SimulationPass.py 11 KB

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  1. # Copyright (c) 2017 Ultimaker B.V.
  2. # Cura is released under the terms of the LGPLv3 or higher.
  3. from UM.Math.Color import Color
  4. from UM.Math.Vector import Vector
  5. from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
  6. from UM.Resources import Resources
  7. from UM.Scene.SceneNode import SceneNode
  8. from UM.Scene.ToolHandle import ToolHandle
  9. from UM.Application import Application
  10. from UM.PluginRegistry import PluginRegistry
  11. from UM.View.RenderPass import RenderPass
  12. from UM.View.RenderBatch import RenderBatch
  13. from UM.View.GL.OpenGL import OpenGL
  14. from cura.Settings.ExtruderManager import ExtruderManager
  15. import os.path
  16. ## RenderPass used to display g-code paths.
  17. from .NozzleNode import NozzleNode
  18. class SimulationPass(RenderPass):
  19. def __init__(self, width, height):
  20. super().__init__("simulationview", width, height)
  21. self._layer_shader = None
  22. self._layer_shadow_shader = None
  23. self._current_shader = None # This shader will be the shadow or the normal depending if the user wants to see the paths or the layers
  24. self._tool_handle_shader = None
  25. self._nozzle_shader = None
  26. self._old_current_layer = 0
  27. self._old_current_path = 0
  28. self._switching_layers = True # It tracks when the user is moving the layers' slider
  29. self._gl = OpenGL.getInstance().getBindingsObject()
  30. self._scene = Application.getInstance().getController().getScene()
  31. self._extruder_manager = ExtruderManager.getInstance()
  32. self._layer_view = None
  33. self._compatibility_mode = None
  34. def setSimulationView(self, layerview):
  35. self._layer_view = layerview
  36. self._compatibility_mode = layerview.getCompatibilityMode()
  37. def render(self):
  38. if not self._layer_shader:
  39. if self._compatibility_mode:
  40. shader_filename = "layers.shader"
  41. shadow_shader_filename = "layers_shadow.shader"
  42. else:
  43. shader_filename = "layers3d.shader"
  44. shadow_shader_filename = "layers3d_shadow.shader"
  45. self._layer_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("SimulationView"), shader_filename))
  46. self._layer_shadow_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("SimulationView"), shadow_shader_filename))
  47. self._current_shader = self._layer_shader
  48. # Use extruder 0 if the extruder manager reports extruder index -1 (for single extrusion printers)
  49. self._layer_shader.setUniformValue("u_active_extruder", float(max(0, self._extruder_manager.activeExtruderIndex)))
  50. if self._layer_view:
  51. self._layer_shader.setUniformValue("u_max_feedrate", self._layer_view.getMaxFeedrate())
  52. self._layer_shader.setUniformValue("u_min_feedrate", self._layer_view.getMinFeedrate())
  53. self._layer_shader.setUniformValue("u_max_thickness", self._layer_view.getMaxThickness())
  54. self._layer_shader.setUniformValue("u_min_thickness", self._layer_view.getMinThickness())
  55. self._layer_shader.setUniformValue("u_layer_view_type", self._layer_view.getSimulationViewType())
  56. self._layer_shader.setUniformValue("u_extruder_opacity", self._layer_view.getExtruderOpacities())
  57. self._layer_shader.setUniformValue("u_show_travel_moves", self._layer_view.getShowTravelMoves())
  58. self._layer_shader.setUniformValue("u_show_helpers", self._layer_view.getShowHelpers())
  59. self._layer_shader.setUniformValue("u_show_skin", self._layer_view.getShowSkin())
  60. self._layer_shader.setUniformValue("u_show_infill", self._layer_view.getShowInfill())
  61. else:
  62. #defaults
  63. self._layer_shader.setUniformValue("u_max_feedrate", 1)
  64. self._layer_shader.setUniformValue("u_min_feedrate", 0)
  65. self._layer_shader.setUniformValue("u_max_thickness", 1)
  66. self._layer_shader.setUniformValue("u_min_thickness", 0)
  67. self._layer_shader.setUniformValue("u_layer_view_type", 1)
  68. self._layer_shader.setUniformValue("u_extruder_opacity", [1, 1, 1, 1])
  69. self._layer_shader.setUniformValue("u_show_travel_moves", 0)
  70. self._layer_shader.setUniformValue("u_show_helpers", 1)
  71. self._layer_shader.setUniformValue("u_show_skin", 1)
  72. self._layer_shader.setUniformValue("u_show_infill", 1)
  73. if not self._tool_handle_shader:
  74. self._tool_handle_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "toolhandle.shader"))
  75. if not self._nozzle_shader:
  76. self._nozzle_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "color.shader"))
  77. self._nozzle_shader.setUniformValue("u_color", Color(*Application.getInstance().getTheme().getColor("layerview_nozzle").getRgb()))
  78. self.bind()
  79. tool_handle_batch = RenderBatch(self._tool_handle_shader, type = RenderBatch.RenderType.Overlay, backface_cull = True)
  80. head_position = None # Indicates the current position of the print head
  81. nozzle_node = None
  82. for node in DepthFirstIterator(self._scene.getRoot()):
  83. if isinstance(node, ToolHandle):
  84. tool_handle_batch.addItem(node.getWorldTransformation(), mesh = node.getSolidMesh())
  85. elif isinstance(node, NozzleNode):
  86. nozzle_node = node
  87. nozzle_node.setVisible(False)
  88. elif isinstance(node, SceneNode) and (node.getMeshData() or node.callDecoration("isBlockSlicing")) and node.isVisible():
  89. layer_data = node.callDecoration("getLayerData")
  90. if not layer_data:
  91. continue
  92. # Render all layers below a certain number as line mesh instead of vertices.
  93. if self._layer_view._current_layer_num > -1 and ((not self._layer_view._only_show_top_layers) or (not self._layer_view.getCompatibilityMode())):
  94. start = 0
  95. end = 0
  96. element_counts = layer_data.getElementCounts()
  97. for layer in sorted(element_counts.keys()):
  98. # In the current layer, we show just the indicated paths
  99. if layer == self._layer_view._current_layer_num:
  100. # We look for the position of the head, searching the point of the current path
  101. index = self._layer_view._current_path_num
  102. offset = 0
  103. for polygon in layer_data.getLayer(layer).polygons:
  104. # The size indicates all values in the two-dimension array, and the second dimension is
  105. # always size 3 because we have 3D points.
  106. if index >= polygon.data.size // 3 - offset:
  107. index -= polygon.data.size // 3 - offset
  108. offset = 1 # This is to avoid the first point when there is more than one polygon, since has the same value as the last point in the previous polygon
  109. continue
  110. # The head position is calculated and translated
  111. head_position = Vector(polygon.data[index+offset][0], polygon.data[index+offset][1], polygon.data[index+offset][2]) + node.getWorldPosition()
  112. break
  113. break
  114. if self._layer_view._minimum_layer_num > layer:
  115. start += element_counts[layer]
  116. end += element_counts[layer]
  117. # Calculate the range of paths in the last layer
  118. current_layer_start = end
  119. current_layer_end = end + self._layer_view._current_path_num * 2 # Because each point is used twice
  120. # This uses glDrawRangeElements internally to only draw a certain range of lines.
  121. # All the layers but the current selected layer are rendered first
  122. if self._old_current_path != self._layer_view._current_path_num:
  123. self._current_shader = self._layer_shadow_shader
  124. self._switching_layers = False
  125. if not self._layer_view.isSimulationRunning() and self._old_current_layer != self._layer_view._current_layer_num:
  126. self._current_shader = self._layer_shader
  127. self._switching_layers = True
  128. layers_batch = RenderBatch(self._current_shader, type = RenderBatch.RenderType.Solid, mode = RenderBatch.RenderMode.Lines, range = (start, end), backface_cull = True)
  129. layers_batch.addItem(node.getWorldTransformation(), layer_data)
  130. layers_batch.render(self._scene.getActiveCamera())
  131. # Current selected layer is rendered
  132. current_layer_batch = RenderBatch(self._layer_shader, type = RenderBatch.RenderType.Solid, mode = RenderBatch.RenderMode.Lines, range = (current_layer_start, current_layer_end))
  133. current_layer_batch.addItem(node.getWorldTransformation(), layer_data)
  134. current_layer_batch.render(self._scene.getActiveCamera())
  135. self._old_current_layer = self._layer_view._current_layer_num
  136. self._old_current_path = self._layer_view._current_path_num
  137. # Create a new batch that is not range-limited
  138. batch = RenderBatch(self._layer_shader, type = RenderBatch.RenderType.Solid)
  139. if self._layer_view.getCurrentLayerMesh():
  140. batch.addItem(node.getWorldTransformation(), self._layer_view.getCurrentLayerMesh())
  141. if self._layer_view.getCurrentLayerJumps():
  142. batch.addItem(node.getWorldTransformation(), self._layer_view.getCurrentLayerJumps())
  143. if len(batch.items) > 0:
  144. batch.render(self._scene.getActiveCamera())
  145. # The nozzle is drawn when once we know the correct position of the head,
  146. # but the user is not using the layer slider, and the compatibility mode is not enabled
  147. if not self._switching_layers and not self._compatibility_mode and self._layer_view.getActivity() and nozzle_node is not None:
  148. if head_position is not None:
  149. nozzle_node.setVisible(True)
  150. nozzle_node.setPosition(head_position)
  151. nozzle_batch = RenderBatch(self._nozzle_shader, type = RenderBatch.RenderType.Transparent)
  152. nozzle_batch.addItem(nozzle_node.getWorldTransformation(), mesh = nozzle_node.getMeshData())
  153. nozzle_batch.render(self._scene.getActiveCamera())
  154. # Render toolhandles on top of the layerview
  155. if len(tool_handle_batch.items) > 0:
  156. tool_handle_batch.render(self._scene.getActiveCamera())
  157. self.release()