Added layer view options

This commit is contained in:
Jack Ha 2016-12-30 14:31:53 +01:00
parent 1217281727
commit fc4c60b0dc
9 changed files with 143 additions and 90 deletions

View file

@ -49,12 +49,12 @@ class Layer:
return result
def build(self, vertex_offset, index_offset, vertices, colors, line_dimensions, extruders, indices):
def build(self, vertex_offset, index_offset, vertices, colors, line_dimensions, extruders, line_types, indices):
result_vertex_offset = vertex_offset
result_index_offset = index_offset
self._element_count = 0
for polygon in self._polygons:
polygon.build(result_vertex_offset, result_index_offset, vertices, colors, line_dimensions, extruders, indices)
polygon.build(result_vertex_offset, result_index_offset, vertices, colors, line_dimensions, extruders, line_types, indices)
result_vertex_offset += polygon.lineMeshVertexCount()
result_index_offset += polygon.lineMeshElementCount()
self._element_count += polygon.elementCount

View file

@ -60,12 +60,13 @@ class LayerDataBuilder(MeshBuilder):
line_dimensions = numpy.empty((vertex_count, 2), numpy.float32)
colors = numpy.empty((vertex_count, 4), numpy.float32)
indices = numpy.empty((index_count, 2), numpy.int32)
extruders = numpy.empty((vertex_count), numpy.float32)
extruders = numpy.empty((vertex_count), numpy.int32)
line_types = numpy.empty((vertex_count), numpy.int32)
vertex_offset = 0
index_offset = 0
for layer, data in self._layers.items():
( vertex_offset, index_offset ) = data.build( vertex_offset, index_offset, vertices, colors, line_dimensions, extruders, indices)
( vertex_offset, index_offset ) = data.build( vertex_offset, index_offset, vertices, colors, line_dimensions, extruders, line_types, indices)
self._element_counts[layer] = data.elementCount
self.addVertices(vertices)
@ -75,6 +76,8 @@ class LayerDataBuilder(MeshBuilder):
material_colors = numpy.zeros((line_dimensions.shape[0], 4), dtype=numpy.float32)
for extruder_nr in range(material_color_map.shape[0]):
material_colors[extruders == extruder_nr] = material_color_map[extruder_nr]
material_colors[line_types == LayerPolygon.MoveCombingType] = [0.0, 0.0, 0.8, 1.0]
material_colors[line_types == LayerPolygon.MoveRetractionType] = [0.0, 0.0, 0.8, 1.0]
attributes = {
"line_dimensions": {
@ -92,6 +95,11 @@ class LayerDataBuilder(MeshBuilder):
"opengl_name": "a_material_color",
"opengl_type": "vector4f"
},
"line_types": {
"value": line_types,
"opengl_name": "a_line_type",
"opengl_type": "float"
}
}
return LayerData(vertices=self.getVertices(), normals=self.getNormals(), indices=self.getIndices(),

View file

@ -51,7 +51,7 @@ class LayerPolygon:
def buildCache(self):
# For the line mesh we do not draw Infill or Jumps. Therefore those lines are filtered out.
# self._build_cache_line_mesh_mask = numpy.logical_not(numpy.logical_or(self._jump_mask, self._types == LayerPolygon.InfillType ))
self._build_cache_line_mesh_mask = numpy.logical_not(self._jump_mask)
self._build_cache_line_mesh_mask = numpy.ones(self._jump_mask.shape, dtype=bool) # numpy.logical_not(self._jump_mask)
mesh_line_count = numpy.sum(self._build_cache_line_mesh_mask)
self._index_begin = 0
self._index_end = mesh_line_count
@ -60,14 +60,14 @@ class LayerPolygon:
# Only if the type of line segment changes do we need to add an extra vertex to change colors
self._build_cache_needed_points[1:, 0][:, numpy.newaxis] = self._types[1:] != self._types[:-1]
# Mark points as unneeded if they are of types we don't want in the line mesh according to the calculated mask
numpy.logical_and(self._build_cache_needed_points, self._build_cache_line_mesh_mask, self._build_cache_needed_points )
numpy.logical_and(self._build_cache_needed_points, self._build_cache_line_mesh_mask )
self._vertex_begin = 0
self._vertex_end = numpy.sum( self._build_cache_needed_points )
## build
# line_thicknesses: array with type as index and thickness as value
def build(self, vertex_offset, index_offset, vertices, colors, line_dimensions, extruders, indices):
def build(self, vertex_offset, index_offset, vertices, colors, line_dimensions, extruders, line_types, indices):
if (self._build_cache_line_mesh_mask is None) or (self._build_cache_needed_points is None ):
self.buildCache()
@ -94,7 +94,10 @@ class LayerPolygon:
line_dimensions[self._vertex_begin:self._vertex_end, 0] = numpy.tile(self._line_widths, (1, 2)).reshape((-1, 1))[needed_points_list.ravel()][:, 0]
line_dimensions[self._vertex_begin:self._vertex_end, 1] = numpy.tile(self._line_thicknesses, (1, 2)).reshape((-1, 1))[needed_points_list.ravel()][:, 0]
extruders[self._vertex_begin:self._vertex_end] = float(self._extruder)
extruders[self._vertex_begin:self._vertex_end] = self._extruder
# Convert type per vertex to type per line
line_types[self._vertex_begin:self._vertex_end] = numpy.tile(self._types, (1, 2)).reshape((-1, 1))[needed_points_list.ravel()][:, 0]
# The relative values of begin and end indices have already been set in buildCache, so we only need to offset them to the parents offset.
self._index_begin += index_offset

View file

@ -30,16 +30,24 @@ class LayerPass(RenderPass):
self._layer_view = None
def setLayerView(self, layerview):
self._layerview = layerview
self._layer_view = layerview
def render(self):
if not self._layer_shader:
self._layer_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("LayerView"), "layers.shader"))
# Use extruder 0 if the extruder manager reports extruder index -1 (for single extrusion printers)
self._layer_shader.setUniformValue("u_active_extruder", float(max(0, self._extruder_manager.activeExtruderIndex)))
self._layer_shader.setUniformValue("u_layer_view_type", 0)
if self._layer_view:
self._layer_shader.setUniformValue("u_layer_view_type", self._layer_view.getLayerViewType())
self._layer_shader.setUniformValue("u_only_color_active_extruder", (1 if self._layer_view.getOnlyColorActiveExtruder() else 0))
self._layer_shader.setUniformValue("u_extruder_opacity", self._layer_view.getExtruderOpacities())
self._layer_shader.setUniformValue("u_show_travel_moves", self._layer_view.getShowTravelMoves())
else:
#defaults
self._layer_shader.setUniformValue("u_layer_view_type", 1)
self._layer_shader.setUniformValue("u_only_color_active_extruder", 1)
self._layer_shader.setUniformValue("u_extruder_opacity", [1, 1, 1, 1])
self._layer_shader.setUniformValue("u_show_travel_moves", 0)
if not self._tool_handle_shader:
self._tool_handle_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "toolhandle.shader"))
@ -58,12 +66,12 @@ class LayerPass(RenderPass):
continue
# Render all layers below a certain number as line mesh instead of vertices.
if self._layerview._current_layer_num > -1 and not self._layerview._only_show_top_layers:
if self._layer_view._current_layer_num > -1 and not self._layer_view._only_show_top_layers:
start = 0
end = 0
element_counts = layer_data.getElementCounts()
for layer, counts in element_counts.items():
if layer > self._layerview._current_layer_num:
if layer > self._layer_view._current_layer_num:
break
end += counts
@ -75,11 +83,11 @@ class LayerPass(RenderPass):
# Create a new batch that is not range-limited
batch = RenderBatch(self._layer_shader, type = RenderBatch.RenderType.Solid)
if self._layerview._current_layer_mesh:
batch.addItem(node.getWorldTransformation(), self._layerview._current_layer_mesh)
if self._layer_view._current_layer_mesh:
batch.addItem(node.getWorldTransformation(), self._layer_view._current_layer_mesh)
if self._layerview._current_layer_jumps:
batch.addItem(node.getWorldTransformation(), self._layerview._current_layer_jumps)
if self._layer_view._current_layer_jumps:
batch.addItem(node.getWorldTransformation(), self._layer_view._current_layer_jumps)
if len(batch.items) > 0:
batch.render(self._scene.getActiveCamera())

View file

@ -60,8 +60,14 @@ class LayerView(View):
self._proxy = LayerViewProxy.LayerViewProxy()
self._controller.getScene().getRoot().childrenChanged.connect(self._onSceneChanged)
self._layer_view_type = 0 # 0 is material color, 1 is color by linetype, 2 is speed
self._only_color_active_extruder = True
self._extruder_opacity = [1.0, 1.0, 1.0, 1.0]
self._show_travel_moves = 0
Preferences.getInstance().addPreference("view/top_layer_count", 5)
Preferences.getInstance().addPreference("view/only_show_top_layers", False)
Preferences.getInstance().preferenceChanged.connect(self._onPreferencesChanged)
self._solid_layers = int(Preferences.getInstance().getValue("view/top_layer_count"))
@ -134,6 +140,34 @@ class LayerView(View):
self.currentLayerNumChanged.emit()
def setLayerViewType(self, layer_view_type):
self._layer_view_type = layer_view_type
self.currentLayerNumChanged.emit()
def getLayerViewType(self):
return self._layer_view_type
def setOnlyColorActiveExtruder(self, only_color_active_extruder):
self._only_color_active_extruder = only_color_active_extruder
self.currentLayerNumChanged.emit()
def getOnlyColorActiveExtruder(self):
return self._only_color_active_extruder
def setExtruderOpacity(self, extruder_nr, opacity):
self._extruder_opacity[extruder_nr] = opacity
self.currentLayerNumChanged.emit()
def getExtruderOpacities(self):
return self._extruder_opacity
def setShowTravelMoves(self, show):
self._show_travel_moves = show
self.currentLayerNumChanged.emit()
def getShowTravelMoves(self):
return self._show_travel_moves
def calculateMaxLayers(self):
scene = self.getController().getScene()
self._activity = True

View file

@ -129,12 +129,12 @@ Item
{
id: layerViewTypes
ListElement {
text: "Line type"
type_id: 0 // these ids match the switching in the shader
text: "Material color"
type_id: 0
}
ListElement {
text: "Material color"
type_id: 1
text: "Line type"
type_id: 1 // these ids match the switching in the shader
}
ListElement {
text: "Printing speed"
@ -150,6 +150,7 @@ Item
onActivated: {
CuraApplication.log("Combobox" + String(index));
CuraApplication.log(layerViewTypes.get(index).type_id);
UM.LayerView.setLayerViewType(layerViewTypes.get(index).type_id);
}
}
@ -158,27 +159,28 @@ Item
CheckBox {
checked: true
onClicked: {
CuraApplication.log("First");
UM.LayerView.setExtruderOpacity(0, checked ? 1.0 : 0.0);
}
text: "Extruder 1"
}
CheckBox {
checked: true
onClicked: {
CuraApplication.log("First");
UM.LayerView.setExtruderOpacity(1, checked ? 1.0 : 0.0);
}
text: "Extruder 2"
}
CheckBox {
onClicked: {
CuraApplication.log("First");
UM.LayerView.setShowTravelMoves(checked ? 1 : 0);
}
text: "Travel moves"
}
CheckBox {
checked: true
onClicked: {
CuraApplication.log("First");
CuraApplication.log("First" + checked);
UM.LayerView.setOnlyColorActiveExtruder(checked);
}
text: "Only color active extruder"
}

View file

@ -50,6 +50,31 @@ class LayerViewProxy(QObject):
if type(active_view) == LayerView.LayerView.LayerView:
active_view.setLayer(layer_num)
@pyqtSlot(int)
def setLayerViewType(self, layer_view_type):
active_view = self._controller.getActiveView()
if type(active_view) == LayerView.LayerView.LayerView:
active_view.setLayerViewType(layer_view_type)
@pyqtSlot(bool)
def setOnlyColorActiveExtruder(self, only_color_active_extruder):
active_view = self._controller.getActiveView()
if type(active_view) == LayerView.LayerView.LayerView:
active_view.setOnlyColorActiveExtruder(only_color_active_extruder)
# Opacity 0..1
@pyqtSlot(int, float)
def setExtruderOpacity(self, extruder_nr, opacity):
active_view = self._controller.getActiveView()
if type(active_view) == LayerView.LayerView.LayerView:
active_view.setExtruderOpacity(extruder_nr, opacity)
@pyqtSlot(bool)
def setShowTravelMoves(self, show):
active_view = self._controller.getActiveView()
if type(active_view) == LayerView.LayerView.LayerView:
active_view.setShowTravelMoves(show)
def _layerActivityChanged(self):
self.activityChanged.emit()

View file

@ -17,6 +17,7 @@ vertex =
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;
@ -26,6 +27,7 @@ vertex =
//varying lowp vec2 v_uvs;
varying lowp vec2 v_line_dim;
varying highp int v_extruder;
varying int v_line_type;
varying lowp vec4 f_color;
varying highp vec3 f_vertex;
@ -44,19 +46,19 @@ vertex =
switch (u_layer_view_type) {
case 0: // "Line type"
v_color = a_color;
v_color = a_material_color;
break;
case 1: // "Material color"
v_color = a_material_color;
v_color = a_color;
break;
case 2: // "Speed"
v_color = a_color;
break;
}
if (u_only_color_active_extruder == 1) {
v_color = (a_extruder == u_active_extruder) ? v_color : vec4(0.4, 0.4, 0.4, 1.0);
v_color = (a_extruder == u_active_extruder) ? v_color : vec4(0.4, 0.4, 0.4, v_color.a);
} else {
v_color = (a_extruder == u_active_extruder) ? v_color : v_color * u_shade_factor;
v_color = (a_extruder == u_active_extruder) ? v_color : vec4((v_color * u_shade_factor).rgb, v_color.a);
}
if (a_extruder < 4) {
v_color.a *= u_extruder_opacity[a_extruder]; // make it (in)visible
@ -66,19 +68,20 @@ vertex =
v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
v_line_dim = a_line_dim;
v_extruder = a_extruder;
//v_material_color = a_material_color;
v_line_type = a_line_type;
// for testing without geometry shader
f_color = v_color;
/*f_color = v_color;
f_vertex = v_vertex;
f_normal = v_normal;
f_extruder = v_extruder;
f_extruder = v_extruder; */
}
geometry =
#version 410
uniform highp mat4 u_viewProjectionMatrix;
uniform int u_show_travel_moves;
layout(lines) in;
layout(triangle_strip, max_vertices = 26) out;
@ -88,7 +91,7 @@ geometry =
in vec3 v_normal[];
in vec2 v_line_dim[];
in int v_extruder[];
//in vec4 v_material_color[];
in int v_line_type[];
out vec4 f_color;
out vec3 f_normal;
@ -106,13 +109,24 @@ geometry =
vec3 g_vertex_normal_horz_head;
vec4 g_vertex_offset_horz_head;
float size_x = v_line_dim[0].x / 2 + 0.01; // radius, and make it nicely overlapping
float size_y = v_line_dim[0].y / 2 + 0.01;
float size_x;
float size_y;
// See LayerPolygon; 8 is MoveCombingType, 9 is RetractionType
if (((v_line_type[0] == 8) || (v_line_type[0] == 9)) && (u_show_travel_moves == 0)) {
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];
//f_material_color = v_material_color[0];
//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_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);
@ -125,28 +139,24 @@ geometry =
f_vertex = v_vertex[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);
EmitVertex();
f_vertex = v_vertex[1];
f_color = v_color[1];
//f_color = vec4(v_uvs[0], 0.0, 1.0);
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_color = vec4(v_uvs[0], 0.0, 1.0);
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_color = vec4(v_uvs[0], 0.0, 1.0);
f_normal = g_vertex_normal_vert;
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert);
EmitVertex();
@ -154,27 +164,23 @@ geometry =
f_vertex = v_vertex[0];
f_normal = -g_vertex_normal_horz;
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);
EmitVertex();
f_vertex = v_vertex[1];
f_color = v_color[1];
//f_color = vec4(v_uvs[0], 0.0, 1.0);
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_color = vec4(v_uvs[0], 0.0, 1.0);
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_color = vec4(v_uvs[0], 0.0, 1.0);
f_normal = -g_vertex_normal_vert;
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert);
EmitVertex();
@ -182,13 +188,11 @@ geometry =
f_vertex = v_vertex[0];
f_normal = g_vertex_normal_horz;
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);
EmitVertex();
f_vertex = v_vertex[1];
f_color = v_color[1];
//f_color = vec4(v_uvs[0], 0.0, 1.0);
f_normal = g_vertex_normal_horz;
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz);
EmitVertex();
@ -289,8 +293,9 @@ fragment =
void main()
{
mediump vec4 finalColor = vec4(0.0);
float alpha = f_color.a;
finalColor += u_ambientColor;
finalColor.rgb += f_color.rgb * 0.3;
highp vec3 normal = normalize(f_normal);
highp vec3 lightDir = normalize(u_lightPosition - f_vertex);
@ -298,8 +303,7 @@ fragment =
// Diffuse Component
highp float NdotL = clamp(dot(normal, lightDir), 0.0, 1.0);
finalColor += (NdotL * f_color);
//finalColor += (NdotL * f_material_color);
//finalColor.a = 1.0;
finalColor.a = alpha; // Do not change alpha in any way
gl_FragColor = finalColor;
}
@ -313,10 +317,12 @@ u_extruder_opacity = [1.0, 1.0]
u_shade_factor = 0.60
u_specularColor = [0.4, 0.4, 0.4, 1.0]
u_ambientColor = [0.3, 0.3, 0.3, 0.3]
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
[bindings]
u_modelViewProjectionMatrix = model_view_projection_matrix
u_modelMatrix = model_matrix
@ -331,3 +337,4 @@ a_normal = normal
a_line_dim = line_dim
a_extruder = extruders
a_material_color = material_color
a_line_type = line_type

View file

@ -8,50 +8,16 @@ vertex =
attribute highp vec4 a_normal;
attribute highp vec2 a_uvs;
varying highp vec3 v_vertex;
varying highp vec3 v_normal;
varying highp vec3 f_vertex;
varying highp vec3 f_normal;
void main()
{
vec4 world_space_vert = u_modelMatrix * a_vertex;
gl_Position = u_viewProjectionMatrix * world_space_vert;
v_vertex = world_space_vert.xyz;
v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
}
geometry =
#version 410
layout(triangles) in;
layout(triangle_strip, max_vertices = 6) out;
in vec3 v_normal[];
in vec3 v_vertex[];
out vec3 f_normal;
out vec3 f_vertex;
void main()
{
int i;
for(i = 0; i < 3; i++)
{
f_normal = v_normal[i];
f_vertex = v_vertex[i];
gl_Position = gl_in[i].gl_Position + vec4(-50, 0.0, 0.0, 0.0);
EmitVertex();
}
EndPrimitive();
for(i = 0; i < 3; i++)
{
f_normal = v_normal[i];
f_vertex = v_vertex[i];
gl_Position = gl_in[i].gl_Position + vec4(50, 0.0, 0.0, 0.0);
EmitVertex();
}
EndPrimitive();
f_vertex = world_space_vert.xyz;
f_normal = (u_normalMatrix * normalize(a_normal)).xyz;
}
fragment =