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Fix convex hull and layer view rendering
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parent
63c80c42ce
commit
435186e6d1
2 changed files with 32 additions and 36 deletions
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@ -11,6 +11,9 @@ from UM.Scene.Selection import Selection
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from UM.Math.Color import Color
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from UM.Mesh.MeshData import MeshData
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from UM.View.RenderBatch import RenderBatch
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from UM.View.GL.OpenGL import OpenGL
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from cura.ConvexHullNode import ConvexHullNode
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from PyQt5 import QtCore, QtWidgets
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@ -21,7 +24,8 @@ from . import LayerViewProxy
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class LayerView(View):
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def __init__(self):
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super().__init__()
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self._material = None
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self._shader = None
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self._selection_shader = None
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self._num_layers = 0
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self._layer_percentage = 0 # what percentage of layers need to be shown (SLider gives value between 0 - 100)
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self._proxy = LayerViewProxy.LayerViewProxy()
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@ -53,14 +57,10 @@ class LayerView(View):
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def beginRendering(self):
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scene = self.getController().getScene()
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renderer = self.getRenderer()
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renderer.setRenderSelection(False)
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if not self._material:
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self._material = renderer.createMaterial(Resources.getPath(Resources.Shaders, "basic.vert"), Resources.getPath(Resources.Shaders, "vertexcolor.frag"))
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self._material.setUniformValue("u_color", [1.0, 0.0, 0.0, 1.0])
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self._selection_material = renderer.createMaterial(Resources.getPath(Resources.Shaders, "basic.vert"), Resources.getPath(Resources.Shaders, "color.frag"))
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self._selection_material.setUniformValue("u_color", Color(35, 35, 35, 128))
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if not self._selection_shader:
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self._selection_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "default.shader"))
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self._selection_shader.setUniformValue("u_color", Color(32, 32, 32, 128))
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for node in DepthFirstIterator(scene.getRoot()):
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# We do not want to render ConvexHullNode as it conflicts with the bottom layers.
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@ -71,7 +71,7 @@ class LayerView(View):
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if not node.render(renderer):
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if node.getMeshData() and node.isVisible():
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if Selection.isSelected(node):
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renderer.queueNode(node, material = self._selection_material, transparent = True)
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renderer.queueNode(node, transparent = True, shader = self._selection_shader)
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layer_data = node.callDecoration("getLayerData")
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if not layer_data:
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continue
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@ -87,7 +87,7 @@ class LayerView(View):
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end += counts
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# This uses glDrawRangeElements internally to only draw a certain range of lines.
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renderer.queueNode(node, mesh = layer_data, material = self._material, mode = Renderer.RenderLines, start = start, end = end)
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renderer.queueNode(node, mesh = layer_data, mode = RenderBatch.RenderMode.Lines, range = (start, end))
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# We currently recreate the current "solid" layers every time a
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if not self._current_layer_mesh:
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@ -111,7 +111,7 @@ class LayerView(View):
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if self._current_layer_mesh:
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self._current_layer_mesh.addColors(layer_mesh.getColors() * brightness)
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if self._current_layer_mesh:
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renderer.queueNode(node, mesh = self._current_layer_mesh, material = self._material)
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renderer.queueNode(node, mesh = self._current_layer_mesh)
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if not self._current_layer_jumps:
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self._current_layer_jumps = MeshData()
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@ -133,7 +133,7 @@ class LayerView(View):
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brightness = (2.0 - (i / self._solid_layers)) / 2.0
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self._current_layer_jumps.addColors(layer_mesh.getColors() * brightness)
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renderer.queueNode(node, mesh = self._current_layer_jumps, material = self._material)
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renderer.queueNode(node, mesh = self._current_layer_jumps)
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def setLayer(self, value):
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if self._current_layer_num != value:
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@ -152,31 +152,27 @@ class LayerView(View):
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def calculateMaxLayers(self):
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scene = self.getController().getScene()
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renderer = self.getRenderer()
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if renderer and self._material:
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self._activity = True
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renderer.setRenderSelection(False)
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self._old_max_layers = self._max_layers
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## Recalculate num max layers
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new_max_layers = 0
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for node in DepthFirstIterator(scene.getRoot()):
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if not node.render(renderer):
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if node.getMeshData() and node.isVisible():
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layer_data = node.callDecoration("getLayerData")
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if not layer_data:
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continue
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self._activity = True
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if new_max_layers < len(layer_data.getLayers()):
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new_max_layers = len(layer_data.getLayers()) - 1
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self._old_max_layers = self._max_layers
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## Recalculate num max layers
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new_max_layers = 0
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for node in DepthFirstIterator(scene.getRoot()):
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layer_data = node.callDecoration("getLayerData")
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if not layer_data:
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continue
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if new_max_layers > 0 and new_max_layers != self._old_max_layers:
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self._max_layers = new_max_layers
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self.maxLayersChanged.emit()
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self._current_layer_num = self._max_layers
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if new_max_layers < len(layer_data.getLayers()):
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new_max_layers = len(layer_data.getLayers()) - 1
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# This makes sure we update the current layer
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self.setLayer(int(self._max_layers))
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self.currentLayerNumChanged.emit()
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if new_max_layers > 0 and new_max_layers != self._old_max_layers:
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self._max_layers = new_max_layers
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self.maxLayersChanged.emit()
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self._current_layer_num = self._max_layers
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# This makes sure we update the current layer
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self.setLayer(int(self._max_layers))
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self.currentLayerNumChanged.emit()
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maxLayersChanged = Signal()
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currentLayerNumChanged = Signal()
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