SolidView.py 3.2 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.Resources import Resources
  6. from UM.Application import Application
  7. from UM.Preferences import Preferences
  8. from UM.View.Renderer import Renderer
  9. from UM.View.GL.OpenGL import OpenGL
  10. import math
  11. ## Standard view for mesh models.
  12. class SolidView(View):
  13. def __init__(self):
  14. super().__init__()
  15. Preferences.getInstance().addPreference("view/show_overhang", True)
  16. self._enabled_shader = None
  17. self._disabled_shader = None
  18. def beginRendering(self):
  19. scene = self.getController().getScene()
  20. renderer = self.getRenderer()
  21. if not self._enabled_shader:
  22. self._enabled_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "overhang.shader"))
  23. if not self._disabled_shader:
  24. self._disabled_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "overhang.shader"))
  25. self._disabled_shader.setUniformValue("u_diffuseColor", [0.68, 0.68, 0.68, 1.0])
  26. self._disabled_shader.setUniformValue("u_overhangAngle", math.cos(math.radians(0)))
  27. if Application.getInstance().getGlobalContainerStack():
  28. if Preferences.getInstance().getValue("view/show_overhang"):
  29. angle = Application.getInstance().getGlobalContainerStack().getValue("support_angle")
  30. if angle is not None:
  31. self._enabled_shader.setUniformValue("u_overhangAngle", math.cos(math.radians(90 - angle)))
  32. else:
  33. 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.
  34. else:
  35. self._enabled_shader.setUniformValue("u_overhangAngle", math.cos(math.radians(0)))
  36. for node in DepthFirstIterator(scene.getRoot()):
  37. if not node.render(renderer):
  38. if node.getMeshData() and node.isVisible():
  39. # TODO: Find a better way to handle this
  40. #if node.getBoundingBoxMesh():
  41. # renderer.queueNode(scene.getRoot(), mesh = node.getBoundingBoxMesh(),mode = Renderer.RenderLines)
  42. if hasattr(node, "_outside_buildarea"):
  43. if node._outside_buildarea:
  44. renderer.queueNode(node, shader = self._disabled_shader)
  45. else:
  46. renderer.queueNode(node, shader = self._enabled_shader)
  47. else:
  48. renderer.queueNode(node, material = self._enabled_shader)
  49. if node.callDecoration("isGroup"):
  50. renderer.queueNode(scene.getRoot(), mesh = node.getBoundingBoxMesh(),mode = Renderer.RenderLines)
  51. def endRendering(self):
  52. pass
  53. #def _onPreferenceChanged(self, preference):
  54. #if preference == "view/show_overhang": ## Todo: This a printer only setting. Should be removed from Uranium.
  55. #self._enabled_material = None