From 6e75eb34afe83c9c57bd3679d2244b42e0cd0bfe Mon Sep 17 00:00:00 2001 From: Remco Burema Date: Tue, 12 Mar 2024 23:38:09 +0100 Subject: [PATCH] Make lines update in real-time in the simulation-view too. This approach does suffer from returning to exactly the same point, which can mess up the view. part of CURA-11521 --- plugins/SimulationView/SimulationPass.py | 10 +++++++++- plugins/SimulationView/layers3d.shader | 8 ++++++++ plugins/SimulationView/layers3d_shadow.shader | 10 ++++++++++ 3 files changed, 27 insertions(+), 1 deletion(-) diff --git a/plugins/SimulationView/SimulationPass.py b/plugins/SimulationView/SimulationPass.py index 2099f6c21d..ab876b94cf 100644 --- a/plugins/SimulationView/SimulationPass.py +++ b/plugins/SimulationView/SimulationPass.py @@ -143,6 +143,7 @@ class SimulationPass(RenderPass): if self._layer_view.getCurrentLayer() > -1 and ((not self._layer_view._only_show_top_layers) or (not self._layer_view.getCompatibilityMode())): start = 0 end = 0 + towards_next_vertex = 0 element_counts = layer_data.getElementCounts() for layer in sorted(element_counts.keys()): # In the current layer, we show just the indicated paths @@ -162,12 +163,19 @@ class SimulationPass(RenderPass): if ratio <= 0.0001 or index + 1 == len(polygon.data): # in case there multiple polygons and polygon changes, the first point has the same value as the last point in the previous polygon head_position = pos_a + node.getWorldPosition() + self._layer_shader.setUniformValue("u_last_vertex", pos_a) + self._layer_shader.setUniformValue("u_next_vertex", pos_a) + self._layer_shader.setUniformValue("u_last_line_ratio", 1.0) else: pos_b = Vector(polygon.data[index + 1][0], polygon.data[index + 1][1], polygon.data[index + 1][2]) vec = pos_a * (1.0 - ratio) + pos_b * ratio head_position = vec + node.getWorldPosition() + towards_next_vertex = 2 + self._layer_shader.setUniformValue("u_last_vertex", pos_a) + self._layer_shader.setUniformValue("u_next_vertex", pos_b) + self._layer_shader.setUniformValue("u_last_line_ratio", ratio) break break if self._layer_view.getMinimumLayer() > layer: @@ -176,7 +184,7 @@ class SimulationPass(RenderPass): # Calculate the range of paths in the last layer current_layer_start = end - current_layer_end = end + int( self._layer_view.getCurrentPath()) * 2 # Because each point is used twice + current_layer_end = end + towards_next_vertex + int( self._layer_view.getCurrentPath()) * 2 # Because each point is used twice # This uses glDrawRangeElements internally to only draw a certain range of lines. # All the layers but the current selected layer are rendered first diff --git a/plugins/SimulationView/layers3d.shader b/plugins/SimulationView/layers3d.shader index b43d998690..4b6b53c62f 100644 --- a/plugins/SimulationView/layers3d.shader +++ b/plugins/SimulationView/layers3d.shader @@ -19,6 +19,10 @@ vertex41core = uniform highp mat4 u_normalMatrix; + uniform vec3 u_last_vertex; + uniform vec3 u_next_vertex; + uniform float u_last_line_ratio; + in highp vec4 a_vertex; in lowp vec4 a_color; in lowp vec4 a_material_color; @@ -134,6 +138,10 @@ vertex41core = void main() { vec4 v1_vertex = a_vertex; + if (v1_vertex.xyz == u_next_vertex) + { + v1_vertex.xyz = mix(u_last_vertex, u_next_vertex, u_last_line_ratio); + } v1_vertex.y -= a_line_dim.y / 2; // half layer down vec4 world_space_vert = u_modelMatrix * v1_vertex; diff --git a/plugins/SimulationView/layers3d_shadow.shader b/plugins/SimulationView/layers3d_shadow.shader index 88268938c9..03871a9be0 100644 --- a/plugins/SimulationView/layers3d_shadow.shader +++ b/plugins/SimulationView/layers3d_shadow.shader @@ -10,6 +10,10 @@ vertex41core = uniform highp mat4 u_normalMatrix; + uniform vec3 u_last_vertex; + uniform vec3 u_next_vertex; + uniform float u_last_line_ratio; + in highp vec4 a_vertex; in lowp vec4 a_color; in lowp vec4 a_grayColor; @@ -35,6 +39,10 @@ vertex41core = void main() { vec4 v1_vertex = a_vertex; + if (v1_vertex.xyz == u_next_vertex) + { + v1_vertex.xyz = mix(u_last_vertex, u_next_vertex, u_last_line_ratio); + } v1_vertex.y -= a_line_dim.y / 2; // half layer down vec4 world_space_vert = u_modelMatrix * v1_vertex; @@ -274,6 +282,8 @@ u_viewMatrix = view_matrix u_projectionMatrix = projection_matrix u_normalMatrix = normal_matrix u_lightPosition = light_0_position +u_lastVertex = last_vertex +u_nextVertex = next_vertex [attributes] a_vertex = vertex