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Add the last line (when time-sim active) as a separate batch instead.
part of CURA-11521
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parent
6e75eb34af
commit
d6295171dd
3 changed files with 28 additions and 17 deletions
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@ -121,6 +121,7 @@ class SimulationPass(RenderPass):
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disabled_batch = RenderBatch(self._disabled_shader)
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head_position = None # Indicates the current position of the print head
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nozzle_node = None
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not_a_vector = Vector(math.nan, math.nan, math.nan)
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for node in DepthFirstIterator(self._scene.getRoot()):
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@ -143,6 +144,9 @@ class SimulationPass(RenderPass):
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if self._layer_view.getCurrentLayer() > -1 and ((not self._layer_view._only_show_top_layers) or (not self._layer_view.getCompatibilityMode())):
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start = 0
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end = 0
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vertex_before_head = not_a_vector
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vertex_after_head = not_a_vector
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last_to_next_ratio = 0.0
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towards_next_vertex = 0
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element_counts = layer_data.getElementCounts()
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for layer in sorted(element_counts.keys()):
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@ -160,22 +164,19 @@ class SimulationPass(RenderPass):
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ratio = self._layer_view.getCurrentPath() - math.floor(self._layer_view.getCurrentPath())
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pos_a = Vector(polygon.data[index][0], polygon.data[index][1],
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polygon.data[index][2])
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vertex_before_head = pos_a
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last_to_next_ratio = ratio
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if ratio <= 0.0001 or index + 1 == len(polygon.data):
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# in case there multiple polygons and polygon changes, the first point has the same value as the last point in the previous polygon
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head_position = pos_a + node.getWorldPosition()
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self._layer_shader.setUniformValue("u_last_vertex", pos_a)
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self._layer_shader.setUniformValue("u_next_vertex", pos_a)
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self._layer_shader.setUniformValue("u_last_line_ratio", 1.0)
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else:
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pos_b = Vector(polygon.data[index + 1][0],
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polygon.data[index + 1][1],
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polygon.data[index + 1][2])
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vec = pos_a * (1.0 - ratio) + pos_b * ratio
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head_position = vec + node.getWorldPosition()
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vertex_after_head = pos_b
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towards_next_vertex = 2
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self._layer_shader.setUniformValue("u_last_vertex", pos_a)
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self._layer_shader.setUniformValue("u_next_vertex", pos_b)
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self._layer_shader.setUniformValue("u_last_line_ratio", ratio)
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break
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break
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if self._layer_view.getMinimumLayer() > layer:
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@ -184,7 +185,7 @@ class SimulationPass(RenderPass):
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# Calculate the range of paths in the last layer
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current_layer_start = end
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current_layer_end = end + towards_next_vertex + int( self._layer_view.getCurrentPath()) * 2 # Because each point is used twice
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current_layer_end = end + int( self._layer_view.getCurrentPath()) * 2 # Because each point is used twice
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# This uses glDrawRangeElements internally to only draw a certain range of lines.
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# All the layers but the current selected layer are rendered first
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@ -195,6 +196,11 @@ class SimulationPass(RenderPass):
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self._current_shader = self._layer_shader
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self._switching_layers = True
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# reset 'last vertex'
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self._layer_shader.setUniformValue("u_last_vertex", not_a_vector)
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self._layer_shader.setUniformValue("u_next_vertex", not_a_vector)
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self._layer_shader.setUniformValue("u_last_line_ratio", 1.0)
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# The first line does not have a previous line: add a MoveCombingType in front for start detection
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# this way the first start of the layer can also be drawn
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prev_line_types = numpy.concatenate([numpy.asarray([LayerPolygon.MoveCombingType], dtype = numpy.float32), layer_data._attributes["line_types"]["value"]])
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@ -211,6 +217,17 @@ class SimulationPass(RenderPass):
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current_layer_batch.addItem(node.getWorldTransformation(), layer_data)
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current_layer_batch.render(self._scene.getActiveCamera())
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# Last line may be partial
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if vertex_after_head != not_a_vector and vertex_after_head != not_a_vector:
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self._layer_shader.setUniformValue("u_last_vertex", vertex_before_head)
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self._layer_shader.setUniformValue("u_next_vertex", vertex_after_head)
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self._layer_shader.setUniformValue("u_last_line_ratio", last_to_next_ratio)
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last_line_start = current_layer_end
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last_line_end = current_layer_end + towards_next_vertex
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last_line_batch = RenderBatch(self._layer_shader, type = RenderBatch.RenderType.Solid, mode=RenderBatch.RenderMode.Lines, range = (last_line_start, last_line_end))
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last_line_batch.addItem(node.getWorldTransformation(), layer_data)
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last_line_batch.render(self._scene.getActiveCamera())
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self._old_current_layer = self._layer_view.getCurrentLayer()
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self._old_current_path = self._layer_view.getCurrentPath()
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@ -435,6 +435,10 @@ u_max_feedrate = 1
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u_min_thickness = 0
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u_max_thickness = 1
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u_last_vertex = [0.0, 0.0, 0.0]
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u_next_vertex = [0.0, 0.0, 0.0]
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u_last_line_ratio = 1.0
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[bindings]
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u_modelMatrix = model_matrix
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u_viewMatrix = view_matrix
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@ -10,10 +10,6 @@ vertex41core =
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uniform highp mat4 u_normalMatrix;
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uniform vec3 u_last_vertex;
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uniform vec3 u_next_vertex;
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uniform float u_last_line_ratio;
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in highp vec4 a_vertex;
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in lowp vec4 a_color;
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in lowp vec4 a_grayColor;
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@ -39,10 +35,6 @@ vertex41core =
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void main()
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{
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vec4 v1_vertex = a_vertex;
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if (v1_vertex.xyz == u_next_vertex)
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{
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v1_vertex.xyz = mix(u_last_vertex, u_next_vertex, u_last_line_ratio);
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}
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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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@ -282,8 +274,6 @@ u_viewMatrix = view_matrix
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u_projectionMatrix = projection_matrix
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u_normalMatrix = normal_matrix
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u_lightPosition = light_0_position
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u_lastVertex = last_vertex
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u_nextVertex = next_vertex
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[attributes]
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a_vertex = vertex
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