diff --git a/plugins/SimulationView/SimulationPass.py b/plugins/SimulationView/SimulationPass.py index ab876b94cf..d9aef98385 100644 --- a/plugins/SimulationView/SimulationPass.py +++ b/plugins/SimulationView/SimulationPass.py @@ -121,6 +121,7 @@ class SimulationPass(RenderPass): disabled_batch = RenderBatch(self._disabled_shader) head_position = None # Indicates the current position of the print head nozzle_node = None + not_a_vector = Vector(math.nan, math.nan, math.nan) for node in DepthFirstIterator(self._scene.getRoot()): @@ -143,6 +144,9 @@ class SimulationPass(RenderPass): if self._layer_view.getCurrentLayer() > -1 and ((not self._layer_view._only_show_top_layers) or (not self._layer_view.getCompatibilityMode())): start = 0 end = 0 + vertex_before_head = not_a_vector + vertex_after_head = not_a_vector + last_to_next_ratio = 0.0 towards_next_vertex = 0 element_counts = layer_data.getElementCounts() for layer in sorted(element_counts.keys()): @@ -160,22 +164,19 @@ class SimulationPass(RenderPass): ratio = self._layer_view.getCurrentPath() - math.floor(self._layer_view.getCurrentPath()) pos_a = Vector(polygon.data[index][0], polygon.data[index][1], polygon.data[index][2]) + vertex_before_head = pos_a + last_to_next_ratio = ratio if ratio <= 0.0001 or index + 1 == len(polygon.data): # in case there multiple polygons and polygon changes, the first point has the same value as the last point in the previous polygon head_position = pos_a + node.getWorldPosition() - self._layer_shader.setUniformValue("u_last_vertex", pos_a) - self._layer_shader.setUniformValue("u_next_vertex", pos_a) - self._layer_shader.setUniformValue("u_last_line_ratio", 1.0) else: pos_b = Vector(polygon.data[index + 1][0], polygon.data[index + 1][1], polygon.data[index + 1][2]) vec = pos_a * (1.0 - ratio) + pos_b * ratio head_position = vec + node.getWorldPosition() + vertex_after_head = pos_b towards_next_vertex = 2 - self._layer_shader.setUniformValue("u_last_vertex", pos_a) - self._layer_shader.setUniformValue("u_next_vertex", pos_b) - self._layer_shader.setUniformValue("u_last_line_ratio", ratio) break break if self._layer_view.getMinimumLayer() > layer: @@ -184,7 +185,7 @@ class SimulationPass(RenderPass): # Calculate the range of paths in the last layer current_layer_start = end - current_layer_end = end + towards_next_vertex + int( self._layer_view.getCurrentPath()) * 2 # Because each point is used twice + current_layer_end = end + int( self._layer_view.getCurrentPath()) * 2 # Because each point is used twice # This uses glDrawRangeElements internally to only draw a certain range of lines. # All the layers but the current selected layer are rendered first @@ -195,6 +196,11 @@ class SimulationPass(RenderPass): self._current_shader = self._layer_shader self._switching_layers = True + # reset 'last vertex' + self._layer_shader.setUniformValue("u_last_vertex", not_a_vector) + self._layer_shader.setUniformValue("u_next_vertex", not_a_vector) + self._layer_shader.setUniformValue("u_last_line_ratio", 1.0) + # The first line does not have a previous line: add a MoveCombingType in front for start detection # this way the first start of the layer can also be drawn prev_line_types = numpy.concatenate([numpy.asarray([LayerPolygon.MoveCombingType], dtype = numpy.float32), layer_data._attributes["line_types"]["value"]]) @@ -211,6 +217,17 @@ class SimulationPass(RenderPass): current_layer_batch.addItem(node.getWorldTransformation(), layer_data) current_layer_batch.render(self._scene.getActiveCamera()) + # Last line may be partial + if vertex_after_head != not_a_vector and vertex_after_head != not_a_vector: + self._layer_shader.setUniformValue("u_last_vertex", vertex_before_head) + self._layer_shader.setUniformValue("u_next_vertex", vertex_after_head) + self._layer_shader.setUniformValue("u_last_line_ratio", last_to_next_ratio) + last_line_start = current_layer_end + last_line_end = current_layer_end + towards_next_vertex + last_line_batch = RenderBatch(self._layer_shader, type = RenderBatch.RenderType.Solid, mode=RenderBatch.RenderMode.Lines, range = (last_line_start, last_line_end)) + last_line_batch.addItem(node.getWorldTransformation(), layer_data) + last_line_batch.render(self._scene.getActiveCamera()) + self._old_current_layer = self._layer_view.getCurrentLayer() self._old_current_path = self._layer_view.getCurrentPath() diff --git a/plugins/SimulationView/layers3d.shader b/plugins/SimulationView/layers3d.shader index 4b6b53c62f..508126e163 100644 --- a/plugins/SimulationView/layers3d.shader +++ b/plugins/SimulationView/layers3d.shader @@ -435,6 +435,10 @@ u_max_feedrate = 1 u_min_thickness = 0 u_max_thickness = 1 +u_last_vertex = [0.0, 0.0, 0.0] +u_next_vertex = [0.0, 0.0, 0.0] +u_last_line_ratio = 1.0 + [bindings] u_modelMatrix = model_matrix u_viewMatrix = view_matrix diff --git a/plugins/SimulationView/layers3d_shadow.shader b/plugins/SimulationView/layers3d_shadow.shader index 03871a9be0..88268938c9 100644 --- a/plugins/SimulationView/layers3d_shadow.shader +++ b/plugins/SimulationView/layers3d_shadow.shader @@ -10,10 +10,6 @@ vertex41core = uniform highp mat4 u_normalMatrix; - uniform vec3 u_last_vertex; - uniform vec3 u_next_vertex; - uniform float u_last_line_ratio; - in highp vec4 a_vertex; in lowp vec4 a_color; in lowp vec4 a_grayColor; @@ -39,10 +35,6 @@ vertex41core = void main() { vec4 v1_vertex = a_vertex; - if (v1_vertex.xyz == u_next_vertex) - { - v1_vertex.xyz = mix(u_last_vertex, u_next_vertex, u_last_line_ratio); - } v1_vertex.y -= a_line_dim.y / 2; // half layer down vec4 world_space_vert = u_modelMatrix * v1_vertex; @@ -282,8 +274,6 @@ u_viewMatrix = view_matrix u_projectionMatrix = projection_matrix u_normalMatrix = normal_matrix u_lightPosition = light_0_position -u_lastVertex = last_vertex -u_nextVertex = next_vertex [attributes] a_vertex = vertex