mirror of
https://github.com/Ultimaker/Cura.git
synced 2025-07-07 06:57:28 -06:00
show xray errors in solid view
This commit is contained in:
parent
b3761c454b
commit
fc4c66b62a
6 changed files with 295 additions and 4 deletions
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@ -3,6 +3,7 @@
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import os.path
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import os.path
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from UM.Resources import Resources
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from UM.Application import Application
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from UM.Application import Application
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from UM.PluginRegistry import PluginRegistry
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from UM.PluginRegistry import PluginRegistry
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@ -23,7 +24,7 @@ class XRayPass(RenderPass):
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def render(self):
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def render(self):
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if not self._shader:
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if not self._shader:
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self._shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("XRayView"), "xray.shader"))
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self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "xray.shader"))
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batch = RenderBatch(self._shader, type = RenderBatch.RenderType.NoType, backface_cull = False, blend_mode = RenderBatch.BlendMode.Additive)
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batch = RenderBatch(self._shader, type = RenderBatch.RenderType.NoType, backface_cull = False, blend_mode = RenderBatch.BlendMode.Additive)
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for node in DepthFirstIterator(self._scene.getRoot()):
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for node in DepthFirstIterator(self._scene.getRoot()):
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@ -1,17 +1,29 @@
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# Copyright (c) 2019 Ultimaker B.V.
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# Copyright (c) 2019 Ultimaker B.V.
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# Cura is released under the terms of the LGPLv3 or higher.
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# Cura is released under the terms of the LGPLv3 or higher.
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import os.path
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from UM.View.View import View
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from UM.View.View import View
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from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
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from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
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from UM.Scene.Selection import Selection
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from UM.Scene.Selection import Selection
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from UM.Resources import Resources
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from UM.Resources import Resources
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from PyQt5.QtGui import QOpenGLContext
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from UM.Application import Application
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from UM.Application import Application
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from UM.View.RenderBatch import RenderBatch
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from UM.Logger import Logger
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from UM.Math.Color import Color
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from UM.Math.Color import Color
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from UM.PluginRegistry import PluginRegistry
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from UM.Platform import Platform
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from UM.Event import Event
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from UM.View.RenderBatch import RenderBatch
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from UM.View.GL.OpenGL import OpenGL
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from UM.View.GL.OpenGL import OpenGL
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from cura.CuraApplication import CuraApplication
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from cura.Settings.ExtruderManager import ExtruderManager
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from cura.Settings.ExtruderManager import ExtruderManager
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from cura import XRayPass
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import math
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import math
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## Standard view for mesh models.
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## Standard view for mesh models.
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@ -27,12 +39,20 @@ class SolidView(View):
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self._non_printing_shader = None
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self._non_printing_shader = None
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self._support_mesh_shader = None
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self._support_mesh_shader = None
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self._xray_shader = None
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self._xray_pass = None
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self._xray_composite_shader = None
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self._composite_pass = None
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self._extruders_model = None
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self._extruders_model = None
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self._theme = None
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self._theme = None
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self._support_angle = 90
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self._support_angle = 90
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self._global_stack = None
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self._global_stack = None
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self._old_composite_shader = None
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self._old_layer_bindings = None
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Application.getInstance().engineCreatedSignal.connect(self._onGlobalContainerChanged)
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Application.getInstance().engineCreatedSignal.connect(self._onGlobalContainerChanged)
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def _onGlobalContainerChanged(self) -> None:
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def _onGlobalContainerChanged(self) -> None:
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@ -98,6 +118,32 @@ class SolidView(View):
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self._checkSetup()
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self._checkSetup()
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if not self._xray_shader:
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self._xray_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "xray.shader"))
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self._xray_shader.setUniformValue("u_color", Color(*Application.getInstance().getTheme().getColor("xray").getRgb()))
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if not self._xray_composite_shader:
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self._xray_composite_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("SolidView"), "xray_composite.shader"))
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theme = Application.getInstance().getTheme()
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self._xray_composite_shader.setUniformValue("u_background_color", Color(*theme.getColor("viewport_background").getRgb()))
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self._xray_composite_shader.setUniformValue("u_error_color", Color(*theme.getColor("xray_error").getRgb()))
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self._xray_composite_shader.setUniformValue("u_outline_color", Color(*theme.getColor("model_selection_outline").getRgb()))
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if not self.getRenderer().getRenderPass("xray"):
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# Currently the RenderPass constructor requires a size > 0
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# This should be fixed in RenderPass's constructor.
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self._xray_pass = XRayPass.XRayPass(1, 1)
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self.getRenderer().addRenderPass(self._xray_pass)
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if not self._composite_pass:
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self._composite_pass = self.getRenderer().getRenderPass("composite")
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self._old_layer_bindings = self._composite_pass.getLayerBindings()
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self._composite_pass.setLayerBindings(["default", "selection", "xray"])
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self._old_composite_shader = self._composite_pass.getCompositeShader()
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self._composite_pass.setCompositeShader(self._xray_composite_shader)
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global_container_stack = Application.getInstance().getGlobalContainerStack()
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global_container_stack = Application.getInstance().getGlobalContainerStack()
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if global_container_stack:
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if global_container_stack:
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if Application.getInstance().getPreferences().getValue("view/show_overhang"):
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if Application.getInstance().getPreferences().getValue("view/show_overhang"):
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@ -174,5 +220,31 @@ class SolidView(View):
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if node.callDecoration("isGroup") and Selection.isSelected(node):
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if node.callDecoration("isGroup") and Selection.isSelected(node):
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renderer.queueNode(scene.getRoot(), mesh = node.getBoundingBoxMesh(), mode = RenderBatch.RenderMode.LineLoop)
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renderer.queueNode(scene.getRoot(), mesh = node.getBoundingBoxMesh(), mode = RenderBatch.RenderMode.LineLoop)
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def endRendering(self):
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def endRendering(self):
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pass
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pass
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def event(self, event):
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if event.type == Event.ViewActivateEvent:
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# FIX: on Max OS X, somehow QOpenGLContext.currentContext() can become None during View switching.
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# This can happen when you do the following steps:
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# 1. Start Cura
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# 2. Load a model
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# 3. Switch to Custom mode
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# 4. Select the model and click on the per-object tool icon
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# 5. Switch view to Layer view or X-Ray
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# 6. Cura will very likely crash
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# It seems to be a timing issue that the currentContext can somehow be empty, but I have no clue why.
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# This fix tries to reschedule the view changing event call on the Qt thread again if the current OpenGL
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# context is None.
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if Platform.isOSX():
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if QOpenGLContext.currentContext() is None:
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Logger.log("d", "current context of OpenGL is empty on Mac OS X, will try to create shaders later")
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CuraApplication.getInstance().callLater(lambda e = event: self.event(e))
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return
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if event.type == Event.ViewDeactivateEvent:
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self.getRenderer().removeRenderPass(self._xray_pass)
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self._composite_pass.setLayerBindings(self._old_layer_bindings)
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self._composite_pass.setCompositeShader(self._old_composite_shader)
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166
plugins/SolidView/xray_composite.shader
Normal file
166
plugins/SolidView/xray_composite.shader
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@ -0,0 +1,166 @@
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[shaders]
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vertex =
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uniform highp mat4 u_modelViewProjectionMatrix;
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attribute highp vec4 a_vertex;
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attribute highp vec2 a_uvs;
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varying highp vec2 v_uvs;
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void main()
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{
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gl_Position = u_modelViewProjectionMatrix * a_vertex;
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v_uvs = a_uvs;
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}
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fragment =
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#ifdef GL_ES
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif // GL_FRAGMENT_PRECISION_HIGH
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#endif // GL_ES
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uniform sampler2D u_layer0; //Default pass.
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uniform sampler2D u_layer1; //Selection pass.
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uniform sampler2D u_layer2; //X-ray pass.
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uniform vec2 u_offset[9];
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uniform float u_outline_strength;
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uniform vec4 u_outline_color;
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uniform vec4 u_error_color;
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uniform vec4 u_background_color;
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const vec3 x_axis = vec3(1.0, 0.0, 0.0);
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const vec3 y_axis = vec3(0.0, 1.0, 0.0);
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const vec3 z_axis = vec3(0.0, 0.0, 1.0);
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varying vec2 v_uvs;
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float kernel[9];
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void main()
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{
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kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0;
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kernel[3] = 1.0; kernel[4] = -4.0; kernel[5] = 1.0;
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kernel[6] = 0.0; kernel[7] = 1.0; kernel[8] = 0.0;
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vec4 result = u_background_color;
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vec4 layer0 = texture2D(u_layer0, v_uvs);
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result = layer0 * layer0.a + result * (1.0 - layer0.a);
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float intersection_count = (texture2D(u_layer2, v_uvs).r * 255.0) / 5.0;
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if(mod(intersection_count, 2.0) >= 1.0)
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{
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result = u_error_color;
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}
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vec4 sum = vec4(0.0);
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for (int i = 0; i < 9; i++)
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{
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vec4 color = vec4(texture2D(u_layer1, v_uvs.xy + u_offset[i]).a);
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sum += color * (kernel[i] / u_outline_strength);
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}
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vec4 layer1 = texture2D(u_layer1, v_uvs);
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if((layer1.rgb == x_axis || layer1.rgb == y_axis || layer1.rgb == z_axis))
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{
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gl_FragColor = result;
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}
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else
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{
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gl_FragColor = mix(result, u_outline_color, abs(sum.a));
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}
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gl_FragColor.a = gl_FragColor.a > 0.5 ? 1.0 : 0.0;
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}
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vertex41core =
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#version 410
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uniform highp mat4 u_modelViewProjectionMatrix;
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in highp vec4 a_vertex;
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in highp vec2 a_uvs;
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out highp vec2 v_uvs;
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void main()
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{
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gl_Position = u_modelViewProjectionMatrix * a_vertex;
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v_uvs = a_uvs;
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}
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fragment41core =
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#version 410
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uniform sampler2D u_layer0; //Default pass.
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uniform sampler2D u_layer1; //Selection pass.
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uniform sampler2D u_layer2; //X-ray pass.
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uniform vec2 u_offset[9];
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uniform float u_outline_strength;
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uniform vec4 u_outline_color;
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uniform vec4 u_error_color;
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uniform vec4 u_background_color;
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const vec3 x_axis = vec3(1.0, 0.0, 0.0);
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const vec3 y_axis = vec3(0.0, 1.0, 0.0);
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const vec3 z_axis = vec3(0.0, 0.0, 1.0);
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in vec2 v_uvs;
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out vec4 frag_color;
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float kernel[9];
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void main()
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{
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kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0;
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kernel[3] = 1.0; kernel[4] = -4.0; kernel[5] = 1.0;
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kernel[6] = 0.0; kernel[7] = 1.0; kernel[8] = 0.0;
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vec4 result = u_background_color;
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vec4 layer0 = texture(u_layer0, v_uvs);
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result = layer0 * layer0.a + result * (1.0 - layer0.a);
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float intersection_count = (texture(u_layer2, v_uvs).r * 255.0) / 5.0;
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if(mod(intersection_count, 2.0) >= 1.0)
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{
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result = u_error_color;
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}
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vec4 sum = vec4(0.0);
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for (int i = 0; i < 9; i++)
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{
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vec4 color = vec4(texture(u_layer1, v_uvs.xy + u_offset[i]).a);
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sum += color * (kernel[i] / u_outline_strength);
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}
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vec4 layer1 = texture(u_layer1, v_uvs);
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if((layer1.rgb == x_axis || layer1.rgb == y_axis || layer1.rgb == z_axis))
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{
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frag_color = result;
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}
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else
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{
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frag_color = mix(result, u_outline_color, abs(sum.a));
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}
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frag_color.a = frag_color.a > 0.5 ? 1.0 : 0.0;
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}
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[defaults]
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u_layer0 = 0
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u_layer1 = 1
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u_layer2 = 2
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u_background_color = [0.965, 0.965, 0.965, 1.0]
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u_outline_strength = 1.0
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u_outline_color = [0.05, 0.66, 0.89, 1.0]
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u_error_color = [1.0, 0.0, 0.0, 1.0]
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[bindings]
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[attributes]
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a_vertex = vertex
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a_uvs = uv
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50
plugins/SolidView/xray_overlay.shader
Executable file
50
plugins/SolidView/xray_overlay.shader
Executable file
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[shaders]
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vertex =
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uniform highp mat4 u_modelViewProjectionMatrix;
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attribute highp vec4 a_vertex;
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void main()
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{
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gl_Position = u_modelViewProjectionMatrix * a_vertex;
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}
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fragment =
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uniform lowp vec4 u_xray_error;
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void main()
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{
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gl_FragColor = u_xray_error;
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}
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vertex41core =
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#version 410
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uniform highp mat4 u_modelViewProjectionMatrix;
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in highp vec4 a_vertex;
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void main()
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{
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gl_Position = u_modelViewProjectionMatrix * a_vertex;
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}
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fragment41core =
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#version 410
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uniform lowp vec4 u_xray_error;
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out vec4 frag_color;
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void main()
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{
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frag_color = u_xray_error;
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}
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[defaults]
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u_xray_error = [1.0, 1.0, 1.0, 1.0]
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[bindings]
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u_modelViewProjectionMatrix = model_view_projection_matrix
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[attributes]
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a_vertex = vertex
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@ -8,6 +8,7 @@ from UM.Application import Application
|
||||||
from UM.Logger import Logger
|
from UM.Logger import Logger
|
||||||
from UM.Math.Color import Color
|
from UM.Math.Color import Color
|
||||||
from UM.PluginRegistry import PluginRegistry
|
from UM.PluginRegistry import PluginRegistry
|
||||||
|
from UM.Resources import Resources
|
||||||
from UM.Platform import Platform
|
from UM.Platform import Platform
|
||||||
from UM.Event import Event
|
from UM.Event import Event
|
||||||
from UM.Scene.Iterator.BreadthFirstIterator import BreadthFirstIterator
|
from UM.Scene.Iterator.BreadthFirstIterator import BreadthFirstIterator
|
||||||
|
@ -19,7 +20,8 @@ from cura.CuraApplication import CuraApplication
|
||||||
from cura.CuraView import CuraView
|
from cura.CuraView import CuraView
|
||||||
from cura.Scene.ConvexHullNode import ConvexHullNode
|
from cura.Scene.ConvexHullNode import ConvexHullNode
|
||||||
|
|
||||||
from . import XRayPass
|
from cura import XRayPass
|
||||||
|
|
||||||
|
|
||||||
## View used to display a see-through version of objects with errors highlighted.
|
## View used to display a see-through version of objects with errors highlighted.
|
||||||
class XRayView(CuraView):
|
class XRayView(CuraView):
|
||||||
|
@ -38,7 +40,7 @@ class XRayView(CuraView):
|
||||||
renderer = self.getRenderer()
|
renderer = self.getRenderer()
|
||||||
|
|
||||||
if not self._xray_shader:
|
if not self._xray_shader:
|
||||||
self._xray_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("XRayView"), "xray.shader"))
|
self._xray_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "xray.shader"))
|
||||||
self._xray_shader.setUniformValue("u_color", Color(*Application.getInstance().getTheme().getColor("xray").getRgb()))
|
self._xray_shader.setUniformValue("u_color", Color(*Application.getInstance().getTheme().getColor("xray").getRgb()))
|
||||||
|
|
||||||
for node in BreadthFirstIterator(scene.getRoot()):
|
for node in BreadthFirstIterator(scene.getRoot()):
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue