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OrcaSlicer/docs/HLSD/gcode-preview-dragging.md

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G-code preview while dragging

The sliced preview draws every toolpath segment of the plate as an instanced box. On a large plate that is tens of millions of segments, and the frame is GPU-bound: the cost is the number of instances drawn, not anything the CPU does per frame. Dragging the camera over such a plate cannot keep up. The preview_reduced_detail_mode preference (Graphics > G-code Preview, off by default) lets the preview draw less while the user drags and put the full toolpaths back when they let go.

Preference Values Effect
preview_reduced_detail_mode off, solid, shell what is drawn while dragging

libvgcode (src/libvgcode) builds and binds the reduced toolpath set, GCodeViewer maps the preference onto it and draws the solid model, and GLCanvas3D decides when the user is dragging. The OpenGL ES path keeps a single set and ignores the preference.

Two sets, one walk

ViewerImpl::update_enabled_entities() walks the visible vertex range once and fills two segment index buffers side by side: the full set and the reduced set (segments and options). Building them together is what makes switching free: starting or ending a drag is a buffer binding, never a rebuild. A change of mode does rebuild. Nothing is built while the mode is off, and the reduced buffers are then uploaded empty so that the last set does not stay allocated.

Whatever the mode leaves out, the layers at the bottom and top of the visible range are kept whole: they are the faces the range cuts open, and the top is what the user is looking at. An end layer with no infill of its own does not close the print there: infill combination prints the sparse infill of a few layers in one, leaving the others walls alone, and a support layer with no object layer at its height gets a layer of its own. Each end therefore runs from the range's end layer to the nearest layer that closes the print, at most eight layers deep (Layers::get_whole_end_layers()), and the Viewer reports the two bands so that the solid model's cut can sit at their edges. A layer closes the print when every object printed on it has infill on it: the G-code labels its moves with their object, and LayersClosedByInfill in the wrapper that feeds libvgcode tallies walls and infill per object and layer while converting the moves (GCodeInputData::layers_closed). Two objects on one plate rarely combine their infill on the same layers, and one object's sparse infill on a layer says nothing about another's, which is why the judgement is per object. Without that list, as for a preview built from the Print, the layer table judges each layer from its roles as a whole: the nearest layer with sparse infill, and only when none is within reach, as on a print with none, the nearest layer with any infill.

The realistic view's shadow-caster pass draws whichever set is bound, so the key of the static shadow map includes whether the reduced set is: a map built during a drag is rebuilt on release. In the solid model mode the shells, cut at the solid's heights, cast into the same map through GCodeViewer::render_solid_model_casters(), with their cut faces: without them an open body lets the light through, onto the bed through a band cut at both ends or onto its own far wall past the end band's lines. The cut faces are counted and drawn as the visible pass draws them (below), which takes a stencil the map has not got, so they go into a depth and stencil target of the viewer's, the map's size, and are copied into the map by the depth_copy shader where nearer than what it holds. The solid samples the map back under the light the canvas passed on, so a body shades the plate, its neighbours and the end-band toolpaths as the toolpaths it stands in for would, and takes their shadows in turn. With the mode off the reduced flag is never raised, and a drag changes nothing in the preview.

Modes

  • EndLayersOnly (solid in the preference) keeps only the end bands, the supports and the travels. GCodeViewer then draws the sliced objects and the prime tower as opaque solids, see below.
  • ShellOnly (shell) keeps every role but the sparse infill, internal solid infill, internal bridge infill and gap fill, which lie under the skins or between the walls. Walls, top and bottom surfaces, bridges, supports and the prime tower are drawn whole, so from outside the print looks as it does at rest. The roles come from the slicer, so the classification is exact wherever the slicer's is; what it cannot express is the inside of the prime tower and of a support, which share one role with their outside and are kept whole. A profile with no top or bottom shell layers, or no walls, leaves the infill on the surface, so GCodeViewer turns the hiding off for such a print when it loads it, from the print's default region settings; per-object overrides are not consulted.

The solid model

The preview already loads the sliced objects as shells for its translucent ghost. GCodeViewer::render_solid_model() draws those shells opaque with the gouraud shader, whose z range cuts them to the visible layer range: from the top of the bottom band to the bottom of the top band, since those layers are drawn as toolpaths and a face of the model in either plane would flicker against them. The translucent ghost is drawn first, as in every other mode, so the part above the cut stays visible while dragging. The cut itself is capped, one cap of one body at a time: a pass counts, per pixel and with the depth test off, the body's back faces less its front faces into the stencil buffer, with the body cut at that cap alone and whole at its other end, which is zero where the ray misses the body or crosses it whole and one where it leaves through the opening, that is, where the cap plane lies inside the body; a quad in that cut plane, in the cap's colour darkened, is drawn where it is not zero. Counting both cuts in one pass would see an open tube: a ray through both openings as closed and one in through a wall and out through the other opening as open, with the cap drawn in the air. Between the lines of a sparse layer on the cut, that quad is what shows, rather than the first layer or the bed far below moving with the camera. The toolpath layers of the reduced set are drawn afterwards and cap the cut with what was really printed there; the band's reach to a layer with infill is what puts real infill lines, not a bare cap, inside the walls. The shells hold only the objects, so while this mode is on the prime tower is added from its sliced mesh, positioned as the print placed it. It is added or removed on its own when the mode changes, without reloading the objects, keeps its opaque color so that it never appears among the translucent shells, and stays out of their bounding box. Supports have no mesh, so the reduced set keeps their toolpaths whole on every layer, as the shell mode does, and the objects stand on them as they do at rest; the travels, which the solid does not stand for either, are kept with them when the legend shows them. libvgcode::keep_in_reduced_set() holds the rule for both modes. load_shells() drops every non-model-part volume, so a negative volume is not cut out.

The solid stands in for the toolpaths, so it wears their colours. In the views that colour by filament (Summary, Filament, Tool) each body keeps the filament colour its shell was loaded with. In every other view GCodeViewer::update_solid_model_colors() samples the toolpaths through Viewer::get_vertex_color(): the body takes the outer wall's colour over the layers the solid stands for, each cap the infill's in the layer it is cut under, sparse infill before solid, and the prime tower its own role's. One vertex stands for the role, chosen by Viewer::find_extrusion_vertex(): in a view that grades the toolpaths by a value, the length-weighted median of that value over the role's extrusions in up to eight layers spread over the interval, so that neither the acceleration ramp a wall starts on nor one layer with the fan turned up sets the colour of the whole body; in any other view the first extrusion found. The colours are resolved when a drag starts and when the view type or the bands change, not per frame.

A plate whose shells are not loaded keeps drawing toolpaths, since the solid model would leave only the end bands. So does a print whose layers do not rise in height from one to the next, as when it is printed object by object: the cut is a single height range for the whole plate, which the ends of the layer range then do not bound. And so does a belt printer's: its layers are planes tilted at the belt angle, with heights in the G-code's frame, which no horizontal cut follows.

A section view cuts the solid by its plane as it cuts the toolpaths, and the section face is one more cap, counted on the body cut by that plane alone and drawn between the two heights.

The solid is drawn opaque whatever the filaments' alpha: a translucent filament shows its toolpaths inside through the walls at rest, and the solid has no inside to show.

Deciding that the user is dragging

GLCanvas3D::_update_preview_interaction() runs at the top of every preview frame, before the canvas decides whether to reuse its cached scene, so that the switch lands in that frame. Dragging is GLCanvas3D::is_user_interacting(), the same answer the scene cache reads: the camera, the navigator, a gizmo, the rectangle selection or either slider being held, or the camera still turning after a click on a navigator face, which the navigator animates over the frames that follow with no button held. A slider reports this from ImGui's active id rather than its dirty flag, which is raised and consumed inside one frame. A wheel step has no duration, so it holds the reduced set for a 150 ms settle time instead, and the frame that restores the toolpaths is scheduled for when that time runs out, since the render timer only wakes the idle loop. A drag cut short by focus or capture loss is ended explicitly, and a button release wakes the idle loop, because on some platforms nothing else would until the next input.

Reused scene frames

GLCanvas3D keeps its last scene pass for frames that only rebuild the overlay (SceneCache). Its key covers the canvas size, the camera and hover state, not what the toolpath sets draw, so a frame that reuses the scene must never be one on which the set is switched. _update_preview_interaction() therefore reports whether the bound set changed, and a frame on which it did redraws the scene. The canvas neither captures nor reuses the scene while the user drags, so no reduced frame outlives a drag, and the frame that ends a wheel's settle time is requested as a full frame.