const GLsizei sizeOfVertexInBytes = 28;
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeOfVertexInBytes * buffer_data.size(), buffer_data.data(), GL_DYNAMIC_DRAW);
|
||||
|
||||
auto number_of_vertices = buffer_data.size() * sizeof(float) / sizeOfVertexInBytes;
|
||||
return number_of_vertices;
|
||||
}
|
||||
|
||||
void check_compile_error(GLuint shader_id) {
|
||||
GLint isCompiled = 0;
|
||||
glGetShaderiv(shader_id, GL_COMPILE_STATUS, &isCompiled);
|
||||
if (!isCompiled) {
|
||||
GLint maxLength = 0;
|
||||
glGetShaderiv(shader_id, GL_INFO_LOG_LENGTH, &maxLength);
|
||||
|
||||
//The maxLength includes the NULL character
|
||||
char errorLog[maxLength];
|
||||
glGetShaderInfoLog(shader_id, maxLength, &maxLength, &errorLog[0]);
|
||||
|
||||
std::cerr << "Shader compile error: " << "(id: " << shader_id << ", code: " << isCompiled << ", bytes: "
|
||||
<< maxLength << ") - " << std::string(errorLog, maxLength);
|
||||
|
||||
//Provide the infolog in whatever manor you deem best.
|
||||
//Exit with failure.
|
||||
glDeleteShader(shader_id); //Don't leak the shader.
|
||||
} else {
|
||||
std::cout << "Shader " << shader_id << " successfully compiled";
|
||||
}
|
||||
}
|
||||
|
||||
void check_link_error(GLuint program_id) {
|
||||
GLint is_linked = 0;
|
||||
glGetShaderiv(program_id, GL_LINK_STATUS, &is_linked);
|
||||
if (!is_linked) {
|
||||
GLint maxLength = 0;
|
||||
glGetShaderiv(program_id, GL_INFO_LOG_LENGTH, &maxLength);
|
||||
|
||||
//The maxLength includes the NULL character
|
||||
char errorLog[maxLength];
|
||||
glGetShaderInfoLog(program_id, maxLength, &maxLength, &errorLog[0]);
|
||||
|
||||
std::cerr << "Shader program link error: " << "(id: " << program_id << ", code: " << is_linked << ", bytes: "
|
||||
<< maxLength << ") - " << std::string(errorLog, maxLength);
|
||||
|
||||
//Provide the info log in whatever manner you deem best.
|
||||
//Exit with failure.
|
||||
glDeleteShader(program_id); //Don't leak the program shader.
|
||||
} else {
|
||||
std::cout << "Shader program " << program_id << " successfully linked";
|
||||
}
|
||||
}
|
||||
|
||||
grbl::shader_program::shader_program(const char *vs_content, const char *ps_content)
|
||||
: shader_ids{0, 0},
|
||||
program_id{0} {
|
||||
|
||||
|
||||
shader_ids[0] = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(shader_ids[0], 1, &vs_content, NULL);
|
||||
glCompileShader(shader_ids[0]);
|
||||
int success;
|
||||
char infoLog[512];
|
||||
glGetShaderiv(shader_ids[0], GL_COMPILE_STATUS, &success);
|
||||
if (!success) {
|
||||
glGetShaderInfoLog(shader_ids[0], 512, NULL, infoLog);
|
||||
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
|
||||
}
|
||||
|
||||
shader_ids[1] = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(shader_ids[1], 1, &ps_content, NULL);
|
||||
glCompileShader(shader_ids[1]);
|
||||
glGetShaderiv(shader_ids[1], GL_COMPILE_STATUS, &success);
|
||||
if (!success) {
|
||||
glGetShaderInfoLog(shader_ids[1], 512, NULL, infoLog);
|
||||
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
|
||||
}
|
||||
|
||||
program_id = glCreateProgram();
|
||||
glAttachShader(program_id, shader_ids[0]);
|
||||
glAttachShader(program_id, shader_ids[1]);
|
||||
glLinkProgram(program_id);
|
||||
|
||||
glGetProgramiv(program_id, GL_LINK_STATUS, &success);
|
||||
if (!success) {
|
||||
glGetProgramInfoLog(program_id, 512, NULL, infoLog);
|
||||
std::cout << "ERROR::SHADER::PROGRAM::COMPILATION_FAILED\n" << infoLog << std::endl;
|
||||
}
|
||||
|
||||
glUseProgram(program_id);
|
||||
}
|
||||
|
||||
grbl::shader_program::~shader_program() {
|
||||
glDetachShader(program_id, shader_ids[0]);
|
||||
glDetachShader(program_id, shader_ids[1]);
|
||||
|
||||
glDeleteShader(shader_ids[0]);
|
||||
glDeleteShader(shader_ids[1]);
|
||||
|
||||
glDeleteProgram(program_id);
|
||||
}
|
||||
|
||||
void grbl::shader_program::bind() const {
|
||||
glUseProgram(program_id);
|
||||
}
|
||||
|
||||
void grbl::shader_program::unbind() {
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
int grbl::shader_program::get_uniform(const char *name) {
|
||||
if (uniform_cache.count(name) == 0) {
|
||||
uniform_cache[name] = glGetUniformLocation(program_id, name);
|
||||
}
|
||||
return uniform_cache[name];
|
||||
}
|
||||
|
||||
void grbl::shader_program::set_mat3(float *matrix, const char *uniform_name) {
|
||||
GLint location = get_uniform(uniform_name);
|
||||
if (location != -1)
|
||||
glUniformMatrix3fv(location, 1, false, matrix);
|
||||
}
|
||||
|
||||
void grbl::shader_program::set_mat4(float *matrix, const char *uniform_name) {
|
||||
GLint location = get_uniform(uniform_name);
|
||||
if (location != -1)
|
||||
glUniformMatrix4fv(location, 1, false, matrix);
|
||||
}
|
||||
|
||||
void grbl::shader_program::set_vec2(float *value, const char *uniform_name) {
|
||||
GLint location = get_uniform(uniform_name);
|
||||
if (location != -1)
|
||||
glUniform2fv(location, 1, value);
|
||||
}
|
||||
|
||||
void grbl::shader_program::set_vec3(float *value, const char *uniform_name) {
|
||||
GLint location = get_uniform(uniform_name);
|
||||
if (location != -1)
|
||||
glUniform3fv(location, 1, value);
|
||||
}
|
||||
|
||||
void grbl::shader_program::set_vec4(float *value, const char *uniform_name) {
|
||||
GLint location = get_uniform(uniform_name);
|
||||
if (location != -1)
|
||||
glUniform4fv(location, 1, value);
|
||||
}
|
||||
|
||||
void grbl::shader_program::set_int(int value, const char *uniform_name) {
|
||||
GLint location = get_uniform(uniform_name);
|
||||
if (location != -1)
|
||||
glUniform1i(location, value);
|
||||
}
|
||||
|
||||
void grbl::shader_program::set_float(float value, const char *uniform_name) {
|
||||
GLint location = get_uniform(uniform_name);
|
||||
if (location != -1)
|
||||
glUniform1f(location, value);
|
||||
}
|
||||
@@ -0,0 +1,58 @@
|
||||
#pragma once
|
||||
|
||||
#include "grbl.h"
|
||||
#include "grbl_machine.h"
|
||||
#include "glm/ext/matrix_float4x4.hpp"
|
||||
#include <nanogui/opengl.h>
|
||||
|
||||
namespace grbl {
|
||||
|
||||
class shader_program;
|
||||
|
||||
class program_renderer {
|
||||
public:
|
||||
void update(const program& pgm, const machine& cnc);
|
||||
void render(glm::mat4 mvp, glm::vec2 viewport_size);
|
||||
|
||||
glm::vec3 get_extents_min() const { return min_pos; };
|
||||
glm::vec3 get_extents_max() const { return max_pos; };
|
||||
|
||||
private:
|
||||
GLsizei build_vbo(const grbl::program& pgm);
|
||||
|
||||
GLuint vbo_id;
|
||||
GLuint vao_id;
|
||||
shader_program *shader = nullptr;
|
||||
bool initialized = false;
|
||||
glm::vec3 min_pos, max_pos;
|
||||
GLsizei vertices_count;
|
||||
};
|
||||
|
||||
|
||||
class shader_program {
|
||||
public:
|
||||
shader_program(const char *vs_content, const char *ps_content);
|
||||
virtual ~shader_program();
|
||||
|
||||
void bind() const;
|
||||
static void unbind();
|
||||
|
||||
GLuint get_id() const { return program_id; }
|
||||
|
||||
int get_uniform(const char *name);
|
||||
|
||||
void set_mat3(float *value, const char *uniform_name);
|
||||
void set_mat4(float *value, const char *uniform_name);
|
||||
void set_vec2(float *value, const char *uniform_name);
|
||||
void set_vec3(float *value, const char *uniform_name);
|
||||
void set_vec4(float *value, const char *uniform_name);
|
||||
void set_float(float value, const char *uniform_name);
|
||||
void set_int(int value, const char *uniform_name);
|
||||
|
||||
private:
|
||||
GLuint program_id;
|
||||
GLuint shader_ids[2];
|
||||
std::map<const char *, int> uniform_cache;
|
||||
};
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user