mirror of
https://github.com/Ultimaker/Cura.git
synced 2025-08-07 14:04:03 -06:00
Merge branch 'feature_layerview_ghosts' of github.com:Ultimaker/Cura
This commit is contained in:
commit
426b48323f
4 changed files with 205 additions and 44 deletions
79
plugins/LayerView/LayerPass.py
Normal file
79
plugins/LayerView/LayerPass.py
Normal file
|
@ -0,0 +1,79 @@
|
|||
# Copyright (c) 2016 Ultimaker B.V.
|
||||
# Cura is released under the terms of the AGPLv3 or higher.
|
||||
|
||||
from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
|
||||
from UM.Resources import Resources
|
||||
from UM.Scene.SceneNode import SceneNode
|
||||
from UM.Scene.ToolHandle import ToolHandle
|
||||
from UM.Application import Application
|
||||
|
||||
from UM.View.RenderPass import RenderPass
|
||||
from UM.View.RenderBatch import RenderBatch
|
||||
from UM.View.GL.OpenGL import OpenGL
|
||||
|
||||
## RenderPass used to display g-code paths.
|
||||
class LayerPass(RenderPass):
|
||||
def __init__(self, width, height):
|
||||
super().__init__("layerview", width, height)
|
||||
|
||||
self._shader = None
|
||||
self._tool_handle_shader = None
|
||||
self._gl = OpenGL.getInstance().getBindingsObject()
|
||||
self._scene = Application.getInstance().getController().getScene()
|
||||
|
||||
self._layer_view = None
|
||||
|
||||
def setLayerView(self, layerview):
|
||||
self._layerview = layerview
|
||||
|
||||
def render(self):
|
||||
if not self._shader:
|
||||
self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "default.shader"))
|
||||
if not self._tool_handle_shader:
|
||||
self._tool_handle_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "toolhandle.shader"))
|
||||
|
||||
self.bind()
|
||||
|
||||
tool_handle_batch = RenderBatch(self._tool_handle_shader, type = RenderBatch.RenderType.Overlay)
|
||||
|
||||
for node in DepthFirstIterator(self._scene.getRoot()):
|
||||
if isinstance(node, ToolHandle):
|
||||
tool_handle_batch.addItem(node.getWorldTransformation(), mesh = node.getSolidMesh())
|
||||
|
||||
elif isinstance(node, SceneNode) and node.getMeshData() and node.isVisible():
|
||||
layer_data = node.callDecoration("getLayerData")
|
||||
if not layer_data:
|
||||
continue
|
||||
|
||||
# Render all layers below a certain number as line mesh instead of vertices.
|
||||
if self._layerview._current_layer_num - self._layerview._solid_layers > -1 and not self._layerview._only_show_top_layers:
|
||||
start = 0
|
||||
end = 0
|
||||
element_counts = layer_data.getElementCounts()
|
||||
for layer, counts in element_counts.items():
|
||||
if layer + self._layerview._solid_layers > self._layerview._current_layer_num:
|
||||
break
|
||||
end += counts
|
||||
|
||||
# This uses glDrawRangeElements internally to only draw a certain range of lines.
|
||||
batch = RenderBatch(self._shader, type = RenderBatch.RenderType.Solid, mode = RenderBatch.RenderMode.Lines, range = (start, end))
|
||||
batch.addItem(node.getWorldTransformation(), layer_data)
|
||||
batch.render(self._scene.getActiveCamera())
|
||||
|
||||
# Create a new batch that is not range-limited
|
||||
batch = RenderBatch(self._shader, type = RenderBatch.RenderType.Solid)
|
||||
|
||||
if self._layerview._current_layer_mesh:
|
||||
batch.addItem(node.getWorldTransformation(), self._layerview._current_layer_mesh)
|
||||
|
||||
if self._layerview._current_layer_jumps:
|
||||
batch.addItem(node.getWorldTransformation(), self._layerview._current_layer_jumps)
|
||||
|
||||
if len(batch.items) > 0:
|
||||
batch.render(self._scene.getActiveCamera())
|
||||
|
||||
# Render toolhandles on top of the layerview
|
||||
if len(tool_handle_batch.items) > 0:
|
||||
tool_handle_batch.render(self._scene.getActiveCamera())
|
||||
|
||||
self.release()
|
|
@ -1,6 +1,7 @@
|
|||
# Copyright (c) 2015 Ultimaker B.V.
|
||||
# Cura is released under the terms of the AGPLv3 or higher.
|
||||
|
||||
from UM.PluginRegistry import PluginRegistry
|
||||
from UM.View.View import View
|
||||
from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
|
||||
from UM.Resources import Resources
|
||||
|
@ -28,18 +29,16 @@ from . import LayerViewProxy
|
|||
from UM.i18n import i18nCatalog
|
||||
catalog = i18nCatalog("cura")
|
||||
|
||||
from . import LayerPass
|
||||
|
||||
import numpy
|
||||
import os.path
|
||||
|
||||
## View used to display g-code paths.
|
||||
class LayerView(View):
|
||||
def __init__(self):
|
||||
super().__init__()
|
||||
self._shader = None
|
||||
self._ghost_shader = None
|
||||
self._num_layers = 0
|
||||
self._layer_percentage = 0 # what percentage of layers need to be shown (Slider gives value between 0 - 100)
|
||||
self._proxy = LayerViewProxy.LayerViewProxy()
|
||||
self._controller.getScene().getRoot().childrenChanged.connect(self._onSceneChanged)
|
||||
|
||||
self._max_layers = 0
|
||||
self._current_layer_num = 0
|
||||
self._current_layer_mesh = None
|
||||
|
@ -47,7 +46,19 @@ class LayerView(View):
|
|||
self._top_layers_job = None
|
||||
self._activity = False
|
||||
self._old_max_layers = 0
|
||||
|
||||
self._busy = False
|
||||
|
||||
self._ghost_shader = None
|
||||
self._layer_pass = None
|
||||
self._composite_pass = None
|
||||
self._old_layer_bindings = None
|
||||
self._layerview_composite_shader = None
|
||||
self._old_composite_shader = None
|
||||
|
||||
self._global_container_stack = None
|
||||
self._proxy = LayerViewProxy.LayerViewProxy()
|
||||
self._controller.getScene().getRoot().childrenChanged.connect(self._onSceneChanged)
|
||||
|
||||
Preferences.getInstance().addPreference("view/top_layer_count", 5)
|
||||
Preferences.getInstance().addPreference("view/only_show_top_layers", False)
|
||||
|
@ -55,13 +66,21 @@ class LayerView(View):
|
|||
|
||||
self._solid_layers = int(Preferences.getInstance().getValue("view/top_layer_count"))
|
||||
self._only_show_top_layers = bool(Preferences.getInstance().getValue("view/only_show_top_layers"))
|
||||
self._busy = False
|
||||
|
||||
self._wireprint_warning_message = Message(catalog.i18nc("@info:status", "Cura does not accurately display layers when Wire Printing is enabled"))
|
||||
|
||||
def getActivity(self):
|
||||
return self._activity
|
||||
|
||||
def getLayerPass(self):
|
||||
if not self._layer_pass:
|
||||
# Currently the RenderPass constructor requires a size > 0
|
||||
# This should be fixed in RenderPass's constructor.
|
||||
self._layer_pass = LayerPass.LayerPass(1, 1)
|
||||
self._layer_pass.setLayerView(self)
|
||||
self.getRenderer().addRenderPass(self._layer_pass)
|
||||
return self._layer_pass
|
||||
|
||||
def getCurrentLayer(self):
|
||||
return self._current_layer_num
|
||||
|
||||
|
@ -91,7 +110,7 @@ class LayerView(View):
|
|||
|
||||
if not self._ghost_shader:
|
||||
self._ghost_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "color.shader"))
|
||||
self._ghost_shader.setUniformValue("u_color", Color(0, 0, 0, 64))
|
||||
self._ghost_shader.setUniformValue("u_color", Color(32, 32, 32, 96))
|
||||
|
||||
for node in DepthFirstIterator(scene.getRoot()):
|
||||
# We do not want to render ConvexHullNode as it conflicts with the bottom layers.
|
||||
|
@ -101,35 +120,7 @@ class LayerView(View):
|
|||
|
||||
if not node.render(renderer):
|
||||
if node.getMeshData() and node.isVisible():
|
||||
renderer.queueNode(node,
|
||||
shader = self._ghost_shader,
|
||||
type = RenderBatch.RenderType.Transparent )
|
||||
|
||||
for node in DepthFirstIterator(scene.getRoot()):
|
||||
if type(node) is SceneNode:
|
||||
if node.getMeshData() and node.isVisible():
|
||||
layer_data = node.callDecoration("getLayerData")
|
||||
if not layer_data:
|
||||
continue
|
||||
|
||||
# Render all layers below a certain number as line mesh instead of vertices.
|
||||
if self._current_layer_num - self._solid_layers > -1 and not self._only_show_top_layers:
|
||||
start = 0
|
||||
end = 0
|
||||
element_counts = layer_data.getElementCounts()
|
||||
for layer, counts in element_counts.items():
|
||||
if layer + self._solid_layers > self._current_layer_num:
|
||||
break
|
||||
end += counts
|
||||
|
||||
# This uses glDrawRangeElements internally to only draw a certain range of lines.
|
||||
renderer.queueNode(node, mesh = layer_data, mode = RenderBatch.RenderMode.Lines, range = (start, end))
|
||||
|
||||
if self._current_layer_mesh:
|
||||
renderer.queueNode(node, mesh = self._current_layer_mesh)
|
||||
|
||||
if self._current_layer_jumps:
|
||||
renderer.queueNode(node, mesh = self._current_layer_jumps)
|
||||
renderer.queueNode(node, transparent = True, shader = self._ghost_shader)
|
||||
|
||||
def setLayer(self, value):
|
||||
if self._current_layer_num != value:
|
||||
|
@ -163,7 +154,7 @@ class LayerView(View):
|
|||
|
||||
# The qt slider has a bit of weird behavior that if the maxvalue needs to be changed first
|
||||
# if it's the largest value. If we don't do this, we can have a slider block outside of the
|
||||
# slider.
|
||||
# slider.
|
||||
if new_max_layers > self._current_layer_num:
|
||||
self.maxLayersChanged.emit()
|
||||
self.setLayer(int(self._max_layers))
|
||||
|
@ -176,7 +167,7 @@ class LayerView(View):
|
|||
currentLayerNumChanged = Signal()
|
||||
|
||||
## Hackish way to ensure the proxy is already created, which ensures that the layerview.qml is already created
|
||||
# as this caused some issues.
|
||||
# as this caused some issues.
|
||||
def getProxy(self, engine, script_engine):
|
||||
return self._proxy
|
||||
|
||||
|
@ -195,15 +186,32 @@ class LayerView(View):
|
|||
return True
|
||||
|
||||
if event.type == Event.ViewActivateEvent:
|
||||
# Make sure the LayerPass is created
|
||||
self.getLayerPass()
|
||||
|
||||
Application.getInstance().globalContainerStackChanged.connect(self._onGlobalStackChanged)
|
||||
self._onGlobalStackChanged()
|
||||
|
||||
if not self._layerview_composite_shader:
|
||||
self._layerview_composite_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("LayerView"), "layerview_composite.shader"))
|
||||
|
||||
if not self._composite_pass:
|
||||
self._composite_pass = self.getRenderer().getRenderPass("composite")
|
||||
|
||||
self._old_layer_bindings = self._composite_pass.getLayerBindings()[:] # make a copy so we can restore to it later
|
||||
self._composite_pass.getLayerBindings().append("layerview")
|
||||
self._old_composite_shader = self._composite_pass.getCompositeShader()
|
||||
self._composite_pass.setCompositeShader(self._layerview_composite_shader)
|
||||
|
||||
elif event.type == Event.ViewDeactivateEvent:
|
||||
self._wireprint_warning_message.hide()
|
||||
Application.getInstance().globalContainerStackChanged.disconnect(self._onGlobalStackChanged)
|
||||
if self._global_container_stack:
|
||||
self._global_container_stack.propertyChanged.disconnect(self._onPropertyChanged)
|
||||
|
||||
self._composite_pass.setLayerBindings(self._old_layer_bindings)
|
||||
self._composite_pass.setCompositeShader(self._old_composite_shader)
|
||||
|
||||
def _onGlobalStackChanged(self):
|
||||
if self._global_container_stack:
|
||||
self._global_container_stack.propertyChanged.disconnect(self._onPropertyChanged)
|
||||
|
@ -315,3 +323,4 @@ class _CreateTopLayersJob(Job):
|
|||
def cancel(self):
|
||||
self._cancel = True
|
||||
super().cancel()
|
||||
|
||||
|
|
78
plugins/LayerView/layerview_composite.shader
Normal file
78
plugins/LayerView/layerview_composite.shader
Normal file
|
@ -0,0 +1,78 @@
|
|||
[shaders]
|
||||
vertex =
|
||||
uniform highp mat4 u_modelViewProjectionMatrix;
|
||||
attribute highp vec4 a_vertex;
|
||||
attribute highp vec2 a_uvs;
|
||||
|
||||
varying highp vec2 v_uvs;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = u_modelViewProjectionMatrix * a_vertex;
|
||||
v_uvs = a_uvs;
|
||||
}
|
||||
|
||||
fragment =
|
||||
uniform sampler2D u_layer0;
|
||||
uniform sampler2D u_layer1;
|
||||
uniform sampler2D u_layer2;
|
||||
|
||||
uniform vec2 u_offset[9];
|
||||
|
||||
uniform vec4 u_background_color;
|
||||
uniform float u_outline_strength;
|
||||
uniform vec4 u_outline_color;
|
||||
|
||||
varying vec2 v_uvs;
|
||||
|
||||
float kernel[9];
|
||||
|
||||
const vec3 x_axis = vec3(1.0, 0.0, 0.0);
|
||||
const vec3 y_axis = vec3(0.0, 1.0, 0.0);
|
||||
const vec3 z_axis = vec3(0.0, 0.0, 1.0);
|
||||
|
||||
void main()
|
||||
{
|
||||
kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0;
|
||||
kernel[3] = 1.0; kernel[4] = -4.0; kernel[5] = 1.0;
|
||||
kernel[6] = 0.0; kernel[7] = 1.0; kernel[8] = 0.0;
|
||||
|
||||
vec4 result = u_background_color;
|
||||
|
||||
vec4 main_layer = texture2D(u_layer0, v_uvs);
|
||||
vec4 selection_layer = texture2D(u_layer1, v_uvs);
|
||||
vec4 layerview_layer = texture2D(u_layer2, v_uvs);
|
||||
|
||||
result = main_layer * main_layer.a + result * (1.0 - main_layer.a);
|
||||
result = layerview_layer * layerview_layer.a + result * (1.0 - layerview_layer.a);
|
||||
|
||||
vec4 sum = vec4(0.0);
|
||||
for (int i = 0; i < 9; i++)
|
||||
{
|
||||
vec4 color = vec4(texture2D(u_layer1, v_uvs.xy + u_offset[i]).a);
|
||||
sum += color * (kernel[i] / u_outline_strength);
|
||||
}
|
||||
|
||||
if((selection_layer.rgb == x_axis || selection_layer.rgb == y_axis || selection_layer.rgb == z_axis))
|
||||
{
|
||||
gl_FragColor = result;
|
||||
}
|
||||
else
|
||||
{
|
||||
gl_FragColor = mix(result, u_outline_color, abs(sum.a));
|
||||
}
|
||||
}
|
||||
|
||||
[defaults]
|
||||
u_layer0 = 0
|
||||
u_layer1 = 1
|
||||
u_layer2 = 2
|
||||
u_background_color = [0.965, 0.965, 0.965, 1.0]
|
||||
u_outline_strength = 1.0
|
||||
u_outline_color = [0.05, 0.66, 0.89, 1.0]
|
||||
|
||||
[bindings]
|
||||
|
||||
[attributes]
|
||||
a_vertex = vertex
|
||||
a_uvs = uv
|
|
@ -16,10 +16,6 @@ fragment =
|
|||
uniform sampler2D u_layer0;
|
||||
uniform sampler2D u_layer1;
|
||||
uniform sampler2D u_layer2;
|
||||
uniform sampler2D u_layer3;
|
||||
|
||||
uniform float u_imageWidth;
|
||||
uniform float u_imageHeight;
|
||||
|
||||
uniform vec2 u_offset[9];
|
||||
|
||||
|
@ -62,7 +58,6 @@ fragment =
|
|||
u_layer0 = 0
|
||||
u_layer1 = 1
|
||||
u_layer2 = 2
|
||||
u_layer3 = 3
|
||||
u_outline_strength = 1.0
|
||||
u_outline_color = [0.05, 0.66, 0.89, 1.0]
|
||||
u_error_color = [1.0, 0.0, 0.0, 1.0]
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue