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- # Copyright (c) 2015 Ultimaker B.V.
- # Cura is released under the terms of the LGPLv3 or higher.
- from UM.View.View import View
- from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
- from UM.Scene.Selection import Selection
- from UM.Resources import Resources
- from UM.Application import Application
- from UM.Preferences import Preferences
- from UM.View.RenderBatch import RenderBatch
- from UM.Settings.Validator import ValidatorState
- from UM.Math.Color import Color
- from UM.View.GL.OpenGL import OpenGL
- from cura.Settings.ExtruderManager import ExtruderManager
- from cura.Settings.ExtrudersModel import ExtrudersModel
- import math
- ## Standard view for mesh models.
- class SolidView(View):
- def __init__(self):
- super().__init__()
- Preferences.getInstance().addPreference("view/show_overhang", True)
- self._enabled_shader = None
- self._disabled_shader = None
- self._non_printing_shader = None
- self._support_mesh_shader = None
- self._extruders_model = ExtrudersModel()
- self._theme = None
- def beginRendering(self):
- scene = self.getController().getScene()
- renderer = self.getRenderer()
- if not self._theme:
- self._theme = Application.getInstance().getTheme()
- if not self._enabled_shader:
- self._enabled_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "overhang.shader"))
- self._enabled_shader.setUniformValue("u_overhangColor", Color(*self._theme.getColor("model_overhang").getRgb()))
- if not self._disabled_shader:
- self._disabled_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "striped.shader"))
- self._disabled_shader.setUniformValue("u_diffuseColor1", Color(*self._theme.getColor("model_unslicable").getRgb()))
- self._disabled_shader.setUniformValue("u_diffuseColor2", Color(*self._theme.getColor("model_unslicable_alt").getRgb()))
- self._disabled_shader.setUniformValue("u_width", 50.0)
- if not self._non_printing_shader:
- self._non_printing_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "transparent_object.shader"))
- self._non_printing_shader.setUniformValue("u_diffuseColor", Color(*self._theme.getColor("model_non_printing").getRgb()))
- self._non_printing_shader.setUniformValue("u_opacity", 0.6)
- if not self._support_mesh_shader:
- self._support_mesh_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "striped.shader"))
- self._support_mesh_shader.setUniformValue("u_vertical_stripes", True)
- self._support_mesh_shader.setUniformValue("u_width", 5.0)
- global_container_stack = Application.getInstance().getGlobalContainerStack()
- if global_container_stack:
- support_extruder_nr = global_container_stack.getExtruderPositionValueWithDefault("support_extruder_nr")
- support_angle_stack = Application.getInstance().getExtruderManager().getExtruderStack(support_extruder_nr)
- if support_angle_stack is not None and Preferences.getInstance().getValue("view/show_overhang"):
- angle = support_angle_stack.getProperty("support_angle", "value")
- # Make sure the overhang angle is valid before passing it to the shader
- # Note: if the overhang angle is set to its default value, it does not need to get validated (validationState = None)
- if angle is not None and global_container_stack.getProperty("support_angle", "validationState") in [None, ValidatorState.Valid]:
- self._enabled_shader.setUniformValue("u_overhangAngle", math.cos(math.radians(90 - angle)))
- else:
- 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.
- else:
- self._enabled_shader.setUniformValue("u_overhangAngle", math.cos(math.radians(0)))
- for node in DepthFirstIterator(scene.getRoot()):
- if not node.render(renderer):
- if node.getMeshData() and node.isVisible() and not node.callDecoration("getLayerData"):
- uniforms = {}
- shade_factor = 1.0
- per_mesh_stack = node.callDecoration("getStack")
- extruder_index = node.callDecoration("getActiveExtruderPosition")
- if extruder_index is None:
- extruder_index = "0"
- extruder_index = int(extruder_index)
- # Use the support extruder instead of the active extruder if this is a support_mesh
- if per_mesh_stack:
- if per_mesh_stack.getProperty("support_mesh", "value"):
- extruder_index = int(global_container_stack.getExtruderPositionValueWithDefault("support_extruder_nr"))
- try:
- material_color = self._extruders_model.getItem(extruder_index)["color"]
- except KeyError:
- material_color = self._extruders_model.defaultColors[0]
- if extruder_index != ExtruderManager.getInstance().activeExtruderIndex:
- # Shade objects that are printed with the non-active extruder 25% darker
- shade_factor = 0.6
- try:
- # Colors are passed as rgb hex strings (eg "#ffffff"), and the shader needs
- # an rgba list of floats (eg [1.0, 1.0, 1.0, 1.0])
- uniforms["diffuse_color"] = [
- shade_factor * int(material_color[1:3], 16) / 255,
- shade_factor * int(material_color[3:5], 16) / 255,
- shade_factor * int(material_color[5:7], 16) / 255,
- 1.0
- ]
- except ValueError:
- pass
- if node.callDecoration("isNonPrintingMesh"):
- if per_mesh_stack and (per_mesh_stack.getProperty("infill_mesh", "value") or per_mesh_stack.getProperty("cutting_mesh", "value")):
- renderer.queueNode(node, shader = self._non_printing_shader, uniforms = uniforms, transparent = True)
- else:
- renderer.queueNode(node, shader = self._non_printing_shader, transparent = True)
- elif getattr(node, "_outside_buildarea", False):
- renderer.queueNode(node, shader = self._disabled_shader)
- elif per_mesh_stack and per_mesh_stack.getProperty("support_mesh", "value"):
- # Render support meshes with a vertical stripe that is darker
- shade_factor = 0.6
- uniforms["diffuse_color_2"] = [
- uniforms["diffuse_color"][0] * shade_factor,
- uniforms["diffuse_color"][1] * shade_factor,
- uniforms["diffuse_color"][2] * shade_factor,
- 1.0
- ]
- renderer.queueNode(node, shader = self._support_mesh_shader, uniforms = uniforms)
- else:
- renderer.queueNode(node, shader = self._enabled_shader, uniforms = uniforms)
- if node.callDecoration("isGroup") and Selection.isSelected(node):
- renderer.queueNode(scene.getRoot(), mesh = node.getBoundingBoxMesh(), mode = RenderBatch.RenderMode.LineLoop)
- def endRendering(self):
- pass
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