SolidView.py 13 KB

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  1. # Copyright (c) 2019 Ultimaker B.V.
  2. # Cura is released under the terms of the LGPLv3 or higher.
  3. import os.path
  4. from UM.View.View import View
  5. from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
  6. from UM.Scene.Selection import Selection
  7. from UM.Resources import Resources
  8. from PyQt5.QtGui import QOpenGLContext
  9. from UM.Application import Application
  10. from UM.Logger import Logger
  11. from UM.Math.Color import Color
  12. from UM.PluginRegistry import PluginRegistry
  13. from UM.Platform import Platform
  14. from UM.Event import Event
  15. from UM.View.RenderBatch import RenderBatch
  16. from UM.View.GL.OpenGL import OpenGL
  17. from cura.CuraApplication import CuraApplication
  18. from cura.Settings.ExtruderManager import ExtruderManager
  19. from cura import XRayPass
  20. import math
  21. ## Standard view for mesh models.
  22. class SolidView(View):
  23. def __init__(self):
  24. super().__init__()
  25. application = Application.getInstance()
  26. application.getPreferences().addPreference("view/show_overhang", True)
  27. application.globalContainerStackChanged.connect(self._onGlobalContainerChanged)
  28. self._enabled_shader = None
  29. self._disabled_shader = None
  30. self._non_printing_shader = None
  31. self._support_mesh_shader = None
  32. self._xray_shader = None
  33. self._xray_pass = None
  34. self._xray_composite_shader = None
  35. self._composite_pass = None
  36. self._extruders_model = None
  37. self._theme = None
  38. self._support_angle = 90
  39. self._global_stack = None
  40. self._old_composite_shader = None
  41. self._old_layer_bindings = None
  42. Application.getInstance().engineCreatedSignal.connect(self._onGlobalContainerChanged)
  43. def _onGlobalContainerChanged(self) -> None:
  44. if self._global_stack:
  45. try:
  46. self._global_stack.propertyChanged.disconnect(self._onPropertyChanged)
  47. except TypeError:
  48. pass
  49. for extruder_stack in ExtruderManager.getInstance().getActiveExtruderStacks():
  50. extruder_stack.propertyChanged.disconnect(self._onPropertyChanged)
  51. self._global_stack = Application.getInstance().getGlobalContainerStack()
  52. if self._global_stack:
  53. self._global_stack.propertyChanged.connect(self._onPropertyChanged)
  54. for extruder_stack in ExtruderManager.getInstance().getActiveExtruderStacks():
  55. extruder_stack.propertyChanged.connect(self._onPropertyChanged)
  56. self._onPropertyChanged("support_angle", "value") # Force an re-evaluation
  57. def _onPropertyChanged(self, key: str, property_name: str) -> None:
  58. if key != "support_angle" or property_name != "value":
  59. return
  60. # As the rendering is called a *lot* we really, dont want to re-evaluate the property every time. So we store em!
  61. global_container_stack = Application.getInstance().getGlobalContainerStack()
  62. if global_container_stack:
  63. support_extruder_nr = int(global_container_stack.getExtruderPositionValueWithDefault("support_extruder_nr"))
  64. try:
  65. support_angle_stack = global_container_stack.extruderList[support_extruder_nr]
  66. except IndexError:
  67. pass
  68. else:
  69. self._support_angle = support_angle_stack.getProperty("support_angle", "value")
  70. def _checkSetup(self):
  71. if not self._extruders_model:
  72. self._extruders_model = Application.getInstance().getExtrudersModel()
  73. if not self._theme:
  74. self._theme = Application.getInstance().getTheme()
  75. if not self._enabled_shader:
  76. self._enabled_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "overhang.shader"))
  77. self._enabled_shader.setUniformValue("u_overhangColor", Color(*self._theme.getColor("model_overhang").getRgb()))
  78. if not self._disabled_shader:
  79. self._disabled_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "striped.shader"))
  80. self._disabled_shader.setUniformValue("u_diffuseColor1", Color(*self._theme.getColor("model_unslicable").getRgb()))
  81. self._disabled_shader.setUniformValue("u_diffuseColor2", Color(*self._theme.getColor("model_unslicable_alt").getRgb()))
  82. self._disabled_shader.setUniformValue("u_width", 50.0)
  83. if not self._non_printing_shader:
  84. self._non_printing_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "transparent_object.shader"))
  85. self._non_printing_shader.setUniformValue("u_diffuseColor", Color(*self._theme.getColor("model_non_printing").getRgb()))
  86. self._non_printing_shader.setUniformValue("u_opacity", 0.6)
  87. if not self._support_mesh_shader:
  88. self._support_mesh_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "striped.shader"))
  89. self._support_mesh_shader.setUniformValue("u_vertical_stripes", True)
  90. self._support_mesh_shader.setUniformValue("u_width", 5.0)
  91. def beginRendering(self):
  92. scene = self.getController().getScene()
  93. renderer = self.getRenderer()
  94. self._checkSetup()
  95. if not self._xray_shader:
  96. self._xray_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "xray.shader"))
  97. self._xray_shader.setUniformValue("u_color", Color(*Application.getInstance().getTheme().getColor("xray").getRgb()))
  98. if not self._xray_composite_shader:
  99. self._xray_composite_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("SolidView"), "xray_composite.shader"))
  100. theme = Application.getInstance().getTheme()
  101. self._xray_composite_shader.setUniformValue("u_background_color", Color(*theme.getColor("viewport_background").getRgb()))
  102. self._xray_composite_shader.setUniformValue("u_error_color", Color(*theme.getColor("xray_error").getRgb()))
  103. self._xray_composite_shader.setUniformValue("u_outline_color", Color(*theme.getColor("model_selection_outline").getRgb()))
  104. if not self.getRenderer().getRenderPass("xray"):
  105. # Currently the RenderPass constructor requires a size > 0
  106. # This should be fixed in RenderPass's constructor.
  107. self._xray_pass = XRayPass.XRayPass(1, 1)
  108. self.getRenderer().addRenderPass(self._xray_pass)
  109. if not self._composite_pass:
  110. self._composite_pass = self.getRenderer().getRenderPass("composite")
  111. self._old_layer_bindings = self._composite_pass.getLayerBindings()
  112. self._composite_pass.setLayerBindings(["default", "selection", "xray"])
  113. self._old_composite_shader = self._composite_pass.getCompositeShader()
  114. self._composite_pass.setCompositeShader(self._xray_composite_shader)
  115. global_container_stack = Application.getInstance().getGlobalContainerStack()
  116. if global_container_stack:
  117. if Application.getInstance().getPreferences().getValue("view/show_overhang"):
  118. # Make sure the overhang angle is valid before passing it to the shader
  119. if self._support_angle is not None and self._support_angle >= 0 and self._support_angle <= 90:
  120. self._enabled_shader.setUniformValue("u_overhangAngle", math.cos(math.radians(90 - self._support_angle)))
  121. else:
  122. 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.
  123. else:
  124. self._enabled_shader.setUniformValue("u_overhangAngle", math.cos(math.radians(0)))
  125. for node in DepthFirstIterator(scene.getRoot()):
  126. if not node.render(renderer):
  127. if node.getMeshData() and node.isVisible() and not node.callDecoration("getLayerData"):
  128. uniforms = {}
  129. shade_factor = 1.0
  130. per_mesh_stack = node.callDecoration("getStack")
  131. extruder_index = node.callDecoration("getActiveExtruderPosition")
  132. if extruder_index is None:
  133. extruder_index = "0"
  134. extruder_index = int(extruder_index)
  135. # Use the support extruder instead of the active extruder if this is a support_mesh
  136. if per_mesh_stack:
  137. if per_mesh_stack.getProperty("support_mesh", "value"):
  138. extruder_index = int(global_container_stack.getExtruderPositionValueWithDefault("support_extruder_nr"))
  139. try:
  140. material_color = self._extruders_model.getItem(extruder_index)["color"]
  141. except KeyError:
  142. material_color = self._extruders_model.defaultColors[0]
  143. if extruder_index != ExtruderManager.getInstance().activeExtruderIndex:
  144. # Shade objects that are printed with the non-active extruder 25% darker
  145. shade_factor = 0.6
  146. try:
  147. # Colors are passed as rgb hex strings (eg "#ffffff"), and the shader needs
  148. # an rgba list of floats (eg [1.0, 1.0, 1.0, 1.0])
  149. uniforms["diffuse_color"] = [
  150. shade_factor * int(material_color[1:3], 16) / 255,
  151. shade_factor * int(material_color[3:5], 16) / 255,
  152. shade_factor * int(material_color[5:7], 16) / 255,
  153. 1.0
  154. ]
  155. # Color the currently selected face-id. (Disable for now.)
  156. #face = Selection.getHoverFace()
  157. uniforms["hover_face"] = -1 #if not face or node != face[0] else face[1]
  158. except ValueError:
  159. pass
  160. if node.callDecoration("isNonPrintingMesh"):
  161. if per_mesh_stack and (per_mesh_stack.getProperty("infill_mesh", "value") or per_mesh_stack.getProperty("cutting_mesh", "value")):
  162. renderer.queueNode(node, shader = self._non_printing_shader, uniforms = uniforms, transparent = True)
  163. else:
  164. renderer.queueNode(node, shader = self._non_printing_shader, transparent = True)
  165. elif getattr(node, "_outside_buildarea", False):
  166. renderer.queueNode(node, shader = self._disabled_shader)
  167. elif per_mesh_stack and per_mesh_stack.getProperty("support_mesh", "value"):
  168. # Render support meshes with a vertical stripe that is darker
  169. shade_factor = 0.6
  170. uniforms["diffuse_color_2"] = [
  171. uniforms["diffuse_color"][0] * shade_factor,
  172. uniforms["diffuse_color"][1] * shade_factor,
  173. uniforms["diffuse_color"][2] * shade_factor,
  174. 1.0
  175. ]
  176. renderer.queueNode(node, shader = self._support_mesh_shader, uniforms = uniforms)
  177. else:
  178. renderer.queueNode(node, shader = self._enabled_shader, uniforms = uniforms)
  179. if node.callDecoration("isGroup") and Selection.isSelected(node):
  180. renderer.queueNode(scene.getRoot(), mesh = node.getBoundingBoxMesh(), mode = RenderBatch.RenderMode.LineLoop)
  181. def endRendering(self):
  182. pass
  183. def event(self, event):
  184. if event.type == Event.ViewActivateEvent:
  185. # FIX: on Max OS X, somehow QOpenGLContext.currentContext() can become None during View switching.
  186. # This can happen when you do the following steps:
  187. # 1. Start Cura
  188. # 2. Load a model
  189. # 3. Switch to Custom mode
  190. # 4. Select the model and click on the per-object tool icon
  191. # 5. Switch view to Layer view or X-Ray
  192. # 6. Cura will very likely crash
  193. # It seems to be a timing issue that the currentContext can somehow be empty, but I have no clue why.
  194. # This fix tries to reschedule the view changing event call on the Qt thread again if the current OpenGL
  195. # context is None.
  196. if Platform.isOSX():
  197. if QOpenGLContext.currentContext() is None:
  198. Logger.log("d", "current context of OpenGL is empty on Mac OS X, will try to create shaders later")
  199. CuraApplication.getInstance().callLater(lambda e = event: self.event(e))
  200. return
  201. if event.type == Event.ViewDeactivateEvent:
  202. self.getRenderer().removeRenderPass(self._xray_pass)
  203. self._composite_pass.setLayerBindings(self._old_layer_bindings)
  204. self._composite_pass.setCompositeShader(self._old_composite_shader)