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https://github.com/Ultimaker/Cura.git
synced 2025-07-06 14:37:29 -06:00
Use themeable colors in Solid, Xray & Layer view
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parent
32823a0183
commit
45c8083423
6 changed files with 72 additions and 33 deletions
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@ -34,16 +34,18 @@ PRIME_CLEARANCE = 6.5
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## Build volume is a special kind of node that is responsible for rendering the printable area & disallowed areas.
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class BuildVolume(SceneNode):
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VolumeOutlineColor = Color(12, 169, 227, 255)
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XAxisColor = Color(255, 0, 0, 255)
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YAxisColor = Color(0, 0, 255, 255)
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ZAxisColor = Color(0, 255, 0, 255)
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raftThicknessChanged = Signal()
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def __init__(self, parent = None):
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super().__init__(parent)
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self._volume_outline_color = None
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self._x_axis_color = None
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self._y_axis_color = None
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self._z_axis_color = None
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self._disallowed_area_color = None
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self._error_area_color = None
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self._width = 0
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self._height = 0
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self._depth = 0
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@ -75,6 +77,9 @@ class BuildVolume(SceneNode):
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Application.getInstance().globalContainerStackChanged.connect(self._onStackChanged)
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self._onStackChanged()
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self._engine_ready = False
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Application.getInstance().engineCreatedSignal.connect(self._onEngineCreated)
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self._has_errors = False
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Application.getInstance().getController().getScene().sceneChanged.connect(self._onSceneChanged)
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@ -99,6 +104,7 @@ class BuildVolume(SceneNode):
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# but it does not update the disallowed areas after material change
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Application.getInstance().getMachineManager().activeStackChanged.connect(self._onStackChanged)
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def _onSceneChanged(self, source):
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if self._global_container_stack:
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self._change_timer.start()
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@ -158,6 +164,9 @@ class BuildVolume(SceneNode):
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if not self._shader:
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self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "default.shader"))
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self._grid_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "grid.shader"))
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theme = Application.getInstance().getTheme()
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self._grid_shader.setUniformValue("u_gridColor0", Color(*theme.getColor("buildplate").getRgb()))
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self._grid_shader.setUniformValue("u_gridColor1", Color(*theme.getColor("buildplate_alt").getRgb()))
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renderer.queueNode(self, mode = RenderBatch.RenderMode.Lines)
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renderer.queueNode(self, mesh = self._origin_mesh)
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@ -176,6 +185,18 @@ class BuildVolume(SceneNode):
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if not self._width or not self._height or not self._depth:
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return
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if not Application.getInstance()._engine:
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return
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if not self._volume_outline_color:
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theme = Application.getInstance().getTheme()
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self._volume_outline_color = Color(*theme.getColor("volume_outline").getRgb())
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self._x_axis_color = Color(*theme.getColor("x_axis").getRgb())
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self._y_axis_color = Color(*theme.getColor("y_axis").getRgb())
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self._z_axis_color = Color(*theme.getColor("z_axis").getRgb())
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self._disallowed_area_color = Color(*theme.getColor("disallowed_area").getRgb())
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self._error_area_color = Color(*theme.getColor("error_area").getRgb())
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min_w = -self._width / 2
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max_w = self._width / 2
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min_h = 0.0
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@ -188,20 +209,20 @@ class BuildVolume(SceneNode):
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if self._shape != "elliptic":
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# Outline 'cube' of the build volume
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mb = MeshBuilder()
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mb.addLine(Vector(min_w, min_h, min_d), Vector(max_w, min_h, min_d), color = self.VolumeOutlineColor)
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mb.addLine(Vector(min_w, min_h, min_d), Vector(min_w, max_h, min_d), color = self.VolumeOutlineColor)
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mb.addLine(Vector(min_w, max_h, min_d), Vector(max_w, max_h, min_d), color = self.VolumeOutlineColor)
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mb.addLine(Vector(max_w, min_h, min_d), Vector(max_w, max_h, min_d), color = self.VolumeOutlineColor)
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mb.addLine(Vector(min_w, min_h, min_d), Vector(max_w, min_h, min_d), color = self._volume_outline_color)
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mb.addLine(Vector(min_w, min_h, min_d), Vector(min_w, max_h, min_d), color = self._volume_outline_color)
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mb.addLine(Vector(min_w, max_h, min_d), Vector(max_w, max_h, min_d), color = self._volume_outline_color)
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mb.addLine(Vector(max_w, min_h, min_d), Vector(max_w, max_h, min_d), color = self._volume_outline_color)
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mb.addLine(Vector(min_w, min_h, max_d), Vector(max_w, min_h, max_d), color = self.VolumeOutlineColor)
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mb.addLine(Vector(min_w, min_h, max_d), Vector(min_w, max_h, max_d), color = self.VolumeOutlineColor)
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mb.addLine(Vector(min_w, max_h, max_d), Vector(max_w, max_h, max_d), color = self.VolumeOutlineColor)
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mb.addLine(Vector(max_w, min_h, max_d), Vector(max_w, max_h, max_d), color = self.VolumeOutlineColor)
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mb.addLine(Vector(min_w, min_h, max_d), Vector(max_w, min_h, max_d), color = self._volume_outline_color)
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mb.addLine(Vector(min_w, min_h, max_d), Vector(min_w, max_h, max_d), color = self._volume_outline_color)
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mb.addLine(Vector(min_w, max_h, max_d), Vector(max_w, max_h, max_d), color = self._volume_outline_color)
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mb.addLine(Vector(max_w, min_h, max_d), Vector(max_w, max_h, max_d), color = self._volume_outline_color)
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mb.addLine(Vector(min_w, min_h, min_d), Vector(min_w, min_h, max_d), color = self.VolumeOutlineColor)
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mb.addLine(Vector(max_w, min_h, min_d), Vector(max_w, min_h, max_d), color = self.VolumeOutlineColor)
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mb.addLine(Vector(min_w, max_h, min_d), Vector(min_w, max_h, max_d), color = self.VolumeOutlineColor)
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mb.addLine(Vector(max_w, max_h, min_d), Vector(max_w, max_h, max_d), color = self.VolumeOutlineColor)
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mb.addLine(Vector(min_w, min_h, min_d), Vector(min_w, min_h, max_d), color = self._volume_outline_color)
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mb.addLine(Vector(max_w, min_h, min_d), Vector(max_w, min_h, max_d), color = self._volume_outline_color)
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mb.addLine(Vector(min_w, max_h, min_d), Vector(min_w, max_h, max_d), color = self._volume_outline_color)
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mb.addLine(Vector(max_w, max_h, min_d), Vector(max_w, max_h, max_d), color = self._volume_outline_color)
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self.setMeshData(mb.build())
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@ -228,8 +249,8 @@ class BuildVolume(SceneNode):
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aspect = self._depth / self._width
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scale_matrix.compose(scale = Vector(1, 1, aspect))
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mb = MeshBuilder()
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mb.addArc(max_w, Vector.Unit_Y, center = (0, min_h - z_fight_distance, 0), color = self.VolumeOutlineColor)
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mb.addArc(max_w, Vector.Unit_Y, center = (0, max_h, 0), color = self.VolumeOutlineColor)
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mb.addArc(max_w, Vector.Unit_Y, center = (0, min_h - z_fight_distance, 0), color = self._volume_outline_color)
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mb.addArc(max_w, Vector.Unit_Y, center = (0, max_h, 0), color = self._volume_outline_color)
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self.setMeshData(mb.build().getTransformed(scale_matrix))
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# Build plate grid mesh
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@ -260,21 +281,21 @@ class BuildVolume(SceneNode):
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height = self._origin_line_width,
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depth = self._origin_line_width,
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center = origin + Vector(self._origin_line_length / 2, 0, 0),
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color = self.XAxisColor
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color = self._x_axis_color
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)
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mb.addCube(
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width = self._origin_line_width,
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height = self._origin_line_length,
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depth = self._origin_line_width,
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center = origin + Vector(0, self._origin_line_length / 2, 0),
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color = self.YAxisColor
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color = self._y_axis_color
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)
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mb.addCube(
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width = self._origin_line_width,
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height = self._origin_line_width,
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depth = self._origin_line_length,
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center = origin - Vector(0, 0, self._origin_line_length / 2),
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color = self.ZAxisColor
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color = self._z_axis_color
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)
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self._origin_mesh = mb.build()
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@ -282,7 +303,7 @@ class BuildVolume(SceneNode):
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disallowed_area_size = 0
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if self._disallowed_areas:
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mb = MeshBuilder()
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color = Color(0.0, 0.0, 0.0, 0.15)
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color = self._disallowed_area_color
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for polygon in self._disallowed_areas:
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points = polygon.getPoints()
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if len(points) == 0:
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@ -311,7 +332,7 @@ class BuildVolume(SceneNode):
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if self._error_areas:
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mb = MeshBuilder()
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for error_area in self._error_areas:
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color = Color(1.0, 0.0, 0.0, 0.5)
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color = self._error_area_color
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points = error_area.getPoints()
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first = Vector(self._clamp(points[0][0], min_w, max_w), disallowed_area_height,
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self._clamp(points[0][1], min_d, max_d))
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@ -398,7 +419,12 @@ class BuildVolume(SceneNode):
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self._updateDisallowedAreas()
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self._updateRaftThickness()
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self.rebuild()
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if self._engine_ready:
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self.rebuild()
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def _onEngineCreated(self):
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self._engine_ready = True
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self.rebuild()
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def _onSettingPropertyChanged(self, setting_key, property_name):
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if property_name != "value":
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@ -1,6 +1,7 @@
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# Copyright (c) 2015 Ultimaker B.V.
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# Cura is released under the terms of the AGPLv3 or higher.
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from UM.Application import Application
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from UM.Scene.SceneNode import SceneNode
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from UM.Resources import Resources
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from UM.Math.Color import Color
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@ -23,7 +24,7 @@ class ConvexHullNode(SceneNode):
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self._original_parent = parent
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# Color of the drawn convex hull
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self._color = Color(0.4, 0.4, 0.4, 1.0)
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self._color = None
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# The y-coordinate of the convex hull mesh. Must not be 0, to prevent z-fighting.
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self._mesh_height = 0.1
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@ -72,7 +73,7 @@ class ConvexHullNode(SceneNode):
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return True
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def _onNodeDecoratorsChanged(self, node):
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self._color = Color(35, 35, 35, 0.5)
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self._color = Color(*Application.getInstance().getTheme().getColor("convex_hull").getRgb())
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convex_hull_head = self._node.callDecoration("getConvexHullHead")
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if convex_hull_head:
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@ -110,7 +110,7 @@ class LayerView(View):
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if not self._ghost_shader:
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self._ghost_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "color.shader"))
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self._ghost_shader.setUniformValue("u_color", Color(32, 32, 32, 96))
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self._ghost_shader.setUniformValue("u_color", Color(*Application.getInstance().getTheme().getColor("layerview_ghost").getRgb()))
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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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@ -194,6 +194,9 @@ class LayerView(View):
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if not self._layerview_composite_shader:
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self._layerview_composite_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("LayerView"), "layerview_composite.shader"))
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theme = Application.getInstance().getTheme()
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self._layerview_composite_shader.setUniformValue("u_background_color", Color(*theme.getColor("viewport_background").getRgb()))
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self._layerview_composite_shader.setUniformValue("u_outline_color", Color(*theme.getColor("model_selection_outline").getRgb()))
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if not self._composite_pass:
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self._composite_pass = self.getRenderer().getRenderPass("composite")
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@ -11,7 +11,7 @@ from UM.View.Renderer import Renderer
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from UM.Settings.Validator import ValidatorState
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from UM.View.GL.OpenGL import OpenGL
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import UM.Qt.Bindings.Theme
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import cura.Settings
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from cura.Settings.ExtruderManager import ExtruderManager
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@ -38,8 +38,9 @@ class SolidView(View):
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if not self._disabled_shader:
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self._disabled_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "striped.shader"))
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self._disabled_shader.setUniformValue("u_diffuseColor1", [0.48, 0.48, 0.48, 1.0])
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self._disabled_shader.setUniformValue("u_diffuseColor2", [0.68, 0.68, 0.68, 1.0])
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theme = Application.getInstance().getTheme()
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self._disabled_shader.setUniformValue("u_diffuseColor1", theme.getColor("model_unslicable").getRgbF())
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self._disabled_shader.setUniformValue("u_diffuseColor2", theme.getColor("model_unslicable_alt").getRgbF())
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self._disabled_shader.setUniformValue("u_width", 50.0)
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multi_extrusion = False
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@ -3,6 +3,8 @@
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import os.path
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from UM.Application import Application
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from UM.Math.Color import Color
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from UM.PluginRegistry import PluginRegistry
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from UM.Event import Event
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from UM.View.View import View
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@ -31,7 +33,7 @@ class XRayView(View):
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if not self._xray_shader:
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self._xray_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("XRayView"), "xray.shader"))
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self._xray_shader.setUniformValue("u_color", [0.1, 0.1, 0.2, 1.0])
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self._xray_shader.setUniformValue("u_color", Color(*Application.getInstance().getTheme().getColor("xray").getRgb()))
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for node in BreadthFirstIterator(scene.getRoot()):
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if not node.render(renderer):
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@ -58,6 +60,10 @@ class XRayView(View):
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if not self._xray_composite_shader:
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self._xray_composite_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("XRayView"), "xray_composite.shader"))
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theme = Application.getInstance().getTheme()
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self._xray_composite_shader.setUniformValue("u_background_color", Color(*theme.getColor("viewport_background").getRgb()))
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self._xray_composite_shader.setUniformValue("u_error_color", Color(*theme.getColor("xray_error").getRgb()))
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self._xray_composite_shader.setUniformValue("u_outline_color", Color(*theme.getColor("model_selection_outline").getRgb()))
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if not self._composite_pass:
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self._composite_pass = self.getRenderer().getRenderPass("composite")
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@ -22,6 +22,7 @@ fragment =
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uniform float u_outline_strength;
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uniform vec4 u_outline_color;
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uniform vec4 u_error_color;
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uniform vec4 u_background_color;
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const vec3 x_axis = vec3(1.0, 0.0, 0.0);
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const vec3 y_axis = vec3(0.0, 1.0, 0.0);
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@ -37,7 +38,7 @@ fragment =
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kernel[3] = 1.0; kernel[4] = -4.0; kernel[5] = 1.0;
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kernel[6] = 0.0; kernel[7] = 1.0; kernel[8] = 0.0;
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vec4 result = vec4(0.965, 0.965, 0.965, 1.0);
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vec4 result = u_background_color;
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vec4 layer0 = texture2D(u_layer0, v_uvs);
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result = layer0 * layer0.a + result * (1.0 - layer0.a);
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@ -70,6 +71,7 @@ fragment =
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u_layer0 = 0
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u_layer1 = 1
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u_layer2 = 2
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u_background_color = [0.965, 0.965, 0.965, 1.0]
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u_outline_strength = 1.0
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u_outline_color = [0.05, 0.66, 0.89, 1.0]
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u_error_color = [1.0, 0.0, 0.0, 1.0]
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