SimulationPass.py 12 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. 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._disabled_shader = None
  27. self._old_current_layer = 0
  28. self._old_current_path = 0
  29. self._switching_layers = True # It tracks when the user is moving the layers' slider
  30. self._gl = OpenGL.getInstance().getBindingsObject()
  31. self._scene = Application.getInstance().getController().getScene()
  32. self._extruder_manager = ExtruderManager.getInstance()
  33. self._layer_view = None
  34. self._compatibility_mode = None
  35. def setSimulationView(self, layerview):
  36. self._layer_view = layerview
  37. self._compatibility_mode = layerview.getCompatibilityMode()
  38. def render(self):
  39. if not self._layer_shader:
  40. if self._compatibility_mode:
  41. shader_filename = "layers.shader"
  42. shadow_shader_filename = "layers_shadow.shader"
  43. else:
  44. shader_filename = "layers3d.shader"
  45. shadow_shader_filename = "layers3d_shadow.shader"
  46. self._layer_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("SimulationView"), shader_filename))
  47. self._layer_shadow_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("SimulationView"), shadow_shader_filename))
  48. self._current_shader = self._layer_shader
  49. # Use extruder 0 if the extruder manager reports extruder index -1 (for single extrusion printers)
  50. self._layer_shader.setUniformValue("u_active_extruder", float(max(0, self._extruder_manager.activeExtruderIndex)))
  51. if self._layer_view:
  52. self._layer_shader.setUniformValue("u_max_feedrate", self._layer_view.getMaxFeedrate())
  53. self._layer_shader.setUniformValue("u_min_feedrate", self._layer_view.getMinFeedrate())
  54. self._layer_shader.setUniformValue("u_max_thickness", self._layer_view.getMaxThickness())
  55. self._layer_shader.setUniformValue("u_min_thickness", self._layer_view.getMinThickness())
  56. self._layer_shader.setUniformValue("u_layer_view_type", self._layer_view.getSimulationViewType())
  57. self._layer_shader.setUniformValue("u_extruder_opacity", self._layer_view.getExtruderOpacities())
  58. self._layer_shader.setUniformValue("u_show_travel_moves", self._layer_view.getShowTravelMoves())
  59. self._layer_shader.setUniformValue("u_show_helpers", self._layer_view.getShowHelpers())
  60. self._layer_shader.setUniformValue("u_show_skin", self._layer_view.getShowSkin())
  61. self._layer_shader.setUniformValue("u_show_infill", self._layer_view.getShowInfill())
  62. else:
  63. #defaults
  64. self._layer_shader.setUniformValue("u_max_feedrate", 1)
  65. self._layer_shader.setUniformValue("u_min_feedrate", 0)
  66. self._layer_shader.setUniformValue("u_max_thickness", 1)
  67. self._layer_shader.setUniformValue("u_min_thickness", 0)
  68. self._layer_shader.setUniformValue("u_layer_view_type", 1)
  69. self._layer_shader.setUniformValue("u_extruder_opacity", [[1, 1, 1, 1], [1, 1, 1, 1], [1, 1, 1, 1], [1, 1, 1, 1]])
  70. self._layer_shader.setUniformValue("u_show_travel_moves", 0)
  71. self._layer_shader.setUniformValue("u_show_helpers", 1)
  72. self._layer_shader.setUniformValue("u_show_skin", 1)
  73. self._layer_shader.setUniformValue("u_show_infill", 1)
  74. if not self._tool_handle_shader:
  75. self._tool_handle_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "toolhandle.shader"))
  76. if not self._nozzle_shader:
  77. self._nozzle_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "color.shader"))
  78. self._nozzle_shader.setUniformValue("u_color", Color(*Application.getInstance().getTheme().getColor("layerview_nozzle").getRgb()))
  79. if not self._disabled_shader:
  80. self._disabled_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "striped.shader"))
  81. self._disabled_shader.setUniformValue("u_diffuseColor1", Color(*Application.getInstance().getTheme().getColor("model_unslicable").getRgb()))
  82. self._disabled_shader.setUniformValue("u_diffuseColor2", Color(*Application.getInstance().getTheme().getColor("model_unslicable_alt").getRgb()))
  83. self._disabled_shader.setUniformValue("u_width", 50.0)
  84. self._disabled_shader.setUniformValue("u_opacity", 0.6)
  85. self.bind()
  86. tool_handle_batch = RenderBatch(self._tool_handle_shader, type = RenderBatch.RenderType.Overlay, backface_cull = True)
  87. disabled_batch = RenderBatch(self._disabled_shader)
  88. head_position = None # Indicates the current position of the print head
  89. nozzle_node = None
  90. for node in DepthFirstIterator(self._scene.getRoot()):
  91. if isinstance(node, ToolHandle):
  92. tool_handle_batch.addItem(node.getWorldTransformation(), mesh = node.getSolidMesh())
  93. elif isinstance(node, NozzleNode):
  94. nozzle_node = node
  95. nozzle_node.setVisible(False) # Don't set to true, we render it separately!
  96. elif getattr(node, "_outside_buildarea", False) and isinstance(node, SceneNode) and node.getMeshData() and node.isVisible() and not node.callDecoration("isNonPrintingMesh"):
  97. disabled_batch.addItem(node.getWorldTransformation(copy=False), node.getMeshData())
  98. elif isinstance(node, SceneNode) and (node.getMeshData() or node.callDecoration("isBlockSlicing")) and node.isVisible():
  99. layer_data = node.callDecoration("getLayerData")
  100. if not layer_data:
  101. continue
  102. # Render all layers below a certain number as line mesh instead of vertices.
  103. if self._layer_view._current_layer_num > -1 and ((not self._layer_view._only_show_top_layers) or (not self._layer_view.getCompatibilityMode())):
  104. start = 0
  105. end = 0
  106. element_counts = layer_data.getElementCounts()
  107. for layer in sorted(element_counts.keys()):
  108. # In the current layer, we show just the indicated paths
  109. if layer == self._layer_view._current_layer_num:
  110. # We look for the position of the head, searching the point of the current path
  111. index = self._layer_view._current_path_num
  112. offset = 0
  113. for polygon in layer_data.getLayer(layer).polygons:
  114. # The size indicates all values in the two-dimension array, and the second dimension is
  115. # always size 3 because we have 3D points.
  116. if index >= polygon.data.size // 3 - offset:
  117. index -= polygon.data.size // 3 - offset
  118. 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
  119. continue
  120. # The head position is calculated and translated
  121. head_position = Vector(polygon.data[index+offset][0], polygon.data[index+offset][1], polygon.data[index+offset][2]) + node.getWorldPosition()
  122. break
  123. break
  124. if self._layer_view._minimum_layer_num > layer:
  125. start += element_counts[layer]
  126. end += element_counts[layer]
  127. # Calculate the range of paths in the last layer
  128. current_layer_start = end
  129. current_layer_end = end + self._layer_view._current_path_num * 2 # Because each point is used twice
  130. # This uses glDrawRangeElements internally to only draw a certain range of lines.
  131. # All the layers but the current selected layer are rendered first
  132. if self._old_current_path != self._layer_view._current_path_num:
  133. self._current_shader = self._layer_shadow_shader
  134. self._switching_layers = False
  135. if not self._layer_view.isSimulationRunning() and self._old_current_layer != self._layer_view._current_layer_num:
  136. self._current_shader = self._layer_shader
  137. self._switching_layers = True
  138. layers_batch = RenderBatch(self._current_shader, type = RenderBatch.RenderType.Solid, mode = RenderBatch.RenderMode.Lines, range = (start, end), backface_cull = True)
  139. layers_batch.addItem(node.getWorldTransformation(), layer_data)
  140. layers_batch.render(self._scene.getActiveCamera())
  141. # Current selected layer is rendered
  142. current_layer_batch = RenderBatch(self._layer_shader, type = RenderBatch.RenderType.Solid, mode = RenderBatch.RenderMode.Lines, range = (current_layer_start, current_layer_end))
  143. current_layer_batch.addItem(node.getWorldTransformation(), layer_data)
  144. current_layer_batch.render(self._scene.getActiveCamera())
  145. self._old_current_layer = self._layer_view._current_layer_num
  146. self._old_current_path = self._layer_view._current_path_num
  147. # Create a new batch that is not range-limited
  148. batch = RenderBatch(self._layer_shader, type = RenderBatch.RenderType.Solid)
  149. if self._layer_view.getCurrentLayerMesh():
  150. batch.addItem(node.getWorldTransformation(), self._layer_view.getCurrentLayerMesh())
  151. if self._layer_view.getCurrentLayerJumps():
  152. batch.addItem(node.getWorldTransformation(), self._layer_view.getCurrentLayerJumps())
  153. if len(batch.items) > 0:
  154. batch.render(self._scene.getActiveCamera())
  155. # The nozzle is drawn when once we know the correct position of the head,
  156. # but the user is not using the layer slider, and the compatibility mode is not enabled
  157. if not self._switching_layers and not self._compatibility_mode and self._layer_view.getActivity() and nozzle_node is not None:
  158. if head_position is not None:
  159. nozzle_node.setPosition(head_position)
  160. nozzle_batch = RenderBatch(self._nozzle_shader, type = RenderBatch.RenderType.Transparent)
  161. nozzle_batch.addItem(nozzle_node.getWorldTransformation(), mesh = nozzle_node.getMeshData())
  162. nozzle_batch.render(self._scene.getActiveCamera())
  163. if len(disabled_batch.items) > 0:
  164. disabled_batch.render(self._scene.getActiveCamera())
  165. # Render toolhandles on top of the layerview
  166. if len(tool_handle_batch.items) > 0:
  167. tool_handle_batch.render(self._scene.getActiveCamera())
  168. self.release()