Merge branch 'feature_layerview_ghosts' of github.com:Ultimaker/Cura

This commit is contained in:
Jaime van Kessel 2016-09-20 13:32:58 +02:00
commit 426b48323f
4 changed files with 205 additions and 44 deletions

View 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()

View file

@ -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()

View 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

View file

@ -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]