Shade layerview elements printed with non-active extruder(s)

CURA-2025
This commit is contained in:
fieldOfView 2016-09-21 21:21:20 +02:00
parent 90dedc354c
commit 9300489796
3 changed files with 60 additions and 32 deletions

View file

@ -37,8 +37,8 @@ class LayerPolygon:
# Buffering the colors shouldn't be necessary as it is not # Buffering the colors shouldn't be necessary as it is not
# re-used and can save alot of memory usage. # re-used and can save alot of memory usage.
self._colors = self.__color_map[self._types] self._color_map = self.__color_map * [1, 1, 1, self._extruder] # The alpha component is used to store the extruder nr
self._color_map = self.__color_map 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 # When type is used as index returns true if type == LayerPolygon.InfillType or type == LayerPolygon.SkinType or type == LayerPolygon.SupportInfillType
# Should be generated in better way, not hardcoded. # Should be generated in better way, not hardcoded.
@ -172,31 +172,17 @@ class LayerPolygon:
return normals return normals
__color_mapping = {
NoneType: Color(1.0, 1.0, 1.0, 1.0),
Inset0Type: Color(1.0, 0.0, 0.0, 1.0),
InsetXType: Color(0.0, 1.0, 0.0, 1.0),
SkinType: Color(1.0, 1.0, 0.0, 1.0),
SupportType: Color(0.0, 1.0, 1.0, 1.0),
SkirtType: Color(0.0, 1.0, 1.0, 1.0),
InfillType: Color(1.0, 0.75, 0.0, 1.0),
SupportInfillType: Color(0.0, 1.0, 1.0, 1.0),
MoveCombingType: Color(0.0, 0.0, 1.0, 1.0),
MoveRetractionType: Color(0.5, 0.5, 1.0, 1.0),
SupportInterfaceType: Color(0.25, 0.75, 1.0, 1.0),
}
# Should be generated in better way, not hardcoded. # Should be generated in better way, not hardcoded.
__color_map = numpy.array([ __color_map = numpy.array([
[1.0, 1.0, 1.0, 1.0], [1.0, 1.0, 1.0, 1.0], # NoneType
[1.0, 0.0, 0.0, 1.0], [1.0, 0.0, 0.0, 1.0], # Inset0Type
[0.0, 1.0, 0.0, 1.0], [0.0, 1.0, 0.0, 1.0], # InsetXType
[1.0, 1.0, 0.0, 1.0], [1.0, 1.0, 0.0, 1.0], # SkinType
[0.0, 1.0, 1.0, 1.0], [0.0, 1.0, 1.0, 1.0], # SupportType
[0.0, 1.0, 1.0, 1.0], [0.0, 1.0, 1.0, 1.0], # SkirtType
[1.0, 0.75, 0.0, 1.0], [1.0, 0.75, 0.0, 1.0], # InfillType
[0.0, 1.0, 1.0, 1.0], [0.0, 1.0, 1.0, 1.0], # SupportInfillType
[0.0, 0.0, 1.0, 1.0], [0.0, 0.0, 1.0, 1.0], # MoveCombingType
[0.5, 0.5, 1.0, 1.0], [0.5, 0.5, 1.0, 1.0], # MoveRetractionType
[0.25, 0.75, 1.0, 1.0] [0.25, 0.75, 1.0, 1.0] # SupportInterfaceType
]) ])

View file

@ -6,20 +6,26 @@ from UM.Resources import Resources
from UM.Scene.SceneNode import SceneNode from UM.Scene.SceneNode import SceneNode
from UM.Scene.ToolHandle import ToolHandle from UM.Scene.ToolHandle import ToolHandle
from UM.Application import Application from UM.Application import Application
from UM.PluginRegistry import PluginRegistry
from UM.View.RenderPass import RenderPass from UM.View.RenderPass import RenderPass
from UM.View.RenderBatch import RenderBatch from UM.View.RenderBatch import RenderBatch
from UM.View.GL.OpenGL import OpenGL from UM.View.GL.OpenGL import OpenGL
from cura.Settings.ExtruderManager import ExtruderManager
import os.path
## RenderPass used to display g-code paths. ## RenderPass used to display g-code paths.
class LayerPass(RenderPass): class LayerPass(RenderPass):
def __init__(self, width, height): def __init__(self, width, height):
super().__init__("layerview", width, height) super().__init__("layerview", width, height)
self._shader = None self._layer_shader = None
self._tool_handle_shader = None self._tool_handle_shader = None
self._gl = OpenGL.getInstance().getBindingsObject() self._gl = OpenGL.getInstance().getBindingsObject()
self._scene = Application.getInstance().getController().getScene() self._scene = Application.getInstance().getController().getScene()
self._extruder_manager = ExtruderManager.getInstance()
self._layer_view = None self._layer_view = None
@ -27,8 +33,9 @@ class LayerPass(RenderPass):
self._layerview = layerview self._layerview = layerview
def render(self): def render(self):
if not self._shader: if not self._layer_shader:
self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "default.shader")) self._layer_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("LayerView"), "layers.shader"))
self._layer_shader.setUniformValue("u_active_extruder", float(self._extruder_manager.activeExtruderIndex))
if not self._tool_handle_shader: if not self._tool_handle_shader:
self._tool_handle_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "toolhandle.shader")) self._tool_handle_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "toolhandle.shader"))
@ -56,12 +63,12 @@ class LayerPass(RenderPass):
end += counts end += counts
# This uses glDrawRangeElements internally to only draw a certain range of lines. # This uses glDrawRangeElements internally to only draw a certain range of lines.
batch = RenderBatch(self._shader, type = RenderBatch.RenderType.Solid, mode = RenderBatch.RenderMode.Lines, range = (start, end)) batch = RenderBatch(self._layer_shader, type = RenderBatch.RenderType.Solid, mode = RenderBatch.RenderMode.Lines, range = (start, end))
batch.addItem(node.getWorldTransformation(), layer_data) batch.addItem(node.getWorldTransformation(), layer_data)
batch.render(self._scene.getActiveCamera()) batch.render(self._scene.getActiveCamera())
# Create a new batch that is not range-limited # Create a new batch that is not range-limited
batch = RenderBatch(self._shader, type = RenderBatch.RenderType.Solid) batch = RenderBatch(self._layer_shader, type = RenderBatch.RenderType.Solid)
if self._layerview._current_layer_mesh: if self._layerview._current_layer_mesh:
batch.addItem(node.getWorldTransformation(), self._layerview._current_layer_mesh) batch.addItem(node.getWorldTransformation(), self._layerview._current_layer_mesh)

View file

@ -0,0 +1,35 @@
[shaders]
vertex =
uniform highp mat4 u_modelViewProjectionMatrix;
uniform lowp float u_active_extruder;
uniform lowp float u_shade_factor;
attribute highp vec4 a_vertex;
attribute lowp vec4 a_color;
varying lowp vec4 v_color;
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;
}
fragment =
varying lowp vec4 v_color;
void main()
{
gl_FragColor = v_color;
}
[defaults]
u_active_extruder = 0.0
u_shade_factor = 0.75
[bindings]
u_modelViewProjectionMatrix = model_view_projection_matrix
[attributes]
a_vertex = vertex
a_color = color