Started setting layer height and line width in layer view

This commit is contained in:
Jack Ha 2016-12-22 14:41:50 +01:00
parent 2b37bde630
commit c12e6da3ac
5 changed files with 37 additions and 15 deletions

View file

@ -49,14 +49,14 @@ class Layer:
return result return result
def build(self, vertex_offset, index_offset, vertices, colors, indices, normals): def build(self, vertex_offset, index_offset, vertices, colors, indices):
result_vertex_offset = vertex_offset result_vertex_offset = vertex_offset
result_index_offset = index_offset result_index_offset = index_offset
self._element_count = 0 self._element_count = 0
for polygon in self._polygons: 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, indices)
polygon_normals = polygon.getNormals() # [numpy.where(numpy.logical_not(polygon.jumpMask))] #polygon_normals = polygon.getNormals() # [numpy.where(numpy.logical_not(polygon.jumpMask))]
normals[result_vertex_offset:result_vertex_offset+polygon.lineMeshVertexCount()] = polygon_normals[:polygon.lineMeshVertexCount()] #normals[result_vertex_offset:result_vertex_offset+polygon.lineMeshVertexCount()] = polygon_normals[:polygon.lineMeshVertexCount()]
result_vertex_offset += polygon.lineMeshVertexCount() result_vertex_offset += polygon.lineMeshVertexCount()
result_index_offset += polygon.lineMeshElementCount() result_index_offset += polygon.lineMeshElementCount()
self._element_count += polygon.elementCount self._element_count += polygon.elementCount

View file

@ -56,7 +56,7 @@ class LayerDataBuilder(MeshBuilder):
index_count += data.lineMeshElementCount() index_count += data.lineMeshElementCount()
vertices = numpy.empty((vertex_count, 3), numpy.float32) vertices = numpy.empty((vertex_count, 3), numpy.float32)
normals = numpy.empty((vertex_count, 3), numpy.float32) # normals = numpy.empty((vertex_count, 3), numpy.float32)
# line_widths = numpy.empty((vertex_count, 3), numpy.float32) # strictly taken you need 1 less # line_widths = numpy.empty((vertex_count, 3), numpy.float32) # strictly taken you need 1 less
colors = numpy.empty((vertex_count, 4), numpy.float32) colors = numpy.empty((vertex_count, 4), numpy.float32)
indices = numpy.empty((index_count, 2), numpy.int32) indices = numpy.empty((index_count, 2), numpy.int32)
@ -64,13 +64,13 @@ class LayerDataBuilder(MeshBuilder):
vertex_offset = 0 vertex_offset = 0
index_offset = 0 index_offset = 0
for layer, data in self._layers.items(): for layer, data in self._layers.items():
( vertex_offset, index_offset ) = data.build( vertex_offset, index_offset, vertices, colors, indices, normals) ( vertex_offset, index_offset ) = data.build( vertex_offset, index_offset, vertices, colors, indices)
self._element_counts[layer] = data.elementCount self._element_counts[layer] = data.elementCount
self.addVertices(vertices) self.addVertices(vertices)
self.addColors(colors) self.addColors(colors)
self.addIndices(indices.flatten()) self.addIndices(indices.flatten())
self._normals = normals #self._normals = normals
return LayerData(vertices=self.getVertices(), normals=self.getNormals(), indices=self.getIndices(), return LayerData(vertices=self.getVertices(), normals=self.getNormals(), indices=self.getIndices(),
colors=self.getColors(), uvs=self.getUVCoordinates(), file_name=self.getFileName(), colors=self.getColors(), uvs=self.getUVCoordinates(), file_name=self.getFileName(),

View file

@ -145,6 +145,16 @@ class ProcessSlicedLayersJob(Job):
# We are done processing all the layers we got from the engine, now create a mesh out of the data # 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() layer_mesh = layer_data.build()
# Hack for adding line widths and heights: misuse u, v coordinates.
uvs = numpy.zeros([layer_mesh.getVertexCount(), 2], dtype=numpy.float32)
uvs[:, 0] = 0.175
uvs[:, 1] = 0.125
from UM.Math import NumPyUtil
layer_mesh._uvs = NumPyUtil.immutableNDArray(uvs)
# mesh._uvs = numpy.zeros([layer_mesh.getVertexCount(), 2])
# mesh._uvs[:, 0] = 1.0 # width
# mesh._uvs[:, 1] = 0.1 # height
if self._abort_requested: if self._abort_requested:
if self._progress: if self._progress:

View file

@ -10,11 +10,13 @@ vertex =
attribute highp vec4 a_vertex; attribute highp vec4 a_vertex;
attribute lowp vec4 a_color; attribute lowp vec4 a_color;
attribute highp vec4 a_normal; attribute highp vec4 a_normal;
attribute highp vec2 a_uvs; // misused here for width and height
varying lowp vec4 v_color; varying lowp vec4 v_color;
varying highp vec3 v_vertex; varying highp vec3 v_vertex;
varying highp vec3 v_normal; varying highp vec3 v_normal;
varying lowp vec2 v_uvs;
varying lowp vec4 f_color; varying lowp vec4 f_color;
varying highp vec3 f_vertex; varying highp vec3 f_vertex;
@ -32,6 +34,7 @@ vertex =
v_vertex = world_space_vert.xyz; v_vertex = world_space_vert.xyz;
v_normal = (u_normalMatrix * normalize(a_normal)).xyz; v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
v_uvs = a_uvs;
// for testing without geometry shader // for testing without geometry shader
f_color = v_color; f_color = v_color;
@ -47,14 +50,12 @@ geometry =
//uniform highp mat4 u_modelViewProjectionMatrix; //uniform highp mat4 u_modelViewProjectionMatrix;
layout(lines) in; layout(lines) in;
layout(triangle_strip, max_vertices = 28) out; layout(triangle_strip, max_vertices = 26) out;
/*layout(std140) uniform Matrices {
mat4 u_modelViewProjectionMatrix;
};*/
in vec4 v_color[]; in vec4 v_color[];
in vec3 v_vertex[]; in vec3 v_vertex[];
in vec3 v_normal[]; in vec3 v_normal[];
in vec2 v_uvs[];
out vec4 f_color; out vec4 f_color;
out vec3 f_normal; out vec3 f_normal;
@ -74,8 +75,8 @@ geometry =
vec3 g_vertex_normal_horz_head; vec3 g_vertex_normal_horz_head;
vec4 g_vertex_offset_horz_head; vec4 g_vertex_offset_horz_head;
const float size_x = 0.2; float size_x = v_uvs[0].x;
const float size_y = 0.1; float size_y = v_uvs[0].y;
//g_vertex_normal_horz = normalize(v_normal[0]); //vec3(g_vertex_delta.z, g_vertex_delta.y, -g_vertex_delta.x); //g_vertex_normal_horz = normalize(v_normal[0]); //vec3(g_vertex_delta.z, g_vertex_delta.y, -g_vertex_delta.x);
g_vertex_delta = gl_in[1].gl_Position - gl_in[0].gl_Position; g_vertex_delta = gl_in[1].gl_Position - gl_in[0].gl_Position;
@ -90,25 +91,29 @@ geometry =
g_vertex_offset_vert = vec4(g_vertex_normal_vert * size_y, 0.0); g_vertex_offset_vert = vec4(g_vertex_normal_vert * size_y, 0.0);
f_vertex = v_vertex[0]; f_vertex = v_vertex[0];
f_normal = g_vertex_normal_horz;
f_color = v_color[0]; f_color = v_color[0];
//f_color = vec4(v_uvs[0], 0.0, 1.0);
f_normal = g_vertex_normal_horz;
gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz); gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz);
EmitVertex(); EmitVertex();
f_vertex = v_vertex[1]; f_vertex = v_vertex[1];
f_color = v_color[1]; f_color = v_color[1];
//f_color = vec4(v_uvs[0], 0.0, 1.0);
f_normal = g_vertex_normal_horz; f_normal = g_vertex_normal_horz;
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz); gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz);
EmitVertex(); EmitVertex();
f_vertex = v_vertex[0]; f_vertex = v_vertex[0];
f_color = v_color[0]; f_color = v_color[0];
//f_color = vec4(v_uvs[0], 0.0, 1.0);
f_normal = g_vertex_normal_vert; f_normal = g_vertex_normal_vert;
gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert); gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert);
EmitVertex(); EmitVertex();
f_vertex = v_vertex[1]; f_vertex = v_vertex[1];
f_color = v_color[1]; f_color = v_color[1];
//f_color = vec4(v_uvs[0], 0.0, 1.0);
f_normal = g_vertex_normal_vert; f_normal = g_vertex_normal_vert;
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert); gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert);
EmitVertex(); EmitVertex();
@ -116,23 +121,27 @@ geometry =
f_vertex = v_vertex[0]; f_vertex = v_vertex[0];
f_normal = -g_vertex_normal_horz; f_normal = -g_vertex_normal_horz;
f_color = v_color[0]; f_color = v_color[0];
//f_color = vec4(v_uvs[0], 0.0, 1.0);
gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz); gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz);
EmitVertex(); EmitVertex();
f_vertex = v_vertex[1]; f_vertex = v_vertex[1];
f_color = v_color[1]; f_color = v_color[1];
//f_color = vec4(v_uvs[0], 0.0, 1.0);
f_normal = -g_vertex_normal_horz; f_normal = -g_vertex_normal_horz;
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz); gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz);
EmitVertex(); EmitVertex();
f_vertex = v_vertex[0]; f_vertex = v_vertex[0];
f_color = v_color[0]; f_color = v_color[0];
//f_color = vec4(v_uvs[0], 0.0, 1.0);
f_normal = -g_vertex_normal_vert; f_normal = -g_vertex_normal_vert;
gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert); gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert);
EmitVertex(); EmitVertex();
f_vertex = v_vertex[1]; f_vertex = v_vertex[1];
f_color = v_color[1]; f_color = v_color[1];
//f_color = vec4(v_uvs[0], 0.0, 1.0);
f_normal = -g_vertex_normal_vert; f_normal = -g_vertex_normal_vert;
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert); gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert);
EmitVertex(); EmitVertex();
@ -140,11 +149,13 @@ geometry =
f_vertex = v_vertex[0]; f_vertex = v_vertex[0];
f_normal = g_vertex_normal_horz; f_normal = g_vertex_normal_horz;
f_color = v_color[0]; f_color = v_color[0];
//f_color = vec4(v_uvs[0], 0.0, 1.0);
gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz); gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz);
EmitVertex(); EmitVertex();
f_vertex = v_vertex[1]; f_vertex = v_vertex[1];
f_color = v_color[1]; f_color = v_color[1];
//f_color = vec4(v_uvs[0], 0.0, 1.0);
f_normal = g_vertex_normal_horz; f_normal = g_vertex_normal_horz;
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz); gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz);
EmitVertex(); EmitVertex();
@ -314,3 +325,4 @@ u_lightPosition = light_0_position
a_vertex = vertex a_vertex = vertex
a_color = color a_color = color
a_normal = normal a_normal = normal
a_uvs = uv0