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Busy with layer_view options
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parent
0f2fb86cd9
commit
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7 changed files with 187 additions and 47 deletions
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@ -49,12 +49,12 @@ class Layer:
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return result
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def build(self, vertex_offset, index_offset, vertices, colors, line_dimensions, indices):
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def build(self, vertex_offset, index_offset, vertices, colors, line_dimensions, extruders, indices):
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result_vertex_offset = vertex_offset
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result_index_offset = index_offset
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self._element_count = 0
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for polygon in self._polygons:
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polygon.build(result_vertex_offset, result_index_offset, vertices, colors, line_dimensions, indices)
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polygon.build(result_vertex_offset, result_index_offset, vertices, colors, line_dimensions, extruders, indices)
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result_vertex_offset += polygon.lineMeshVertexCount()
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result_index_offset += polygon.lineMeshElementCount()
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self._element_count += polygon.elementCount
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@ -48,7 +48,8 @@ class LayerDataBuilder(MeshBuilder):
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self._layers[layer].setThickness(thickness)
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def build(self):
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# material color map: [r, g, b, a] for each extruder row.
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def build(self, material_color_map):
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vertex_count = 0
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index_count = 0
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for layer, data in self._layers.items():
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@ -59,23 +60,39 @@ class LayerDataBuilder(MeshBuilder):
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line_dimensions = numpy.empty((vertex_count, 2), numpy.float32)
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colors = numpy.empty((vertex_count, 4), numpy.float32)
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indices = numpy.empty((index_count, 2), numpy.int32)
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extruders = numpy.empty((vertex_count), numpy.float32)
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vertex_offset = 0
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index_offset = 0
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for layer, data in self._layers.items():
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( vertex_offset, index_offset ) = data.build( vertex_offset, index_offset, vertices, colors, line_dimensions, indices)
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( vertex_offset, index_offset ) = data.build( vertex_offset, index_offset, vertices, colors, line_dimensions, extruders, indices)
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self._element_counts[layer] = data.elementCount
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self.addVertices(vertices)
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self.addColors(colors)
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self.addIndices(indices.flatten())
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# self._uvs = line_dimensions
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material_colors = numpy.zeros((line_dimensions.shape[0], 4), dtype=numpy.float32)
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for extruder_nr in range(material_color_map.shape[0]):
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material_colors[extruders == extruder_nr] = material_color_map[extruder_nr]
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attributes = {
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"line_dimensions": {
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"value": line_dimensions,
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"opengl_name": "a_line_dim",
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"opengl_type": "vector2f"}
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}
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"opengl_type": "vector2f"
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},
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"extruders": {
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"value": extruders,
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"opengl_name": "a_extruder",
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"opengl_type": "float"
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},
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"colors": {
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"value": material_colors,
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"opengl_name": "a_material_color",
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"opengl_type": "vector4f"
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},
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}
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return LayerData(vertices=self.getVertices(), normals=self.getNormals(), indices=self.getIndices(),
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colors=self.getColors(), uvs=self.getUVCoordinates(), file_name=self.getFileName(),
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@ -38,7 +38,7 @@ class LayerPolygon:
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# Buffering the colors shouldn't be necessary as it is not
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# re-used and can save alot of memory usage.
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self._color_map = self.__color_map * [1, 1, 1, self._extruder] # The alpha component is used to store the extruder nr
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self._color_map = self.__color_map # * [1, 1, 1, self._extruder] # The alpha component is used to store the extruder nr
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self._colors = self._color_map[self._types]
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# When type is used as index returns true if type == LayerPolygon.InfillType or type == LayerPolygon.SkinType or type == LayerPolygon.SupportInfillType
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@ -67,7 +67,7 @@ class LayerPolygon:
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## build
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# line_thicknesses: array with type as index and thickness as value
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def build(self, vertex_offset, index_offset, vertices, colors, line_dimensions, indices):
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def build(self, vertex_offset, index_offset, vertices, colors, line_dimensions, extruders, indices):
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if (self._build_cache_line_mesh_mask is None) or (self._build_cache_needed_points is None ):
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self.buildCache()
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@ -94,6 +94,8 @@ class LayerPolygon:
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line_dimensions[self._vertex_begin:self._vertex_end, 0] = numpy.tile(self._line_widths, (1, 2)).reshape((-1, 1))[needed_points_list.ravel()][:, 0]
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line_dimensions[self._vertex_begin:self._vertex_end, 1] = numpy.tile(self._line_thicknesses, (1, 2)).reshape((-1, 1))[needed_points_list.ravel()][:, 0]
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extruders[self._vertex_begin:self._vertex_end] = float(self._extruder)
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# The relative values of begin and end indices have already been set in buildCache, so we only need to offset them to the parents offset.
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self._index_begin += index_offset
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self._index_end += index_offset
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@ -24,6 +24,14 @@ from time import time
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catalog = i18nCatalog("cura")
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def colorCodeToRGBA(color_code):
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return [
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int(color_code[1:3], 16) / 255,
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int(color_code[3:5], 16) / 255,
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int(color_code[5:7], 16) / 255,
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1.0]
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class ProcessSlicedLayersJob(Job):
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def __init__(self, layers):
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super().__init__()
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@ -148,7 +156,31 @@ class ProcessSlicedLayersJob(Job):
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self._progress.setProgress(progress)
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# We are done processing all the layers we got from the engine, now create a mesh out of the data
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layer_mesh = layer_data.build()
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# Find out colors per extruder
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# TODO: move to a better place. Code is similar to code in ExtrudersModel
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from cura.Settings.ExtruderManager import ExtruderManager
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import UM
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global_container_stack = UM.Application.getInstance().getGlobalContainerStack()
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manager = ExtruderManager.getInstance()
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extruders = list(manager.getMachineExtruders(global_container_stack.getId()))
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if extruders:
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material_color_map = numpy.zeros((len(extruders), 4), dtype=numpy.float32)
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for extruder in extruders:
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material = extruder.findContainer({"type": "material"})
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position = int(extruder.getMetaDataEntry("position", default="0")) # Get the position
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color_code = material.getMetaDataEntry("color_code")
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color = colorCodeToRGBA(color_code)
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material_color_map[position, :] = color
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else:
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# Single extruder via global stack.
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material_color_map = numpy.zeros((1, 4), dtype=numpy.float32)
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material = global_container_stack.findContainer({"type": "material"})
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color_code = material.getMetaDataEntry("color_code")
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color = colorCodeToRGBA(color_code)
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material_color_map[0, :] = color
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layer_mesh = layer_data.build(material_color_map)
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if self._abort_requested:
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if self._progress:
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@ -37,6 +37,10 @@ class LayerPass(RenderPass):
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self._layer_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("LayerView"), "layers.shader"))
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# Use extruder 0 if the extruder manager reports extruder index -1 (for single extrusion printers)
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self._layer_shader.setUniformValue("u_active_extruder", float(max(0, self._extruder_manager.activeExtruderIndex)))
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self._layer_shader.setUniformValue("u_layer_view_type", 0)
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self._layer_shader.setUniformValue("u_only_color_active_extruder", 1)
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self._layer_shader.setUniformValue("u_extruder_opacity", [1, 1, 1, 1])
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if not self._tool_handle_shader:
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self._tool_handle_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "toolhandle.shader"))
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@ -95,6 +95,7 @@ Item
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}
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Rectangle {
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id: slider_background
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anchors.left: parent.left
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anchors.verticalCenter: parent.verticalCenter
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z: slider.z - 1
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@ -113,4 +114,75 @@ Item
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}
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}
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}
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Rectangle {
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anchors.left: parent.left
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anchors.verticalCenter: parent.verticalCenter
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anchors.top: slider_background.bottom
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width: UM.Theme.getSize("slider_layerview_background").width * 3
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height: slider.height + UM.Theme.getSize("default_margin").height * 2
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color: UM.Theme.getColor("tool_panel_background");
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border.width: UM.Theme.getSize("default_lining").width
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border.color: UM.Theme.getColor("lining")
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ListModel
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{
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id: layerViewTypes
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ListElement {
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text: "Line type"
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type_id: 0 // these ids match the switching in the shader
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}
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ListElement {
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text: "Material color"
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type_id: 1
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}
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ListElement {
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text: "Printing speed"
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type_id: 2
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}
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}
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ComboBox
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{
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id: layer_type_combobox
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anchors.top: slider_background.bottom
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model: layerViewTypes
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onActivated: {
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CuraApplication.log("Combobox" + String(index));
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CuraApplication.log(layerViewTypes.get(index).type_id);
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}
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}
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ColumnLayout {
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anchors.top: layer_type_combobox.bottom
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CheckBox {
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checked: true
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onClicked: {
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CuraApplication.log("First");
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}
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text: "Extruder 1"
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}
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CheckBox {
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checked: true
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onClicked: {
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CuraApplication.log("First");
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}
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text: "Extruder 2"
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}
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CheckBox {
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onClicked: {
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CuraApplication.log("First");
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}
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text: "Travel moves"
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}
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CheckBox {
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checked: true
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onClicked: {
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CuraApplication.log("First");
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}
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text: "Only color active extruder"
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}
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}
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}
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}
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@ -4,24 +4,33 @@ vertex =
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//uniform highp mat4 u_viewProjectionMatrix;
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//uniform highp mat4 u_modelViewProjectionMatrix;
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uniform lowp float u_active_extruder;
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uniform lowp int u_layer_view_type;
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uniform lowp int u_only_color_active_extruder;
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uniform lowp vec4 u_extruder_opacity; // currently only for max 4 extruders, others always visible
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uniform lowp float u_shade_factor;
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uniform highp mat4 u_normalMatrix;
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attribute highp vec4 a_vertex;
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attribute lowp vec4 a_color;
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attribute lowp vec4 a_material_color;
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attribute highp vec4 a_normal;
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attribute highp vec2 a_line_dim; // line width and thickness
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attribute highp int a_extruder;
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varying lowp vec4 v_color;
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//varying lowp vec4 v_material_color;
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varying highp vec3 v_vertex;
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varying highp vec3 v_normal;
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//varying lowp vec2 v_uvs;
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varying lowp vec2 v_line_dim;
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varying highp int v_extruder;
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varying lowp vec4 f_color;
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varying highp vec3 f_vertex;
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varying highp vec3 f_normal;
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varying highp int f_extruder;
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void main()
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{
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@ -32,17 +41,38 @@ vertex =
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gl_Position = world_space_vert;
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// gl_Position = u_modelViewProjectionMatrix * a_vertex;
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// shade the color depending on the extruder index stored in the alpha component of the color
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v_color = (a_color.a == u_active_extruder) ? a_color : vec4(0.4, 0.4, 0.4, 1.0); //a_color * u_shade_factor;
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v_color.a = 1.0;
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switch (u_layer_view_type) {
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case 0: // "Line type"
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v_color = a_color;
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break;
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case 1: // "Material color"
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v_color = a_material_color;
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break;
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case 2: // "Speed"
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v_color = a_color;
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break;
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}
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if (u_only_color_active_extruder == 1) {
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v_color = (a_extruder == u_active_extruder) ? v_color : vec4(0.4, 0.4, 0.4, 1.0);
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} else {
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v_color = (a_extruder == u_active_extruder) ? v_color : v_color * u_shade_factor;
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}
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if (a_extruder < 4) {
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v_color.a *= u_extruder_opacity[a_extruder]; // make it (in)visible
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}
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v_vertex = world_space_vert.xyz;
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v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
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v_line_dim = a_line_dim;
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v_extruder = a_extruder;
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//v_material_color = a_material_color;
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// for testing without geometry shader
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f_color = v_color;
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f_vertex = v_vertex;
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f_normal = v_normal;
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f_extruder = v_extruder;
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}
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geometry =
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@ -57,10 +87,14 @@ geometry =
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in vec3 v_vertex[];
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in vec3 v_normal[];
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in vec2 v_line_dim[];
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in int v_extruder[];
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//in vec4 v_material_color[];
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out vec4 f_color;
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out vec3 f_normal;
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out vec3 f_vertex;
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out uint f_extruder;
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//out vec4 f_material_color;
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void main()
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{
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float size_x = v_line_dim[0].x / 2 + 0.01; // radius, and make it nicely overlapping
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float size_y = v_line_dim[0].y / 2 + 0.01;
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f_extruder = v_extruder[0];
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//f_material_color = v_material_color[0];
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//g_vertex_normal_horz = normalize(v_normal[0]); //vec3(g_vertex_delta.z, g_vertex_delta.y, -g_vertex_delta.x);
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g_vertex_delta = gl_in[1].gl_Position - gl_in[0].gl_Position;
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g_vertex_normal_horz_head = normalize(vec3(-g_vertex_delta.x, -g_vertex_delta.y, -g_vertex_delta.z));
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@ -241,41 +278,19 @@ geometry =
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fragment =
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varying lowp vec4 f_color;
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//varying lowp vec4 f_material_color;
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varying lowp vec3 f_normal;
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varying lowp vec3 f_vertex;
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//flat varying lowp uint f_extruder;
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uniform mediump vec4 u_ambientColor;
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uniform mediump vec4 u_diffuseColor;
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//uniform mediump vec4 u_specularColor;
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//uniform mediump float u_shininess;
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uniform highp vec3 u_lightPosition;
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void Impostor(in float sphereRadius, in vec3 cameraSpherePos, in vec2 mapping, out vec3 cameraPos, out vec3 cameraNormal)
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{
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float lensqr = dot(mapping, mapping);
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if(lensqr > 1.0)
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discard;
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cameraNormal = vec3(mapping, sqrt(1.0 - lensqr));
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cameraPos = (cameraNormal * sphereRadius) + cameraSpherePos;
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}
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void main()
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{
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vec3 cameraPos;
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vec3 cameraNormal;
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//Impostor(0.2, vec3(0.0, 0.0, 0.0), vec2(0.1, 0.1), cameraPos, cameraNormal);
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//gl_FrontFacing = ..
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//if ((f_normal).z < 0) {discard; }
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mediump vec4 finalColor = vec4(0.0);
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finalColor += u_ambientColor;
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//finalColor = f_color;
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highp vec3 normal = normalize(f_normal);
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highp vec3 lightDir = normalize(u_lightPosition - f_vertex);
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// Diffuse Component
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highp float NdotL = clamp(dot(normal, lightDir), 0.0, 1.0);
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finalColor += (NdotL * f_color);
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//finalColor += (NdotL * f_material_color);
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//finalColor.a = 1.0;
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// Specular Component
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// TODO: We should not do specularity for fragments facing away from the light.
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/*highp vec3 reflectedLight = reflect(-lightDir, normal);
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highp vec3 viewVector = normalize(u_viewPosition - f_vertex);
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highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0);
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finalColor += pow(NdotR, u_shininess) * u_specularColor;*/
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finalColor.a = 1.0;
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gl_FragColor = finalColor;
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//gl_FragColor = f_color;
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//gl_FragColor = vec4(f_normal, 1.0);
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}
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[defaults]
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u_active_extruder = 0.0
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u_layer_view_type = 0
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u_only_color_active_extruder = 1
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u_extruder_opacity = [1.0, 1.0]
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u_shade_factor = 0.60
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u_specularColor = [0.4, 0.4, 0.4, 1.0]
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u_ambientColor = [0.3, 0.3, 0.3, 0.3]
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@ -318,3 +329,5 @@ a_vertex = vertex
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a_color = color
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a_normal = normal
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a_line_dim = line_dim
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a_extruder = extruders
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a_material_color = material_color
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