Merge pull request #1288 from Ultimaker/layer_view3_cleanup

Layer View 3D, with detection of OpenGL context versions.
This commit is contained in:
jack 2017-02-15 11:11:42 +01:00 committed by GitHub
commit 8fc88f763b
22 changed files with 1372 additions and 62 deletions

View file

@ -241,6 +241,7 @@ class CuraApplication(QtApplication):
Preferences.getInstance().addPreference("mesh/scale_tiny_meshes", True)
Preferences.getInstance().addPreference("cura/dialog_on_project_save", True)
Preferences.getInstance().addPreference("cura/asked_dialog_on_project_save", False)
Preferences.getInstance().addPreference("view/force_layer_view_compatibility_mode", False)
Preferences.getInstance().addPreference("cura/currency", "")
Preferences.getInstance().addPreference("cura/material_settings", "{}")
@ -546,6 +547,7 @@ class CuraApplication(QtApplication):
controller = self.getController()
controller.setActiveView("SolidView")
controller.setCameraTool("CameraTool")
controller.setSelectionTool("SelectionTool")

View file

@ -49,12 +49,12 @@ class Layer:
return result
def build(self, vertex_offset, index_offset, vertices, colors, indices):
def build(self, vertex_offset, index_offset, vertices, colors, line_dimensions, extruders, line_types, indices):
result_vertex_offset = vertex_offset
result_index_offset = index_offset
self._element_count = 0
for polygon in self._polygons:
polygon.build(result_vertex_offset, result_index_offset, vertices, colors, indices)
polygon.build(result_vertex_offset, result_index_offset, vertices, colors, line_dimensions, extruders, line_types, indices)
result_vertex_offset += polygon.lineMeshVertexCount()
result_index_offset += polygon.lineMeshElementCount()
self._element_count += polygon.elementCount

View file

@ -6,9 +6,9 @@ from UM.Mesh.MeshData import MeshData
# Immutable, use LayerDataBuilder to create one of these.
class LayerData(MeshData):
def __init__(self, vertices = None, normals = None, indices = None, colors = None, uvs = None, file_name = None,
center_position = None, layers=None, element_counts=None):
center_position = None, layers=None, element_counts=None, attributes=None):
super().__init__(vertices=vertices, normals=normals, indices=indices, colors=colors, uvs=uvs,
file_name=file_name, center_position=center_position)
file_name=file_name, center_position=center_position, attributes=attributes)
self._layers = layers
self._element_counts = element_counts

View file

@ -48,7 +48,11 @@ class LayerDataBuilder(MeshBuilder):
self._layers[layer].setThickness(thickness)
def build(self):
## Return the layer data as LayerData.
#
# \param material_color_map: [r, g, b, a] for each extruder row.
# \param line_type_brightness: compatibility layer view uses line type brightness of 0.5
def build(self, material_color_map, line_type_brightness = 1.0):
vertex_count = 0
index_count = 0
for layer, data in self._layers.items():
@ -56,20 +60,56 @@ class LayerDataBuilder(MeshBuilder):
index_count += data.lineMeshElementCount()
vertices = numpy.empty((vertex_count, 3), numpy.float32)
line_dimensions = numpy.empty((vertex_count, 2), numpy.float32)
colors = numpy.empty((vertex_count, 4), numpy.float32)
indices = numpy.empty((index_count, 2), numpy.int32)
extruders = numpy.empty((vertex_count), numpy.float32)
line_types = numpy.empty((vertex_count), numpy.float32)
vertex_offset = 0
index_offset = 0
for layer, data in self._layers.items():
( vertex_offset, index_offset ) = data.build( vertex_offset, index_offset, vertices, colors, indices)
( vertex_offset, index_offset ) = data.build( vertex_offset, index_offset, vertices, colors, line_dimensions, extruders, line_types, indices)
self._element_counts[layer] = data.elementCount
self.addVertices(vertices)
colors[:, 0:3] *= line_type_brightness
self.addColors(colors)
self.addIndices(indices.flatten())
# Note: we're using numpy indexing here.
# See also: https://docs.scipy.org/doc/numpy/reference/arrays.indexing.html
material_colors = numpy.zeros((line_dimensions.shape[0], 4), dtype=numpy.float32)
for extruder_nr in range(material_color_map.shape[0]):
material_colors[extruders == extruder_nr] = material_color_map[extruder_nr]
# Set material_colors with indices where line_types (also numpy array) == MoveCombingType
material_colors[line_types == LayerPolygon.MoveCombingType] = colors[line_types == LayerPolygon.MoveCombingType]
material_colors[line_types == LayerPolygon.MoveRetractionType] = colors[line_types == LayerPolygon.MoveRetractionType]
attributes = {
"line_dimensions": {
"value": line_dimensions,
"opengl_name": "a_line_dim",
"opengl_type": "vector2f"
},
"extruders": {
"value": extruders,
"opengl_name": "a_extruder",
"opengl_type": "float"
},
"colors": {
"value": material_colors,
"opengl_name": "a_material_color",
"opengl_type": "vector4f"
},
"line_types": {
"value": line_types,
"opengl_name": "a_line_type",
"opengl_type": "float"
}
}
return LayerData(vertices=self.getVertices(), normals=self.getNormals(), indices=self.getIndices(),
colors=self.getColors(), uvs=self.getUVCoordinates(), file_name=self.getFileName(),
center_position=self.getCenterPosition(), layers=self._layers,
element_counts=self._element_counts)
element_counts=self._element_counts, attributes=attributes)

View file

@ -19,13 +19,19 @@ class LayerPolygon:
__jump_map = numpy.logical_or(numpy.logical_or(numpy.arange(11) == NoneType, numpy.arange(11) == MoveCombingType), numpy.arange(11) == MoveRetractionType)
def __init__(self, mesh, extruder, line_types, data, line_widths):
self._mesh = mesh
## LayerPolygon, used in ProcessSlicedLayersJob
# \param extruder
# \param line_types array with line_types
# \param data new_points
# \param line_widths array with line widths
# \param line_thicknesses: array with type as index and thickness as value
def __init__(self, extruder, line_types, data, line_widths, line_thicknesses):
self._extruder = extruder
self._types = line_types
self._data = data
self._line_widths = line_widths
self._line_thicknesses = line_thicknesses
self._vertex_begin = 0
self._vertex_end = 0
self._index_begin = 0
@ -38,7 +44,7 @@ class LayerPolygon:
# Buffering the colors shouldn't be necessary as it is not
# re-used and can save alot of memory usage.
self._color_map = LayerPolygon.getColorMap() * [1, 1, 1, self._extruder] # The alpha component is used to store the extruder nr
self._color_map = LayerPolygon.getColorMap()
self._colors = self._color_map[self._types]
# When type is used as index returns true if type == LayerPolygon.InfillType or type == LayerPolygon.SkinType or type == LayerPolygon.SupportInfillType
@ -50,7 +56,7 @@ class LayerPolygon:
def buildCache(self):
# For the line mesh we do not draw Infill or Jumps. Therefore those lines are filtered out.
self._build_cache_line_mesh_mask = numpy.logical_not(numpy.logical_or(self._jump_mask, self._types == LayerPolygon.InfillType ))
self._build_cache_line_mesh_mask = numpy.ones(self._jump_mask.shape, dtype=bool)
mesh_line_count = numpy.sum(self._build_cache_line_mesh_mask)
self._index_begin = 0
self._index_end = mesh_line_count
@ -60,13 +66,23 @@ class LayerPolygon:
self._build_cache_needed_points[1:, 0][:, numpy.newaxis] = self._types[1:] != self._types[:-1]
# Mark points as unneeded if they are of types we don't want in the line mesh according to the calculated mask
numpy.logical_and(self._build_cache_needed_points, self._build_cache_line_mesh_mask, self._build_cache_needed_points )
self._vertex_begin = 0
self._vertex_end = numpy.sum( self._build_cache_needed_points )
def build(self, vertex_offset, index_offset, vertices, colors, indices):
if (self._build_cache_line_mesh_mask is None) or (self._build_cache_needed_points is None ):
## Set all the arrays provided by the function caller, representing the LayerPolygon
# The arrays are either by vertex or by indices.
#
# \param vertex_offset : determines where to start and end filling the arrays
# \param index_offset : determines where to start and end filling the arrays
# \param vertices : vertex numpy array to be filled
# \param colors : vertex numpy array to be filled
# \param line_dimensions : vertex numpy array to be filled
# \param extruders : vertex numpy array to be filled
# \param line_types : vertex numpy array to be filled
# \param indices : index numpy array to be filled
def build(self, vertex_offset, index_offset, vertices, colors, line_dimensions, extruders, line_types, indices):
if self._build_cache_line_mesh_mask is None or self._build_cache_needed_points is None:
self.buildCache()
line_mesh_mask = self._build_cache_line_mesh_mask
@ -83,9 +99,18 @@ class LayerPolygon:
# Points are picked based on the index list to get the vertices needed.
vertices[self._vertex_begin:self._vertex_end, :] = self._data[index_list, :]
# Create an array with colors for each vertex and remove the color data for the points that has been thrown away.
colors[self._vertex_begin:self._vertex_end, :] = numpy.tile(self._colors, (1, 2)).reshape((-1, 4))[needed_points_list.ravel()]
colors[self._vertex_begin:self._vertex_end, :] *= numpy.array([[0.5, 0.5, 0.5, 1.0]], numpy.float32)
colors[self._vertex_begin:self._vertex_end, :] = numpy.tile(self._colors, (1, 2)).reshape((-1, 4))[needed_points_list.ravel()]
# Create an array with line widths for each vertex.
line_dimensions[self._vertex_begin:self._vertex_end, 0] = numpy.tile(self._line_widths, (1, 2)).reshape((-1, 1))[needed_points_list.ravel()][:, 0]
line_dimensions[self._vertex_begin:self._vertex_end, 1] = numpy.tile(self._line_thicknesses, (1, 2)).reshape((-1, 1))[needed_points_list.ravel()][:, 0]
extruders[self._vertex_begin:self._vertex_end] = self._extruder
# Convert type per vertex to type per line
line_types[self._vertex_begin:self._vertex_end] = numpy.tile(self._types, (1, 2)).reshape((-1, 1))[needed_points_list.ravel()][:, 0]
# The relative values of begin and end indices have already been set in buildCache, so we only need to offset them to the parents offset.
self._index_begin += index_offset

View file

@ -53,6 +53,7 @@ class ExtruderManager(QObject):
except KeyError: # Extruder index could be -1 if the global tab is selected, or the entry doesn't exist if the machine definition is wrong.
return None
## Return extruder count according to extruder trains.
@pyqtProperty(int, notify = extrudersChanged)
def extruderCount(self):
if not Application.getInstance().getGlobalContainerStack():

View file

@ -8,6 +8,8 @@ from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
from UM.Scene.SceneNode import SceneNode
from UM.Application import Application
from UM.Mesh.MeshData import MeshData
from UM.Preferences import Preferences
from UM.View.GL.OpenGLContext import OpenGLContext
from UM.Message import Message
from UM.i18n import i18nCatalog
@ -15,6 +17,7 @@ from UM.Logger import Logger
from UM.Math.Vector import Vector
from cura.Settings.ExtruderManager import ExtruderManager
from cura import LayerDataBuilder
from cura import LayerDataDecorator
from cura import LayerPolygon
@ -24,6 +27,17 @@ from time import time
catalog = i18nCatalog("cura")
## Return a 4-tuple with floats 0-1 representing the html color code
#
# \param color_code html color code, i.e. "#FF0000" -> red
def colorCodeToRGBA(color_code):
return [
int(color_code[1:3], 16) / 255,
int(color_code[3:5], 16) / 255,
int(color_code[5:7], 16) / 255,
1.0]
class ProcessSlicedLayersJob(Job):
def __init__(self, layers):
super().__init__()
@ -92,7 +106,6 @@ class ProcessSlicedLayersJob(Job):
layer_data.addLayer(abs_layer_number)
this_layer = layer_data.getLayer(abs_layer_number)
layer_data.setLayerHeight(abs_layer_number, layer.height)
layer_data.setLayerThickness(abs_layer_number, layer.thickness)
for p in range(layer.repeatedMessageCount("path_segment")):
polygon = layer.getRepeatedMessage("path_segment", p)
@ -110,23 +123,28 @@ class ProcessSlicedLayersJob(Job):
line_widths = numpy.fromstring(polygon.line_width, dtype="f4") # Convert bytearray to numpy array
line_widths = line_widths.reshape((-1,1)) # We get a linear list of pairs that make up the points, so make numpy interpret them correctly.
# In the future, line_thicknesses should be given by CuraEngine as well.
# Currently the infill layer thickness also translates to line width
line_thicknesses = numpy.zeros(line_widths.shape, dtype="f4")
line_thicknesses[:] = layer.thickness / 1000 # from micrometer to millimeter
# Create a new 3D-array, copy the 2D points over and insert the right height.
# This uses manual array creation + copy rather than numpy.insert since this is
# faster.
new_points = numpy.empty((len(points), 3), numpy.float32)
if polygon.point_type == 0: # Point2D
new_points[:, 0] = points[:, 0]
new_points[:, 1] = layer.height / 1000 # layer height value is in backend representation
new_points[:, 1] = layer.height / 1000 # layer height value is in backend representation
new_points[:, 2] = -points[:, 1]
else: # Point3D
new_points[:, 0] = points[:, 0]
new_points[:, 1] = points[:, 2]
new_points[:, 2] = -points[:, 1]
this_poly = LayerPolygon.LayerPolygon(layer_data, extruder, line_types, new_points, line_widths)
this_poly = LayerPolygon.LayerPolygon(extruder, line_types, new_points, line_widths, line_thicknesses)
this_poly.buildCache()
this_layer.polygons.append(this_poly)
Job.yieldThread()
@ -144,7 +162,35 @@ class ProcessSlicedLayersJob(Job):
self._progress.setProgress(progress)
# We are done processing all the layers we got from the engine, now create a mesh out of the data
layer_mesh = layer_data.build()
# Find out colors per extruder
global_container_stack = Application.getInstance().getGlobalContainerStack()
manager = ExtruderManager.getInstance()
extruders = list(manager.getMachineExtruders(global_container_stack.getId()))
if extruders:
material_color_map = numpy.zeros((len(extruders), 4), dtype=numpy.float32)
for extruder in extruders:
material = extruder.findContainer({"type": "material"})
position = int(extruder.getMetaDataEntry("position", default="0")) # Get the position
color_code = material.getMetaDataEntry("color_code")
color = colorCodeToRGBA(color_code)
material_color_map[position, :] = color
else:
# Single extruder via global stack.
material_color_map = numpy.zeros((1, 4), dtype=numpy.float32)
material = global_container_stack.findContainer({"type": "material"})
color_code = material.getMetaDataEntry("color_code")
if color_code is None: # not all stacks have a material color
color_code = "#e0e000"
color = colorCodeToRGBA(color_code)
material_color_map[0, :] = color
# We have to scale the colors for compatibility mode
if OpenGLContext.isLegacyOpenGL() or bool(Preferences.getInstance().getValue("view/force_layer_view_compatibility_mode")):
line_type_brightness = 0.5 # for compatibility mode
else:
line_type_brightness = 1.0
layer_mesh = layer_data.build(material_color_map, line_type_brightness)
if self._abort_requested:
if self._progress:

View file

@ -99,8 +99,11 @@ class GCodeReader(MeshReader):
count = len(path)
line_types = numpy.empty((count - 1, 1), numpy.int32)
line_widths = numpy.empty((count - 1, 1), numpy.float32)
line_thicknesses = numpy.empty((count - 1, 1), numpy.float32)
# TODO: need to calculate actual line width based on E values
line_widths[:, 0] = 0.4
# TODO: need to calculate actual line heights
line_thicknesses[:, 0] = 0.2
points = numpy.empty((count, 3), numpy.float32)
i = 0
for point in path:
@ -113,7 +116,7 @@ class GCodeReader(MeshReader):
line_widths[i - 1] = 0.2
i += 1
this_poly = LayerPolygon(self._layer_data_builder, self._extruder, line_types, points, line_widths)
this_poly = LayerPolygon(self._extruder, line_types, points, line_widths, line_thicknesses)
this_poly.buildCache()
this_layer.polygons.append(this_poly)
@ -276,7 +279,10 @@ class GCodeReader(MeshReader):
self._layer += 1
current_path.clear()
layer_mesh = self._layer_data_builder.build()
material_color_map = numpy.zeros((10, 4), dtype = numpy.float32)
material_color_map[0, :] = [0.0, 0.7, 0.9, 1.0]
material_color_map[1, :] = [0.7, 0.9, 0.0, 1.0]
layer_mesh = self._layer_data_builder.build(material_color_map)
decorator = LayerDataDecorator.LayerDataDecorator()
decorator.setLayerData(layer_mesh)
scene_node.addDecorator(decorator)

View file

@ -14,6 +14,7 @@ from UM.View.GL.OpenGL import OpenGL
from cura.Settings.ExtruderManager import ExtruderManager
import os.path
## RenderPass used to display g-code paths.
@ -28,15 +29,39 @@ class LayerPass(RenderPass):
self._extruder_manager = ExtruderManager.getInstance()
self._layer_view = None
self._compatibility_mode = None
def setLayerView(self, layerview):
self._layerview = layerview
self._layer_view = layerview
self._compatibility_mode = layerview.getCompatibilityMode()
def render(self):
if not self._layer_shader:
self._layer_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("LayerView"), "layers.shader"))
if self._compatibility_mode:
shader_filename = "layers.shader"
else:
shader_filename = "layers3d.shader"
self._layer_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("LayerView"), shader_filename))
# Use extruder 0 if the extruder manager reports extruder index -1 (for single extrusion printers)
self._layer_shader.setUniformValue("u_active_extruder", float(max(0, self._extruder_manager.activeExtruderIndex)))
if self._layer_view:
self._layer_shader.setUniformValue("u_layer_view_type", self._layer_view.getLayerViewType())
self._layer_shader.setUniformValue("u_extruder_opacity", self._layer_view.getExtruderOpacities())
self._layer_shader.setUniformValue("u_show_travel_moves", self._layer_view.getShowTravelMoves())
self._layer_shader.setUniformValue("u_show_support", self._layer_view.getShowSupport())
self._layer_shader.setUniformValue("u_show_adhesion", self._layer_view.getShowAdhesion())
self._layer_shader.setUniformValue("u_show_skin", self._layer_view.getShowSkin())
self._layer_shader.setUniformValue("u_show_infill", self._layer_view.getShowInfill())
else:
#defaults
self._layer_shader.setUniformValue("u_layer_view_type", 1)
self._layer_shader.setUniformValue("u_extruder_opacity", [1, 1, 1, 1])
self._layer_shader.setUniformValue("u_show_travel_moves", 0)
self._layer_shader.setUniformValue("u_show_support", 1)
self._layer_shader.setUniformValue("u_show_adhesion", 1)
self._layer_shader.setUniformValue("u_show_skin", 1)
self._layer_shader.setUniformValue("u_show_infill", 1)
if not self._tool_handle_shader:
self._tool_handle_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "toolhandle.shader"))
@ -55,13 +80,15 @@ class LayerPass(RenderPass):
continue
# Render all layers below a certain number as line mesh instead of vertices.
if self._layerview._current_layer_num - self._layerview._solid_layers > -1 and not self._layerview._only_show_top_layers:
if self._layer_view._current_layer_num > -1 and ((not self._layer_view._only_show_top_layers) or (not self._layer_view.getCompatibilityMode())):
start = 0
end = 0
element_counts = layer_data.getElementCounts()
for layer, counts in element_counts.items():
if layer + self._layerview._solid_layers > self._layerview._current_layer_num:
if layer > self._layer_view._current_layer_num:
break
if self._layer_view._minimum_layer_num > layer:
start += counts
end += counts
# This uses glDrawRangeElements internally to only draw a certain range of lines.
@ -72,11 +99,11 @@ class LayerPass(RenderPass):
# Create a new batch that is not range-limited
batch = RenderBatch(self._layer_shader, type = RenderBatch.RenderType.Solid)
if self._layerview._current_layer_mesh:
batch.addItem(node.getWorldTransformation(), self._layerview._current_layer_mesh)
if self._layer_view._current_layer_mesh:
batch.addItem(node.getWorldTransformation(), self._layer_view._current_layer_mesh)
if self._layerview._current_layer_jumps:
batch.addItem(node.getWorldTransformation(), self._layerview._current_layer_jumps)
if self._layer_view._current_layer_jumps:
batch.addItem(node.getWorldTransformation(), self._layer_view._current_layer_jumps)
if len(batch.items) > 0:
batch.render(self._scene.getActiveCamera())

View file

@ -13,15 +13,15 @@ from UM.Mesh.MeshBuilder import MeshBuilder
from UM.Job import Job
from UM.Preferences import Preferences
from UM.Logger import Logger
from UM.Scene.SceneNode import SceneNode
from UM.View.RenderBatch import RenderBatch
from UM.View.GL.OpenGL import OpenGL
from UM.Message import Message
from UM.Application import Application
from UM.View.GL.OpenGLContext import OpenGLContext
from cura.ConvexHullNode import ConvexHullNode
from cura.Settings.ExtruderManager import ExtruderManager
from PyQt5.QtCore import Qt, QTimer
from PyQt5.QtCore import Qt
from PyQt5.QtWidgets import QApplication
from . import LayerViewProxy
@ -36,11 +36,16 @@ import os.path
## View used to display g-code paths.
class LayerView(View):
# Must match LayerView.qml
LAYER_VIEW_TYPE_MATERIAL_TYPE = 0
LAYER_VIEW_TYPE_LINE_TYPE = 1
def __init__(self):
super().__init__()
self._max_layers = 0
self._current_layer_num = 0
self._minimum_layer_num = 0
self._current_layer_mesh = None
self._current_layer_jumps = None
self._top_layers_job = None
@ -60,17 +65,30 @@ class LayerView(View):
self._proxy = LayerViewProxy.LayerViewProxy()
self._controller.getScene().getRoot().childrenChanged.connect(self._onSceneChanged)
self._resetSettings()
self._legend_items = None
Preferences.getInstance().addPreference("view/top_layer_count", 5)
Preferences.getInstance().addPreference("view/only_show_top_layers", False)
Preferences.getInstance().preferenceChanged.connect(self._onPreferencesChanged)
self._solid_layers = int(Preferences.getInstance().getValue("view/top_layer_count"))
self._only_show_top_layers = bool(Preferences.getInstance().getValue("view/only_show_top_layers"))
self._compatibility_mode = True # for safety
self._wireprint_warning_message = Message(catalog.i18nc("@info:status", "Cura does not accurately display layers when Wire Printing is enabled"))
def _resetSettings(self):
self._layer_view_type = 0 # 0 is material color, 1 is color by linetype, 2 is speed
self._extruder_count = 0
self._extruder_opacity = [1.0, 1.0, 1.0, 1.0]
self._show_travel_moves = 0
self._show_support = 1
self._show_adhesion = 1
self._show_skin = 1
self._show_infill = 1
def getActivity(self):
return self._activity
@ -79,6 +97,7 @@ class LayerView(View):
# Currently the RenderPass constructor requires a size > 0
# This should be fixed in RenderPass's constructor.
self._layer_pass = LayerPass.LayerPass(1, 1)
self._compatibility_mode = OpenGLContext.isLegacyOpenGL() or bool(Preferences.getInstance().getValue("view/force_layer_view_compatibility_mode"))
self._layer_pass.setLayerView(self)
self.getRenderer().addRenderPass(self._layer_pass)
return self._layer_pass
@ -86,6 +105,9 @@ class LayerView(View):
def getCurrentLayer(self):
return self._current_layer_num
def getMinimumLayer(self):
return self._minimum_layer_num
def _onSceneChanged(self, node):
self.calculateMaxLayers()
@ -136,6 +158,79 @@ class LayerView(View):
self.currentLayerNumChanged.emit()
def setMinimumLayer(self, value):
if self._minimum_layer_num != value:
self._minimum_layer_num = value
if self._minimum_layer_num < 0:
self._minimum_layer_num = 0
self._startUpdateTopLayers()
self.currentLayerNumChanged.emit()
## Set the layer view type
#
# \param layer_view_type integer as in LayerView.qml and this class
def setLayerViewType(self, layer_view_type):
self._layer_view_type = layer_view_type
self.currentLayerNumChanged.emit()
## Return the layer view type, integer as in LayerView.qml and this class
def getLayerViewType(self):
return self._layer_view_type
## Set the extruder opacity
#
# \param extruder_nr 0..3
# \param opacity 0.0 .. 1.0
def setExtruderOpacity(self, extruder_nr, opacity):
self._extruder_opacity[extruder_nr] = opacity
self.currentLayerNumChanged.emit()
def getExtruderOpacities(self):
return self._extruder_opacity
def setShowTravelMoves(self, show):
self._show_travel_moves = show
self.currentLayerNumChanged.emit()
def getShowTravelMoves(self):
return self._show_travel_moves
def setShowSupport(self, show):
self._show_support = show
self.currentLayerNumChanged.emit()
def getShowSupport(self):
return self._show_support
def setShowAdhesion(self, show):
self._show_adhesion = show
self.currentLayerNumChanged.emit()
def getShowAdhesion(self):
return self._show_adhesion
def setShowSkin(self, show):
self._show_skin = show
self.currentLayerNumChanged.emit()
def getShowSkin(self):
return self._show_skin
def setShowInfill(self, show):
self._show_infill = show
self.currentLayerNumChanged.emit()
def getShowInfill(self):
return self._show_infill
def getCompatibilityMode(self):
return self._compatibility_mode
def getExtruderCount(self):
return self._extruder_count
def calculateMaxLayers(self):
scene = self.getController().getScene()
self._activity = True
@ -167,6 +262,8 @@ class LayerView(View):
maxLayersChanged = Signal()
currentLayerNumChanged = Signal()
globalStackChanged = Signal()
preferencesChanged = Signal()
## Hackish way to ensure the proxy is already created, which ensures that the layerview.qml is already created
# as this caused some issues.
@ -176,6 +273,12 @@ class LayerView(View):
def endRendering(self):
pass
def enableLegend(self):
Application.getInstance().setViewLegendItems(self._getLegendItems())
def disableLegend(self):
Application.getInstance().setViewLegendItems([])
def event(self, event):
modifiers = QApplication.keyboardModifiers()
ctrl_is_active = modifiers == Qt.ControlModifier
@ -208,7 +311,8 @@ class LayerView(View):
self._old_composite_shader = self._composite_pass.getCompositeShader()
self._composite_pass.setCompositeShader(self._layerview_composite_shader)
Application.getInstance().setViewLegendItems(self._getLegendItems())
if self.getLayerViewType() == self.LAYER_VIEW_TYPE_LINE_TYPE:
self.enableLegend()
elif event.type == Event.ViewDeactivateEvent:
self._wireprint_warning_message.hide()
@ -219,7 +323,7 @@ class LayerView(View):
self._composite_pass.setLayerBindings(self._old_layer_bindings)
self._composite_pass.setCompositeShader(self._old_composite_shader)
Application.getInstance().setViewLegendItems([])
self.disableLegend()
def _onGlobalStackChanged(self):
if self._global_container_stack:
@ -227,7 +331,9 @@ class LayerView(View):
self._global_container_stack = Application.getInstance().getGlobalContainerStack()
if self._global_container_stack:
self._global_container_stack.propertyChanged.connect(self._onPropertyChanged)
self._extruder_count = self._global_container_stack.getProperty("machine_extruder_count", "value")
self._onPropertyChanged("wireframe_enabled", "value")
self.globalStackChanged.emit()
else:
self._wireprint_warning_message.hide()
@ -239,6 +345,9 @@ class LayerView(View):
self._wireprint_warning_message.hide()
def _startUpdateTopLayers(self):
if not self._compatibility_mode:
return
if self._top_layers_job:
self._top_layers_job.finished.disconnect(self._updateCurrentLayerMesh)
self._top_layers_job.cancel()
@ -262,13 +371,16 @@ class LayerView(View):
self._top_layers_job = None
def _onPreferencesChanged(self, preference):
if preference != "view/top_layer_count" and preference != "view/only_show_top_layers":
if preference not in {"view/top_layer_count", "view/only_show_top_layers", "view/force_layer_view_compatibility_mode"}:
return
self._solid_layers = int(Preferences.getInstance().getValue("view/top_layer_count"))
self._only_show_top_layers = bool(Preferences.getInstance().getValue("view/only_show_top_layers"))
self._compatibility_mode = OpenGLContext.isLegacyOpenGL() or bool(
Preferences.getInstance().getValue("view/force_layer_view_compatibility_mode"))
self._startUpdateTopLayers()
self.preferencesChanged.emit()
def _getLegendItems(self):
if self._legend_items is None:

View file

@ -13,13 +13,38 @@ Item
width: UM.Theme.getSize("button").width
height: UM.Theme.getSize("slider_layerview_size").height
Slider
{
id: sliderMinimumLayer
width: UM.Theme.getSize("slider_layerview_size").width
height: UM.Theme.getSize("slider_layerview_size").height
anchors.left: parent.left
anchors.leftMargin: UM.Theme.getSize("slider_layerview_margin").width * 0.2
orientation: Qt.Vertical
minimumValue: 0;
maximumValue: UM.LayerView.numLayers-1;
stepSize: 1
property real pixelsPerStep: ((height - UM.Theme.getSize("slider_handle").height) / (maximumValue - minimumValue)) * stepSize;
value: UM.LayerView.minimumLayer
onValueChanged: {
UM.LayerView.setMinimumLayer(value)
if (value > UM.LayerView.currentLayer) {
UM.LayerView.setCurrentLayer(value);
}
}
style: UM.Theme.styles.slider;
}
Slider
{
id: slider
width: UM.Theme.getSize("slider_layerview_size").width
height: UM.Theme.getSize("slider_layerview_size").height
anchors.left: parent.left
anchors.leftMargin: UM.Theme.getSize("slider_layerview_margin").width/2
anchors.leftMargin: UM.Theme.getSize("slider_layerview_margin").width * 0.8
orientation: Qt.Vertical
minimumValue: 0;
maximumValue: UM.LayerView.numLayers;
@ -28,7 +53,12 @@ Item
property real pixelsPerStep: ((height - UM.Theme.getSize("slider_handle").height) / (maximumValue - minimumValue)) * stepSize;
value: UM.LayerView.currentLayer
onValueChanged: UM.LayerView.setCurrentLayer(value)
onValueChanged: {
UM.LayerView.setCurrentLayer(value);
if (value < UM.LayerView.minimumLayer) {
UM.LayerView.setMinimumLayer(value);
}
}
style: UM.Theme.styles.slider;
@ -96,6 +126,7 @@ Item
}
Rectangle {
id: slider_background
anchors.left: parent.left
anchors.verticalCenter: parent.verticalCenter
z: slider.z - 1
@ -114,4 +145,139 @@ Item
}
}
}
Rectangle {
anchors.left: parent.left
anchors.verticalCenter: parent.verticalCenter
anchors.top: slider_background.bottom
anchors.topMargin: UM.Theme.getSize("default_margin").height
width: UM.Theme.getSize("slider_layerview_background").width * 3
height: slider.height + UM.Theme.getSize("default_margin").height * 2
color: UM.Theme.getColor("tool_panel_background");
border.width: UM.Theme.getSize("default_lining").width
border.color: UM.Theme.getColor("lining")
ListModel // matches LayerView.py
{
id: layerViewTypes
ListElement {
text: "Material color"
type_id: 0
}
ListElement {
text: "Line type"
type_id: 1 // these ids match the switching in the shader
}
}
ComboBox
{
id: layerTypeCombobox
anchors.top: parent.top
anchors.left: parent.left
model: layerViewTypes
visible: !UM.LayerView.compatibilityMode
onActivated: {
var type_id = layerViewTypes.get(index).type_id;
UM.LayerView.setLayerViewType(type_id);
if (type_id == 1) {
// Line type
UM.LayerView.enableLegend();
} else {
UM.LayerView.disableLegend();
}
}
onModelChanged: {
currentIndex = UM.LayerView.getLayerViewType();
}
}
Label
{
id: compatibilityModeLabel
anchors.top: parent.top
anchors.left: parent.left
text: catalog.i18nc("@label","Compatibility mode")
visible: UM.LayerView.compatibilityMode
}
ColumnLayout {
id: view_settings
anchors.top: UM.LayerView.compatibilityMode ? compatibilityModeLabel.bottom : layerTypeCombobox.bottom
anchors.topMargin: UM.Theme.getSize("default_margin").height
anchors.left: parent.left
anchors.leftMargin: UM.Theme.getSize("default_margin").width
CheckBox {
checked: true
onClicked: {
UM.LayerView.setExtruderOpacity(0, checked ? 1.0 : 0.0);
}
text: "Extruder 1"
visible: !UM.LayerView.compatibilityMode && (UM.LayerView.getExtruderCount >= 1)
}
CheckBox {
checked: true
onClicked: {
UM.LayerView.setExtruderOpacity(1, checked ? 1.0 : 0.0);
}
text: "Extruder 2"
visible: !UM.LayerView.compatibilityMode && (UM.LayerView.getExtruderCount >= 2)
}
CheckBox {
checked: true
onClicked: {
UM.LayerView.setExtruderOpacity(2, checked ? 1.0 : 0.0);
}
text: "Extruder 3"
visible: !UM.LayerView.compatibilityMode && (UM.LayerView.getExtruderCount >= 3)
}
CheckBox {
checked: true
onClicked: {
UM.LayerView.setExtruderOpacity(3, checked ? 1.0 : 0.0);
}
text: "Extruder 4"
visible: !UM.LayerView.compatibilityMode && (UM.LayerView.getExtruderCount >= 4)
}
Label {
text: "Other extruders always visible"
visible: !UM.LayerView.compatibilityMode && (UM.LayerView.getExtruderCount >= 5)
}
CheckBox {
onClicked: {
UM.LayerView.setShowTravelMoves(checked ? 1 : 0);
}
text: "Show travel moves"
}
CheckBox {
checked: true
onClicked: {
UM.LayerView.setShowSupport(checked ? 1 : 0);
}
text: "Show support"
}
CheckBox {
checked: true
onClicked: {
UM.LayerView.setShowAdhesion(checked ? 1 : 0);
}
text: "Show adhesion"
}
CheckBox {
checked: true
onClicked: {
UM.LayerView.setShowSkin(checked ? 1 : 0);
}
text: "Show skin"
}
CheckBox {
checked: true
onClicked: {
UM.LayerView.setShowInfill(checked ? 1 : 0);
}
text: "Show infill"
}
}
}
}

View file

@ -16,6 +16,8 @@ class LayerViewProxy(QObject):
currentLayerChanged = pyqtSignal()
maxLayersChanged = pyqtSignal()
activityChanged = pyqtSignal()
globalStackChanged = pyqtSignal()
preferencesChanged = pyqtSignal()
@pyqtProperty(bool, notify = activityChanged)
def getLayerActivity(self):
@ -36,6 +38,12 @@ class LayerViewProxy(QObject):
if type(active_view) == LayerView.LayerView.LayerView:
return active_view.getCurrentLayer()
@pyqtProperty(int, notify = currentLayerChanged)
def minimumLayer(self):
active_view = self._controller.getActiveView()
if type(active_view) == LayerView.LayerView.LayerView:
return active_view.getMinimumLayer()
busyChanged = pyqtSignal()
@pyqtProperty(bool, notify = busyChanged)
def busy(self):
@ -44,13 +52,96 @@ class LayerViewProxy(QObject):
return active_view.isBusy()
return False
@pyqtProperty(bool, notify = preferencesChanged)
def compatibilityMode(self):
active_view = self._controller.getActiveView()
if type(active_view) == LayerView.LayerView.LayerView:
return active_view.getCompatibilityMode()
return False
@pyqtSlot(int)
def setCurrentLayer(self, layer_num):
active_view = self._controller.getActiveView()
if type(active_view) == LayerView.LayerView.LayerView:
active_view.setLayer(layer_num)
@pyqtSlot(int)
def setMinimumLayer(self, layer_num):
active_view = self._controller.getActiveView()
if type(active_view) == LayerView.LayerView.LayerView:
active_view.setMinimumLayer(layer_num)
@pyqtSlot(int)
def setLayerViewType(self, layer_view_type):
active_view = self._controller.getActiveView()
if type(active_view) == LayerView.LayerView.LayerView:
active_view.setLayerViewType(layer_view_type)
@pyqtProperty(bool)
def getLayerViewType(self):
active_view = self._controller.getActiveView()
if type(active_view) == LayerView.LayerView.LayerView:
return active_view.getLayerViewType()
return 0
# Opacity 0..1
@pyqtSlot(int, float)
def setExtruderOpacity(self, extruder_nr, opacity):
active_view = self._controller.getActiveView()
if type(active_view) == LayerView.LayerView.LayerView:
active_view.setExtruderOpacity(extruder_nr, opacity)
@pyqtSlot(int)
def setShowTravelMoves(self, show):
active_view = self._controller.getActiveView()
if type(active_view) == LayerView.LayerView.LayerView:
active_view.setShowTravelMoves(show)
@pyqtSlot(int)
def setShowSupport(self, show):
active_view = self._controller.getActiveView()
if type(active_view) == LayerView.LayerView.LayerView:
active_view.setShowSupport(show)
@pyqtSlot(int)
def setShowAdhesion(self, show):
active_view = self._controller.getActiveView()
if type(active_view) == LayerView.LayerView.LayerView:
active_view.setShowAdhesion(show)
@pyqtSlot(int)
def setShowSkin(self, show):
active_view = self._controller.getActiveView()
if type(active_view) == LayerView.LayerView.LayerView:
active_view.setShowSkin(show)
@pyqtSlot(int)
def setShowInfill(self, show):
active_view = self._controller.getActiveView()
if type(active_view) == LayerView.LayerView.LayerView:
active_view.setShowInfill(show)
@pyqtProperty(int, notify = globalStackChanged)
def getExtruderCount(self):
active_view = self._controller.getActiveView()
if type(active_view) == LayerView.LayerView.LayerView:
return active_view.getExtruderCount()
return 0
@pyqtSlot()
def enableLegend(self):
active_view = self._controller.getActiveView()
if type(active_view) == LayerView.LayerView.LayerView:
active_view.enableLegend()
@pyqtSlot()
def disableLegend(self):
active_view = self._controller.getActiveView()
if type(active_view) == LayerView.LayerView.LayerView:
active_view.disableLegend()
def _layerActivityChanged(self):
self.activityChanged.emit()
@ -63,10 +154,18 @@ class LayerViewProxy(QObject):
def _onBusyChanged(self):
self.busyChanged.emit()
def _onGlobalStackChanged(self):
self.globalStackChanged.emit()
def _onPreferencesChanged(self):
self.preferencesChanged.emit()
def _onActiveViewChanged(self):
active_view = self._controller.getActiveView()
if type(active_view) == LayerView.LayerView.LayerView:
active_view.currentLayerNumChanged.connect(self._onLayerChanged)
active_view.maxLayersChanged.connect(self._onMaxLayersChanged)
active_view.busyChanged.connect(self._onBusyChanged)
active_view.globalStackChanged.connect(self._onGlobalStackChanged)
active_view.preferencesChanged.connect(self._onPreferencesChanged)

View file

@ -3,29 +3,158 @@ vertex =
uniform highp mat4 u_modelViewProjectionMatrix;
uniform lowp float u_active_extruder;
uniform lowp float u_shade_factor;
uniform highp int u_layer_view_type;
attribute highp float a_extruder;
attribute highp float a_line_type;
attribute highp vec4 a_vertex;
attribute lowp vec4 a_color;
attribute lowp vec4 a_material_color;
varying lowp vec4 v_color;
varying float v_line_type;
void main()
{
gl_Position = u_modelViewProjectionMatrix * a_vertex;
// shade the color depending on the extruder index stored in the alpha component of the color
v_color = (a_color.a == u_active_extruder) ? a_color : a_color * u_shade_factor;
v_color.a = 1.0;
// shade the color depending on the extruder index
v_color = a_color;
// 8 and 9 are travel moves
if ((a_line_type != 8.0) && (a_line_type != 9.0)) {
v_color = (a_extruder == u_active_extruder) ? v_color : vec4(u_shade_factor * v_color.rgb, v_color.a);
}
v_line_type = a_line_type;
}
fragment =
varying lowp vec4 v_color;
varying float v_line_type;
uniform int u_show_travel_moves;
uniform int u_show_support;
uniform int u_show_adhesion;
uniform int u_show_skin;
uniform int u_show_infill;
void main()
{
if ((u_show_travel_moves == 0) && (v_line_type >= 7.5) && (v_line_type <= 9.5)) { // actually, 8 and 9
// discard movements
discard;
}
// support: 4, 7, 10
if ((u_show_support == 0) && (
((v_line_type >= 3.5) && (v_line_type <= 4.5)) ||
((v_line_type >= 6.5) && (v_line_type <= 7.5)) ||
((v_line_type >= 9.5) && (v_line_type <= 10.5))
)) {
discard;
}
// skin: 1, 2, 3
if ((u_show_skin == 0) && (
(v_line_type >= 0.5) && (v_line_type <= 3.5)
)) {
discard;
}
// adhesion:
if ((u_show_adhesion == 0) && (v_line_type >= 4.5) && (v_line_type <= 5.5)) {
// discard movements
discard;
}
// infill:
if ((u_show_infill == 0) && (v_line_type >= 5.5) && (v_line_type <= 6.5)) {
// discard movements
discard;
}
gl_FragColor = v_color;
}
vertex41core =
#version 410
uniform highp mat4 u_modelViewProjectionMatrix;
uniform lowp float u_active_extruder;
uniform lowp float u_shade_factor;
uniform highp int u_layer_view_type;
in highp float a_extruder;
in highp float a_line_type;
in highp vec4 a_vertex;
in lowp vec4 a_color;
in lowp vec4 a_material_color;
out lowp vec4 v_color;
out float v_line_type;
void main()
{
gl_Position = u_modelViewProjectionMatrix * a_vertex;
v_color = a_color;
if ((a_line_type != 8) && (a_line_type != 9)) {
v_color = (a_extruder == u_active_extruder) ? v_color : vec4(u_shade_factor * v_color.rgb, v_color.a);
}
v_line_type = a_line_type;
}
fragment41core =
#version 410
in lowp vec4 v_color;
in float v_line_type;
out vec4 frag_color;
uniform int u_show_travel_moves;
uniform int u_show_support;
uniform int u_show_adhesion;
uniform int u_show_skin;
uniform int u_show_infill;
void main()
{
if ((u_show_travel_moves == 0) && (v_line_type >= 7.5) && (v_line_type <= 9.5)) { // actually, 8 and 9
// discard movements
discard;
}
// support: 4, 7, 10
if ((u_show_support == 0) && (
((v_line_type >= 3.5) && (v_line_type <= 4.5)) ||
((v_line_type >= 6.5) && (v_line_type <= 7.5)) ||
((v_line_type >= 9.5) && (v_line_type <= 10.5))
)) {
discard;
}
// skin: 1, 2, 3
if ((u_show_skin == 0) && (
(v_line_type >= 0.5) && (v_line_type <= 3.5)
)) {
discard;
}
// adhesion:
if ((u_show_adhesion == 0) && (v_line_type >= 4.5) && (v_line_type <= 5.5)) {
// discard movements
discard;
}
// infill:
if ((u_show_infill == 0) && (v_line_type >= 5.5) && (v_line_type <= 6.5)) {
// discard movements
discard;
}
frag_color = v_color;
}
[defaults]
u_active_extruder = 0.0
u_shade_factor = 0.60
u_layer_view_type = 0
u_extruder_opacity = [1.0, 1.0, 1.0, 1.0]
u_show_travel_moves = 0
u_show_support = 1
u_show_adhesion = 1
u_show_skin = 1
u_show_infill = 1
[bindings]
u_modelViewProjectionMatrix = model_view_projection_matrix
@ -33,3 +162,6 @@ u_modelViewProjectionMatrix = model_view_projection_matrix
[attributes]
a_vertex = vertex
a_color = color
a_extruder = extruder
a_line_type = line_type
a_material_color = material_color

View file

@ -0,0 +1,256 @@
[shaders]
vertex41core =
#version 410
uniform highp mat4 u_modelViewProjectionMatrix;
uniform highp mat4 u_modelMatrix;
uniform highp mat4 u_viewProjectionMatrix;
uniform lowp float u_active_extruder;
uniform lowp int u_layer_view_type;
uniform lowp vec4 u_extruder_opacity; // currently only for max 4 extruders, others always visible
uniform highp mat4 u_normalMatrix;
in highp vec4 a_vertex;
in lowp vec4 a_color;
in lowp vec4 a_material_color;
in highp vec4 a_normal;
in highp vec2 a_line_dim; // line width and thickness
in highp int a_extruder;
in highp int a_line_type;
out lowp vec4 v_color;
out highp vec3 v_vertex;
out highp vec3 v_normal;
out lowp vec2 v_line_dim;
out highp int v_extruder;
out highp vec4 v_extruder_opacity;
out int v_line_type;
out lowp vec4 f_color;
out highp vec3 f_vertex;
out highp vec3 f_normal;
void main()
{
vec4 v1_vertex = a_vertex;
v1_vertex.y -= a_line_dim.y / 2; // half layer down
vec4 world_space_vert = u_modelMatrix * v1_vertex;
gl_Position = world_space_vert;
// shade the color depending on the extruder index stored in the alpha component of the color
switch (u_layer_view_type) {
case 0: // "Material color"
v_color = a_material_color;
break;
case 1: // "Line type"
v_color = a_color;
break;
}
v_vertex = world_space_vert.xyz;
v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
v_line_dim = a_line_dim;
v_extruder = a_extruder;
v_line_type = a_line_type;
v_extruder_opacity = u_extruder_opacity;
// for testing without geometry shader
f_color = v_color;
f_vertex = v_vertex;
f_normal = v_normal;
}
geometry41core =
#version 410
uniform highp mat4 u_viewProjectionMatrix;
uniform int u_show_travel_moves;
uniform int u_show_support;
uniform int u_show_adhesion;
uniform int u_show_skin;
uniform int u_show_infill;
layout(lines) in;
layout(triangle_strip, max_vertices = 26) out;
in vec4 v_color[];
in vec3 v_vertex[];
in vec3 v_normal[];
in vec2 v_line_dim[];
in int v_extruder[];
in vec4 v_extruder_opacity[];
in int v_line_type[];
out vec4 f_color;
out vec3 f_normal;
out vec3 f_vertex;
// Set the set of variables and EmitVertex
void myEmitVertex(vec3 vertex, vec4 color, vec3 normal, vec4 pos) {
f_vertex = vertex;
f_color = color;
f_normal = normal;
gl_Position = pos;
EmitVertex();
}
void main()
{
vec4 g_vertex_delta;
vec3 g_vertex_normal_horz; // horizontal and vertical in respect to layers
vec4 g_vertex_offset_horz; // vec4 to match gl_in[x].gl_Position
vec3 g_vertex_normal_vert;
vec4 g_vertex_offset_vert;
vec3 g_vertex_normal_horz_head;
vec4 g_vertex_offset_horz_head;
float size_x;
float size_y;
if ((v_extruder_opacity[0][v_extruder[0]] == 0.0) && (v_line_type[0] != 8) && (v_line_type[0] != 9)) {
return;
}
// See LayerPolygon; 8 is MoveCombingType, 9 is RetractionType
if ((u_show_travel_moves == 0) && ((v_line_type[0] == 8) || (v_line_type[0] == 9))) {
return;
}
if ((u_show_support == 0) && ((v_line_type[0] == 4) || (v_line_type[0] == 7) || (v_line_type[0] == 10))) {
return;
}
if ((u_show_adhesion == 0) && (v_line_type[0] == 5)) {
return;
}
if ((u_show_skin == 0) && ((v_line_type[0] == 1) || (v_line_type[0] == 2) || (v_line_type[0] == 3))) {
return;
}
if ((u_show_infill == 0) && (v_line_type[0] == 6)) {
return;
}
if ((v_line_type[0] == 8) || (v_line_type[0] == 9)) {
// fixed size for movements
size_x = 0.1;
size_y = 0.1;
} else {
size_x = v_line_dim[0].x / 2 + 0.01; // radius, and make it nicely overlapping
size_y = v_line_dim[0].y / 2 + 0.01;
}
g_vertex_delta = gl_in[1].gl_Position - gl_in[0].gl_Position;
g_vertex_normal_horz_head = normalize(vec3(-g_vertex_delta.x, -g_vertex_delta.y, -g_vertex_delta.z));
g_vertex_offset_horz_head = vec4(g_vertex_normal_horz_head * size_x, 0.0);
g_vertex_normal_horz = normalize(vec3(g_vertex_delta.z, g_vertex_delta.y, -g_vertex_delta.x));
g_vertex_offset_horz = vec4(g_vertex_normal_horz * size_x, 0.0); //size * g_vertex_normal_horz;
g_vertex_normal_vert = vec3(0.0, 1.0, 0.0);
g_vertex_offset_vert = vec4(g_vertex_normal_vert * size_y, 0.0);
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert));
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert));
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert));
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert));
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
EndPrimitive();
// left side
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz_head, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head));
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
EndPrimitive();
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert));
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz_head, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head));
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
EndPrimitive();
// right side
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert));
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz_head, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head));
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
EndPrimitive();
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert));
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz_head, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head));
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
EndPrimitive();
}
fragment41core =
#version 410
in lowp vec4 f_color;
in lowp vec3 f_normal;
in lowp vec3 f_vertex;
out vec4 frag_color;
uniform mediump vec4 u_ambientColor;
uniform highp vec3 u_lightPosition;
void main()
{
mediump vec4 finalColor = vec4(0.0);
float alpha = f_color.a;
finalColor.rgb += f_color.rgb * 0.3;
highp vec3 normal = normalize(f_normal);
highp vec3 light_dir = normalize(u_lightPosition - f_vertex);
// Diffuse Component
highp float NdotL = clamp(dot(normal, light_dir), 0.0, 1.0);
finalColor += (NdotL * f_color);
finalColor.a = alpha; // Do not change alpha in any way
frag_color = finalColor;
}
[defaults]
u_active_extruder = 0.0
u_layer_view_type = 0
u_extruder_opacity = [1.0, 1.0, 1.0, 1.0]
u_specularColor = [0.4, 0.4, 0.4, 1.0]
u_ambientColor = [0.3, 0.3, 0.3, 0.0]
u_diffuseColor = [1.0, 0.79, 0.14, 1.0]
u_shininess = 20.0
u_show_travel_moves = 0
u_show_support = 1
u_show_adhesion = 1
u_show_skin = 1
u_show_infill = 1
[bindings]
u_modelViewProjectionMatrix = model_view_projection_matrix
u_modelMatrix = model_matrix
u_viewProjectionMatrix = view_projection_matrix
u_normalMatrix = normal_matrix
u_lightPosition = light_0_position
[attributes]
a_vertex = vertex
a_color = color
a_normal = normal
a_line_dim = line_dim
a_extruder = extruder
a_material_color = material_color
a_line_type = line_type

View file

@ -33,6 +33,7 @@ fragment =
void main()
{
// blur kernel
kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0;
kernel[3] = 1.0; kernel[4] = -4.0; kernel[5] = 1.0;
kernel[6] = 0.0; kernel[7] = 1.0; kernel[8] = 0.0;
@ -63,6 +64,75 @@ fragment =
}
}
vertex41core =
#version 410
uniform highp mat4 u_modelViewProjectionMatrix;
in highp vec4 a_vertex;
in highp vec2 a_uvs;
out highp vec2 v_uvs;
void main()
{
gl_Position = u_modelViewProjectionMatrix * a_vertex;
v_uvs = a_uvs;
}
fragment41core =
#version 410
uniform sampler2D u_layer0;
uniform sampler2D u_layer1;
uniform sampler2D u_layer2;
uniform vec2 u_offset[9];
uniform vec4 u_background_color;
uniform float u_outline_strength;
uniform vec4 u_outline_color;
in vec2 v_uvs;
float kernel[9];
const vec3 x_axis = vec3(1.0, 0.0, 0.0);
const vec3 y_axis = vec3(0.0, 1.0, 0.0);
const vec3 z_axis = vec3(0.0, 0.0, 1.0);
out vec4 frag_color;
void main()
{
// blur kernel
kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0;
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 = u_background_color;
vec4 main_layer = texture(u_layer0, v_uvs);
vec4 selection_layer = texture(u_layer1, v_uvs);
vec4 layerview_layer = texture(u_layer2, v_uvs);
result = main_layer * main_layer.a + result * (1.0 - main_layer.a);
result = layerview_layer * layerview_layer.a + result * (1.0 - layerview_layer.a);
vec4 sum = vec4(0.0);
for (int i = 0; i < 9; i++)
{
vec4 color = vec4(texture(u_layer1, v_uvs.xy + u_offset[i]).a);
sum += color * (kernel[i] / u_outline_strength);
}
if((selection_layer.rgb == x_axis || selection_layer.rgb == y_axis || selection_layer.rgb == z_axis))
{
frag_color = result;
}
else
{
frag_color = mix(result, u_outline_color, abs(sum.a));
}
}
[defaults]
u_layer0 = 0
u_layer1 = 1

View file

@ -17,6 +17,28 @@ fragment =
gl_FragColor = u_color;
}
vertex41core =
#version 410
uniform highp mat4 u_modelViewProjectionMatrix;
in highp vec4 a_vertex;
void main()
{
gl_Position = u_modelViewProjectionMatrix * a_vertex;
}
fragment41core =
#version 410
uniform lowp vec4 u_color;
out vec4 frag_color;
void main()
{
frag_color = u_color;
}
[defaults]
u_color = [0.02, 0.02, 0.02, 1.0]

View file

@ -67,6 +67,77 @@ fragment =
}
}
vertex41core =
#version 410
uniform highp mat4 u_modelViewProjectionMatrix;
in highp vec4 a_vertex;
in highp vec2 a_uvs;
out highp vec2 v_uvs;
void main()
{
gl_Position = u_modelViewProjectionMatrix * a_vertex;
v_uvs = a_uvs;
}
fragment41core =
#version 410
uniform sampler2D u_layer0;
uniform sampler2D u_layer1;
uniform sampler2D u_layer2;
uniform vec2 u_offset[9];
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);
const vec3 z_axis = vec3(0.0, 0.0, 1.0);
in vec2 v_uvs;
out vec4 frag_color;
float kernel[9];
void main()
{
kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0;
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 = u_background_color;
vec4 layer0 = texture(u_layer0, v_uvs);
result = layer0 * layer0.a + result * (1.0 - layer0.a);
float intersection_count = (texture(u_layer2, v_uvs).r * 255.0) / 5.0;
if(mod(intersection_count, 2.0) == 1.0)
{
result = u_error_color;
}
vec4 sum = vec4(0.0);
for (int i = 0; i < 9; i++)
{
vec4 color = vec4(texture(u_layer1, v_uvs.xy + u_offset[i]).a);
sum += color * (kernel[i] / u_outline_strength);
}
vec4 layer1 = texture(u_layer1, v_uvs);
if((layer1.rgb == x_axis || layer1.rgb == y_axis || layer1.rgb == z_axis))
{
frag_color = result;
}
else
{
frag_color = mix(result, vec4(abs(sum.a)) * u_outline_color, abs(sum.a));
}
}
[defaults]
u_layer0 = 0
u_layer1 = 1

View file

@ -235,7 +235,7 @@ UM.PreferencesPage
CheckBox
{
id: topLayerCountCheckbox
text: catalog.i18nc("@action:button","Display five top layers in layer view");
text: catalog.i18nc("@action:button","Display five top layers in layer view compatibility mode");
checked: UM.Preferences.getValue("view/top_layer_count") == 5
onClicked:
{
@ -250,6 +250,7 @@ UM.PreferencesPage
}
}
}
UM.TooltipArea {
width: childrenRect.width
height: childrenRect.height
@ -258,12 +259,26 @@ UM.PreferencesPage
CheckBox
{
id: topLayersOnlyCheckbox
text: catalog.i18nc("@option:check", "Only display top layer(s) in layer view")
text: catalog.i18nc("@option:check", "Only display top layer(s) in layer view compatibility mode")
checked: boolCheck(UM.Preferences.getValue("view/only_show_top_layers"))
onCheckedChanged: UM.Preferences.setValue("view/only_show_top_layers", checked)
}
}
UM.TooltipArea {
width: childrenRect.width
height: childrenRect.height
text: catalog.i18nc("@info:tooltip", "Should layer be forced into compatibility mode?")
CheckBox
{
id: forceLayerViewCompatibilityModeCheckbox
text: catalog.i18nc("@option:check", "Force layer view compatibility mode (restart required)")
checked: boolCheck(UM.Preferences.getValue("view/force_layer_view_compatibility_mode"))
onCheckedChanged: UM.Preferences.setValue("view/force_layer_view_compatibility_mode", checked)
}
}
Item
{
//: Spacer

View file

@ -27,6 +27,37 @@ fragment =
gl_FragColor = u_gridColor1;
}
vertex41core =
#version 410
uniform highp mat4 u_modelViewProjectionMatrix;
in highp vec4 a_vertex;
in lowp vec2 a_uvs;
out lowp vec2 v_uvs;
void main()
{
gl_Position = u_modelViewProjectionMatrix * a_vertex;
v_uvs = a_uvs;
}
fragment41core =
#version 410
uniform lowp vec4 u_gridColor0;
uniform lowp vec4 u_gridColor1;
in lowp vec2 v_uvs;
out vec4 frag_color;
void main()
{
if (mod(floor(v_uvs.x / 10.0) - floor(v_uvs.y / 10.0), 2.0) < 1.0)
frag_color = u_gridColor0;
else
frag_color = u_gridColor1;
}
[defaults]
u_gridColor0 = [0.96, 0.96, 0.96, 1.0]
u_gridColor1 = [0.8, 0.8, 0.8, 1.0]

View file

@ -8,16 +8,16 @@ vertex =
attribute highp vec4 a_normal;
attribute highp vec2 a_uvs;
varying highp vec3 v_vertex;
varying highp vec3 v_normal;
varying highp vec3 f_vertex;
varying highp vec3 f_normal;
void main()
{
vec4 world_space_vert = u_modelMatrix * a_vertex;
gl_Position = u_viewProjectionMatrix * world_space_vert;
v_vertex = world_space_vert.xyz;
v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
f_vertex = world_space_vert.xyz;
f_normal = (u_normalMatrix * normalize(a_normal)).xyz;
}
fragment =
@ -31,27 +31,28 @@ fragment =
uniform lowp float u_overhangAngle;
uniform lowp vec4 u_overhangColor;
varying highp vec3 v_vertex;
varying highp vec3 v_normal;
varying highp vec3 f_vertex;
varying highp vec3 f_normal;
void main()
{
mediump vec4 finalColor = vec4(0.0);
/* Ambient Component */
// Ambient Component
finalColor += u_ambientColor;
highp vec3 normal = normalize(v_normal);
highp vec3 lightDir = normalize(u_lightPosition - v_vertex);
highp vec3 normal = normalize(f_normal);
highp vec3 lightDir = normalize(u_lightPosition - f_vertex);
/* Diffuse Component */
// Diffuse Component
highp float NdotL = clamp(abs(dot(normal, lightDir)), 0.0, 1.0);
finalColor += (NdotL * u_diffuseColor);
/* Specular Component */
/* TODO: We should not do specularity for fragments facing away from the light.*/
// Specular Component
// TODO: We should not do specularity for fragments facing away from the light.
highp vec3 reflectedLight = reflect(-lightDir, normal);
highp vec3 viewVector = normalize(u_viewPosition - v_vertex);
highp vec3 viewVector = normalize(u_viewPosition - f_vertex);
highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0);
finalColor += pow(NdotR, u_shininess) * u_specularColor;
@ -61,6 +62,73 @@ fragment =
gl_FragColor.a = 1.0;
}
vertex41core =
#version 410
uniform highp mat4 u_modelMatrix;
uniform highp mat4 u_viewProjectionMatrix;
uniform highp mat4 u_normalMatrix;
in highp vec4 a_vertex;
in highp vec4 a_normal;
in highp vec2 a_uvs;
out highp vec3 f_vertex;
out highp vec3 f_normal;
void main()
{
vec4 world_space_vert = u_modelMatrix * a_vertex;
gl_Position = u_viewProjectionMatrix * world_space_vert;
f_vertex = world_space_vert.xyz;
f_normal = (u_normalMatrix * normalize(a_normal)).xyz;
}
fragment41core =
#version 410
uniform mediump vec4 u_ambientColor;
uniform mediump vec4 u_diffuseColor;
uniform mediump vec4 u_specularColor;
uniform highp vec3 u_lightPosition;
uniform mediump float u_shininess;
uniform highp vec3 u_viewPosition;
uniform lowp float u_overhangAngle;
uniform lowp vec4 u_overhangColor;
in highp vec3 f_vertex;
in highp vec3 f_normal;
out vec4 frag_color;
void main()
{
mediump vec4 finalColor = vec4(0.0);
// Ambient Component
finalColor += u_ambientColor;
highp vec3 normal = normalize(f_normal);
highp vec3 lightDir = normalize(u_lightPosition - f_vertex);
// Diffuse Component
highp float NdotL = clamp(abs(dot(normal, lightDir)), 0.0, 1.0);
finalColor += (NdotL * u_diffuseColor);
// Specular Component
// TODO: We should not do specularity for fragments facing away from the light.
highp vec3 reflectedLight = reflect(-lightDir, normal);
highp vec3 viewVector = normalize(u_viewPosition - f_vertex);
highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0);
finalColor += pow(NdotR, u_shininess) * u_specularColor;
finalColor = (-normal.y > u_overhangAngle) ? u_overhangColor : finalColor;
frag_color = finalColor;
frag_color.a = 1.0;
}
[defaults]
u_ambientColor = [0.3, 0.3, 0.3, 1.0]
u_diffuseColor = [1.0, 0.79, 0.14, 1.0]

View file

@ -63,6 +63,74 @@ fragment =
gl_FragColor.a = 1.0;
}
vertex41core =
#version 410
uniform highp mat4 u_modelMatrix;
uniform highp mat4 u_viewProjectionMatrix;
uniform highp mat4 u_normalMatrix;
in highp vec4 a_vertex;
in highp vec4 a_normal;
in highp vec2 a_uvs;
out highp vec3 v_position;
out highp vec3 v_vertex;
out highp vec3 v_normal;
void main()
{
vec4 world_space_vert = u_modelMatrix * a_vertex;
gl_Position = u_viewProjectionMatrix * world_space_vert;
v_position = gl_Position.xyz;
v_vertex = world_space_vert.xyz;
v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
}
fragment41core =
#version 410
uniform mediump vec4 u_ambientColor;
uniform mediump vec4 u_diffuseColor1;
uniform mediump vec4 u_diffuseColor2;
uniform mediump vec4 u_specularColor;
uniform highp vec3 u_lightPosition;
uniform mediump float u_shininess;
uniform highp vec3 u_viewPosition;
uniform mediump float u_width;
in highp vec3 v_position;
in highp vec3 v_vertex;
in highp vec3 v_normal;
out vec4 frag_color;
void main()
{
mediump vec4 finalColor = vec4(0.0);
mediump vec4 diffuseColor = (mod((-v_position.x + v_position.y), u_width) < (u_width / 2.)) ? u_diffuseColor1 : u_diffuseColor2;
/* Ambient Component */
finalColor += u_ambientColor;
highp vec3 normal = normalize(v_normal);
highp vec3 lightDir = normalize(u_lightPosition - v_vertex);
/* Diffuse Component */
highp float NdotL = clamp(abs(dot(normal, lightDir)), 0.0, 1.0);
finalColor += (NdotL * diffuseColor);
/* Specular Component */
/* TODO: We should not do specularity for fragments facing away from the light.*/
highp vec3 reflectedLight = reflect(-lightDir, normal);
highp vec3 viewVector = normalize(u_viewPosition - v_vertex);
highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0);
finalColor += pow(NdotR, u_shininess) * u_specularColor;
frag_color = finalColor;
frag_color.a = 1.0;
}
[defaults]
u_ambientColor = [0.3, 0.3, 0.3, 1.0]
u_diffuseColor1 = [1.0, 0.5, 0.5, 1.0]

View file

@ -48,6 +48,59 @@ fragment =
gl_FragColor.a = u_opacity;
}
vertex41core =
#version 410
uniform highp mat4 u_modelMatrix;
uniform highp mat4 u_viewProjectionMatrix;
uniform highp mat4 u_normalMatrix;
in highp vec4 a_vertex;
in highp vec4 a_normal;
in highp vec2 a_uvs;
out highp vec3 v_vertex;
out highp vec3 v_normal;
void main()
{
vec4 world_space_vert = u_modelMatrix * a_vertex;
gl_Position = u_viewProjectionMatrix * world_space_vert;
v_vertex = world_space_vert.xyz;
v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
}
fragment41core =
#version 410
uniform mediump vec4 u_ambientColor;
uniform mediump vec4 u_diffuseColor;
uniform highp vec3 u_lightPosition;
uniform mediump float u_opacity;
in highp vec3 v_vertex;
in highp vec3 v_normal;
out vec4 frag_color;
void main()
{
mediump vec4 finalColor = vec4(0.0);
/* Ambient Component */
finalColor += u_ambientColor;
highp vec3 normal = normalize(v_normal);
highp vec3 lightDir = normalize(u_lightPosition - v_vertex);
/* Diffuse Component */
highp float NdotL = clamp(abs(dot(normal, lightDir)), 0.0, 1.0);
finalColor += (NdotL * u_diffuseColor);
frag_color = finalColor;
frag_color.a = u_opacity;
}
[defaults]
u_ambientColor = [0.1, 0.1, 0.1, 1.0]
u_diffuseColor = [0.4, 0.4, 0.4, 1.0]