SimulationPass.py 13 KB

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  1. # Copyright (c) 2020 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. from cura.LayerPolygon import LayerPolygon
  16. import os.path
  17. import numpy
  18. ## RenderPass used to display g-code paths.
  19. from .NozzleNode import NozzleNode
  20. class SimulationPass(RenderPass):
  21. def __init__(self, width, height):
  22. super().__init__("simulationview", width, height)
  23. self._layer_shader = None
  24. self._layer_shadow_shader = None
  25. 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
  26. self._tool_handle_shader = None
  27. self._nozzle_shader = None
  28. self._disabled_shader = None
  29. self._old_current_layer = 0
  30. self._old_current_path = 0
  31. self._switching_layers = True # It tracks when the user is moving the layers' slider
  32. self._gl = OpenGL.getInstance().getBindingsObject()
  33. self._scene = Application.getInstance().getController().getScene()
  34. self._extruder_manager = ExtruderManager.getInstance()
  35. self._layer_view = None
  36. self._compatibility_mode = None
  37. def setSimulationView(self, layerview):
  38. self._layer_view = layerview
  39. self._compatibility_mode = layerview.getCompatibilityMode()
  40. def render(self):
  41. if not self._layer_shader:
  42. if self._compatibility_mode:
  43. shader_filename = "layers.shader"
  44. shadow_shader_filename = "layers_shadow.shader"
  45. else:
  46. shader_filename = "layers3d.shader"
  47. shadow_shader_filename = "layers3d_shadow.shader"
  48. self._layer_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("SimulationView"), shader_filename))
  49. self._layer_shadow_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("SimulationView"), shadow_shader_filename))
  50. self._current_shader = self._layer_shader
  51. # Use extruder 0 if the extruder manager reports extruder index -1 (for single extrusion printers)
  52. self._layer_shader.setUniformValue("u_active_extruder", float(max(0, self._extruder_manager.activeExtruderIndex)))
  53. if not self._compatibility_mode:
  54. self._layer_shader.setUniformValue("u_starts_color", Color(*Application.getInstance().getTheme().getColor("layerview_starts").getRgb()))
  55. if self._layer_view:
  56. self._layer_shader.setUniformValue("u_max_feedrate", self._layer_view.getMaxFeedrate())
  57. self._layer_shader.setUniformValue("u_min_feedrate", self._layer_view.getMinFeedrate())
  58. self._layer_shader.setUniformValue("u_max_thickness", self._layer_view.getMaxThickness())
  59. self._layer_shader.setUniformValue("u_min_thickness", self._layer_view.getMinThickness())
  60. self._layer_shader.setUniformValue("u_max_line_width", self._layer_view.getMaxLineWidth())
  61. self._layer_shader.setUniformValue("u_min_line_width", self._layer_view.getMinLineWidth())
  62. self._layer_shader.setUniformValue("u_layer_view_type", self._layer_view.getSimulationViewType())
  63. self._layer_shader.setUniformValue("u_extruder_opacity", self._layer_view.getExtruderOpacities())
  64. self._layer_shader.setUniformValue("u_show_travel_moves", self._layer_view.getShowTravelMoves())
  65. self._layer_shader.setUniformValue("u_show_helpers", self._layer_view.getShowHelpers())
  66. self._layer_shader.setUniformValue("u_show_skin", self._layer_view.getShowSkin())
  67. self._layer_shader.setUniformValue("u_show_infill", self._layer_view.getShowInfill())
  68. self._layer_shader.setUniformValue("u_show_starts", self._layer_view.getShowStarts())
  69. else:
  70. #defaults
  71. self._layer_shader.setUniformValue("u_max_feedrate", 1)
  72. self._layer_shader.setUniformValue("u_min_feedrate", 0)
  73. self._layer_shader.setUniformValue("u_max_thickness", 1)
  74. self._layer_shader.setUniformValue("u_min_thickness", 0)
  75. self._layer_shader.setUniformValue("u_max_line_width", 1)
  76. self._layer_shader.setUniformValue("u_min_line_width", 0)
  77. self._layer_shader.setUniformValue("u_layer_view_type", 1)
  78. self._layer_shader.setUniformValue("u_extruder_opacity", [[1, 1, 1, 1], [1, 1, 1, 1], [1, 1, 1, 1], [1, 1, 1, 1]])
  79. self._layer_shader.setUniformValue("u_show_travel_moves", 0)
  80. self._layer_shader.setUniformValue("u_show_helpers", 1)
  81. self._layer_shader.setUniformValue("u_show_skin", 1)
  82. self._layer_shader.setUniformValue("u_show_infill", 1)
  83. self._layer_shader.setUniformValue("u_show_starts", 1)
  84. if not self._tool_handle_shader:
  85. self._tool_handle_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "toolhandle.shader"))
  86. if not self._nozzle_shader:
  87. self._nozzle_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "color.shader"))
  88. self._nozzle_shader.setUniformValue("u_color", Color(*Application.getInstance().getTheme().getColor("layerview_nozzle").getRgb()))
  89. if not self._disabled_shader:
  90. self._disabled_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "striped.shader"))
  91. self._disabled_shader.setUniformValue("u_diffuseColor1", Color(*Application.getInstance().getTheme().getColor("model_unslicable").getRgb()))
  92. self._disabled_shader.setUniformValue("u_diffuseColor2", Color(*Application.getInstance().getTheme().getColor("model_unslicable_alt").getRgb()))
  93. self._disabled_shader.setUniformValue("u_width", 50.0)
  94. self._disabled_shader.setUniformValue("u_opacity", 0.6)
  95. self.bind()
  96. tool_handle_batch = RenderBatch(self._tool_handle_shader, type = RenderBatch.RenderType.Overlay, backface_cull = True)
  97. disabled_batch = RenderBatch(self._disabled_shader)
  98. head_position = None # Indicates the current position of the print head
  99. nozzle_node = None
  100. for node in DepthFirstIterator(self._scene.getRoot()):
  101. if isinstance(node, ToolHandle):
  102. tool_handle_batch.addItem(node.getWorldTransformation(), mesh = node.getSolidMesh())
  103. elif isinstance(node, NozzleNode):
  104. nozzle_node = node
  105. nozzle_node.setVisible(False) # Don't set to true, we render it separately!
  106. elif getattr(node, "_outside_buildarea", False) and isinstance(node, SceneNode) and node.getMeshData() and node.isVisible() and not node.callDecoration("isNonPrintingMesh"):
  107. disabled_batch.addItem(node.getWorldTransformation(copy=False), node.getMeshData())
  108. elif isinstance(node, SceneNode) and (node.getMeshData() or node.callDecoration("isBlockSlicing")) and node.isVisible():
  109. layer_data = node.callDecoration("getLayerData")
  110. if not layer_data:
  111. continue
  112. # Render all layers below a certain number as line mesh instead of vertices.
  113. if self._layer_view._current_layer_num > -1 and ((not self._layer_view._only_show_top_layers) or (not self._layer_view.getCompatibilityMode())):
  114. start = 0
  115. end = 0
  116. element_counts = layer_data.getElementCounts()
  117. for layer in sorted(element_counts.keys()):
  118. # In the current layer, we show just the indicated paths
  119. if layer == self._layer_view._current_layer_num:
  120. # We look for the position of the head, searching the point of the current path
  121. index = self._layer_view._current_path_num
  122. offset = 0
  123. for polygon in layer_data.getLayer(layer).polygons:
  124. # The size indicates all values in the two-dimension array, and the second dimension is
  125. # always size 3 because we have 3D points.
  126. if index >= polygon.data.size // 3 - offset:
  127. index -= polygon.data.size // 3 - offset
  128. 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
  129. continue
  130. # The head position is calculated and translated
  131. head_position = Vector(polygon.data[index+offset][0], polygon.data[index+offset][1], polygon.data[index+offset][2]) + node.getWorldPosition()
  132. break
  133. break
  134. if self._layer_view._minimum_layer_num > layer:
  135. start += element_counts[layer]
  136. end += element_counts[layer]
  137. # Calculate the range of paths in the last layer
  138. current_layer_start = end
  139. current_layer_end = end + self._layer_view._current_path_num * 2 # Because each point is used twice
  140. # This uses glDrawRangeElements internally to only draw a certain range of lines.
  141. # All the layers but the current selected layer are rendered first
  142. if self._old_current_path != self._layer_view._current_path_num:
  143. self._current_shader = self._layer_shadow_shader
  144. self._switching_layers = False
  145. if not self._layer_view.isSimulationRunning() and self._old_current_layer != self._layer_view._current_layer_num:
  146. self._current_shader = self._layer_shader
  147. self._switching_layers = True
  148. # The first line does not have a previous line: add a MoveCombingType in front for start detection
  149. # this way the first start of the layer can also be drawn
  150. prev_line_types = numpy.concatenate([numpy.asarray([LayerPolygon.MoveCombingType], dtype = numpy.float32), layer_data._attributes["line_types"]["value"]])
  151. # Remove the last element
  152. prev_line_types = prev_line_types[0:layer_data._attributes["line_types"]["value"].size]
  153. layer_data._attributes["prev_line_types"] = {'opengl_type': 'float', 'value': prev_line_types, 'opengl_name': 'a_prev_line_type'}
  154. layers_batch = RenderBatch(self._current_shader, type = RenderBatch.RenderType.Solid, mode = RenderBatch.RenderMode.Lines, range = (start, end), backface_cull = True)
  155. layers_batch.addItem(node.getWorldTransformation(), layer_data)
  156. layers_batch.render(self._scene.getActiveCamera())
  157. # Current selected layer is rendered
  158. current_layer_batch = RenderBatch(self._layer_shader, type = RenderBatch.RenderType.Solid, mode = RenderBatch.RenderMode.Lines, range = (current_layer_start, current_layer_end))
  159. current_layer_batch.addItem(node.getWorldTransformation(), layer_data)
  160. current_layer_batch.render(self._scene.getActiveCamera())
  161. self._old_current_layer = self._layer_view._current_layer_num
  162. self._old_current_path = self._layer_view._current_path_num
  163. # Create a new batch that is not range-limited
  164. batch = RenderBatch(self._layer_shader, type = RenderBatch.RenderType.Solid)
  165. if self._layer_view.getCurrentLayerMesh():
  166. batch.addItem(node.getWorldTransformation(), self._layer_view.getCurrentLayerMesh())
  167. if self._layer_view.getCurrentLayerJumps():
  168. batch.addItem(node.getWorldTransformation(), self._layer_view.getCurrentLayerJumps())
  169. if len(batch.items) > 0:
  170. batch.render(self._scene.getActiveCamera())
  171. # The nozzle is drawn when once we know the correct position of the head,
  172. # but the user is not using the layer slider, and the compatibility mode is not enabled
  173. if not self._switching_layers and not self._compatibility_mode and self._layer_view.getActivity() and nozzle_node is not None:
  174. if head_position is not None:
  175. nozzle_node.setPosition(head_position)
  176. nozzle_batch = RenderBatch(self._nozzle_shader, type = RenderBatch.RenderType.Transparent)
  177. nozzle_batch.addItem(nozzle_node.getWorldTransformation(), mesh = nozzle_node.getMeshData())
  178. nozzle_batch.render(self._scene.getActiveCamera())
  179. if len(disabled_batch.items) > 0:
  180. disabled_batch.render(self._scene.getActiveCamera())
  181. # Render toolhandles on top of the layerview
  182. if len(tool_handle_batch.items) > 0:
  183. tool_handle_batch.render(self._scene.getActiveCamera())
  184. self.release()