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
This commit is contained in:
Remco Burema 2024-03-12 23:38:09 +01:00
parent 7c00d2f0b3
commit 6e75eb34af
3 changed files with 27 additions and 1 deletions

View file

@ -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())): if self._layer_view.getCurrentLayer() > -1 and ((not self._layer_view._only_show_top_layers) or (not self._layer_view.getCompatibilityMode())):
start = 0 start = 0
end = 0 end = 0
towards_next_vertex = 0
element_counts = layer_data.getElementCounts() element_counts = layer_data.getElementCounts()
for layer in sorted(element_counts.keys()): for layer in sorted(element_counts.keys()):
# In the current layer, we show just the indicated paths # 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): 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 # 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() 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: else:
pos_b = Vector(polygon.data[index + 1][0], pos_b = Vector(polygon.data[index + 1][0],
polygon.data[index + 1][1], polygon.data[index + 1][1],
polygon.data[index + 1][2]) polygon.data[index + 1][2])
vec = pos_a * (1.0 - ratio) + pos_b * ratio vec = pos_a * (1.0 - ratio) + pos_b * ratio
head_position = vec + node.getWorldPosition() 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
break break
if self._layer_view.getMinimumLayer() > layer: if self._layer_view.getMinimumLayer() > layer:
@ -176,7 +184,7 @@ class SimulationPass(RenderPass):
# Calculate the range of paths in the last layer # Calculate the range of paths in the last layer
current_layer_start = end 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. # This uses glDrawRangeElements internally to only draw a certain range of lines.
# All the layers but the current selected layer are rendered first # All the layers but the current selected layer are rendered first

View file

@ -19,6 +19,10 @@ vertex41core =
uniform highp mat4 u_normalMatrix; 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 highp vec4 a_vertex;
in lowp vec4 a_color; in lowp vec4 a_color;
in lowp vec4 a_material_color; in lowp vec4 a_material_color;
@ -134,6 +138,10 @@ vertex41core =
void main() void main()
{ {
vec4 v1_vertex = a_vertex; 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 v1_vertex.y -= a_line_dim.y / 2; // half layer down
vec4 world_space_vert = u_modelMatrix * v1_vertex; vec4 world_space_vert = u_modelMatrix * v1_vertex;

View file

@ -10,6 +10,10 @@ vertex41core =
uniform highp mat4 u_normalMatrix; 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 highp vec4 a_vertex;
in lowp vec4 a_color; in lowp vec4 a_color;
in lowp vec4 a_grayColor; in lowp vec4 a_grayColor;
@ -35,6 +39,10 @@ vertex41core =
void main() void main()
{ {
vec4 v1_vertex = a_vertex; 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 v1_vertex.y -= a_line_dim.y / 2; // half layer down
vec4 world_space_vert = u_modelMatrix * v1_vertex; vec4 world_space_vert = u_modelMatrix * v1_vertex;
@ -274,6 +282,8 @@ u_viewMatrix = view_matrix
u_projectionMatrix = projection_matrix u_projectionMatrix = projection_matrix
u_normalMatrix = normal_matrix u_normalMatrix = normal_matrix
u_lightPosition = light_0_position u_lightPosition = light_0_position
u_lastVertex = last_vertex
u_nextVertex = next_vertex
[attributes] [attributes]
a_vertex = vertex a_vertex = vertex