示例#1
0
    SwapType ChainArray::swap(uint id1, uint id2)
    {
      uint hId = std::max(id1, id2);
      uint lId = std::min(id1, id2);

      State stateh = lastState(hId);
      State statel = lastState(lId);

      // Determine if we accept this swap
      bool swapped = acceptSwap(stateh, statel, beta_[hId], beta_[lId]);

      // Save the swap only on the lower temperature chain
      if (swapped)
      {
        std::swap(stateh, statel);
        statel.swapType = SwapType::Accept;
        setLastState(hId, stateh);
        setLastState(lId, statel);
      }
      else
      {
        statel.swapType = SwapType::Reject;
        setLastState(lId, statel);
      }
      return swapped ? SwapType::Accept : SwapType::Reject;
    }
示例#2
0
bool GroundPlane::prepRenderImage( SceneState* state, const U32 stateKey, const U32, const bool )
{
   PROFILE_SCOPE( GroundPlane_prepRenderImage );
   
   if( isLastState( state, stateKey ) )
      return false;

   setLastState( state, stateKey );

   if( !state->isObjectRendered( this )
       || !mMaterial )
      return false;

   PROFILE_SCOPE( GroundPlane_prepRender );

   // Update the geometry.
   createGeometry( state->getFrustum() );
   if( mVertexBuffer.isNull() )
      return false;

   // Add a render instance.

   RenderPassManager*   pass  = state->getRenderPass();
   MeshRenderInst*      ri    = pass->allocInst< MeshRenderInst >();

   ri->type                   = RenderPassManager::RIT_Mesh;
   ri->vertBuff               = &mVertexBuffer;
   ri->primBuff               = &mPrimitiveBuffer;
   ri->prim                   = &mPrimitive;
   ri->matInst                = mMaterial;
   ri->objectToWorld          = pass->allocUniqueXform( mRenderObjToWorld );
   ri->worldToCamera          = pass->allocSharedXform(RenderPassManager::View);
   ri->projection             = pass->allocSharedXform(RenderPassManager::Projection);
   ri->visibility             = 1.0f;
   ri->translucentSort        = ( ri->matInst->getMaterial()->isTranslucent() );
   // NOTICE: SFXBB is removed and refraction is disabled!
   //ri->backBuffTex            = GFX->getSfxBackBuffer();
   ri->defaultKey             = ( U32 ) mMaterial;

   // TODO: Get the best lights for the plane in a better
   // way.... maybe the same way as we do for terrain?
   ri->lights[0] = state->getLightManager()->getDefaultLight();

   if( ri->translucentSort )
      ri->type = RenderPassManager::RIT_Translucent;

   pass->addInst( ri );

   return true;
}
示例#3
0
bool Sun::prepRenderImage( SceneState *state, const U32 stateKey, const U32, const bool )
{
   if ( isLastState( state, stateKey ) )
      return false;

   setLastState( state, stateKey );

   if ( !state->isObjectRendered( this ) || 
      !(state->isDiffusePass() || state->isReflectPass()) )
      return false;

   // Render instance for Corona effect.   
   if ( mCoronaEnabled && mCoronaTexture.isValid() )
   {
      ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
      ri->renderDelegate.bind( this, &Sun::_renderCorona );
      ri->type = RenderPassManager::RIT_Sky;      
      // Render after sky objects and before CloudLayer!
      ri->defaultKey = 5;
      ri->defaultKey2 = 0;
      state->getRenderPass()->addInst( ri );
   }

   // LightFlareData handles rendering flare effects.
   if ( mFlareData )
   {
      mFlareState.fullBrightness = mBrightness;
      mFlareState.scale = mFlareScale;
      mFlareState.lightInfo = mLight;

      Point3F lightPos = state->getCameraPosition() - state->getFarPlane() * mLight->getDirection() * 0.9f;
      mFlareState.lightMat.identity();
      mFlareState.lightMat.setPosition( lightPos );
      
      F32 dist = ( lightPos - state->getCameraPosition() ).len();
      F32 radius = ( dist / ( GFX->getViewport().extent.x / 640.0 ) ) / 2;  
      radius *= mCoronaScale;
      radius = ( radius / dist ) * state->getWorldToScreenScale().y;

      mFlareState.worldRadius = radius;

      mFlareData->prepRender( state, &mFlareState );
   }

   return false;
}
bool RenderObjectExample::prepRenderImage( SceneState *state, const U32 stateKey, 
                                         const U32 startZone, const bool modifyBaseZoneState)
{
   // Do a little prep work if needed
   if ( mVertexBuffer.isNull() )
      createGeometry();

   // Make sure we haven't already been processed by this state
   if ( isLastState( state, stateKey ) )
      return false;

   // Update our state
   setLastState(state, stateKey);

   // If we are actually rendered then create and submit our RenderInst
   if ( state->isObjectRendered( this ) ) 
   {
      // Allocate an ObjectRenderInst so that we can submit it to the RenderPassManager
      ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();

      // Now bind our rendering function so that it will get called
      ri->renderDelegate.bind( this, &RenderObjectExample::render );

      // Set our RenderInst as a standard object render
      ri->type = RenderPassManager::RIT_Object;

      // Set our sorting keys to a default value
      ri->defaultKey = 0;
      ri->defaultKey2 = 0;

      // Submit our RenderInst to the RenderPassManager
      state->getRenderPass()->addInst( ri );
   }

   return false;
}
示例#5
0
//--------------------------------------------------------------------------
bool Projectile::prepRenderImage(SceneState* state, const U32 stateKey,
                                       const U32 /*startZone*/, const bool /*modifyBaseState*/)
{
   if (isLastState(state, stateKey))
      return false;
   setLastState(state, stateKey);

   if (mHidden == true || mFadeValue <= (1.0/255.0))
      return false;

   // This should be sufficient for most objects that don't manage zones, and
   //  don't need to return a specialized RenderImage...
   if (state->isObjectRendered(this))
   {
      if ( mDataBlock->lightDesc )
      {
         mDataBlock->lightDesc->prepRender( state, &mLightState, getRenderTransform() );
      }

      /*
      if ( mFlareData )
      {
         mFlareState.fullBrightness = mDataBlock->lightDesc->mBrightness;
         mFlareState.scale = mFlareScale;
         mFlareState.lightInfo = mLight;
         mFlareState.lightMat = getTransform();

         mFlareData->prepRender( state, &mFlareState );
      }
      */

      prepBatchRender( state );
   }

   return false;
}
示例#6
0
bool DecalManager::prepRenderImage(SceneState* state, const U32 stateKey,
                                   const U32 /*startZone*/, const bool /*modifyBaseState*/)
{
   PROFILE_SCOPE( DecalManager_RenderDecals );

   if ( !smDecalsOn || !mData ) 
      return false;

   if (isLastState(state, stateKey))
      return false;
   setLastState(state, stateKey);

   if ( !state->isDiffusePass() && !state->isReflectPass() )
      return false;

   PROFILE_START( DecalManager_RenderDecals_SphereTreeCull );

   // Grab this before anything here changes it.
   mCuller = state->getFrustum();

   // Populate vector of decal instances to be rendered with all
   // decals from visible decal spheres.

   mDecalQueue.clear();

   const Vector<DecalSphere*> &grid = mData->getGrid();
   
   for ( U32 i = 0; i < grid.size(); i++ )
   {
      const DecalSphere *decalSphere = grid[i];
      const SphereF &worldSphere = decalSphere->mWorldSphere;
      if ( !mCuller.sphereInFrustum( worldSphere.center, worldSphere.radius ) )
         continue;

      // TODO: If each sphere stored its largest decal instance we
      // could do an LOD step on it here and skip adding any of the
      // decals in the sphere.

      mDecalQueue.merge( decalSphere->mItems );
   }

   PROFILE_END();

   PROFILE_START( DecalManager_RenderDecals_Update );

   const U32 &curSimTime = Sim::getCurrentTime();
   const Point2I &viewportExtent = state->getViewportExtent();
   Point3F cameraOffset; 
   F32   decalSize, 
         pixelRadius;
   U32 delta, diff;
   DecalInstance *dinst;

   // Loop through DecalQueue once for preRendering work.
   // 1. Update DecalInstance fade (over time)
   // 2. Clip geometry if flagged to do so.
   // 3. Calculate lod - if decal is far enough away it will not render.
   for ( U32 i = 0; i < mDecalQueue.size(); i++ )
   {
      dinst = mDecalQueue[i];

      // LOD calculation.
      // See TSShapeInstance::setDetailFromDistance for more
      // information on these calculations.
      decalSize = getMax( dinst->mSize, 0.001f );
      pixelRadius = dinst->calcPixelRadius( state );

      // Need to clamp here.
      if ( pixelRadius < dinst->calcEndPixRadius( viewportExtent ) )
      {
         mDecalQueue.erase_fast( i );
         i--;
         continue;
      }

      // We're gonna try to render this decal... so do any 
      // final adjustments to it before rendering.

      // Update fade and delete expired.
      if ( !( dinst->mFlags & PermanentDecal || dinst->mFlags & CustomDecal ) )
      {         
         delta = ( curSimTime - dinst->mCreateTime );
         if ( delta > dinst->mDataBlock->lifeSpan )         
         {            
            diff = delta - dinst->mDataBlock->lifeSpan;
            dinst->mVisibility = 1.0f - (F32)diff / (F32)dinst->mDataBlock->fadeTime;

            if ( dinst->mVisibility <= 0.0f )
            {
               mDecalQueue.erase_fast( i );
               removeDecal( dinst );               
               i--;
               continue;
            }
         }
      }

      // Build clipped geometry for this decal if needed.
      if ( dinst->mFlags & ClipDecal/* && !( dinst->mFlags & CustomDecal ) */)
      {  
         // Turn off the flag so we don't continually try to clip
         // if it fails.
		  if(!clipDecal( dinst ))
		  {
				dinst->mFlags = dinst->mFlags & ~ClipDecal;
				if ( !(dinst->mFlags & CustomDecal) )
				{
					// Clipping failed to get any geometry...

					// Remove it from the render queue.
					mDecalQueue.erase_fast( i );
					i--;

					// If the decal is one placed at run-time (not the editor)
					// then we should also permanently delete the decal instance.
					if ( !(dinst->mFlags & SaveDecal) )
					{
						removeDecal( dinst );
					}
				}       
				// If this is a decal placed by the editor it will be
				// flagged to attempt clipping again the next time it is
				// modified. For now we just skip rendering it.      
				continue;
		  }  
      }

      // If we get here and the decal still does not have any geometry
      // skip rendering it. It must be an editor placed decal that failed
      // to clip any geometry but has not yet been flagged to try again.
      if ( !dinst->mVerts || dinst->mVertCount == 0 || dinst->mIndxCount == 0 )
      {
         mDecalQueue.erase_fast( i );
         i--;
         continue;
      }

      //
      F32 alpha = pixelRadius / (dinst->mDataBlock->startPixRadius * decalSize) - 1.0f;
      if ( dinst->mFlags & CustomDecal )
      {
         alpha = mClampF( alpha, 0.0f, 1.0f );
         alpha *= dinst->mVisibility;
      }
      else
         alpha = mClampF( alpha * dinst->mVisibility, 0.0f, 1.0f );

      //
      for ( U32 v = 0; v < dinst->mVertCount; v++ )
         dinst->mVerts[v].color.set( 255, 255, 255, alpha * 255.0f );
   }

   PROFILE_END();   

   if ( mDecalQueue.empty() )
      return false;

   // Sort queued decals...
   // 1. Editor decals - in render priority order first, creation time second, and material third.
   // 2. Dynamic decals - in render priority order first and creation time second.
   //
   // With the constraint that decals with different render priority cannot
   // be rendered together in the same draw call.

   PROFILE_START( DecalManager_RenderDecals_Sort );
   dQsort( mDecalQueue.address(), mDecalQueue.size(), sizeof(DecalInstance*), cmpDecalRenderOrder );
   PROFILE_END();

   PROFILE_SCOPE( DecalManager_RenderDecals_RenderBatch );

   mPrimBuffs.clear();
   mVBs.clear();

   RenderPassManager *renderPass = state->getRenderPass();

   // Base render instance for convenience we use for convenience.
   // Data shared by all instances we allocate below can be copied
   // from the base instance at the same time.
   MeshRenderInst baseRenderInst;
   baseRenderInst.clear();   

   MatrixF *tempMat = renderPass->allocUniqueXform( MatrixF( true ) );
   MathUtils::getZBiasProjectionMatrix( gDecalBias, mCuller, tempMat );
   baseRenderInst.projection = tempMat;

   baseRenderInst.objectToWorld = &MatrixF::Identity;
   baseRenderInst.worldToCamera = renderPass->allocSharedXform(RenderPassManager::View);

   baseRenderInst.type = RenderPassManager::RIT_Decal;      

   // Make it the sort distance the max distance so that 
   // it renders after all the other opaque geometry in 
   // the prepass bin.
   baseRenderInst.sortDistSq = F32_MAX;

   // Get the best lights for the current camera position.
   LightManager *lm = state->getLightManager();
   if ( lm )
   {
      lm->setupLights(  NULL, 
                        mCuller.getPosition(),
                        mCuller.getTransform().getForwardVector(),
                        mCuller.getFarDist() );
      lm->getBestLights( baseRenderInst.lights, 4 );
      lm->resetLights();
   }

   Vector<DecalBatch> batches;
   DecalBatch *currentBatch = NULL;

   // Loop through DecalQueue collecting them into render batches.
   for ( U32 i = 0; i < mDecalQueue.size(); i++ )
   {
      DecalInstance *decal = mDecalQueue[i];      
      DecalData *data = decal->mDataBlock;
      Material *mat = data->getMaterial();

      if ( currentBatch == NULL )
      {
         // Start a new batch, beginning with this decal.

         batches.increment();
         currentBatch = &batches.last();
         currentBatch->startDecal = i;
         currentBatch->decalCount = 1;
         currentBatch->iCount = decal->mIndxCount;
         currentBatch->vCount = decal->mVertCount;
         currentBatch->mat = mat;
         currentBatch->matInst = decal->mDataBlock->getMaterialInstance();
         currentBatch->priority = decal->getRenderPriority();         
         currentBatch->dynamic = !(decal->mFlags & SaveDecal);

         continue;
      }

      if ( currentBatch->iCount + decal->mIndxCount >= smMaxIndices || 
           currentBatch->vCount + decal->mVertCount >= smMaxVerts ||
           currentBatch->mat != mat ||
           currentBatch->priority != decal->getRenderPriority() ||
           decal->mCustomTex )
      {
         // End batch.

         currentBatch = NULL;
         i--;
         continue;
      }

      // Add on to current batch.
      currentBatch->decalCount++;
      currentBatch->iCount += decal->mIndxCount;
      currentBatch->vCount += decal->mVertCount;
   }

   // Loop through batches allocating buffers and submitting render instances.
   for ( U32 i = 0; i < batches.size(); i++ )
   {
      DecalBatch &currentBatch = batches[i];

      // Allocate buffers...

      GFXVertexBufferHandle<DecalVertex> vb;
      vb.set( GFX, currentBatch.vCount, GFXBufferTypeDynamic );
      DecalVertex *vpPtr = vb.lock();

      GFXPrimitiveBufferHandle pb;
      pb.set( GFX, currentBatch.iCount, 0, GFXBufferTypeDynamic );
      U16 *pbPtr;
      pb.lock( &pbPtr );

      // Copy data into the buffers from all decals in this batch...

      U32 lastDecal = currentBatch.startDecal + currentBatch.decalCount;

      U32 voffset = 0;
      U32 ioffset = 0;

      // This is an ugly hack for ProjectedShadow!
      GFXTextureObject *customTex = NULL;

      for ( U32 j = currentBatch.startDecal; j < lastDecal; j++ )
      {
         DecalInstance *dinst = mDecalQueue[j];

         for ( U32 k = 0; k < dinst->mIndxCount; k++ )
         {
            *( pbPtr + ioffset + k ) = dinst->mIndices[k] + voffset;            
         }

         ioffset += dinst->mIndxCount;

         dMemcpy( vpPtr + voffset, dinst->mVerts, sizeof( DecalVertex ) * dinst->mVertCount );
         voffset += dinst->mVertCount;

         // Ugly hack for ProjectedShadow!
         if ( (dinst->mFlags & CustomDecal) && dinst->mCustomTex != NULL )
            customTex = *dinst->mCustomTex;
      }

      AssertFatal( ioffset == currentBatch.iCount, "bad" );
      AssertFatal( voffset == currentBatch.vCount, "bad" );
        
      pb.unlock();
      vb.unlock();

      // DecalManager must hold handles to these buffers so they remain valid,
      // we don't actually use them elsewhere.
      mPrimBuffs.push_back( pb );
      mVBs.push_back( vb );

      // Submit render inst...

      MeshRenderInst *ri = renderPass->allocInst<MeshRenderInst>();

      *ri = baseRenderInst;

      ri->primBuff = &mPrimBuffs.last();
      ri->vertBuff = &mVBs.last();

      ri->matInst = currentBatch.matInst;

      ri->prim = renderPass->allocPrim();
      ri->prim->type = GFXTriangleList;
      ri->prim->minIndex = 0;
      ri->prim->startIndex = 0;
      ri->prim->numPrimitives = currentBatch.iCount / 3;
      ri->prim->startVertex = 0;
      ri->prim->numVertices = currentBatch.vCount;

      // Ugly hack for ProjectedShadow!
      if ( customTex )
         ri->miscTex = customTex;

      // The decal bin will contain render instances for both decals and decalRoad's.
      // Dynamic decals render last, then editor decals and roads in priority order.
      // DefaultKey is sorted in descending order.
      ri->defaultKey = currentBatch.dynamic ? 0xFFFFFFFF : (U32)currentBatch.priority;
      ri->defaultKey2 = 1;//(U32)lastDecal->mDataBlock;

      renderPass->addInst( ri );
   }

   return false;
}
示例#7
0
MainWindow::MainWindow(QWidget *parent) :
    QMainWindow(parent),
    ui(new Ui::MainWindow),
    absoluteAfterAxisAdj(false),
    checkLogWrite(false),
    sliderPressed(false),
    sliderTo(0.0),
    sliderZCount(0)
{
    // Setup our application information to be used by QSettings
    QCoreApplication::setOrganizationName(COMPANY_NAME);
    QCoreApplication::setOrganizationDomain(DOMAIN_NAME);
    QCoreApplication::setApplicationName(APPLICATION_NAME);

    // required if passing the object by reference into signals/slots
    qRegisterMetaType<Coord3D>("Coord3D");
    qRegisterMetaType<PosItem>("PosItem");
    qRegisterMetaType<ControlParams>("ControlParams");


    ui->setupUi(this);

    readSettings();

    info("%s has started", GRBL_CONTROLLER_NAME_AND_VERSION);

    // see http://blog.qt.digia.com/2010/06/17/youre-doing-it-wrong/
    // The thread points out that the documentation for QThread is wrong :) and
    // you should NOT subclass from QThread and override run(), rather,
    // attach your QOBJECT to a thread and use events (signals/slots) to communicate.
    gcode.moveToThread(&gcodeThread);
    timer.moveToThread(&timerThread);

    ui->lcdWorkNumberX->setDigitCount(8);
    ui->lcdMachNumberX->setDigitCount(8);
    ui->lcdWorkNumberY->setDigitCount(8);
    ui->lcdMachNumberY->setDigitCount(8);
    ui->lcdWorkNumberZ->setDigitCount(8);
    ui->lcdMachNumberZ->setDigitCount(8);

    //buttons
    connect(ui->btnOpenPort,SIGNAL(clicked()),this,SLOT(openPort()));
    connect(ui->btnGRBL,SIGNAL(clicked()),this,SLOT(setGRBL()));
    connect(ui->DecXBtn,SIGNAL(clicked()),this,SLOT(decX()));
    connect(ui->DecYBtn,SIGNAL(clicked()),this,SLOT(decY()));
    connect(ui->DecZBtn,SIGNAL(clicked()),this,SLOT(decZ()));
    connect(ui->IncXBtn,SIGNAL(clicked()),this,SLOT(incX()));
    connect(ui->IncYBtn,SIGNAL(clicked()),this,SLOT(incY()));
    connect(ui->IncZBtn,SIGNAL(clicked()),this,SLOT(incZ()));
    connect(ui->btnSetHome,SIGNAL(clicked()),this,SLOT(setHome()));
    connect(ui->Command,SIGNAL(editingFinished()),this,SLOT(gotoXYZ()));
    connect(ui->Begin,SIGNAL(clicked()),this,SLOT(begin()));
    connect(ui->openFile,SIGNAL(clicked()),this,SLOT(openFile()));
    connect(ui->Stop,SIGNAL(clicked()),this,SLOT(stop()));
    connect(ui->SpindleOn,SIGNAL(toggled(bool)),this,SLOT(toggleSpindle()));
    connect(ui->chkRestoreAbsolute,SIGNAL(toggled(bool)),this,SLOT(toggleRestoreAbsolute()));
    connect(ui->actionOptions,SIGNAL(triggered()),this,SLOT(getOptions()));
    connect(ui->actionExit,SIGNAL(triggered()),this,SLOT(close()));
    connect(ui->actionAbout,SIGNAL(triggered()),this,SLOT(showAbout()));
    connect(ui->btnResetGrbl,SIGNAL(clicked()),this,SLOT(grblReset()));
    connect(ui->btnUnlockGrbl,SIGNAL(clicked()),this,SLOT(grblUnlock()));
    connect(ui->btnGoHomeSafe,SIGNAL(clicked()),this,SLOT(goHomeSafe()));
    connect(ui->verticalSliderZJog,SIGNAL(valueChanged(int)),this,SLOT(zJogSliderDisplay(int)));
    connect(ui->verticalSliderZJog,SIGNAL(sliderPressed()),this,SLOT(zJogSliderPressed()));
    connect(ui->verticalSliderZJog,SIGNAL(sliderReleased()),this,SLOT(zJogSliderReleased()));

    connect(this, SIGNAL(sendFile(QString)), &gcode, SLOT(sendFile(QString)));
    connect(this, SIGNAL(openPort(QString,QString)), &gcode, SLOT(openPort(QString,QString)));
    connect(this, SIGNAL(closePort(bool)), &gcode, SLOT(closePort(bool)));
    connect(this, SIGNAL(sendGcode(QString)), &gcode, SLOT(sendGcode(QString)));
    connect(this, SIGNAL(gotoXYZ(QString)), &gcode, SLOT(gotoXYZ(QString)));
    connect(this, SIGNAL(axisAdj(char, float, bool, bool, int)), &gcode, SLOT(axisAdj(char, float, bool, bool, int)));
    connect(this, SIGNAL(setResponseWait(ControlParams)), &gcode, SLOT(setResponseWait(ControlParams)));
    connect(this, SIGNAL(shutdown()), &gcodeThread, SLOT(quit()));
    connect(this, SIGNAL(shutdown()), &timerThread, SLOT(quit()));
    connect(this, SIGNAL(setProgress(int)), ui->progressFileSend, SLOT(setValue(int)));
    connect(this, SIGNAL(setRuntime(QString)), ui->outputRuntime, SLOT(setText(QString)));
    connect(this, SIGNAL(sendSetHome()), &gcode, SLOT(grblSetHome()));
    connect(this, SIGNAL(sendGrblReset()), &gcode, SLOT(sendGrblReset()));
    connect(this, SIGNAL(sendGrblUnlock()), &gcode, SLOT(sendGrblUnlock()));
    connect(this, SIGNAL(goToHome()), &gcode, SLOT(goToHome()));
    connect(this, SIGNAL(setItems(QList<PosItem>)), ui->wgtVisualizer, SLOT(setItems(QList<PosItem>)));

    connect(&gcode, SIGNAL(sendMsg(QString)),this,SLOT(receiveMsg(QString)));
    connect(&gcode, SIGNAL(portIsClosed(bool)), this, SLOT(portIsClosed(bool)));
    connect(&gcode, SIGNAL(portIsOpen(bool)), this, SLOT(portIsOpen(bool)));
    connect(&gcode, SIGNAL(addList(QString)),this,SLOT(receiveList(QString)));
    connect(&gcode, SIGNAL(addListFull(QStringList)),this,SLOT(receiveListFull(QStringList)));
    connect(&gcode, SIGNAL(addListOut(QString)),this,SLOT(receiveListOut(QString)));
    connect(&gcode, SIGNAL(stopSending()), this, SLOT(stopSending()));
    connect(&gcode, SIGNAL(setCommandText(QString)), ui->Command, SLOT(setText(QString)));
    connect(&gcode, SIGNAL(setProgress(int)), ui->progressFileSend, SLOT(setValue(int)));
    connect(&gcode, SIGNAL(adjustedAxis()), this, SLOT(adjustedAxis()));
    connect(&gcode, SIGNAL(resetTimer(bool)), &timer, SLOT(resetTimer(bool)));
    connect(&gcode, SIGNAL(enableGrblDialogButton()), this, SLOT(enableGrblDialogButton()));
    connect(&gcode, SIGNAL(updateCoordinates(Coord3D,Coord3D)), this, SLOT(updateCoordinates(Coord3D,Coord3D)));
    connect(&gcode, SIGNAL(setLastState(QString)), ui->outputLastState, SLOT(setText(QString)));
    connect(&gcode, SIGNAL(setUnitsWork(QString)), ui->outputUnitsWork, SLOT(setText(QString)));
    connect(&gcode, SIGNAL(setUnitsMachine(QString)), ui->outputUnitsMachine, SLOT(setText(QString)));
    connect(&gcode, SIGNAL(setLivePoint(double, double, bool)), ui->wgtVisualizer, SLOT(setLivePoint(double, double, bool)));
    connect(&gcode, SIGNAL(setVisCurrLine(int)), ui->wgtVisualizer, SLOT(setVisCurrLine(int)));

    connect(&timer, SIGNAL(setRuntime(QString)), ui->outputRuntime, SLOT(setText(QString)));

    timerThread.start();
    gcodeThread.start();

    ui->comboStep->addItem("0.01");
    ui->comboStep->addItem("0.1");
    ui->comboStep->addItem("1");
    ui->comboStep->addItem("10");
    ui->comboStep->setCurrentIndex(2);

    ui->statusList->setUniformItemSizes(true);
	// Does not work correctly for horizontal scrollbar:
    //MyItemDelegate *scrollDelegate = new MyItemDelegate(ui->statusList);
    //scrollDelegate->setWidth(600);
    //ui->statusList->setItemDelegate(scrollDelegate);

    scrollStatusTimer.start();

    // Cool utility class off Google code that enumerates COM ports in platform-independent manner
    QList<QextPortInfo> ports = QextSerialEnumerator::getPorts();

    int portIndex = -1;
    for (int i = 0; i < ports.size(); i++)
    {
        ui->cmbPort->addItem(ports.at(i).portName.toLocal8Bit().constData());

        if (ports.at(i).portName == lastOpenPort)
            portIndex = i;

        //diag("port name: %s\n", ports.at(i).portName.toLocal8Bit().constData());
        //diag("friendly name: %s\n", ports.at(i).friendName.toLocal8Bit().constData());
        //diag("physical name: %s\n", ports.at(i).physName.toLocal8Bit().constData());
        //diag("enumerator name: %s\n", ports.at(i).enumName.toLocal8Bit().constData());
        //diag("===================================\n\n");
    }

    if (portIndex >= 0)
    {
        // found matching port
        ui->cmbPort->setCurrentIndex(portIndex);
    }
    else if (lastOpenPort.size() > 0)
    {
        // did not find matching port
        // This code block is used to restore a port to view that isn't visible to QextSerialEnumerator
        ui->cmbPort->addItem(lastOpenPort.toLocal8Bit().constData());
        if (ports.size() > 0)
            ui->cmbPort->setCurrentIndex(ports.size());
        else
            ui->cmbPort->setCurrentIndex(0);
    }

    int baudRates[] = { 9600, 19200, 38400, 57600, 115200 };
    int baudRateCount = sizeof baudRates / sizeof baudRates[0];
    int baudRateIndex = 0;
    for (int i = 0; i < baudRateCount; i++)
    {
        QString baudRate = QString::number(baudRates[i]);
        ui->comboBoxBaudRate->addItem(baudRate);
        if (baudRate == lastBaudRate)
        {
            baudRateIndex = i;
        }
    }

    ui->comboBoxBaudRate->setCurrentIndex(baudRateIndex);

    ui->tabAxisVisualizer->setEnabled(false);
    ui->groupBoxSendFile->setEnabled(true);
    ui->groupBoxManualGCode->setEnabled(false);
    ui->Begin->setEnabled(false);
    ui->Stop->setEnabled(false);
    ui->progressFileSend->setEnabled(false);
    ui->outputRuntime->setEnabled(false);
    ui->labelRuntime->setEnabled(false);
    ui->btnGRBL->setEnabled(false);
    ui->btnSetHome->setEnabled(false);
    ui->btnResetGrbl->setEnabled(false);
    ui->btnUnlockGrbl->setEnabled(false);
    ui->btnGoHomeSafe->setEnabled(false);
    styleSheet = ui->btnOpenPort->styleSheet();
    ui->statusList->setEnabled(true);
    ui->openFile->setEnabled(true);

    this->setWindowTitle(GRBL_CONTROLLER_NAME_AND_VERSION);

    QSettings settings;
    QString useAggrPreload = settings.value(SETTINGS_USE_AGGRESSIVE_PRELOAD, "true").value<QString>();
    controlParams.useAggressivePreload = useAggrPreload == "true";

    if (!controlParams.useAggressivePreload && !promptedAggrPreload)
    {
        QMessageBox msgBox;
        msgBox.setText("You appear to have upgraded to the latest version of Grbl Controller. "
                       "Please be aware that as of version 3.4 the default behavior of sending commands "
                       "to Grbl has been changed to send them as fast as possible (Aggressive preload mode).\n\n"
                       "Your settings have been changed to enable this mode. Why? Because it provides the most "
                       "optimal use of Grbl and greatly reduces the time to finish a typical job.\n\n"
                       "What does this mean to you? "
                       "Arc commands will now run smoother and faster than before, which may "
                       "cause your spindle to work slightly harder, so please run some tests first. "
                       "Alternately, go to the Options dialog and manually disable Aggressive Preload");
        msgBox.exec();

        controlParams.useAggressivePreload = true;
        settings.setValue(SETTINGS_USE_AGGRESSIVE_PRELOAD, controlParams.useAggressivePreload);
    }

    promptedAggrPreload = true;

    emit setResponseWait(controlParams);
}
示例#8
0
bool DecalRoad::prepRenderImage(	SceneState* state, 
                                 const U32 stateKey, 
                                 const U32 startZone,
                                 const bool modifyBaseZoneState)
{
   if (  mNodes.size() <= 1 || 
         isLastState(state, stateKey) || 
         mBatches.size() == 0 ||
         !mMatInst ||
         state->isShadowPass() )
      return false;

   // Set Last State.
   setLastState( state, stateKey );

   // Is Object Rendered?
   if ( !state->isObjectRendered( this ) )
      return false;

   RenderPassManager *renderPass = state->getRenderPass();

   // Debug RenderInstance
   // Only when editor is open.
   if ( smEditorOpen )
   {
      ObjectRenderInst *ri = renderPass->allocInst<ObjectRenderInst>();
      ri->type = RenderPassManager::RIT_Object;
      ri->renderDelegate.bind( this, &DecalRoad::_debugRender );
      state->getRenderPass()->addInst( ri );
   }

   // Normal Road RenderInstance
   // Always rendered when the editor is not open
   // otherwise obey the smShowRoad flag
   if ( !smShowRoad && smEditorOpen )
      return false;

   const Frustum &frustum = state->getFrustum();

   MeshRenderInst coreRI;
   coreRI.clear();
   coreRI.objectToWorld = &MatrixF::Identity;
   coreRI.worldToCamera = renderPass->allocSharedXform(RenderPassManager::View);
   
   MatrixF *tempMat = renderPass->allocUniqueXform( MatrixF( true ) );   
   MathUtils::getZBiasProjectionMatrix( gDecalBias, frustum, tempMat );
   coreRI.projection = tempMat;

   coreRI.type = RenderPassManager::RIT_Decal;
   coreRI.matInst = mMatInst;
   coreRI.vertBuff = &mVB;
   coreRI.primBuff = &mPB;
	
   // Make it the sort distance the max distance so that 
   // it renders after all the other opaque geometry in 
   // the prepass bin.
   coreRI.sortDistSq = F32_MAX;

	// Get the light manager and setup lights
   LightManager *lm = state->getLightManager();
   if ( lm )
   {
      lm->setupLights( this, getWorldSphere() );
		lm->getBestLights( coreRI.lights, 8 );
   }

   U32 startBatchIdx = -1;
   U32 endBatchIdx = 0;

   for ( U32 i = 0; i < mBatches.size(); i++ )   
   {
      // TODO: visibility is bugged... must fix!
      //const RoadBatch &batch = mBatches[i];
      //const bool isVisible = frustum.intersects( batch.bounds );         
      if ( true /*isVisible*/ )
      {
         // If this is the start of a set of batches.
         if ( startBatchIdx == -1 )
            endBatchIdx = startBatchIdx = i;

         // Else we're extending the end batch index.
         else
            ++endBatchIdx; 

         // If this isn't the last batch then continue.
         if ( i < mBatches.size()-1 )
            continue;
      }

      // We we still don't have a start batch, so skip.
      if ( startBatchIdx == -1 )
         continue;

      // Render this set of batches.
      const RoadBatch &startBatch = mBatches[startBatchIdx]; // mBatches[0]; 
      const RoadBatch &endBatch = mBatches[endBatchIdx]; // mBatches.last(); 

      U32 startVert = startBatch.startVert;
      U32 startIdx = startBatch.startIndex;
      U32 vertCount = endBatch.endVert - startVert;
      U32 idxCount = ( endBatch.endIndex - startIdx ) + 1;
      U32 triangleCount = idxCount / 3;

      AssertFatal( startVert + vertCount <= mVertCount, "DecalRoad, bad draw call!" );
      AssertFatal( startIdx + triangleCount < mTriangleCount * 3, "DecalRoad, bad draw call!" );

      MeshRenderInst *ri = renderPass->allocInst<MeshRenderInst>();

      *ri = coreRI;

      ri->prim = renderPass->allocPrim();
      ri->prim->type = GFXTriangleList;
      ri->prim->minIndex = 0;
      ri->prim->startIndex = startIdx;
      ri->prim->numPrimitives = triangleCount;
      ri->prim->startVertex = startVert;
      ri->prim->numVertices = vertCount;

      // For sorting we first sort by render priority
      // and then by objectId. 
      //
      // Since a road can submit more than one render instance, we want all 
      // draw calls for a single road to occur consecutively, since they
      // could use the same vertex buffer.
      ri->defaultKey =  mRenderPriority << 0 | mId << 16;
      ri->defaultKey2 = 0;

      renderPass->addInst( ri );

      // Reset the batching.
      startBatchIdx = -1;
   }   

   return false;
}