SolidView.py 5.6 KB

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  1. # Copyright (c) 2015 Ultimaker B.V.
  2. # Cura is released under the terms of the AGPLv3 or higher.
  3. from UM.View.View import View
  4. from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
  5. from UM.Scene.Selection import Selection
  6. from UM.Resources import Resources
  7. from UM.Application import Application
  8. from UM.Preferences import Preferences
  9. from UM.View.Renderer import Renderer
  10. from UM.Settings.Validator import ValidatorState
  11. from UM.View.GL.OpenGL import OpenGL
  12. import cura.Settings
  13. from cura.Settings.ExtruderManager import ExtruderManager
  14. import math
  15. ## Standard view for mesh models.
  16. class SolidView(View):
  17. def __init__(self):
  18. super().__init__()
  19. Preferences.getInstance().addPreference("view/show_overhang", True)
  20. self._enabled_shader = None
  21. self._disabled_shader = None
  22. self._extruders_model = cura.Settings.ExtrudersModel()
  23. def beginRendering(self):
  24. scene = self.getController().getScene()
  25. renderer = self.getRenderer()
  26. if not self._enabled_shader:
  27. self._enabled_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "overhang.shader"))
  28. if not self._disabled_shader:
  29. self._disabled_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "striped.shader"))
  30. self._disabled_shader.setUniformValue("u_diffuseColor1", [0.48, 0.48, 0.48, 1.0])
  31. self._disabled_shader.setUniformValue("u_diffuseColor2", [0.68, 0.68, 0.68, 1.0])
  32. self._disabled_shader.setUniformValue("u_width", 50.0)
  33. multi_extrusion = False
  34. global_container_stack = Application.getInstance().getGlobalContainerStack()
  35. if global_container_stack:
  36. multi_extrusion = global_container_stack.getProperty("machine_extruder_count", "value") > 1
  37. if multi_extrusion:
  38. support_extruder_nr = global_container_stack.getProperty("support_extruder_nr", "value")
  39. support_angle_stack = ExtruderManager.getInstance().getExtruderStack(support_extruder_nr)
  40. else:
  41. support_angle_stack = global_container_stack
  42. if Preferences.getInstance().getValue("view/show_overhang"):
  43. angle = support_angle_stack.getProperty("support_angle", "value")
  44. # Make sure the overhang angle is valid before passing it to the shader
  45. # Note: if the overhang angle is set to its default value, it does not need to get validated (validationState = None)
  46. if angle is not None and global_container_stack.getProperty("support_angle", "validationState") in [None, ValidatorState.Valid]:
  47. self._enabled_shader.setUniformValue("u_overhangAngle", math.cos(math.radians(90 - angle)))
  48. else:
  49. self._enabled_shader.setUniformValue("u_overhangAngle", math.cos(math.radians(0))) #Overhang angle of 0 causes no area at all to be marked as overhang.
  50. else:
  51. self._enabled_shader.setUniformValue("u_overhangAngle", math.cos(math.radians(0)))
  52. for node in DepthFirstIterator(scene.getRoot()):
  53. if not node.render(renderer):
  54. if node.getMeshData() and node.isVisible():
  55. uniforms = {}
  56. if not multi_extrusion:
  57. if global_container_stack:
  58. material = global_container_stack.findContainer({ "type": "material" })
  59. material_color = material.getMetaDataEntry("color_code", default = self._extruders_model.defaultColors[0]) if material else self._extruders_model.defaultColors[0]
  60. else:
  61. material_color = self._extruders_model.defaultColors[0]
  62. else:
  63. # Get color to render this mesh in from ExtrudersModel
  64. extruder_index = 0
  65. extruder_id = node.callDecoration("getActiveExtruder")
  66. if extruder_id:
  67. extruder_index = max(0, self._extruders_model.find("id", extruder_id))
  68. material_color = self._extruders_model.getItem(extruder_index)["color"]
  69. try:
  70. # Colors are passed as rgb hex strings (eg "#ffffff"), and the shader needs
  71. # an rgba list of floats (eg [1.0, 1.0, 1.0, 1.0])
  72. uniforms["diffuse_color"] = [
  73. int(material_color[1:3], 16) / 255,
  74. int(material_color[3:5], 16) / 255,
  75. int(material_color[5:7], 16) / 255,
  76. 1.0
  77. ]
  78. except ValueError:
  79. pass
  80. if hasattr(node, "_outside_buildarea"):
  81. if node._outside_buildarea:
  82. renderer.queueNode(node, shader = self._disabled_shader)
  83. else:
  84. renderer.queueNode(node, shader = self._enabled_shader, uniforms = uniforms)
  85. else:
  86. renderer.queueNode(node, material = self._enabled_shader, uniforms = uniforms)
  87. if node.callDecoration("isGroup") and Selection.isSelected(node):
  88. renderer.queueNode(scene.getRoot(), mesh = node.getBoundingBoxMesh(), mode = Renderer.RenderLines)
  89. def endRendering(self):
  90. pass
  91. #def _onPreferenceChanged(self, preference):
  92. #if preference == "view/show_overhang": ## Todo: This a printer only setting. Should be removed from Uranium.
  93. #self._enabled_material = None