mirror of
https://github.com/Ultimaker/Cura.git
synced 2025-07-06 14:37:29 -06:00
Added compatibility mode - old layer view is now also available
This commit is contained in:
parent
b79f0c6d08
commit
93137fcc91
8 changed files with 418 additions and 346 deletions
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@ -415,7 +415,6 @@ class CuraApplication(QtApplication):
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controller = self.getController()
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controller.setActiveView("SolidView")
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# controller.setActiveView("LayerView")
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controller.setCameraTool("CameraTool")
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controller.setSelectionTool("SelectionTool")
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@ -457,8 +456,6 @@ class CuraApplication(QtApplication):
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self._qml_import_paths.append(Resources.getPath(self.ResourceTypes.QmlFiles))
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self.initializeEngine()
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# self.callLater(controller.setActiveView, "LayerView")
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if self._engine.rootObjects:
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self.closeSplash()
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@ -28,13 +28,19 @@ class LayerPass(RenderPass):
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self._extruder_manager = ExtruderManager.getInstance()
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self._layer_view = None
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self._compatibility_mode = None
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def setLayerView(self, layerview):
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self._layer_view = layerview
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self._compatibility_mode = layerview.getCompatibilityMode()
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def render(self):
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if not self._layer_shader:
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self._layer_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("LayerView"), "layers.shader"))
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if self._compatibility_mode:
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shader_filename = "layers.shader"
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else:
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shader_filename = "layers3d.shader"
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self._layer_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("LayerView"), shader_filename))
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# Use extruder 0 if the extruder manager reports extruder index -1 (for single extrusion printers)
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self._layer_shader.setUniformValue("u_active_extruder", float(max(0, self._extruder_manager.activeExtruderIndex)))
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if self._layer_view:
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@ -72,11 +72,13 @@ class LayerView(View):
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Preferences.getInstance().addPreference("view/top_layer_count", 5)
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Preferences.getInstance().addPreference("view/only_show_top_layers", False)
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Preferences.getInstance().addPreference("view/compatibility_mode", True) # Default True for now, needs testing of different computers
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Preferences.getInstance().preferenceChanged.connect(self._onPreferencesChanged)
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self._solid_layers = int(Preferences.getInstance().getValue("view/top_layer_count"))
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self._only_show_top_layers = bool(Preferences.getInstance().getValue("view/only_show_top_layers"))
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self._compatibility_mode = bool(Preferences.getInstance().getValue("view/compatibility_mode"))
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self._wireprint_warning_message = Message(catalog.i18nc("@info:status", "Cura does not accurately display layers when Wire Printing is enabled"))
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@ -216,6 +218,9 @@ class LayerView(View):
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def getShowInfill(self):
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return self._show_infill
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def getCompatibilityMode(self):
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return self._compatibility_mode
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def calculateMaxLayers(self):
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scene = self.getController().getScene()
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self._activity = True
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@ -312,6 +317,9 @@ class LayerView(View):
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self._wireprint_warning_message.hide()
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def _startUpdateTopLayers(self):
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if not self._compatibility_mode:
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return
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if self._top_layers_job:
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self._top_layers_job.finished.disconnect(self._updateCurrentLayerMesh)
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self._top_layers_job.cancel()
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@ -335,11 +343,12 @@ class LayerView(View):
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self._top_layers_job = None
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def _onPreferencesChanged(self, preference):
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if preference != "view/top_layer_count" and preference != "view/only_show_top_layers":
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if preference not in {"view/top_layer_count", "view/only_show_top_layers", "view/compatibility_mode"}:
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return
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self._solid_layers = int(Preferences.getInstance().getValue("view/top_layer_count"))
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self._only_show_top_layers = bool(Preferences.getInstance().getValue("view/only_show_top_layers"))
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self._compatibility_mode = bool(Preferences.getInstance().getValue("view/compatibility_mode"))
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self._startUpdateTopLayers()
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@ -139,11 +139,14 @@ Item
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anchors.left: parent.left
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anchors.verticalCenter: parent.verticalCenter
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anchors.top: slider_background.bottom
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anchors.topMargin: UM.Theme.getSize("default_margin").height
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//anchors.leftMargin: UM.Theme.getSize("default_margin").width
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width: UM.Theme.getSize("slider_layerview_background").width * 3
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height: slider.height + UM.Theme.getSize("default_margin").height * 2
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color: UM.Theme.getColor("tool_panel_background");
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border.width: UM.Theme.getSize("default_lining").width
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border.color: UM.Theme.getColor("lining")
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visible: !UM.LayerView.compatibilityMode
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ListModel
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{
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@ -171,6 +174,8 @@ Item
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ColumnLayout {
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anchors.top: layer_type_combobox.bottom
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anchors.topMargin: UM.Theme.getSize("default_margin").height
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CheckBox {
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checked: true
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onClicked: {
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@ -49,7 +49,15 @@ class LayerViewProxy(QObject):
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return active_view.isBusy()
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return False
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@pyqtProperty(bool)
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def compatibilityMode(self):
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active_view = self._controller.getActiveView()
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if type(active_view) == LayerView.LayerView.LayerView:
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return active_view.getCompatibilityMode()
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return False
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@pyqtSlot(int)
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def setCurrentLayer(self, layer_num):
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active_view = self._controller.getActiveView()
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@ -1,360 +1,37 @@
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[shaders]
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vertex =
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uniform highp mat4 u_modelMatrix;
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//uniform highp mat4 u_viewProjectionMatrix;
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//uniform highp mat4 u_modelViewProjectionMatrix;
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uniform highp mat4 u_modelViewProjectionMatrix;
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uniform lowp float u_active_extruder;
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uniform lowp int u_layer_view_type;
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uniform lowp int u_only_color_active_extruder;
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uniform lowp vec4 u_extruder_opacity; // currently only for max 4 extruders, others always visible
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uniform highp mat4 u_normalMatrix;
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uniform lowp float u_shade_factor;
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attribute highp int a_extruder;
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attribute highp vec4 a_vertex;
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attribute lowp vec4 a_color;
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attribute lowp vec4 a_material_color;
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attribute highp vec4 a_normal;
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attribute highp vec2 a_line_dim; // line width and thickness
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attribute highp int a_extruder;
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attribute highp int a_line_type;
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varying lowp vec4 v_color;
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//varying lowp vec4 v_material_color;
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varying highp vec3 v_vertex;
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varying highp vec3 v_normal;
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//varying lowp vec2 v_uvs;
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varying lowp vec2 v_line_dim;
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varying highp int v_extruder;
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varying highp vec4 v_extruder_opacity;
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varying int v_line_type;
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varying lowp vec4 f_color;
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varying highp vec3 f_vertex;
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varying highp vec3 f_normal;
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varying highp int f_extruder;
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void main()
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{
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vec4 v1_vertex = a_vertex;
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v1_vertex.y -= a_line_dim.y / 2; // half layer down
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vec4 world_space_vert = u_modelMatrix * v1_vertex;
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// gl_Position = u_viewProjectionMatrix * world_space_vert;
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gl_Position = world_space_vert;
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// gl_Position = u_modelViewProjectionMatrix * a_vertex;
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// shade the color depending on the extruder index stored in the alpha component of the color
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switch (u_layer_view_type) {
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case 0: // "Material color"
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v_color = a_material_color;
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break;
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case 1: // "Line type"
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v_color = a_color;
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break;
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void main()
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{
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gl_Position = u_modelViewProjectionMatrix * a_vertex;
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// shade the color depending on the extruder index stored in the alpha component of the color
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v_color = (a_color.a == u_active_extruder) ? a_color * 1.5 : a_color * 1.5 * u_shade_factor;
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v_color.a = 1.0;
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}
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if ((u_only_color_active_extruder == 1) && (a_line_type != 8) && (a_line_type != 9)) {
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v_color = (a_extruder == u_active_extruder) ? v_color : vec4(0.4, 0.4, 0.4, v_color.a);
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}
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/*if (a_extruder < 4) {
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v_color.a *= u_extruder_opacity[a_extruder]; // make it (in)visible
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}*/
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v_vertex = world_space_vert.xyz;
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v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
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v_line_dim = a_line_dim;
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v_extruder = a_extruder;
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v_line_type = a_line_type;
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v_extruder_opacity = u_extruder_opacity;
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// for testing without geometry shader
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/*f_color = v_color;
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f_vertex = v_vertex;
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f_normal = v_normal;
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f_extruder = v_extruder; */
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}
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geometry =
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#version 410
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uniform highp mat4 u_viewProjectionMatrix;
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uniform int u_show_travel_moves;
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uniform int u_show_support;
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uniform int u_show_adhesion;
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uniform int u_show_skin;
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uniform int u_show_infill;
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layout(lines) in;
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layout(triangle_strip, max_vertices = 26) out;
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in vec4 v_color[];
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in vec3 v_vertex[];
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in vec3 v_normal[];
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in vec2 v_line_dim[];
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in int v_extruder[];
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in vec4 v_extruder_opacity[];
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in int v_line_type[];
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out vec4 f_color;
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out vec3 f_normal;
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out vec3 f_vertex;
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out uint f_extruder;
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//out vec4 f_material_color;
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void main()
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{
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vec4 g_vertex_delta;
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vec3 g_vertex_normal_horz; // horizontal and vertical in respect to layers
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vec4 g_vertex_offset_horz; // vec4 to match gl_in[x].gl_Position
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vec3 g_vertex_normal_vert;
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vec4 g_vertex_offset_vert;
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vec3 g_vertex_normal_horz_head;
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vec4 g_vertex_offset_horz_head;
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float size_x;
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float size_y;
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if ((v_extruder_opacity[0][v_extruder[0]] == 0.0) && (v_line_type[0] != 8) && (v_line_type[0] != 9)) {
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return;
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}
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// See LayerPolygon; 8 is MoveCombingType, 9 is RetractionType
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if ((u_show_travel_moves == 0) && ((v_line_type[0] == 8) || (v_line_type[0] == 9))) {
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return;
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}
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if ((u_show_support == 0) && ((v_line_type[0] == 4) || (v_line_type[0] == 7) || (v_line_type[0] == 10))) {
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return;
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}
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if ((u_show_adhesion == 0) && (v_line_type[0] == 5)) {
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return;
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}
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if ((u_show_skin == 0) && ((v_line_type[0] == 1) || (v_line_type[0] == 2) || (v_line_type[0] == 3))) {
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return;
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}
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if ((u_show_infill == 0) && (v_line_type[0] == 6)) {
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return;
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}
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if ((v_line_type[0] == 8) || (v_line_type[0] == 9)) {
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// fixed size for movements
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size_x = 0.1;
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size_y = 0.1;
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} else {
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size_x = v_line_dim[0].x / 2 + 0.01; // radius, and make it nicely overlapping
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size_y = v_line_dim[0].y / 2 + 0.01;
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}
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f_extruder = v_extruder[0];
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g_vertex_delta = gl_in[1].gl_Position - gl_in[0].gl_Position;
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g_vertex_normal_horz_head = normalize(vec3(-g_vertex_delta.x, -g_vertex_delta.y, -g_vertex_delta.z));
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g_vertex_offset_horz_head = vec4(g_vertex_normal_horz_head * size_x, 0.0);
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g_vertex_normal_horz = normalize(vec3(g_vertex_delta.z, g_vertex_delta.y, -g_vertex_delta.x));
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g_vertex_offset_horz = vec4(g_vertex_normal_horz * size_x, 0.0); //size * g_vertex_normal_horz;
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g_vertex_normal_vert = vec3(0.0, 1.0, 0.0);
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g_vertex_offset_vert = vec4(g_vertex_normal_vert * size_y, 0.0);
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f_vertex = v_vertex[0];
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f_color = v_color[0];
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f_normal = g_vertex_normal_horz;
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gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz);
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EmitVertex();
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f_vertex = v_vertex[1];
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f_color = v_color[1];
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f_normal = g_vertex_normal_horz;
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gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz);
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EmitVertex();
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f_vertex = v_vertex[0];
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f_color = v_color[0];
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f_normal = g_vertex_normal_vert;
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gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert);
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EmitVertex();
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f_vertex = v_vertex[1];
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f_color = v_color[1];
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f_normal = g_vertex_normal_vert;
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gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert);
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EmitVertex();
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f_vertex = v_vertex[0];
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f_normal = -g_vertex_normal_horz;
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f_color = v_color[0];
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gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz);
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EmitVertex();
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f_vertex = v_vertex[1];
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f_color = v_color[1];
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f_normal = -g_vertex_normal_horz;
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gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz);
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EmitVertex();
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f_vertex = v_vertex[0];
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f_color = v_color[0];
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f_normal = -g_vertex_normal_vert;
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gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert);
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EmitVertex();
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f_vertex = v_vertex[1];
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f_color = v_color[1];
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f_normal = -g_vertex_normal_vert;
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gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert);
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EmitVertex();
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f_vertex = v_vertex[0];
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f_normal = g_vertex_normal_horz;
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f_color = v_color[0];
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gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz);
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EmitVertex();
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f_vertex = v_vertex[1];
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f_color = v_color[1];
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f_normal = g_vertex_normal_horz;
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gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz);
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EmitVertex();
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EndPrimitive();
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// left side
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f_vertex = v_vertex[0];
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f_color = v_color[0];
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f_normal = g_vertex_normal_horz;
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gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz);
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EmitVertex();
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f_normal = g_vertex_normal_vert;
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gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert);
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EmitVertex();
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f_normal = g_vertex_normal_horz_head;
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gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head);
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EmitVertex();
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f_normal = -g_vertex_normal_horz;
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gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz);
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EmitVertex();
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EndPrimitive();
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f_normal = -g_vertex_normal_horz;
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gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz);
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EmitVertex();
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f_normal = -g_vertex_normal_vert;
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gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert);
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EmitVertex();
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f_normal = g_vertex_normal_horz_head;
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gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head);
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EmitVertex();
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f_normal = g_vertex_normal_horz;
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gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz);
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EmitVertex();
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EndPrimitive();
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// right side
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f_vertex = v_vertex[1];
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f_color = v_color[1];
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f_normal = g_vertex_normal_horz;
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gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz);
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EmitVertex();
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f_normal = g_vertex_normal_vert;
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gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert);
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EmitVertex();
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f_normal = -g_vertex_normal_horz_head;
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gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head);
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EmitVertex();
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f_normal = -g_vertex_normal_horz;
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gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz);
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EmitVertex();
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EndPrimitive();
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|
||||
f_normal = -g_vertex_normal_horz;
|
||||
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz);
|
||||
EmitVertex();
|
||||
|
||||
f_normal = -g_vertex_normal_vert;
|
||||
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert);
|
||||
EmitVertex();
|
||||
|
||||
f_normal = -g_vertex_normal_horz_head;
|
||||
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head);
|
||||
EmitVertex();
|
||||
|
||||
f_normal = g_vertex_normal_horz;
|
||||
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz);
|
||||
EmitVertex();
|
||||
|
||||
EndPrimitive();
|
||||
}
|
||||
|
||||
fragment =
|
||||
varying lowp vec4 f_color;
|
||||
//varying lowp vec4 f_material_color;
|
||||
varying lowp vec3 f_normal;
|
||||
varying lowp vec3 f_vertex;
|
||||
//flat varying lowp uint f_extruder;
|
||||
|
||||
uniform mediump vec4 u_ambientColor;
|
||||
uniform highp vec3 u_lightPosition;
|
||||
varying lowp vec4 v_color;
|
||||
|
||||
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 lightDir = normalize(u_lightPosition - f_vertex);
|
||||
|
||||
// Diffuse Component
|
||||
highp float NdotL = clamp(dot(normal, lightDir), 0.0, 1.0);
|
||||
finalColor += (NdotL * f_color);
|
||||
finalColor.a = alpha; // Do not change alpha in any way
|
||||
|
||||
gl_FragColor = finalColor;
|
||||
}
|
||||
|
||||
{
|
||||
gl_FragColor = v_color;
|
||||
}
|
||||
|
||||
[defaults]
|
||||
u_active_extruder = 0.0
|
||||
u_layer_view_type = 0
|
||||
u_only_color_active_extruder = 1
|
||||
u_extruder_opacity = [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
|
||||
u_shade_factor = 0.60
|
||||
|
||||
[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 = extruders
|
||||
a_material_color = material_color
|
||||
a_line_type = line_type
|
||||
a_extruder = extruder
|
||||
|
|
355
plugins/LayerView/layers3d.shader
Normal file
355
plugins/LayerView/layers3d.shader
Normal file
|
@ -0,0 +1,355 @@
|
|||
[shaders]
|
||||
vertex =
|
||||
#version 410
|
||||
uniform highp mat4 u_modelMatrix;
|
||||
uniform highp mat4 u_viewProjectionMatrix;
|
||||
//uniform highp mat4 u_modelViewProjectionMatrix;
|
||||
uniform lowp float u_active_extruder;
|
||||
uniform lowp int u_layer_view_type;
|
||||
uniform lowp int u_only_color_active_extruder;
|
||||
uniform lowp vec4 u_extruder_opacity; // currently only for max 4 extruders, others always visible
|
||||
|
||||
uniform highp mat4 u_normalMatrix;
|
||||
|
||||
attribute highp vec4 a_vertex;
|
||||
attribute lowp vec4 a_color;
|
||||
attribute lowp vec4 a_material_color;
|
||||
attribute highp vec4 a_normal;
|
||||
attribute highp vec2 a_line_dim; // line width and thickness
|
||||
attribute highp int a_extruder;
|
||||
attribute highp int a_line_type;
|
||||
|
||||
varying lowp vec4 v_color;
|
||||
//varying lowp vec4 v_material_color;
|
||||
|
||||
varying highp vec3 v_vertex;
|
||||
varying highp vec3 v_normal;
|
||||
//varying lowp vec2 v_uvs;
|
||||
varying lowp vec2 v_line_dim;
|
||||
varying highp int v_extruder;
|
||||
varying highp vec4 v_extruder_opacity;
|
||||
varying int v_line_type;
|
||||
|
||||
varying lowp vec4 f_color;
|
||||
varying highp vec3 f_vertex;
|
||||
varying highp vec3 f_normal;
|
||||
varying highp int f_extruder;
|
||||
|
||||
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;
|
||||
}
|
||||
if ((u_only_color_active_extruder == 1) && (a_line_type != 8) && (a_line_type != 9)) {
|
||||
v_color = (a_extruder == u_active_extruder) ? v_color : vec4(0.4, 0.4, 0.4, v_color.a);
|
||||
}
|
||||
|
||||
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 and backwards compatibility without geometry shader
|
||||
/*f_color = v_color;
|
||||
f_vertex = v_vertex;
|
||||
f_normal = v_normal;*/
|
||||
}
|
||||
|
||||
geometry =
|
||||
#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;
|
||||
out uint f_extruder;
|
||||
//out vec4 f_material_color;
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
f_extruder = v_extruder[0];
|
||||
|
||||
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);
|
||||
|
||||
f_vertex = v_vertex[0];
|
||||
f_color = v_color[0];
|
||||
f_normal = g_vertex_normal_horz;
|
||||
gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz);
|
||||
EmitVertex();
|
||||
|
||||
f_vertex = v_vertex[1];
|
||||
f_color = v_color[1];
|
||||
f_normal = g_vertex_normal_horz;
|
||||
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz);
|
||||
EmitVertex();
|
||||
|
||||
f_vertex = v_vertex[0];
|
||||
f_color = v_color[0];
|
||||
f_normal = g_vertex_normal_vert;
|
||||
gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert);
|
||||
EmitVertex();
|
||||
|
||||
f_vertex = v_vertex[1];
|
||||
f_color = v_color[1];
|
||||
f_normal = g_vertex_normal_vert;
|
||||
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert);
|
||||
EmitVertex();
|
||||
|
||||
f_vertex = v_vertex[0];
|
||||
f_normal = -g_vertex_normal_horz;
|
||||
f_color = v_color[0];
|
||||
gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz);
|
||||
EmitVertex();
|
||||
|
||||
f_vertex = v_vertex[1];
|
||||
f_color = v_color[1];
|
||||
f_normal = -g_vertex_normal_horz;
|
||||
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz);
|
||||
EmitVertex();
|
||||
|
||||
f_vertex = v_vertex[0];
|
||||
f_color = v_color[0];
|
||||
f_normal = -g_vertex_normal_vert;
|
||||
gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert);
|
||||
EmitVertex();
|
||||
|
||||
f_vertex = v_vertex[1];
|
||||
f_color = v_color[1];
|
||||
f_normal = -g_vertex_normal_vert;
|
||||
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert);
|
||||
EmitVertex();
|
||||
|
||||
f_vertex = v_vertex[0];
|
||||
f_normal = g_vertex_normal_horz;
|
||||
f_color = v_color[0];
|
||||
gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz);
|
||||
EmitVertex();
|
||||
|
||||
f_vertex = v_vertex[1];
|
||||
f_color = v_color[1];
|
||||
f_normal = g_vertex_normal_horz;
|
||||
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz);
|
||||
EmitVertex();
|
||||
|
||||
EndPrimitive();
|
||||
|
||||
// left side
|
||||
f_vertex = v_vertex[0];
|
||||
f_color = v_color[0];
|
||||
|
||||
f_normal = g_vertex_normal_horz;
|
||||
gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz);
|
||||
EmitVertex();
|
||||
|
||||
f_normal = g_vertex_normal_vert;
|
||||
gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert);
|
||||
EmitVertex();
|
||||
|
||||
f_normal = g_vertex_normal_horz_head;
|
||||
gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head);
|
||||
EmitVertex();
|
||||
|
||||
f_normal = -g_vertex_normal_horz;
|
||||
gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz);
|
||||
EmitVertex();
|
||||
|
||||
EndPrimitive();
|
||||
|
||||
f_normal = -g_vertex_normal_horz;
|
||||
gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz);
|
||||
EmitVertex();
|
||||
|
||||
f_normal = -g_vertex_normal_vert;
|
||||
gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert);
|
||||
EmitVertex();
|
||||
|
||||
f_normal = g_vertex_normal_horz_head;
|
||||
gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head);
|
||||
EmitVertex();
|
||||
|
||||
f_normal = g_vertex_normal_horz;
|
||||
gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz);
|
||||
EmitVertex();
|
||||
|
||||
EndPrimitive();
|
||||
|
||||
// right side
|
||||
f_vertex = v_vertex[1];
|
||||
f_color = v_color[1];
|
||||
|
||||
f_normal = g_vertex_normal_horz;
|
||||
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz);
|
||||
EmitVertex();
|
||||
|
||||
f_normal = g_vertex_normal_vert;
|
||||
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert);
|
||||
EmitVertex();
|
||||
|
||||
f_normal = -g_vertex_normal_horz_head;
|
||||
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head);
|
||||
EmitVertex();
|
||||
|
||||
f_normal = -g_vertex_normal_horz;
|
||||
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz);
|
||||
EmitVertex();
|
||||
|
||||
EndPrimitive();
|
||||
|
||||
f_normal = -g_vertex_normal_horz;
|
||||
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz);
|
||||
EmitVertex();
|
||||
|
||||
f_normal = -g_vertex_normal_vert;
|
||||
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert);
|
||||
EmitVertex();
|
||||
|
||||
f_normal = -g_vertex_normal_horz_head;
|
||||
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head);
|
||||
EmitVertex();
|
||||
|
||||
f_normal = g_vertex_normal_horz;
|
||||
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz);
|
||||
EmitVertex();
|
||||
|
||||
EndPrimitive();
|
||||
}
|
||||
|
||||
fragment =
|
||||
#version 410
|
||||
varying lowp vec4 f_color;
|
||||
varying lowp vec3 f_normal;
|
||||
varying lowp vec3 f_vertex;
|
||||
|
||||
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 lightDir = normalize(u_lightPosition - f_vertex);
|
||||
|
||||
// Diffuse Component
|
||||
highp float NdotL = clamp(dot(normal, lightDir), 0.0, 1.0);
|
||||
finalColor += (NdotL * f_color);
|
||||
finalColor.a = alpha; // Do not change alpha in any way
|
||||
|
||||
gl_FragColor = finalColor;
|
||||
}
|
||||
|
||||
|
||||
[defaults]
|
||||
u_active_extruder = 0.0
|
||||
u_layer_view_type = 0
|
||||
u_only_color_active_extruder = 1
|
||||
u_extruder_opacity = [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
|
|
@ -212,6 +212,20 @@ UM.PreferencesPage
|
|||
}
|
||||
}
|
||||
|
||||
UM.TooltipArea {
|
||||
width: childrenRect.width
|
||||
height: childrenRect.height
|
||||
text: catalog.i18nc("@info:tooltip", "Compatibility mode in layerview?")
|
||||
|
||||
CheckBox
|
||||
{
|
||||
id: topLayerViewCompatibilityCheckbox
|
||||
text: catalog.i18nc("@option:check", "Layer view compatibility mode (for OpenGL <= 4.0, restart required)")
|
||||
checked: boolCheck(UM.Preferences.getValue("view/compatibility_mode"))
|
||||
onCheckedChanged: UM.Preferences.setValue("view/compatibility_mode", checked)
|
||||
}
|
||||
}
|
||||
|
||||
UM.TooltipArea {
|
||||
width: childrenRect.width;
|
||||
height: childrenRect.height;
|
||||
|
@ -220,7 +234,7 @@ 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 (only for compatibility mode)");
|
||||
checked: UM.Preferences.getValue("view/top_layer_count") == 5
|
||||
onClicked:
|
||||
{
|
||||
|
@ -235,6 +249,7 @@ UM.PreferencesPage
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
UM.TooltipArea {
|
||||
width: childrenRect.width
|
||||
height: childrenRect.height
|
||||
|
@ -243,7 +258,7 @@ 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 (only for compatibility mode)")
|
||||
checked: boolCheck(UM.Preferences.getValue("view/only_show_top_layers"))
|
||||
onCheckedChanged: UM.Preferences.setValue("view/only_show_top_layers", checked)
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue