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Started setting layer height and line width in layer view
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2b37bde630
commit
c12e6da3ac
5 changed files with 37 additions and 15 deletions
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@ -49,14 +49,14 @@ class Layer:
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return result
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return result
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def build(self, vertex_offset, index_offset, vertices, colors, indices, normals):
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def build(self, vertex_offset, index_offset, vertices, colors, indices):
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result_vertex_offset = vertex_offset
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result_vertex_offset = vertex_offset
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result_index_offset = index_offset
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result_index_offset = index_offset
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self._element_count = 0
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self._element_count = 0
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for polygon in self._polygons:
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for polygon in self._polygons:
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polygon.build(result_vertex_offset, result_index_offset, vertices, colors, indices)
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polygon.build(result_vertex_offset, result_index_offset, vertices, colors, indices)
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polygon_normals = polygon.getNormals() # [numpy.where(numpy.logical_not(polygon.jumpMask))]
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#polygon_normals = polygon.getNormals() # [numpy.where(numpy.logical_not(polygon.jumpMask))]
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normals[result_vertex_offset:result_vertex_offset+polygon.lineMeshVertexCount()] = polygon_normals[:polygon.lineMeshVertexCount()]
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#normals[result_vertex_offset:result_vertex_offset+polygon.lineMeshVertexCount()] = polygon_normals[:polygon.lineMeshVertexCount()]
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result_vertex_offset += polygon.lineMeshVertexCount()
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result_vertex_offset += polygon.lineMeshVertexCount()
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result_index_offset += polygon.lineMeshElementCount()
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result_index_offset += polygon.lineMeshElementCount()
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self._element_count += polygon.elementCount
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self._element_count += polygon.elementCount
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@ -56,7 +56,7 @@ class LayerDataBuilder(MeshBuilder):
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index_count += data.lineMeshElementCount()
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index_count += data.lineMeshElementCount()
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vertices = numpy.empty((vertex_count, 3), numpy.float32)
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vertices = numpy.empty((vertex_count, 3), numpy.float32)
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normals = numpy.empty((vertex_count, 3), numpy.float32)
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# normals = numpy.empty((vertex_count, 3), numpy.float32)
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# line_widths = numpy.empty((vertex_count, 3), numpy.float32) # strictly taken you need 1 less
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# line_widths = numpy.empty((vertex_count, 3), numpy.float32) # strictly taken you need 1 less
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colors = numpy.empty((vertex_count, 4), numpy.float32)
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colors = numpy.empty((vertex_count, 4), numpy.float32)
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indices = numpy.empty((index_count, 2), numpy.int32)
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indices = numpy.empty((index_count, 2), numpy.int32)
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@ -64,13 +64,13 @@ class LayerDataBuilder(MeshBuilder):
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vertex_offset = 0
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vertex_offset = 0
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index_offset = 0
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index_offset = 0
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for layer, data in self._layers.items():
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for layer, data in self._layers.items():
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( vertex_offset, index_offset ) = data.build( vertex_offset, index_offset, vertices, colors, indices, normals)
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( vertex_offset, index_offset ) = data.build( vertex_offset, index_offset, vertices, colors, indices)
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self._element_counts[layer] = data.elementCount
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self._element_counts[layer] = data.elementCount
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self.addVertices(vertices)
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self.addVertices(vertices)
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self.addColors(colors)
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self.addColors(colors)
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self.addIndices(indices.flatten())
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self.addIndices(indices.flatten())
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self._normals = normals
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#self._normals = normals
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return LayerData(vertices=self.getVertices(), normals=self.getNormals(), indices=self.getIndices(),
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return LayerData(vertices=self.getVertices(), normals=self.getNormals(), indices=self.getIndices(),
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colors=self.getColors(), uvs=self.getUVCoordinates(), file_name=self.getFileName(),
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colors=self.getColors(), uvs=self.getUVCoordinates(), file_name=self.getFileName(),
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@ -60,7 +60,7 @@ class LayerPolygon:
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self._build_cache_needed_points[1:, 0][:, numpy.newaxis] = self._types[1:] != self._types[:-1]
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self._build_cache_needed_points[1:, 0][:, numpy.newaxis] = self._types[1:] != self._types[:-1]
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# Mark points as unneeded if they are of types we don't want in the line mesh according to the calculated mask
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# Mark points as unneeded if they are of types we don't want in the line mesh according to the calculated mask
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numpy.logical_and(self._build_cache_needed_points, self._build_cache_line_mesh_mask, self._build_cache_needed_points )
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numpy.logical_and(self._build_cache_needed_points, self._build_cache_line_mesh_mask, self._build_cache_needed_points )
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self._vertex_begin = 0
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self._vertex_begin = 0
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self._vertex_end = numpy.sum( self._build_cache_needed_points )
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self._vertex_end = numpy.sum( self._build_cache_needed_points )
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@ -145,6 +145,16 @@ class ProcessSlicedLayersJob(Job):
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# We are done processing all the layers we got from the engine, now create a mesh out of the data
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# We are done processing all the layers we got from the engine, now create a mesh out of the data
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layer_mesh = layer_data.build()
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layer_mesh = layer_data.build()
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# Hack for adding line widths and heights: misuse u, v coordinates.
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uvs = numpy.zeros([layer_mesh.getVertexCount(), 2], dtype=numpy.float32)
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uvs[:, 0] = 0.175
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uvs[:, 1] = 0.125
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from UM.Math import NumPyUtil
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layer_mesh._uvs = NumPyUtil.immutableNDArray(uvs)
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# mesh._uvs = numpy.zeros([layer_mesh.getVertexCount(), 2])
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# mesh._uvs[:, 0] = 1.0 # width
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# mesh._uvs[:, 1] = 0.1 # height
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if self._abort_requested:
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if self._abort_requested:
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if self._progress:
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if self._progress:
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@ -10,11 +10,13 @@ vertex =
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attribute highp vec4 a_vertex;
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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_color;
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attribute highp vec4 a_normal;
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attribute highp vec4 a_normal;
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attribute highp vec2 a_uvs; // misused here for width and height
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varying lowp vec4 v_color;
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varying lowp vec4 v_color;
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varying highp vec3 v_vertex;
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varying highp vec3 v_vertex;
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varying highp vec3 v_normal;
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varying highp vec3 v_normal;
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varying lowp vec2 v_uvs;
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varying lowp vec4 f_color;
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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_vertex;
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@ -32,6 +34,7 @@ vertex =
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v_vertex = world_space_vert.xyz;
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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_normal = (u_normalMatrix * normalize(a_normal)).xyz;
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v_uvs = a_uvs;
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// for testing without geometry shader
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// for testing without geometry shader
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f_color = v_color;
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f_color = v_color;
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@ -47,14 +50,12 @@ geometry =
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//uniform highp mat4 u_modelViewProjectionMatrix;
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//uniform highp mat4 u_modelViewProjectionMatrix;
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layout(lines) in;
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layout(lines) in;
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layout(triangle_strip, max_vertices = 28) out;
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layout(triangle_strip, max_vertices = 26) out;
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/*layout(std140) uniform Matrices {
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mat4 u_modelViewProjectionMatrix;
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};*/
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in vec4 v_color[];
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in vec4 v_color[];
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in vec3 v_vertex[];
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in vec3 v_vertex[];
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in vec3 v_normal[];
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in vec3 v_normal[];
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in vec2 v_uvs[];
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out vec4 f_color;
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out vec4 f_color;
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out vec3 f_normal;
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out vec3 f_normal;
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@ -74,8 +75,8 @@ geometry =
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vec3 g_vertex_normal_horz_head;
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vec3 g_vertex_normal_horz_head;
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vec4 g_vertex_offset_horz_head;
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vec4 g_vertex_offset_horz_head;
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const float size_x = 0.2;
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float size_x = v_uvs[0].x;
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const float size_y = 0.1;
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float size_y = v_uvs[0].y;
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//g_vertex_normal_horz = normalize(v_normal[0]); //vec3(g_vertex_delta.z, g_vertex_delta.y, -g_vertex_delta.x);
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//g_vertex_normal_horz = normalize(v_normal[0]); //vec3(g_vertex_delta.z, g_vertex_delta.y, -g_vertex_delta.x);
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g_vertex_delta = gl_in[1].gl_Position - gl_in[0].gl_Position;
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g_vertex_delta = gl_in[1].gl_Position - gl_in[0].gl_Position;
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@ -90,25 +91,29 @@ geometry =
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g_vertex_offset_vert = vec4(g_vertex_normal_vert * size_y, 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_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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f_color = v_color[0];
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//f_color = vec4(v_uvs[0], 0.0, 1.0);
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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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gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz);
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EmitVertex();
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EmitVertex();
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f_vertex = v_vertex[1];
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f_vertex = v_vertex[1];
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f_color = v_color[1];
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f_color = v_color[1];
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//f_color = vec4(v_uvs[0], 0.0, 1.0);
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f_normal = g_vertex_normal_horz;
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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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gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz);
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EmitVertex();
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EmitVertex();
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f_vertex = v_vertex[0];
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f_vertex = v_vertex[0];
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f_color = v_color[0];
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f_color = v_color[0];
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//f_color = vec4(v_uvs[0], 0.0, 1.0);
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f_normal = g_vertex_normal_vert;
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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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gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert);
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EmitVertex();
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EmitVertex();
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f_vertex = v_vertex[1];
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f_vertex = v_vertex[1];
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f_color = v_color[1];
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f_color = v_color[1];
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//f_color = vec4(v_uvs[0], 0.0, 1.0);
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f_normal = g_vertex_normal_vert;
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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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gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert);
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EmitVertex();
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EmitVertex();
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@ -116,23 +121,27 @@ geometry =
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f_vertex = v_vertex[0];
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f_vertex = v_vertex[0];
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f_normal = -g_vertex_normal_horz;
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f_normal = -g_vertex_normal_horz;
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f_color = v_color[0];
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f_color = v_color[0];
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//f_color = vec4(v_uvs[0], 0.0, 1.0);
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gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_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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EmitVertex();
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f_vertex = v_vertex[1];
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f_vertex = v_vertex[1];
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f_color = v_color[1];
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f_color = v_color[1];
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//f_color = vec4(v_uvs[0], 0.0, 1.0);
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f_normal = -g_vertex_normal_horz;
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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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gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz);
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EmitVertex();
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EmitVertex();
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f_vertex = v_vertex[0];
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f_vertex = v_vertex[0];
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f_color = v_color[0];
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f_color = v_color[0];
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//f_color = vec4(v_uvs[0], 0.0, 1.0);
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f_normal = -g_vertex_normal_vert;
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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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gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert);
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EmitVertex();
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EmitVertex();
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f_vertex = v_vertex[1];
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f_vertex = v_vertex[1];
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f_color = v_color[1];
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f_color = v_color[1];
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//f_color = vec4(v_uvs[0], 0.0, 1.0);
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f_normal = -g_vertex_normal_vert;
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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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gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert);
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EmitVertex();
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EmitVertex();
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f_vertex = v_vertex[0];
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f_vertex = v_vertex[0];
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f_normal = g_vertex_normal_horz;
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f_normal = g_vertex_normal_horz;
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f_color = v_color[0];
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f_color = v_color[0];
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//f_color = vec4(v_uvs[0], 0.0, 1.0);
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gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_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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EmitVertex();
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f_vertex = v_vertex[1];
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f_vertex = v_vertex[1];
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f_color = v_color[1];
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f_color = v_color[1];
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//f_color = vec4(v_uvs[0], 0.0, 1.0);
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f_normal = g_vertex_normal_horz;
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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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gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz);
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EmitVertex();
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EmitVertex();
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@ -313,4 +324,5 @@ u_lightPosition = light_0_position
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[attributes]
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[attributes]
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a_vertex = vertex
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a_vertex = vertex
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a_color = color
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a_color = color
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a_normal = normal
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a_normal = normal
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a_uvs = uv0
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