Invert colors at lowest print height.

Instead of inverting them if below 0 (build-plate). Fixes #8735

CURA-7871
This commit is contained in:
Remco Burema 2020-11-20 12:32:58 +01:00
parent 39acad87d9
commit 2837640315
No known key found for this signature in database
GPG key ID: 215C49431D43F98C
3 changed files with 35 additions and 8 deletions

View file

@ -56,7 +56,8 @@ class SolidView(View):
self._extruders_model = None self._extruders_model = None
self._theme = None self._theme = None
self._support_angle = 90 self._support_angle = self._retrieveSupportAngle()
self._lowest_printable_height = self._retrieveLowestPrintHeight()
self._global_stack = None self._global_stack = None
@ -95,12 +96,20 @@ class SolidView(View):
self._global_stack.propertyChanged.connect(self._onPropertyChanged) self._global_stack.propertyChanged.connect(self._onPropertyChanged)
for extruder_stack in ExtruderManager.getInstance().getActiveExtruderStacks(): for extruder_stack in ExtruderManager.getInstance().getActiveExtruderStacks():
extruder_stack.propertyChanged.connect(self._onPropertyChanged) extruder_stack.propertyChanged.connect(self._onPropertyChanged)
self._onPropertyChanged("support_angle", "value") # Force an re-evaluation # Force re-evaluation:
self._support_angle = self._retrieveSupportAngle()
self._lowest_printable_height = self._retrieveLowestPrintHeight()
def _onPropertyChanged(self, key: str, property_name: str) -> None: def _onPropertyChanged(self, key: str, property_name: str) -> None:
if key != "support_angle" or property_name != "value": if property_name != "value":
return return
# As the rendering is called a *lot* we really, dont want to re-evaluate the property every time. So we store em! # As the rendering is called a *lot* we really, dont want to re-evaluate the property every time. So we store em!
if key == "support_angle":
self._support_angle = self._retrieveSupportAngle()
elif key == "layer_height_0" or key == "slicing_tolerance":
self._lowest_printable_height = self._retrieveLowestPrintHeight()
def _retrieveSupportAngle(self) -> float:
global_container_stack = Application.getInstance().getGlobalContainerStack() global_container_stack = Application.getInstance().getGlobalContainerStack()
if global_container_stack: if global_container_stack:
support_extruder_nr = int(global_container_stack.getExtruderPositionValueWithDefault("support_extruder_nr")) support_extruder_nr = int(global_container_stack.getExtruderPositionValueWithDefault("support_extruder_nr"))
@ -111,7 +120,18 @@ class SolidView(View):
else: else:
angle = support_angle_stack.getProperty("support_angle", "value") angle = support_angle_stack.getProperty("support_angle", "value")
if angle is not None: if angle is not None:
self._support_angle = angle return angle
return 90.0
def _retrieveLowestPrintHeight(self) -> float:
min_height = 0.0
for extruder in Application.getInstance().getExtruderManager().getActiveExtruderStacks():
init_layer_height = extruder.getProperty("layer_height_0", "value")
tolerance_setting = extruder.getProperty("slicing_tolerance", "value")
if tolerance_setting == "middle":
init_layer_height /= 2.0
min_height = max(min_height, init_layer_height / 2.0)
return min_height
def _checkSetup(self): def _checkSetup(self):
if not self._extruders_model: if not self._extruders_model:
@ -194,6 +214,7 @@ class SolidView(View):
self._enabled_shader.setUniformValue("u_overhangAngle", math.cos(math.radians(0))) #Overhang angle of 0 causes no area at all to be marked as overhang. self._enabled_shader.setUniformValue("u_overhangAngle", math.cos(math.radians(0))) #Overhang angle of 0 causes no area at all to be marked as overhang.
else: else:
self._enabled_shader.setUniformValue("u_overhangAngle", math.cos(math.radians(0))) self._enabled_shader.setUniformValue("u_overhangAngle", math.cos(math.radians(0)))
self._enabled_shader.setUniformValue("u_lowestPrintableHeight", self._lowest_printable_height)
disabled_batch = renderer.createRenderBatch(shader = self._disabled_shader) disabled_batch = renderer.createRenderBatch(shader = self._disabled_shader)
normal_object_batch = renderer.createRenderBatch(shader = self._enabled_shader) normal_object_batch = renderer.createRenderBatch(shader = self._enabled_shader)
renderer.addRenderBatch(disabled_batch) renderer.addRenderBatch(disabled_batch)

View file

@ -32,6 +32,7 @@ fragment =
uniform lowp float u_overhangAngle; uniform lowp float u_overhangAngle;
uniform lowp vec4 u_overhangColor; uniform lowp vec4 u_overhangColor;
uniform lowp float u_lowestPrintableHeight;
uniform lowp vec4 u_faceColor; uniform lowp vec4 u_faceColor;
uniform highp int u_faceId; uniform highp int u_faceId;
@ -65,7 +66,7 @@ fragment =
highp vec3 grid = vec3(f_vertex.x - floor(f_vertex.x - 0.5), f_vertex.y - floor(f_vertex.y - 0.5), f_vertex.z - floor(f_vertex.z - 0.5)); highp vec3 grid = vec3(f_vertex.x - floor(f_vertex.x - 0.5), f_vertex.y - floor(f_vertex.y - 0.5), f_vertex.z - floor(f_vertex.z - 0.5));
finalColor.a = (u_renderError > 0.5) && dot(grid, grid) < 0.245 ? 0.667 : 1.0; finalColor.a = (u_renderError > 0.5) && dot(grid, grid) < 0.245 ? 0.667 : 1.0;
if (f_vertex.y <= 0.0) if (f_vertex.y <= u_lowestPrintableHeight)
{ {
finalColor.rgb = vec3(1.0, 1.0, 1.0) - finalColor.rgb; finalColor.rgb = vec3(1.0, 1.0, 1.0) - finalColor.rgb;
} }
@ -109,6 +110,7 @@ fragment41core =
uniform lowp float u_overhangAngle; uniform lowp float u_overhangAngle;
uniform lowp vec4 u_overhangColor; uniform lowp vec4 u_overhangColor;
uniform lowp float u_lowestPrintableHeight;
uniform lowp vec4 u_faceColor; uniform lowp vec4 u_faceColor;
uniform highp int u_faceId; uniform highp int u_faceId;
@ -141,7 +143,7 @@ fragment41core =
finalColor = (u_faceId != gl_PrimitiveID) ? ((f_vertex.y > 0.0001 && -normal.y > u_overhangAngle) ? u_overhangColor : finalColor) : u_faceColor; finalColor = (u_faceId != gl_PrimitiveID) ? ((f_vertex.y > 0.0001 && -normal.y > u_overhangAngle) ? u_overhangColor : finalColor) : u_faceColor;
frag_color = finalColor; frag_color = finalColor;
if (f_vertex.y <= 0.0) if (f_vertex.y <= u_lowestPrintableHeight)
{ {
frag_color.rgb = vec3(1.0, 1.0, 1.0) - frag_color.rgb; frag_color.rgb = vec3(1.0, 1.0, 1.0) - frag_color.rgb;
} }
@ -157,6 +159,7 @@ u_overhangColor = [1.0, 0.0, 0.0, 1.0]
u_faceColor = [0.0, 0.0, 1.0, 1.0] u_faceColor = [0.0, 0.0, 1.0, 1.0]
u_shininess = 20.0 u_shininess = 20.0
u_renderError = 1.0 u_renderError = 1.0
u_lowestPrintableHeight = 0.0
[bindings] [bindings]
u_modelMatrix = model_matrix u_modelMatrix = model_matrix

View file

@ -36,6 +36,7 @@ fragment =
uniform mediump float u_width; uniform mediump float u_width;
uniform bool u_vertical_stripes; uniform bool u_vertical_stripes;
uniform lowp u_lowestPrintableHeight;
varying highp vec3 v_position; varying highp vec3 v_position;
varying highp vec3 v_vertex; varying highp vec3 v_vertex;
@ -64,7 +65,7 @@ fragment =
highp vec3 viewVector = normalize(u_viewPosition - v_vertex); highp vec3 viewVector = normalize(u_viewPosition - v_vertex);
highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0); highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0);
finalColor += pow(NdotR, u_shininess) * u_specularColor; finalColor += pow(NdotR, u_shininess) * u_specularColor;
if (v_vertex.y <= 0.0) if (v_vertex.y <= u_lowestPrintableHeight)
{ {
finalColor.rgb = vec3(1.0, 1.0, 1.0) - finalColor.rgb; finalColor.rgb = vec3(1.0, 1.0, 1.0) - finalColor.rgb;
} }
@ -112,6 +113,7 @@ fragment41core =
uniform mediump float u_width; uniform mediump float u_width;
uniform mediump bool u_vertical_stripes; uniform mediump bool u_vertical_stripes;
uniform lowp float u_lowestPrintableHeight;
in highp vec3 v_position; in highp vec3 v_position;
in highp vec3 v_vertex; in highp vec3 v_vertex;
@ -144,7 +146,7 @@ fragment41core =
finalColor += pow(NdotR, u_shininess) * u_specularColor; finalColor += pow(NdotR, u_shininess) * u_specularColor;
frag_color = finalColor; frag_color = finalColor;
if (v_vertex.y <= 0.0) if (v_vertex.y <= u_lowestPrintableHeight)
{ {
frag_color.rgb = vec3(1.0, 1.0, 1.0) - frag_color.rgb; frag_color.rgb = vec3(1.0, 1.0, 1.0) - frag_color.rgb;
} }
@ -160,6 +162,7 @@ u_opacity = 1.0
u_shininess = 20.0 u_shininess = 20.0
u_width = 5.0 u_width = 5.0
u_vertical_stripes = 0 u_vertical_stripes = 0
u_lowestPrintableHeight = 0.0
[bindings] [bindings]
u_modelMatrix = model_matrix u_modelMatrix = model_matrix