Busy with layer_view options

This commit is contained in:
Jack Ha 2016-12-29 16:49:00 +01:00
parent 0f2fb86cd9
commit 1217281727
7 changed files with 187 additions and 47 deletions

View file

@ -49,12 +49,12 @@ class Layer:
return result
def build(self, vertex_offset, index_offset, vertices, colors, line_dimensions, indices):
def build(self, vertex_offset, index_offset, vertices, colors, line_dimensions, extruders, indices):
result_vertex_offset = vertex_offset
result_index_offset = index_offset
self._element_count = 0
for polygon in self._polygons:
polygon.build(result_vertex_offset, result_index_offset, vertices, colors, line_dimensions, indices)
polygon.build(result_vertex_offset, result_index_offset, vertices, colors, line_dimensions, extruders, indices)
result_vertex_offset += polygon.lineMeshVertexCount()
result_index_offset += polygon.lineMeshElementCount()
self._element_count += polygon.elementCount

View file

@ -48,7 +48,8 @@ class LayerDataBuilder(MeshBuilder):
self._layers[layer].setThickness(thickness)
def build(self):
# material color map: [r, g, b, a] for each extruder row.
def build(self, material_color_map):
vertex_count = 0
index_count = 0
for layer, data in self._layers.items():
@ -59,23 +60,39 @@ class LayerDataBuilder(MeshBuilder):
line_dimensions = numpy.empty((vertex_count, 2), numpy.float32)
colors = numpy.empty((vertex_count, 4), numpy.float32)
indices = numpy.empty((index_count, 2), numpy.int32)
extruders = numpy.empty((vertex_count), numpy.float32)
vertex_offset = 0
index_offset = 0
for layer, data in self._layers.items():
( vertex_offset, index_offset ) = data.build( vertex_offset, index_offset, vertices, colors, line_dimensions, indices)
( vertex_offset, index_offset ) = data.build( vertex_offset, index_offset, vertices, colors, line_dimensions, extruders, indices)
self._element_counts[layer] = data.elementCount
self.addVertices(vertices)
self.addColors(colors)
self.addIndices(indices.flatten())
# self._uvs = line_dimensions
material_colors = numpy.zeros((line_dimensions.shape[0], 4), dtype=numpy.float32)
for extruder_nr in range(material_color_map.shape[0]):
material_colors[extruders == extruder_nr] = material_color_map[extruder_nr]
attributes = {
"line_dimensions": {
"value": line_dimensions,
"opengl_name": "a_line_dim",
"opengl_type": "vector2f"}
}
"opengl_type": "vector2f"
},
"extruders": {
"value": extruders,
"opengl_name": "a_extruder",
"opengl_type": "float"
},
"colors": {
"value": material_colors,
"opengl_name": "a_material_color",
"opengl_type": "vector4f"
},
}
return LayerData(vertices=self.getVertices(), normals=self.getNormals(), indices=self.getIndices(),
colors=self.getColors(), uvs=self.getUVCoordinates(), file_name=self.getFileName(),

View file

@ -38,7 +38,7 @@ class LayerPolygon:
# Buffering the colors shouldn't be necessary as it is not
# re-used and can save alot of memory usage.
self._color_map = self.__color_map * [1, 1, 1, self._extruder] # The alpha component is used to store the extruder nr
self._color_map = self.__color_map # * [1, 1, 1, self._extruder] # The alpha component is used to store the extruder nr
self._colors = self._color_map[self._types]
# When type is used as index returns true if type == LayerPolygon.InfillType or type == LayerPolygon.SkinType or type == LayerPolygon.SupportInfillType
@ -67,7 +67,7 @@ class LayerPolygon:
## build
# line_thicknesses: array with type as index and thickness as value
def build(self, vertex_offset, index_offset, vertices, colors, line_dimensions, indices):
def build(self, vertex_offset, index_offset, vertices, colors, line_dimensions, extruders, indices):
if (self._build_cache_line_mesh_mask is None) or (self._build_cache_needed_points is None ):
self.buildCache()
@ -94,6 +94,8 @@ class LayerPolygon:
line_dimensions[self._vertex_begin:self._vertex_end, 0] = numpy.tile(self._line_widths, (1, 2)).reshape((-1, 1))[needed_points_list.ravel()][:, 0]
line_dimensions[self._vertex_begin:self._vertex_end, 1] = numpy.tile(self._line_thicknesses, (1, 2)).reshape((-1, 1))[needed_points_list.ravel()][:, 0]
extruders[self._vertex_begin:self._vertex_end] = float(self._extruder)
# 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.
self._index_begin += index_offset
self._index_end += index_offset

View file

@ -24,6 +24,14 @@ from time import time
catalog = i18nCatalog("cura")
def colorCodeToRGBA(color_code):
return [
int(color_code[1:3], 16) / 255,
int(color_code[3:5], 16) / 255,
int(color_code[5:7], 16) / 255,
1.0]
class ProcessSlicedLayersJob(Job):
def __init__(self, layers):
super().__init__()
@ -148,7 +156,31 @@ class ProcessSlicedLayersJob(Job):
self._progress.setProgress(progress)
# We are done processing all the layers we got from the engine, now create a mesh out of the data
layer_mesh = layer_data.build()
# Find out colors per extruder
# TODO: move to a better place. Code is similar to code in ExtrudersModel
from cura.Settings.ExtruderManager import ExtruderManager
import UM
global_container_stack = UM.Application.getInstance().getGlobalContainerStack()
manager = ExtruderManager.getInstance()
extruders = list(manager.getMachineExtruders(global_container_stack.getId()))
if extruders:
material_color_map = numpy.zeros((len(extruders), 4), dtype=numpy.float32)
for extruder in extruders:
material = extruder.findContainer({"type": "material"})
position = int(extruder.getMetaDataEntry("position", default="0")) # Get the position
color_code = material.getMetaDataEntry("color_code")
color = colorCodeToRGBA(color_code)
material_color_map[position, :] = color
else:
# Single extruder via global stack.
material_color_map = numpy.zeros((1, 4), dtype=numpy.float32)
material = global_container_stack.findContainer({"type": "material"})
color_code = material.getMetaDataEntry("color_code")
color = colorCodeToRGBA(color_code)
material_color_map[0, :] = color
layer_mesh = layer_data.build(material_color_map)
if self._abort_requested:
if self._progress:

View file

@ -37,6 +37,10 @@ class LayerPass(RenderPass):
self._layer_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("LayerView"), "layers.shader"))
# Use extruder 0 if the extruder manager reports extruder index -1 (for single extrusion printers)
self._layer_shader.setUniformValue("u_active_extruder", float(max(0, self._extruder_manager.activeExtruderIndex)))
self._layer_shader.setUniformValue("u_layer_view_type", 0)
self._layer_shader.setUniformValue("u_only_color_active_extruder", 1)
self._layer_shader.setUniformValue("u_extruder_opacity", [1, 1, 1, 1])
if not self._tool_handle_shader:
self._tool_handle_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "toolhandle.shader"))

View file

@ -95,6 +95,7 @@ Item
}
Rectangle {
id: slider_background
anchors.left: parent.left
anchors.verticalCenter: parent.verticalCenter
z: slider.z - 1
@ -113,4 +114,75 @@ Item
}
}
}
Rectangle {
anchors.left: parent.left
anchors.verticalCenter: parent.verticalCenter
anchors.top: slider_background.bottom
width: UM.Theme.getSize("slider_layerview_background").width * 3
height: slider.height + UM.Theme.getSize("default_margin").height * 2
color: UM.Theme.getColor("tool_panel_background");
border.width: UM.Theme.getSize("default_lining").width
border.color: UM.Theme.getColor("lining")
ListModel
{
id: layerViewTypes
ListElement {
text: "Line type"
type_id: 0 // these ids match the switching in the shader
}
ListElement {
text: "Material color"
type_id: 1
}
ListElement {
text: "Printing speed"
type_id: 2
}
}
ComboBox
{
id: layer_type_combobox
anchors.top: slider_background.bottom
model: layerViewTypes
onActivated: {
CuraApplication.log("Combobox" + String(index));
CuraApplication.log(layerViewTypes.get(index).type_id);
}
}
ColumnLayout {
anchors.top: layer_type_combobox.bottom
CheckBox {
checked: true
onClicked: {
CuraApplication.log("First");
}
text: "Extruder 1"
}
CheckBox {
checked: true
onClicked: {
CuraApplication.log("First");
}
text: "Extruder 2"
}
CheckBox {
onClicked: {
CuraApplication.log("First");
}
text: "Travel moves"
}
CheckBox {
checked: true
onClicked: {
CuraApplication.log("First");
}
text: "Only color active extruder"
}
}
}
}

View file

@ -4,24 +4,33 @@ vertex =
//uniform highp mat4 u_viewProjectionMatrix;
//uniform highp mat4 u_modelViewProjectionMatrix;
uniform lowp float u_active_extruder;
uniform lowp int u_layer_view_type;
uniform lowp int u_only_color_active_extruder;
uniform lowp vec4 u_extruder_opacity; // currently only for max 4 extruders, others always visible
uniform lowp float u_shade_factor;
uniform highp mat4 u_normalMatrix;
attribute highp vec4 a_vertex;
attribute lowp vec4 a_color;
attribute lowp vec4 a_material_color;
attribute highp vec4 a_normal;
attribute highp vec2 a_line_dim; // line width and thickness
attribute highp int a_extruder;
varying lowp vec4 v_color;
//varying lowp vec4 v_material_color;
varying highp vec3 v_vertex;
varying highp vec3 v_normal;
//varying lowp vec2 v_uvs;
varying lowp vec2 v_line_dim;
varying highp int v_extruder;
varying lowp vec4 f_color;
varying highp vec3 f_vertex;
varying highp vec3 f_normal;
varying highp int f_extruder;
void main()
{
@ -32,17 +41,38 @@ vertex =
gl_Position = world_space_vert;
// gl_Position = u_modelViewProjectionMatrix * a_vertex;
// shade the color depending on the extruder index stored in the alpha component of the color
v_color = (a_color.a == u_active_extruder) ? a_color : vec4(0.4, 0.4, 0.4, 1.0); //a_color * u_shade_factor;
v_color.a = 1.0;
switch (u_layer_view_type) {
case 0: // "Line type"
v_color = a_color;
break;
case 1: // "Material color"
v_color = a_material_color;
break;
case 2: // "Speed"
v_color = a_color;
break;
}
if (u_only_color_active_extruder == 1) {
v_color = (a_extruder == u_active_extruder) ? v_color : vec4(0.4, 0.4, 0.4, 1.0);
} else {
v_color = (a_extruder == u_active_extruder) ? v_color : v_color * u_shade_factor;
}
if (a_extruder < 4) {
v_color.a *= u_extruder_opacity[a_extruder]; // make it (in)visible
}
v_vertex = world_space_vert.xyz;
v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
v_line_dim = a_line_dim;
v_extruder = a_extruder;
//v_material_color = a_material_color;
// for testing without geometry shader
f_color = v_color;
f_vertex = v_vertex;
f_normal = v_normal;
f_extruder = v_extruder;
}
geometry =
@ -57,10 +87,14 @@ geometry =
in vec3 v_vertex[];
in vec3 v_normal[];
in vec2 v_line_dim[];
in int v_extruder[];
//in vec4 v_material_color[];
out vec4 f_color;
out vec3 f_normal;
out vec3 f_vertex;
out uint f_extruder;
//out vec4 f_material_color;
void main()
{
@ -75,6 +109,9 @@ geometry =
float size_x = v_line_dim[0].x / 2 + 0.01; // radius, and make it nicely overlapping
float size_y = v_line_dim[0].y / 2 + 0.01;
f_extruder = v_extruder[0];
//f_material_color = v_material_color[0];
//g_vertex_normal_horz = normalize(v_normal[0]); //vec3(g_vertex_delta.z, g_vertex_delta.y, -g_vertex_delta.x);
g_vertex_delta = gl_in[1].gl_Position - gl_in[0].gl_Position;
g_vertex_normal_horz_head = normalize(vec3(-g_vertex_delta.x, -g_vertex_delta.y, -g_vertex_delta.z));
@ -241,41 +278,19 @@ geometry =
fragment =
varying lowp vec4 f_color;
//varying lowp vec4 f_material_color;
varying lowp vec3 f_normal;
varying lowp vec3 f_vertex;
//flat varying lowp uint f_extruder;
uniform mediump vec4 u_ambientColor;
uniform mediump vec4 u_diffuseColor;
//uniform mediump vec4 u_specularColor;
//uniform mediump float u_shininess;
uniform highp vec3 u_lightPosition;
void Impostor(in float sphereRadius, in vec3 cameraSpherePos, in vec2 mapping, out vec3 cameraPos, out vec3 cameraNormal)
{
float lensqr = dot(mapping, mapping);
if(lensqr > 1.0)
discard;
cameraNormal = vec3(mapping, sqrt(1.0 - lensqr));
cameraPos = (cameraNormal * sphereRadius) + cameraSpherePos;
}
void main()
{
vec3 cameraPos;
vec3 cameraNormal;
//Impostor(0.2, vec3(0.0, 0.0, 0.0), vec2(0.1, 0.1), cameraPos, cameraNormal);
//gl_FrontFacing = ..
//if ((f_normal).z < 0) {discard; }
mediump vec4 finalColor = vec4(0.0);
finalColor += u_ambientColor;
//finalColor = f_color;
highp vec3 normal = normalize(f_normal);
highp vec3 lightDir = normalize(u_lightPosition - f_vertex);
@ -283,23 +298,19 @@ fragment =
// Diffuse Component
highp float NdotL = clamp(dot(normal, lightDir), 0.0, 1.0);
finalColor += (NdotL * f_color);
//finalColor += (NdotL * f_material_color);
//finalColor.a = 1.0;
// Specular Component
// TODO: We should not do specularity for fragments facing away from the light.
/*highp vec3 reflectedLight = reflect(-lightDir, normal);
highp vec3 viewVector = normalize(u_viewPosition - f_vertex);
highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0);
finalColor += pow(NdotR, u_shininess) * u_specularColor;*/
finalColor.a = 1.0;
gl_FragColor = finalColor;
//gl_FragColor = f_color;
//gl_FragColor = vec4(f_normal, 1.0);
}
[defaults]
u_active_extruder = 0.0
u_layer_view_type = 0
u_only_color_active_extruder = 1
u_extruder_opacity = [1.0, 1.0]
u_shade_factor = 0.60
u_specularColor = [0.4, 0.4, 0.4, 1.0]
u_ambientColor = [0.3, 0.3, 0.3, 0.3]
@ -318,3 +329,5 @@ a_vertex = vertex
a_color = color
a_normal = normal
a_line_dim = line_dim
a_extruder = extruders
a_material_color = material_color