Use themeable colors in Solid, Xray & Layer view

This commit is contained in:
fieldOfView 2017-01-23 20:08:45 +01:00
parent 32823a0183
commit 45c8083423
6 changed files with 72 additions and 33 deletions

View file

@ -34,16 +34,18 @@ PRIME_CLEARANCE = 6.5
## Build volume is a special kind of node that is responsible for rendering the printable area & disallowed areas.
class BuildVolume(SceneNode):
VolumeOutlineColor = Color(12, 169, 227, 255)
XAxisColor = Color(255, 0, 0, 255)
YAxisColor = Color(0, 0, 255, 255)
ZAxisColor = Color(0, 255, 0, 255)
raftThicknessChanged = Signal()
def __init__(self, parent = None):
super().__init__(parent)
self._volume_outline_color = None
self._x_axis_color = None
self._y_axis_color = None
self._z_axis_color = None
self._disallowed_area_color = None
self._error_area_color = None
self._width = 0
self._height = 0
self._depth = 0
@ -75,6 +77,9 @@ class BuildVolume(SceneNode):
Application.getInstance().globalContainerStackChanged.connect(self._onStackChanged)
self._onStackChanged()
self._engine_ready = False
Application.getInstance().engineCreatedSignal.connect(self._onEngineCreated)
self._has_errors = False
Application.getInstance().getController().getScene().sceneChanged.connect(self._onSceneChanged)
@ -99,6 +104,7 @@ class BuildVolume(SceneNode):
# but it does not update the disallowed areas after material change
Application.getInstance().getMachineManager().activeStackChanged.connect(self._onStackChanged)
def _onSceneChanged(self, source):
if self._global_container_stack:
self._change_timer.start()
@ -158,6 +164,9 @@ class BuildVolume(SceneNode):
if not self._shader:
self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "default.shader"))
self._grid_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "grid.shader"))
theme = Application.getInstance().getTheme()
self._grid_shader.setUniformValue("u_gridColor0", Color(*theme.getColor("buildplate").getRgb()))
self._grid_shader.setUniformValue("u_gridColor1", Color(*theme.getColor("buildplate_alt").getRgb()))
renderer.queueNode(self, mode = RenderBatch.RenderMode.Lines)
renderer.queueNode(self, mesh = self._origin_mesh)
@ -176,6 +185,18 @@ class BuildVolume(SceneNode):
if not self._width or not self._height or not self._depth:
return
if not Application.getInstance()._engine:
return
if not self._volume_outline_color:
theme = Application.getInstance().getTheme()
self._volume_outline_color = Color(*theme.getColor("volume_outline").getRgb())
self._x_axis_color = Color(*theme.getColor("x_axis").getRgb())
self._y_axis_color = Color(*theme.getColor("y_axis").getRgb())
self._z_axis_color = Color(*theme.getColor("z_axis").getRgb())
self._disallowed_area_color = Color(*theme.getColor("disallowed_area").getRgb())
self._error_area_color = Color(*theme.getColor("error_area").getRgb())
min_w = -self._width / 2
max_w = self._width / 2
min_h = 0.0
@ -188,20 +209,20 @@ class BuildVolume(SceneNode):
if self._shape != "elliptic":
# Outline 'cube' of the build volume
mb = MeshBuilder()
mb.addLine(Vector(min_w, min_h, min_d), Vector(max_w, min_h, min_d), color = self.VolumeOutlineColor)
mb.addLine(Vector(min_w, min_h, min_d), Vector(min_w, max_h, min_d), color = self.VolumeOutlineColor)
mb.addLine(Vector(min_w, max_h, min_d), Vector(max_w, max_h, min_d), color = self.VolumeOutlineColor)
mb.addLine(Vector(max_w, min_h, min_d), Vector(max_w, max_h, min_d), color = self.VolumeOutlineColor)
mb.addLine(Vector(min_w, min_h, min_d), Vector(max_w, min_h, min_d), color = self._volume_outline_color)
mb.addLine(Vector(min_w, min_h, min_d), Vector(min_w, max_h, min_d), color = self._volume_outline_color)
mb.addLine(Vector(min_w, max_h, min_d), Vector(max_w, max_h, min_d), color = self._volume_outline_color)
mb.addLine(Vector(max_w, min_h, min_d), Vector(max_w, max_h, min_d), color = self._volume_outline_color)
mb.addLine(Vector(min_w, min_h, max_d), Vector(max_w, min_h, max_d), color = self.VolumeOutlineColor)
mb.addLine(Vector(min_w, min_h, max_d), Vector(min_w, max_h, max_d), color = self.VolumeOutlineColor)
mb.addLine(Vector(min_w, max_h, max_d), Vector(max_w, max_h, max_d), color = self.VolumeOutlineColor)
mb.addLine(Vector(max_w, min_h, max_d), Vector(max_w, max_h, max_d), color = self.VolumeOutlineColor)
mb.addLine(Vector(min_w, min_h, max_d), Vector(max_w, min_h, max_d), color = self._volume_outline_color)
mb.addLine(Vector(min_w, min_h, max_d), Vector(min_w, max_h, max_d), color = self._volume_outline_color)
mb.addLine(Vector(min_w, max_h, max_d), Vector(max_w, max_h, max_d), color = self._volume_outline_color)
mb.addLine(Vector(max_w, min_h, max_d), Vector(max_w, max_h, max_d), color = self._volume_outline_color)
mb.addLine(Vector(min_w, min_h, min_d), Vector(min_w, min_h, max_d), color = self.VolumeOutlineColor)
mb.addLine(Vector(max_w, min_h, min_d), Vector(max_w, min_h, max_d), color = self.VolumeOutlineColor)
mb.addLine(Vector(min_w, max_h, min_d), Vector(min_w, max_h, max_d), color = self.VolumeOutlineColor)
mb.addLine(Vector(max_w, max_h, min_d), Vector(max_w, max_h, max_d), color = self.VolumeOutlineColor)
mb.addLine(Vector(min_w, min_h, min_d), Vector(min_w, min_h, max_d), color = self._volume_outline_color)
mb.addLine(Vector(max_w, min_h, min_d), Vector(max_w, min_h, max_d), color = self._volume_outline_color)
mb.addLine(Vector(min_w, max_h, min_d), Vector(min_w, max_h, max_d), color = self._volume_outline_color)
mb.addLine(Vector(max_w, max_h, min_d), Vector(max_w, max_h, max_d), color = self._volume_outline_color)
self.setMeshData(mb.build())
@ -228,8 +249,8 @@ class BuildVolume(SceneNode):
aspect = self._depth / self._width
scale_matrix.compose(scale = Vector(1, 1, aspect))
mb = MeshBuilder()
mb.addArc(max_w, Vector.Unit_Y, center = (0, min_h - z_fight_distance, 0), color = self.VolumeOutlineColor)
mb.addArc(max_w, Vector.Unit_Y, center = (0, max_h, 0), color = self.VolumeOutlineColor)
mb.addArc(max_w, Vector.Unit_Y, center = (0, min_h - z_fight_distance, 0), color = self._volume_outline_color)
mb.addArc(max_w, Vector.Unit_Y, center = (0, max_h, 0), color = self._volume_outline_color)
self.setMeshData(mb.build().getTransformed(scale_matrix))
# Build plate grid mesh
@ -260,21 +281,21 @@ class BuildVolume(SceneNode):
height = self._origin_line_width,
depth = self._origin_line_width,
center = origin + Vector(self._origin_line_length / 2, 0, 0),
color = self.XAxisColor
color = self._x_axis_color
)
mb.addCube(
width = self._origin_line_width,
height = self._origin_line_length,
depth = self._origin_line_width,
center = origin + Vector(0, self._origin_line_length / 2, 0),
color = self.YAxisColor
color = self._y_axis_color
)
mb.addCube(
width = self._origin_line_width,
height = self._origin_line_width,
depth = self._origin_line_length,
center = origin - Vector(0, 0, self._origin_line_length / 2),
color = self.ZAxisColor
color = self._z_axis_color
)
self._origin_mesh = mb.build()
@ -282,7 +303,7 @@ class BuildVolume(SceneNode):
disallowed_area_size = 0
if self._disallowed_areas:
mb = MeshBuilder()
color = Color(0.0, 0.0, 0.0, 0.15)
color = self._disallowed_area_color
for polygon in self._disallowed_areas:
points = polygon.getPoints()
if len(points) == 0:
@ -311,7 +332,7 @@ class BuildVolume(SceneNode):
if self._error_areas:
mb = MeshBuilder()
for error_area in self._error_areas:
color = Color(1.0, 0.0, 0.0, 0.5)
color = self._error_area_color
points = error_area.getPoints()
first = Vector(self._clamp(points[0][0], min_w, max_w), disallowed_area_height,
self._clamp(points[0][1], min_d, max_d))
@ -398,6 +419,11 @@ class BuildVolume(SceneNode):
self._updateDisallowedAreas()
self._updateRaftThickness()
if self._engine_ready:
self.rebuild()
def _onEngineCreated(self):
self._engine_ready = True
self.rebuild()
def _onSettingPropertyChanged(self, setting_key, property_name):

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.Application import Application
from UM.Scene.SceneNode import SceneNode
from UM.Resources import Resources
from UM.Math.Color import Color
@ -23,7 +24,7 @@ class ConvexHullNode(SceneNode):
self._original_parent = parent
# Color of the drawn convex hull
self._color = Color(0.4, 0.4, 0.4, 1.0)
self._color = None
# The y-coordinate of the convex hull mesh. Must not be 0, to prevent z-fighting.
self._mesh_height = 0.1
@ -72,7 +73,7 @@ class ConvexHullNode(SceneNode):
return True
def _onNodeDecoratorsChanged(self, node):
self._color = Color(35, 35, 35, 0.5)
self._color = Color(*Application.getInstance().getTheme().getColor("convex_hull").getRgb())
convex_hull_head = self._node.callDecoration("getConvexHullHead")
if convex_hull_head:

View file

@ -110,7 +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(32, 32, 32, 96))
self._ghost_shader.setUniformValue("u_color", Color(*Application.getInstance().getTheme().getColor("layerview_ghost").getRgb()))
for node in DepthFirstIterator(scene.getRoot()):
# We do not want to render ConvexHullNode as it conflicts with the bottom layers.
@ -194,6 +194,9 @@ class LayerView(View):
if not self._layerview_composite_shader:
self._layerview_composite_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("LayerView"), "layerview_composite.shader"))
theme = Application.getInstance().getTheme()
self._layerview_composite_shader.setUniformValue("u_background_color", Color(*theme.getColor("viewport_background").getRgb()))
self._layerview_composite_shader.setUniformValue("u_outline_color", Color(*theme.getColor("model_selection_outline").getRgb()))
if not self._composite_pass:
self._composite_pass = self.getRenderer().getRenderPass("composite")

View file

@ -11,7 +11,7 @@ from UM.View.Renderer import Renderer
from UM.Settings.Validator import ValidatorState
from UM.View.GL.OpenGL import OpenGL
import UM.Qt.Bindings.Theme
import cura.Settings
from cura.Settings.ExtruderManager import ExtruderManager
@ -38,8 +38,9 @@ class SolidView(View):
if not self._disabled_shader:
self._disabled_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "striped.shader"))
self._disabled_shader.setUniformValue("u_diffuseColor1", [0.48, 0.48, 0.48, 1.0])
self._disabled_shader.setUniformValue("u_diffuseColor2", [0.68, 0.68, 0.68, 1.0])
theme = Application.getInstance().getTheme()
self._disabled_shader.setUniformValue("u_diffuseColor1", theme.getColor("model_unslicable").getRgbF())
self._disabled_shader.setUniformValue("u_diffuseColor2", theme.getColor("model_unslicable_alt").getRgbF())
self._disabled_shader.setUniformValue("u_width", 50.0)
multi_extrusion = False

View file

@ -3,6 +3,8 @@
import os.path
from UM.Application import Application
from UM.Math.Color import Color
from UM.PluginRegistry import PluginRegistry
from UM.Event import Event
from UM.View.View import View
@ -31,7 +33,7 @@ class XRayView(View):
if not self._xray_shader:
self._xray_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("XRayView"), "xray.shader"))
self._xray_shader.setUniformValue("u_color", [0.1, 0.1, 0.2, 1.0])
self._xray_shader.setUniformValue("u_color", Color(*Application.getInstance().getTheme().getColor("xray").getRgb()))
for node in BreadthFirstIterator(scene.getRoot()):
if not node.render(renderer):
@ -58,6 +60,10 @@ class XRayView(View):
if not self._xray_composite_shader:
self._xray_composite_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("XRayView"), "xray_composite.shader"))
theme = Application.getInstance().getTheme()
self._xray_composite_shader.setUniformValue("u_background_color", Color(*theme.getColor("viewport_background").getRgb()))
self._xray_composite_shader.setUniformValue("u_error_color", Color(*theme.getColor("xray_error").getRgb()))
self._xray_composite_shader.setUniformValue("u_outline_color", Color(*theme.getColor("model_selection_outline").getRgb()))
if not self._composite_pass:
self._composite_pass = self.getRenderer().getRenderPass("composite")

View file

@ -22,6 +22,7 @@ fragment =
uniform float u_outline_strength;
uniform vec4 u_outline_color;
uniform vec4 u_error_color;
uniform vec4 u_background_color;
const vec3 x_axis = vec3(1.0, 0.0, 0.0);
const vec3 y_axis = vec3(0.0, 1.0, 0.0);
@ -37,7 +38,7 @@ fragment =
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 = vec4(0.965, 0.965, 0.965, 1.0);
vec4 result = u_background_color;
vec4 layer0 = texture2D(u_layer0, v_uvs);
result = layer0 * layer0.a + result * (1.0 - layer0.a);
@ -70,6 +71,7 @@ fragment =
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]
u_error_color = [1.0, 0.0, 0.0, 1.0]