CURA-4526 Add Simulation View plugin

This commit is contained in:
Diego Prado Gesto 2017-11-21 10:51:57 +01:00
parent b6e997c88d
commit 2df06bbbb9
18 changed files with 3542 additions and 0 deletions

View File

@ -0,0 +1,325 @@
// Copyright (c) 2017 Ultimaker B.V.
// Cura is released under the terms of the LGPLv3 or higher.
import QtQuick 2.2
import QtQuick.Controls 1.2
import QtQuick.Layouts 1.1
import QtQuick.Controls.Styles 1.1
import UM 1.0 as UM
import Cura 1.0 as Cura
Item {
id: sliderRoot
// handle properties
property real handleSize: 10
property real handleRadius: handleSize / 2
property real minimumRangeHandleSize: handleSize / 2
property color upperHandleColor: "black"
property color lowerHandleColor: "black"
property color rangeHandleColor: "black"
property color handleActiveColor: "white"
property real handleLabelWidth: width
property var activeHandle: upperHandle
// track properties
property real trackThickness: 4 // width of the slider track
property real trackRadius: trackThickness / 2
property color trackColor: "white"
property real trackBorderWidth: 1 // width of the slider track border
property color trackBorderColor: "black"
// value properties
property real maximumValue: 100
property real minimumValue: 0
property real minimumRange: 0 // minimum range allowed between min and max values
property bool roundValues: true
property real upperValue: maximumValue
property real lowerValue: minimumValue
property bool layersVisible: true
function getUpperValueFromSliderHandle () {
return upperHandle.getValue()
}
function setUpperValue (value) {
upperHandle.setValue(value)
updateRangeHandle()
}
function getLowerValueFromSliderHandle () {
return lowerHandle.getValue()
}
function setLowerValue (value) {
lowerHandle.setValue(value)
updateRangeHandle()
}
function updateRangeHandle () {
rangeHandle.height = lowerHandle.y - (upperHandle.y + upperHandle.height)
}
// set the active handle to show only one label at a time
function setActiveHandle (handle) {
activeHandle = handle
}
// slider track
Rectangle {
id: track
width: sliderRoot.trackThickness
height: sliderRoot.height - sliderRoot.handleSize
radius: sliderRoot.trackRadius
anchors.centerIn: sliderRoot
color: sliderRoot.trackColor
border.width: sliderRoot.trackBorderWidth
border.color: sliderRoot.trackBorderColor
visible: sliderRoot.layersVisible
}
// Range handle
Item {
id: rangeHandle
y: upperHandle.y + upperHandle.height
width: sliderRoot.handleSize
height: sliderRoot.minimumRangeHandleSize
anchors.horizontalCenter: sliderRoot.horizontalCenter
visible: sliderRoot.layersVisible
// set the new value when dragging
function onHandleDragged () {
upperHandle.y = y - upperHandle.height
lowerHandle.y = y + height
var upperValue = sliderRoot.getUpperValueFromSliderHandle()
var lowerValue = sliderRoot.getLowerValueFromSliderHandle()
// set both values after moving the handle position
UM.SimulationView.setCurrentLayer(upperValue)
UM.SimulationView.setMinimumLayer(lowerValue)
}
function setValue (value) {
var range = sliderRoot.upperValue - sliderRoot.lowerValue
value = Math.min(value, sliderRoot.maximumValue)
value = Math.max(value, sliderRoot.minimumValue + range)
UM.SimulationView.setCurrentLayer(value)
UM.SimulationView.setMinimumLayer(value - range)
}
Rectangle {
width: sliderRoot.trackThickness - 2 * sliderRoot.trackBorderWidth
height: parent.height + sliderRoot.handleSize
anchors.centerIn: parent
color: sliderRoot.rangeHandleColor
}
MouseArea {
anchors.fill: parent
drag {
target: parent
axis: Drag.YAxis
minimumY: upperHandle.height
maximumY: sliderRoot.height - (rangeHandle.height + lowerHandle.height)
}
onPositionChanged: parent.onHandleDragged()
onPressed: sliderRoot.setActiveHandle(rangeHandle)
}
SimulationSliderLabel {
id: rangleHandleLabel
height: sliderRoot.handleSize + UM.Theme.getSize("default_margin").height
x: parent.x - width - UM.Theme.getSize("default_margin").width
anchors.verticalCenter: parent.verticalCenter
target: Qt.point(sliderRoot.width, y + height / 2)
visible: sliderRoot.activeHandle == parent
// custom properties
maximumValue: sliderRoot.maximumValue
value: sliderRoot.upperValue
busy: UM.SimulationView.busy
setValue: rangeHandle.setValue // connect callback functions
}
}
// Upper handle
Rectangle {
id: upperHandle
y: sliderRoot.height - (sliderRoot.minimumRangeHandleSize + 2 * sliderRoot.handleSize)
width: sliderRoot.handleSize
height: sliderRoot.handleSize
anchors.horizontalCenter: sliderRoot.horizontalCenter
radius: sliderRoot.handleRadius
color: upperHandleLabel.activeFocus ? sliderRoot.handleActiveColor : sliderRoot.upperHandleColor
visible: sliderRoot.layersVisible
function onHandleDragged () {
// don't allow the lower handle to be heigher than the upper handle
if (lowerHandle.y - (y + height) < sliderRoot.minimumRangeHandleSize) {
lowerHandle.y = y + height + sliderRoot.minimumRangeHandleSize
}
// update the range handle
sliderRoot.updateRangeHandle()
// set the new value after moving the handle position
UM.SimulationView.setCurrentLayer(getValue())
}
// get the upper value based on the slider position
function getValue () {
var result = y / (sliderRoot.height - (2 * sliderRoot.handleSize + sliderRoot.minimumRangeHandleSize))
result = sliderRoot.maximumValue + result * (sliderRoot.minimumValue - (sliderRoot.maximumValue - sliderRoot.minimumValue))
result = sliderRoot.roundValues ? Math.round(result) : result
return result
}
// set the slider position based on the upper value
function setValue (value) {
UM.SimulationView.setCurrentLayer(value)
var diff = (value - sliderRoot.maximumValue) / (sliderRoot.minimumValue - sliderRoot.maximumValue)
var newUpperYPosition = Math.round(diff * (sliderRoot.height - (2 * sliderRoot.handleSize + sliderRoot.minimumRangeHandleSize)))
y = newUpperYPosition
// update the range handle
sliderRoot.updateRangeHandle()
}
Keys.onUpPressed: upperHandleLabel.setValue(upperHandleLabel.value + ((event.modifiers & Qt.ShiftModifier) ? 10 : 1))
Keys.onDownPressed: upperHandleLabel.setValue(upperHandleLabel.value - ((event.modifiers & Qt.ShiftModifier) ? 10 : 1))
// dragging
MouseArea {
anchors.fill: parent
drag {
target: parent
axis: Drag.YAxis
minimumY: 0
maximumY: sliderRoot.height - (2 * sliderRoot.handleSize + sliderRoot.minimumRangeHandleSize)
}
onPositionChanged: parent.onHandleDragged()
onPressed: {
sliderRoot.setActiveHandle(upperHandle)
upperHandleLabel.forceActiveFocus()
}
}
SimulationSliderLabel {
id: upperHandleLabel
height: sliderRoot.handleSize + UM.Theme.getSize("default_margin").height
x: parent.x - width - UM.Theme.getSize("default_margin").width
anchors.verticalCenter: parent.verticalCenter
target: Qt.point(sliderRoot.width, y + height / 2)
visible: sliderRoot.activeHandle == parent
// custom properties
maximumValue: sliderRoot.maximumValue
value: sliderRoot.upperValue
busy: UM.SimulationView.busy
setValue: upperHandle.setValue // connect callback functions
}
}
// Lower handle
Rectangle {
id: lowerHandle
y: sliderRoot.height - sliderRoot.handleSize
width: parent.handleSize
height: parent.handleSize
anchors.horizontalCenter: parent.horizontalCenter
radius: sliderRoot.handleRadius
color: lowerHandleLabel.activeFocus ? sliderRoot.handleActiveColor : sliderRoot.lowerHandleColor
visible: sliderRoot.layersVisible
function onHandleDragged () {
// don't allow the upper handle to be lower than the lower handle
if (y - (upperHandle.y + upperHandle.height) < sliderRoot.minimumRangeHandleSize) {
upperHandle.y = y - (upperHandle.heigth + sliderRoot.minimumRangeHandleSize)
}
// update the range handle
sliderRoot.updateRangeHandle()
// set the new value after moving the handle position
UM.SimulationView.setMinimumLayer(getValue())
}
// get the lower value from the current slider position
function getValue () {
var result = (y - (sliderRoot.handleSize + sliderRoot.minimumRangeHandleSize)) / (sliderRoot.height - (2 * sliderRoot.handleSize + sliderRoot.minimumRangeHandleSize));
result = sliderRoot.maximumValue - sliderRoot.minimumRange + result * (sliderRoot.minimumValue - (sliderRoot.maximumValue - sliderRoot.minimumRange))
result = sliderRoot.roundValues ? Math.round(result) : result
return result
}
// set the slider position based on the lower value
function setValue (value) {
UM.SimulationView.setMinimumLayer(value)
var diff = (value - sliderRoot.maximumValue) / (sliderRoot.minimumValue - sliderRoot.maximumValue)
var newLowerYPosition = Math.round((sliderRoot.handleSize + sliderRoot.minimumRangeHandleSize) + diff * (sliderRoot.height - (2 * sliderRoot.handleSize + sliderRoot.minimumRangeHandleSize)))
y = newLowerYPosition
// update the range handle
sliderRoot.updateRangeHandle()
}
Keys.onUpPressed: lowerHandleLabel.setValue(lowerHandleLabel.value + ((event.modifiers & Qt.ShiftModifier) ? 10 : 1))
Keys.onDownPressed: lowerHandleLabel.setValue(lowerHandleLabel.value - ((event.modifiers & Qt.ShiftModifier) ? 10 : 1))
// dragging
MouseArea {
anchors.fill: parent
drag {
target: parent
axis: Drag.YAxis
minimumY: upperHandle.height + sliderRoot.minimumRangeHandleSize
maximumY: sliderRoot.height - parent.height
}
onPositionChanged: parent.onHandleDragged()
onPressed: {
sliderRoot.setActiveHandle(lowerHandle)
lowerHandleLabel.forceActiveFocus()
}
}
SimulationSliderLabel {
id: lowerHandleLabel
height: sliderRoot.handleSize + UM.Theme.getSize("default_margin").height
x: parent.x - width - UM.Theme.getSize("default_margin").width
anchors.verticalCenter: parent.verticalCenter
target: Qt.point(sliderRoot.width, y + height / 2)
visible: sliderRoot.activeHandle == parent
// custom properties
maximumValue: sliderRoot.maximumValue
value: sliderRoot.lowerValue
busy: UM.SimulationView.busy
setValue: lowerHandle.setValue // connect callback functions
}
}
}

View File

@ -0,0 +1,49 @@
# Copyright (c) 2017 Ultimaker B.V.
# Cura is released under the terms of the LGPLv3 or higher.
from UM.Application import Application
from UM.Math.Color import Color
from UM.Math.Vector import Vector
from UM.PluginRegistry import PluginRegistry
from UM.Scene.SceneNode import SceneNode
from UM.View.GL.OpenGL import OpenGL
from UM.Resources import Resources
import os
class NozzleNode(SceneNode):
def __init__(self, parent = None):
super().__init__(parent)
self._shader = None
self.setCalculateBoundingBox(False)
self._createNozzleMesh()
def _createNozzleMesh(self):
mesh_file = "resources/nozzle.stl"
try:
path = os.path.join(PluginRegistry.getInstance().getPluginPath("SimulationView"), mesh_file)
except FileNotFoundError:
path = ""
reader = Application.getInstance().getMeshFileHandler().getReaderForFile(path)
node = reader.read(path)
if node.getMeshData():
self.setMeshData(node.getMeshData())
def render(self, renderer):
# Avoid to render if it is not visible
if not self.isVisible():
return False
if not self._shader:
# We now misuse the platform shader, as it actually supports textures
self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "color.shader"))
self._shader.setUniformValue("u_color", Color(*Application.getInstance().getTheme().getColor("layerview_nozzle").getRgb()))
# Set the opacity to 0, so that the template is in full control.
self._shader.setUniformValue("u_opacity", 0)
if self.getMeshData():
renderer.queueNode(self, shader = self._shader, transparent = True)
return True

View File

@ -0,0 +1,161 @@
// Copyright (c) 2017 Ultimaker B.V.
// Cura is released under the terms of the LGPLv3 or higher.
import QtQuick 2.2
import QtQuick.Controls 1.2
import QtQuick.Layouts 1.1
import QtQuick.Controls.Styles 1.1
import UM 1.0 as UM
import Cura 1.0 as Cura
Item {
id: sliderRoot
// handle properties
property real handleSize: 10
property real handleRadius: handleSize / 2
property color handleColor: "black"
property color handleActiveColor: "white"
property color rangeColor: "black"
property real handleLabelWidth: width
// track properties
property real trackThickness: 4 // width of the slider track
property real trackRadius: trackThickness / 2
property color trackColor: "white"
property real trackBorderWidth: 1 // width of the slider track border
property color trackBorderColor: "black"
// value properties
property real maximumValue: 100
property bool roundValues: true
property real handleValue: maximumValue
property bool pathsVisible: true
function getHandleValueFromSliderHandle () {
return handle.getValue()
}
function setHandleValue (value) {
handle.setValue(value)
updateRangeHandle()
}
function updateRangeHandle () {
rangeHandle.width = handle.x - sliderRoot.handleSize
}
// slider track
Rectangle {
id: track
width: sliderRoot.width - sliderRoot.handleSize
height: sliderRoot.trackThickness
radius: sliderRoot.trackRadius
anchors.centerIn: sliderRoot
color: sliderRoot.trackColor
border.width: sliderRoot.trackBorderWidth
border.color: sliderRoot.trackBorderColor
visible: sliderRoot.pathsVisible
}
// Progress indicator
Item {
id: rangeHandle
x: handle.width
height: sliderRoot.handleSize
width: handle.x - sliderRoot.handleSize
anchors.verticalCenter: sliderRoot.verticalCenter
visible: sliderRoot.pathsVisible
Rectangle {
height: sliderRoot.trackThickness - 2 * sliderRoot.trackBorderWidth
width: parent.width + sliderRoot.handleSize
anchors.centerIn: parent
color: sliderRoot.rangeColor
}
}
// Handle
Rectangle {
id: handle
x: sliderRoot.handleSize
width: sliderRoot.handleSize
height: sliderRoot.handleSize
anchors.verticalCenter: sliderRoot.verticalCenter
radius: sliderRoot.handleRadius
color: handleLabel.activeFocus ? sliderRoot.handleActiveColor : sliderRoot.handleColor
visible: sliderRoot.pathsVisible
function onHandleDragged () {
// update the range handle
sliderRoot.updateRangeHandle()
// set the new value after moving the handle position
UM.SimulationView.setCurrentPath(getValue())
}
// get the value based on the slider position
function getValue () {
var result = x / (sliderRoot.width - sliderRoot.handleSize)
result = result * sliderRoot.maximumValue
result = sliderRoot.roundValues ? Math.round(result) : result
return result
}
// set the slider position based on the value
function setValue (value) {
UM.SimulationView.setCurrentPath(value)
var diff = value / sliderRoot.maximumValue
var newXPosition = Math.round(diff * (sliderRoot.width - sliderRoot.handleSize))
x = newXPosition
// update the range handle
sliderRoot.updateRangeHandle()
}
Keys.onRightPressed: handleLabel.setValue(handleLabel.value + ((event.modifiers & Qt.ShiftModifier) ? 10 : 1))
Keys.onLeftPressed: handleLabel.setValue(handleLabel.value - ((event.modifiers & Qt.ShiftModifier) ? 10 : 1))
// dragging
MouseArea {
anchors.fill: parent
drag {
target: parent
axis: Drag.XAxis
minimumX: 0
maximumX: sliderRoot.width - sliderRoot.handleSize
}
onPressed: {
handleLabel.forceActiveFocus()
}
onPositionChanged: parent.onHandleDragged()
}
SimulationSliderLabel {
id: handleLabel
height: sliderRoot.handleSize + UM.Theme.getSize("default_margin").height
y: parent.y + sliderRoot.handleSize + UM.Theme.getSize("default_margin").height
anchors.horizontalCenter: parent.horizontalCenter
target: Qt.point(x + width / 2, sliderRoot.height)
visible: false
startFrom: 0
// custom properties
maximumValue: sliderRoot.maximumValue
value: sliderRoot.handleValue
busy: UM.SimulationView.busy
setValue: handle.setValue // connect callback functions
}
}
}

View File

@ -0,0 +1,186 @@
# Copyright (c) 2017 Ultimaker B.V.
# Cura is released under the terms of the LGPLv3 or higher.
from UM.Math.Color import Color
from UM.Math.Vector import Vector
from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
from UM.Resources import Resources
from UM.Scene.SceneNode import SceneNode
from UM.Scene.ToolHandle import ToolHandle
from UM.Application import Application
from UM.PluginRegistry import PluginRegistry
from UM.View.RenderPass import RenderPass
from UM.View.RenderBatch import RenderBatch
from UM.View.GL.OpenGL import OpenGL
from cura.Settings.ExtruderManager import ExtruderManager
import os.path
## RenderPass used to display g-code paths.
from .NozzleNode import NozzleNode
class SimulationPass(RenderPass):
def __init__(self, width, height):
super().__init__("simulationview", width, height)
self._layer_shader = None
self._layer_shadow_shader = None
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
self._tool_handle_shader = None
self._nozzle_shader = None
self._old_current_layer = 0
self._old_current_path = 0
self._gl = OpenGL.getInstance().getBindingsObject()
self._scene = Application.getInstance().getController().getScene()
self._extruder_manager = ExtruderManager.getInstance()
self._layer_view = None
self._compatibility_mode = None
def setSimulationView(self, layerview):
self._layer_view = layerview
self._compatibility_mode = layerview.getCompatibilityMode()
def render(self):
if not self._layer_shader:
if self._compatibility_mode:
shader_filename = "layers.shader"
shadow_shader_filename = "layers_shadow.shader"
else:
shader_filename = "layers3d.shader"
shadow_shader_filename = "layers3d_shadow.shader"
self._layer_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("SimulationView"), shader_filename))
self._layer_shadow_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("SimulationView"), shadow_shader_filename))
self._current_shader = self._layer_shader
# Use extruder 0 if the extruder manager reports extruder index -1 (for single extrusion printers)
self._layer_shader.setUniformValue("u_active_extruder", float(max(0, self._extruder_manager.activeExtruderIndex)))
if self._layer_view:
self._layer_shader.setUniformValue("u_max_feedrate", self._layer_view.getMaxFeedrate())
self._layer_shader.setUniformValue("u_min_feedrate", self._layer_view.getMinFeedrate())
self._layer_shader.setUniformValue("u_max_thickness", self._layer_view.getMaxThickness())
self._layer_shader.setUniformValue("u_min_thickness", self._layer_view.getMinThickness())
self._layer_shader.setUniformValue("u_layer_view_type", self._layer_view.getSimulationViewType())
self._layer_shader.setUniformValue("u_extruder_opacity", self._layer_view.getExtruderOpacities())
self._layer_shader.setUniformValue("u_show_travel_moves", self._layer_view.getShowTravelMoves())
self._layer_shader.setUniformValue("u_show_helpers", self._layer_view.getShowHelpers())
self._layer_shader.setUniformValue("u_show_skin", self._layer_view.getShowSkin())
self._layer_shader.setUniformValue("u_show_infill", self._layer_view.getShowInfill())
else:
#defaults
self._layer_shader.setUniformValue("u_max_feedrate", 1)
self._layer_shader.setUniformValue("u_min_feedrate", 0)
self._layer_shader.setUniformValue("u_max_thickness", 1)
self._layer_shader.setUniformValue("u_min_thickness", 0)
self._layer_shader.setUniformValue("u_layer_view_type", 1)
self._layer_shader.setUniformValue("u_extruder_opacity", [1, 1, 1, 1])
self._layer_shader.setUniformValue("u_show_travel_moves", 0)
self._layer_shader.setUniformValue("u_show_helpers", 1)
self._layer_shader.setUniformValue("u_show_skin", 1)
self._layer_shader.setUniformValue("u_show_infill", 1)
if not self._tool_handle_shader:
self._tool_handle_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "toolhandle.shader"))
if not self._nozzle_shader:
self._nozzle_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "color.shader"))
self._nozzle_shader.setUniformValue("u_color", Color(*Application.getInstance().getTheme().getColor("layerview_nozzle").getRgb()))
self.bind()
tool_handle_batch = RenderBatch(self._tool_handle_shader, type = RenderBatch.RenderType.Solid)
head_position = None # Indicates the current position of the print head
nozzle_node = None
for node in DepthFirstIterator(self._scene.getRoot()):
if isinstance(node, ToolHandle):
tool_handle_batch.addItem(node.getWorldTransformation(), mesh = node.getSolidMesh())
elif isinstance(node, NozzleNode):
nozzle_node = node
nozzle_node.setVisible(False)
elif isinstance(node, SceneNode) and (node.getMeshData() or node.callDecoration("isBlockSlicing")) and node.isVisible():
layer_data = node.callDecoration("getLayerData")
if not layer_data:
continue
# Render all layers below a certain number as line mesh instead of vertices.
if self._layer_view._current_layer_num > -1 and ((not self._layer_view._only_show_top_layers) or (not self._layer_view.getCompatibilityMode())):
start = 0
end = 0
element_counts = layer_data.getElementCounts()
for layer in sorted(element_counts.keys()):
# In the current layer, we show just the indicated paths
if layer == self._layer_view._current_layer_num:
# We look for the position of the head, searching the point of the current path
index = self._layer_view._current_path_num
offset = 0
for polygon in layer_data.getLayer(layer).polygons:
# The size indicates all values in the two-dimension array, and the second dimension is
# always size 3 because we have 3D points.
if index >= polygon.data.size // 3 - offset:
index -= polygon.data.size // 3 - offset
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
continue
# The head position is calculated and translated
head_position = Vector(polygon.data[index+offset][0], polygon.data[index+offset][1], polygon.data[index+offset][2]) + node.getWorldPosition()
break
break
if self._layer_view._minimum_layer_num > layer:
start += element_counts[layer]
end += element_counts[layer]
# Calculate the range of paths in the last layer
current_layer_start = end
current_layer_end = end + self._layer_view._current_path_num * 2 # Because each point is used twice
# This uses glDrawRangeElements internally to only draw a certain range of lines.
# All the layers but the current selected layer are rendered first
if self._old_current_path != self._layer_view._current_path_num:
self._current_shader = self._layer_shadow_shader
if not self._layer_view.isSimulationRunning() and self._old_current_layer != self._layer_view._current_layer_num:
self._current_shader = self._layer_shader
layers_batch = RenderBatch(self._current_shader, type = RenderBatch.RenderType.Solid, mode = RenderBatch.RenderMode.Lines, range = (start, end))
layers_batch.addItem(node.getWorldTransformation(), layer_data)
layers_batch.render(self._scene.getActiveCamera())
# Current selected layer is rendered
current_layer_batch = RenderBatch(self._layer_shader, type = RenderBatch.RenderType.Solid, mode = RenderBatch.RenderMode.Lines, range = (current_layer_start, current_layer_end))
current_layer_batch.addItem(node.getWorldTransformation(), layer_data)
current_layer_batch.render(self._scene.getActiveCamera())
self._old_current_layer = self._layer_view._current_layer_num
self._old_current_path = self._layer_view._current_path_num
# Create a new batch that is not range-limited
batch = RenderBatch(self._layer_shader, type = RenderBatch.RenderType.Solid)
if self._layer_view.getCurrentLayerMesh():
batch.addItem(node.getWorldTransformation(), self._layer_view.getCurrentLayerMesh())
if self._layer_view.getCurrentLayerJumps():
batch.addItem(node.getWorldTransformation(), self._layer_view.getCurrentLayerJumps())
if len(batch.items) > 0:
batch.render(self._scene.getActiveCamera())
# The nozzle is drawn once we know the correct position
if self._layer_view.getActivity() and nozzle_node is not None:
if head_position is not None:
nozzle_node.setVisible(True)
nozzle_node.setPosition(head_position)
nozzle_batch = RenderBatch(self._nozzle_shader, type = RenderBatch.RenderType.Solid)
nozzle_batch.addItem(nozzle_node.getWorldTransformation(), mesh = nozzle_node.getMeshData())
nozzle_batch.render(self._scene.getActiveCamera())
# Render toolhandles on top of the layerview
if len(tool_handle_batch.items) > 0:
tool_handle_batch.render(self._scene.getActiveCamera())
self.release()

View File

@ -0,0 +1,104 @@
// Copyright (c) 2017 Ultimaker B.V.
// Cura is released under the terms of the LGPLv3 or higher.
import QtQuick 2.2
import QtQuick.Controls 1.2
import QtQuick.Layouts 1.1
import QtQuick.Controls.Styles 1.1
import UM 1.0 as UM
import Cura 1.0 as Cura
UM.PointingRectangle {
id: sliderLabelRoot
// custom properties
property real maximumValue: 100
property real value: 0
property var setValue // Function
property bool busy: false
property int startFrom: 1
target: Qt.point(parent.width, y + height / 2)
arrowSize: UM.Theme.getSize("default_arrow").width
height: parent.height
width: valueLabel.width + UM.Theme.getSize("default_margin").width
visible: false
// make sure the text field is focussed when pressing the parent handle
// needed to connect the key bindings when switching active handle
onVisibleChanged: if (visible) valueLabel.forceActiveFocus()
color: UM.Theme.getColor("tool_panel_background")
borderColor: UM.Theme.getColor("lining")
borderWidth: UM.Theme.getSize("default_lining").width
Behavior on height {
NumberAnimation {
duration: 50
}
}
// catch all mouse events so they're not handled by underlying 3D scene
MouseArea {
anchors.fill: parent
}
TextField {
id: valueLabel
anchors {
left: parent.left
leftMargin: Math.floor(UM.Theme.getSize("default_margin").width / 2)
verticalCenter: parent.verticalCenter
}
width: 40 * screenScaleFactor
text: sliderLabelRoot.value + startFrom // the current handle value, add 1 because layers is an array
horizontalAlignment: TextInput.AlignRight
// key bindings, work when label is currenctly focused (active handle in LayerSlider)
Keys.onUpPressed: sliderLabelRoot.setValue(sliderLabelRoot.value + ((event.modifiers & Qt.ShiftModifier) ? 10 : 1))
Keys.onDownPressed: sliderLabelRoot.setValue(sliderLabelRoot.value - ((event.modifiers & Qt.ShiftModifier) ? 10 : 1))
style: TextFieldStyle {
textColor: UM.Theme.getColor("setting_control_text")
font: UM.Theme.getFont("default")
background: Item { }
}
onEditingFinished: {
// Ensure that the cursor is at the first position. On some systems the text isn't fully visible
// Seems to have to do something with different dpi densities that QML doesn't quite handle.
// Another option would be to increase the size even further, but that gives pretty ugly results.
cursorPosition = 0
if (valueLabel.text != "") {
// -startFrom because we need to convert back to an array structure
sliderLabelRoot.setValue(parseInt(valueLabel.text) - startFrom)
}
}
validator: IntValidator {
bottom:startFrom
top: sliderLabelRoot.maximumValue + startFrom // +startFrom because maybe we want to start in a different value rather than 0
}
}
BusyIndicator {
id: busyIndicator
anchors {
left: parent.right
leftMargin: Math.floor(UM.Theme.getSize("default_margin").width / 2)
verticalCenter: parent.verticalCenter
}
width: sliderLabelRoot.height
height: width
visible: sliderLabelRoot.busy
running: sliderLabelRoot.busy
}
}

View File

@ -0,0 +1,609 @@
# Copyright (c) 2017 Ultimaker B.V.
# Cura is released under the terms of the LGPLv3 or higher.
import sys
from PyQt5.QtCore import Qt
from PyQt5.QtWidgets import QApplication
from UM.Application import Application
from UM.Event import Event, KeyEvent
from UM.Job import Job
from UM.Logger import Logger
from UM.Math.Color import Color
from UM.Mesh.MeshBuilder import MeshBuilder
from UM.Message import Message
from UM.PluginRegistry import PluginRegistry
from UM.Preferences import Preferences
from UM.Resources import Resources
from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
from UM.Scene.Selection import Selection
from UM.Signal import Signal
from UM.View.GL.OpenGL import OpenGL
from UM.View.GL.OpenGLContext import OpenGLContext
from UM.View.View import View
from UM.i18n import i18nCatalog
from cura.ConvexHullNode import ConvexHullNode
from .NozzleNode import NozzleNode
from .SimulationPass import SimulationPass
from .SimulationViewProxy import SimulationViewProxy
catalog = i18nCatalog("cura")
import numpy
import os.path
## View used to display g-code paths.
class SimulationView(View):
# Must match SimulationView.qml
LAYER_VIEW_TYPE_MATERIAL_TYPE = 0
LAYER_VIEW_TYPE_LINE_TYPE = 1
LAYER_VIEW_TYPE_FEEDRATE = 2
LAYER_VIEW_TYPE_THICKNESS = 3
def __init__(self):
super().__init__()
self._max_layers = 0
self._current_layer_num = 0
self._minimum_layer_num = 0
self._current_layer_mesh = None
self._current_layer_jumps = None
self._top_layers_job = None
self._activity = False
self._old_max_layers = 0
self._max_paths = 0
self._current_path_num = 0
self._minimum_path_num = 0
self.currentLayerNumChanged.connect(self._onCurrentLayerNumChanged)
self._busy = False
self._simulation_running = False
self._ghost_shader = None
self._layer_pass = None
self._composite_pass = None
self._old_layer_bindings = None
self._simulationview_composite_shader = None
self._old_composite_shader = None
self._global_container_stack = None
self._proxy = SimulationViewProxy()
self._controller.getScene().getRoot().childrenChanged.connect(self._onSceneChanged)
self._resetSettings()
self._legend_items = None
self._show_travel_moves = False
self._nozzle_node = None
Preferences.getInstance().addPreference("view/top_layer_count", 5)
Preferences.getInstance().addPreference("view/only_show_top_layers", False)
Preferences.getInstance().addPreference("view/force_layer_view_compatibility_mode", False)
Preferences.getInstance().addPreference("layerview/layer_view_type", 0)
Preferences.getInstance().addPreference("layerview/extruder_opacities", "")
Preferences.getInstance().addPreference("layerview/show_travel_moves", False)
Preferences.getInstance().addPreference("layerview/show_helpers", True)
Preferences.getInstance().addPreference("layerview/show_skin", True)
Preferences.getInstance().addPreference("layerview/show_infill", True)
Preferences.getInstance().preferenceChanged.connect(self._onPreferencesChanged)
self._updateWithPreferences()
self._solid_layers = int(Preferences.getInstance().getValue("view/top_layer_count"))
self._only_show_top_layers = bool(Preferences.getInstance().getValue("view/only_show_top_layers"))
self._compatibility_mode = True # for safety
self._wireprint_warning_message = Message(catalog.i18nc("@info:status", "Cura does not accurately display layers when Wire Printing is enabled"),
title = catalog.i18nc("@info:title", "Simulation View"))
def _resetSettings(self):
self._layer_view_type = 0 # 0 is material color, 1 is color by linetype, 2 is speed
self._extruder_count = 0
self._extruder_opacity = [1.0, 1.0, 1.0, 1.0]
self._show_travel_moves = 0
self._show_helpers = 1
self._show_skin = 1
self._show_infill = 1
self.resetLayerData()
def getActivity(self):
return self._activity
def setActivity(self, activity):
if self._activity == activity:
return
self._activity = activity
self.activityChanged.emit()
def getSimulationPass(self):
if not self._layer_pass:
# Currently the RenderPass constructor requires a size > 0
# This should be fixed in RenderPass's constructor.
self._layer_pass = SimulationPass(1, 1)
self._compatibility_mode = OpenGLContext.isLegacyOpenGL() or bool(Preferences.getInstance().getValue("view/force_layer_view_compatibility_mode"))
self._layer_pass.setSimulationView(self)
return self._layer_pass
def getCurrentLayer(self):
return self._current_layer_num
def getMinimumLayer(self):
return self._minimum_layer_num
def getMaxLayers(self):
return self._max_layers
def getCurrentPath(self):
return self._current_path_num
def getMinimumPath(self):
return self._minimum_path_num
def getMaxPaths(self):
return self._max_paths
def getNozzleNode(self):
if not self._nozzle_node:
self._nozzle_node = NozzleNode()
return self._nozzle_node
def _onSceneChanged(self, node):
self.setActivity(False)
self.calculateMaxLayers()
def isBusy(self):
return self._busy
def setBusy(self, busy):
if busy != self._busy:
self._busy = busy
self.busyChanged.emit()
def isSimulationRunning(self):
return self._simulation_running
def setSimulationRunning(self, running):
self._simulation_running = running
def resetLayerData(self):
self._current_layer_mesh = None
self._current_layer_jumps = None
self._max_feedrate = sys.float_info.min
self._min_feedrate = sys.float_info.max
self._max_thickness = sys.float_info.min
self._min_thickness = sys.float_info.max
def beginRendering(self):
scene = self.getController().getScene()
renderer = self.getRenderer()
if not self._ghost_shader:
self._ghost_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "color.shader"))
self._ghost_shader.setUniformValue("u_color", Color(*Application.getInstance().getTheme().getColor("layerview_ghost").getRgb()))
for node in DepthFirstIterator(scene.getRoot()):
# We do not want to render ConvexHullNode as it conflicts with the bottom layers.
# However, it is somewhat relevant when the node is selected, so do render it then.
if type(node) is ConvexHullNode and not Selection.isSelected(node.getWatchedNode()):
continue
if not node.render(renderer):
if (node.getMeshData()) and node.isVisible():
renderer.queueNode(node, transparent = True, shader = self._ghost_shader)
def setLayer(self, value):
if self._current_layer_num != value:
self._current_layer_num = value
if self._current_layer_num < 0:
self._current_layer_num = 0
if self._current_layer_num > self._max_layers:
self._current_layer_num = self._max_layers
if self._current_layer_num < self._minimum_layer_num:
self._minimum_layer_num = self._current_layer_num
self._startUpdateTopLayers()
self.currentLayerNumChanged.emit()
def setMinimumLayer(self, value):
if self._minimum_layer_num != value:
self._minimum_layer_num = value
if self._minimum_layer_num < 0:
self._minimum_layer_num = 0
if self._minimum_layer_num > self._max_layers:
self._minimum_layer_num = self._max_layers
if self._minimum_layer_num > self._current_layer_num:
self._current_layer_num = self._minimum_layer_num
self._startUpdateTopLayers()
self.currentLayerNumChanged.emit()
def setPath(self, value):
if self._current_path_num != value:
self._current_path_num = value
if self._current_path_num < 0:
self._current_path_num = 0
if self._current_path_num > self._max_paths:
self._current_path_num = self._max_paths
if self._current_path_num < self._minimum_path_num:
self._minimum_path_num = self._current_path_num
self._startUpdateTopLayers()
self.currentPathNumChanged.emit()
def setMinimumPath(self, value):
if self._minimum_path_num != value:
self._minimum_path_num = value
if self._minimum_path_num < 0:
self._minimum_path_num = 0
if self._minimum_path_num > self._max_layers:
self._minimum_path_num = self._max_layers
if self._minimum_path_num > self._current_path_num:
self._current_path_num = self._minimum_path_num
self._startUpdateTopLayers()
self.currentPathNumChanged.emit()
## Set the layer view type
#
# \param layer_view_type integer as in SimulationView.qml and this class
def setSimulationViewType(self, layer_view_type):
self._layer_view_type = layer_view_type
self.currentLayerNumChanged.emit()
## Return the layer view type, integer as in SimulationView.qml and this class
def getSimulationViewType(self):
return self._layer_view_type
## Set the extruder opacity
#
# \param extruder_nr 0..3
# \param opacity 0.0 .. 1.0
def setExtruderOpacity(self, extruder_nr, opacity):
if 0 <= extruder_nr <= 3:
self._extruder_opacity[extruder_nr] = opacity
self.currentLayerNumChanged.emit()
def getExtruderOpacities(self):
return self._extruder_opacity
def setShowTravelMoves(self, show):
self._show_travel_moves = show
self.currentLayerNumChanged.emit()
def getShowTravelMoves(self):
return self._show_travel_moves
def setShowHelpers(self, show):
self._show_helpers = show
self.currentLayerNumChanged.emit()
def getShowHelpers(self):
return self._show_helpers
def setShowSkin(self, show):
self._show_skin = show
self.currentLayerNumChanged.emit()
def getShowSkin(self):
return self._show_skin
def setShowInfill(self, show):
self._show_infill = show
self.currentLayerNumChanged.emit()
def getShowInfill(self):
return self._show_infill
def getCompatibilityMode(self):
return self._compatibility_mode
def getExtruderCount(self):
return self._extruder_count
def getMinFeedrate(self):
return self._min_feedrate
def getMaxFeedrate(self):
return self._max_feedrate
def getMinThickness(self):
return self._min_thickness
def getMaxThickness(self):
return self._max_thickness
def calculateMaxLayers(self):
scene = self.getController().getScene()
self._old_max_layers = self._max_layers
## Recalculate num max layers
new_max_layers = 0
for node in DepthFirstIterator(scene.getRoot()):
layer_data = node.callDecoration("getLayerData")
if not layer_data:
continue
self.setActivity(True)
min_layer_number = sys.maxsize
max_layer_number = -sys.maxsize
for layer_id in layer_data.getLayers():
# Store the max and min feedrates and thicknesses for display purposes
for p in layer_data.getLayer(layer_id).polygons:
self._max_feedrate = max(float(p.lineFeedrates.max()), self._max_feedrate)
self._min_feedrate = min(float(p.lineFeedrates.min()), self._min_feedrate)
self._max_thickness = max(float(p.lineThicknesses.max()), self._max_thickness)
self._min_thickness = min(float(p.lineThicknesses.min()), self._min_thickness)
if max_layer_number < layer_id:
max_layer_number = layer_id
if min_layer_number > layer_id:
min_layer_number = layer_id
layer_count = max_layer_number - min_layer_number
if new_max_layers < layer_count:
new_max_layers = layer_count
if new_max_layers > 0 and new_max_layers != self._old_max_layers:
self._max_layers = new_max_layers
# The qt slider has a bit of weird behavior that if the maxvalue needs to be changed first
# if it's the largest value. If we don't do this, we can have a slider block outside of the
# slider.
if new_max_layers > self._current_layer_num:
self.maxLayersChanged.emit()
self.setLayer(int(self._max_layers))
else:
self.setLayer(int(self._max_layers))
self.maxLayersChanged.emit()
self._startUpdateTopLayers()
def calculateMaxPathsOnLayer(self, layer_num):
# Update the currentPath
scene = self.getController().getScene()
for node in DepthFirstIterator(scene.getRoot()):
layer_data = node.callDecoration("getLayerData")
if not layer_data:
continue
layer = layer_data.getLayer(layer_num)
if layer is None:
return
new_max_paths = layer.lineMeshElementCount()
if new_max_paths > 0 and new_max_paths != self._max_paths:
self._max_paths = new_max_paths
self.maxPathsChanged.emit()
self.setPath(int(new_max_paths))
maxLayersChanged = Signal()
maxPathsChanged = Signal()
currentLayerNumChanged = Signal()
currentPathNumChanged = Signal()
globalStackChanged = Signal()
preferencesChanged = Signal()
busyChanged = Signal()
activityChanged = Signal()
## Hackish way to ensure the proxy is already created, which ensures that the layerview.qml is already created
# as this caused some issues.
def getProxy(self, engine, script_engine):
return self._proxy
def endRendering(self):
pass
def event(self, event):
modifiers = QApplication.keyboardModifiers()
ctrl_is_active = modifiers & Qt.ControlModifier
shift_is_active = modifiers & Qt.ShiftModifier
if event.type == Event.KeyPressEvent and ctrl_is_active:
amount = 10 if shift_is_active else 1
if event.key == KeyEvent.UpKey:
self.setLayer(self._current_layer_num + amount)
return True
if event.key == KeyEvent.DownKey:
self.setLayer(self._current_layer_num - amount)
return True
if event.type == Event.ViewActivateEvent:
# Make sure the SimulationPass is created
layer_pass = self.getSimulationPass()
self.getRenderer().addRenderPass(layer_pass)
# Make sure the NozzleNode is add to the root
nozzle = self.getNozzleNode()
nozzle.setParent(self.getController().getScene().getRoot())
nozzle.setVisible(False)
Application.getInstance().globalContainerStackChanged.connect(self._onGlobalStackChanged)
self._onGlobalStackChanged()
if not self._simulationview_composite_shader:
self._simulationview_composite_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("SimulationView"), "simulationview_composite.shader"))
theme = Application.getInstance().getTheme()
self._simulationview_composite_shader.setUniformValue("u_background_color", Color(*theme.getColor("viewport_background").getRgb()))
self._simulationview_composite_shader.setUniformValue("u_outline_color", Color(*theme.getColor("model_selection_outline").getRgb()))
if not self._composite_pass:
self._composite_pass = self.getRenderer().getRenderPass("composite")
self._old_layer_bindings = self._composite_pass.getLayerBindings()[:] # make a copy so we can restore to it later
self._composite_pass.getLayerBindings().append("simulationview")
self._old_composite_shader = self._composite_pass.getCompositeShader()
self._composite_pass.setCompositeShader(self._simulationview_composite_shader)
elif event.type == Event.ViewDeactivateEvent:
self._wireprint_warning_message.hide()
Application.getInstance().globalContainerStackChanged.disconnect(self._onGlobalStackChanged)
if self._global_container_stack:
self._global_container_stack.propertyChanged.disconnect(self._onPropertyChanged)
self._nozzle_node.setParent(None)
self.getRenderer().removeRenderPass(self._layer_pass)
self._composite_pass.setLayerBindings(self._old_layer_bindings)
self._composite_pass.setCompositeShader(self._old_composite_shader)
def getCurrentLayerMesh(self):
return self._current_layer_mesh
def getCurrentLayerJumps(self):
return self._current_layer_jumps
def _onGlobalStackChanged(self):
if self._global_container_stack:
self._global_container_stack.propertyChanged.disconnect(self._onPropertyChanged)
self._global_container_stack = Application.getInstance().getGlobalContainerStack()
if self._global_container_stack:
self._global_container_stack.propertyChanged.connect(self._onPropertyChanged)
self._extruder_count = self._global_container_stack.getProperty("machine_extruder_count", "value")
self._onPropertyChanged("wireframe_enabled", "value")
self.globalStackChanged.emit()
else:
self._wireprint_warning_message.hide()
def _onPropertyChanged(self, key, property_name):
if key == "wireframe_enabled" and property_name == "value":
if self._global_container_stack.getProperty("wireframe_enabled", "value"):
self._wireprint_warning_message.show()
else:
self._wireprint_warning_message.hide()
def _onCurrentLayerNumChanged(self):
self.calculateMaxPathsOnLayer(self._current_layer_num)
def _startUpdateTopLayers(self):
if not self._compatibility_mode:
return
if self._top_layers_job:
self._top_layers_job.finished.disconnect(self._updateCurrentLayerMesh)
self._top_layers_job.cancel()
self.setBusy(True)
self._top_layers_job = _CreateTopLayersJob(self._controller.getScene(), self._current_layer_num, self._solid_layers)
self._top_layers_job.finished.connect(self._updateCurrentLayerMesh)
self._top_layers_job.start()
def _updateCurrentLayerMesh(self, job):
self.setBusy(False)
if not job.getResult():
return
self.resetLayerData() # Reset the layer data only when job is done. Doing it now prevents "blinking" data.
self._current_layer_mesh = job.getResult().get("layers")
if self._show_travel_moves:
self._current_layer_jumps = job.getResult().get("jumps")
self._controller.getScene().sceneChanged.emit(self._controller.getScene().getRoot())
self._top_layers_job = None
def _updateWithPreferences(self):
self._solid_layers = int(Preferences.getInstance().getValue("view/top_layer_count"))
self._only_show_top_layers = bool(Preferences.getInstance().getValue("view/only_show_top_layers"))
self._compatibility_mode = OpenGLContext.isLegacyOpenGL() or bool(
Preferences.getInstance().getValue("view/force_layer_view_compatibility_mode"))
self.setSimulationViewType(int(float(Preferences.getInstance().getValue("layerview/layer_view_type"))));
for extruder_nr, extruder_opacity in enumerate(Preferences.getInstance().getValue("layerview/extruder_opacities").split("|")):
try:
opacity = float(extruder_opacity)
except ValueError:
opacity = 1.0
self.setExtruderOpacity(extruder_nr, opacity)
self.setShowTravelMoves(bool(Preferences.getInstance().getValue("layerview/show_travel_moves")))
self.setShowHelpers(bool(Preferences.getInstance().getValue("layerview/show_helpers")))
self.setShowSkin(bool(Preferences.getInstance().getValue("layerview/show_skin")))
self.setShowInfill(bool(Preferences.getInstance().getValue("layerview/show_infill")))
self._startUpdateTopLayers()
self.preferencesChanged.emit()
def _onPreferencesChanged(self, preference):
if preference not in {
"view/top_layer_count",
"view/only_show_top_layers",
"view/force_layer_view_compatibility_mode",
"layerview/layer_view_type",
"layerview/extruder_opacities",
"layerview/show_travel_moves",
"layerview/show_helpers",
"layerview/show_skin",
"layerview/show_infill",
}:
return
self._updateWithPreferences()
class _CreateTopLayersJob(Job):
def __init__(self, scene, layer_number, solid_layers):
super().__init__()
self._scene = scene
self._layer_number = layer_number
self._solid_layers = solid_layers
self._cancel = False
def run(self):
layer_data = None
for node in DepthFirstIterator(self._scene.getRoot()):
layer_data = node.callDecoration("getLayerData")
if layer_data:
break
if self._cancel or not layer_data:
return
layer_mesh = MeshBuilder()
for i in range(self._solid_layers):
layer_number = self._layer_number - i
if layer_number < 0:
continue
try:
layer = layer_data.getLayer(layer_number).createMesh()
except Exception:
Logger.logException("w", "An exception occurred while creating layer mesh.")
return
if not layer or layer.getVertices() is None:
continue
layer_mesh.addIndices(layer_mesh.getVertexCount() + layer.getIndices())
layer_mesh.addVertices(layer.getVertices())
# Scale layer color by a brightness factor based on the current layer number
# This will result in a range of 0.5 - 1.0 to multiply colors by.
brightness = numpy.ones((1, 4), dtype=numpy.float32) * (2.0 - (i / self._solid_layers)) / 2.0
brightness[0, 3] = 1.0
layer_mesh.addColors(layer.getColors() * brightness)
if self._cancel:
return
Job.yieldThread()
if self._cancel:
return
Job.yieldThread()
jump_mesh = layer_data.getLayer(self._layer_number).createJumps()
if not jump_mesh or jump_mesh.getVertices() is None:
jump_mesh = None
self.setResult({"layers": layer_mesh.build(), "jumps": jump_mesh})
def cancel(self):
self._cancel = True
super().cancel()

View File

@ -0,0 +1,645 @@
// Copyright (c) 2017 Ultimaker B.V.
// Cura is released under the terms of the LGPLv3 or higher.
import QtQuick 2.4
import QtQuick.Controls 1.2
import QtQuick.Layouts 1.1
import QtQuick.Controls.Styles 1.1
import UM 1.0 as UM
import Cura 1.0 as Cura
Item
{
id: base
width: {
if (UM.SimulationView.compatibilityMode) {
return UM.Theme.getSize("layerview_menu_size_compatibility").width;
} else {
return UM.Theme.getSize("layerview_menu_size").width;
}
}
height: {
if (UM.SimulationView.compatibilityMode) {
return UM.Theme.getSize("layerview_menu_size_compatibility").height;
} else if (UM.Preferences.getValue("layerview/layer_view_type") == 0) {
return UM.Theme.getSize("layerview_menu_size_material_color_mode").height + UM.SimulationView.extruderCount * (UM.Theme.getSize("layerview_row").height + UM.Theme.getSize("layerview_row_spacing").height)
} else {
return UM.Theme.getSize("layerview_menu_size").height + UM.SimulationView.extruderCount * (UM.Theme.getSize("layerview_row").height + UM.Theme.getSize("layerview_row_spacing").height)
}
}
property var buttonTarget: {
if(parent != null)
{
var force_binding = parent.y; // ensure this gets reevaluated when the panel moves
return base.mapFromItem(parent.parent, parent.buttonTarget.x, parent.buttonTarget.y)
}
return Qt.point(0,0)
}
visible: parent != null ? !parent.parent.monitoringPrint: true
UM.PointingRectangle {
id: layerViewMenu
anchors.right: parent.right
anchors.top: parent.top
width: parent.width
height: parent.height
z: layerSlider.z - 1
color: UM.Theme.getColor("tool_panel_background")
borderWidth: UM.Theme.getSize("default_lining").width
borderColor: UM.Theme.getColor("lining")
arrowSize: 0 // hide arrow until weird issue with first time rendering is fixed
ColumnLayout {
id: view_settings
property var extruder_opacities: UM.Preferences.getValue("layerview/extruder_opacities").split("|")
property bool show_travel_moves: UM.Preferences.getValue("layerview/show_travel_moves")
property bool show_helpers: UM.Preferences.getValue("layerview/show_helpers")
property bool show_skin: UM.Preferences.getValue("layerview/show_skin")
property bool show_infill: UM.Preferences.getValue("layerview/show_infill")
// if we are in compatibility mode, we only show the "line type"
property bool show_legend: UM.SimulationView.compatibilityMode ? true : UM.Preferences.getValue("layerview/layer_view_type") == 1
property bool show_gradient: UM.SimulationView.compatibilityMode ? false : UM.Preferences.getValue("layerview/layer_view_type") == 2 || UM.Preferences.getValue("layerview/layer_view_type") == 3
property bool only_show_top_layers: UM.Preferences.getValue("view/only_show_top_layers")
property int top_layer_count: UM.Preferences.getValue("view/top_layer_count")
anchors.top: parent.top
anchors.topMargin: UM.Theme.getSize("default_margin").height
anchors.left: parent.left
anchors.leftMargin: UM.Theme.getSize("default_margin").width
spacing: UM.Theme.getSize("layerview_row_spacing").height
anchors.right: parent.right
anchors.rightMargin: UM.Theme.getSize("default_margin").width
Label
{
id: layerViewTypesLabel
anchors.left: parent.left
text: catalog.i18nc("@label","Color scheme")
font: UM.Theme.getFont("default");
visible: !UM.SimulationView.compatibilityMode
Layout.fillWidth: true
color: UM.Theme.getColor("setting_control_text")
}
ListModel // matches SimulationView.py
{
id: layerViewTypes
}
Component.onCompleted:
{
layerViewTypes.append({
text: catalog.i18nc("@label:listbox", "Material Color"),
type_id: 0
})
layerViewTypes.append({
text: catalog.i18nc("@label:listbox", "Line Type"),
type_id: 1
})
layerViewTypes.append({
text: catalog.i18nc("@label:listbox", "Feedrate"),
type_id: 2
})
layerViewTypes.append({
text: catalog.i18nc("@label:listbox", "Layer thickness"),
type_id: 3 // these ids match the switching in the shader
})
}
ComboBox
{
id: layerTypeCombobox
anchors.left: parent.left
Layout.fillWidth: true
Layout.preferredWidth: UM.Theme.getSize("layerview_row").width
model: layerViewTypes
visible: !UM.SimulationView.compatibilityMode
style: UM.Theme.styles.combobox
anchors.right: parent.right
anchors.rightMargin: 10 * screenScaleFactor
onActivated:
{
UM.Preferences.setValue("layerview/layer_view_type", index);
}
Component.onCompleted:
{
currentIndex = UM.SimulationView.compatibilityMode ? 1 : UM.Preferences.getValue("layerview/layer_view_type");
updateLegends(currentIndex);
}
function updateLegends(type_id)
{
// update visibility of legends
view_settings.show_legend = UM.SimulationView.compatibilityMode || (type_id == 1);
}
}
Label
{
id: compatibilityModeLabel
anchors.left: parent.left
text: catalog.i18nc("@label","Compatibility Mode")
font: UM.Theme.getFont("default")
color: UM.Theme.getColor("text")
visible: UM.SimulationView.compatibilityMode
Layout.fillWidth: true
Layout.preferredHeight: UM.Theme.getSize("layerview_row").height
Layout.preferredWidth: UM.Theme.getSize("layerview_row").width
}
Label
{
id: space2Label
anchors.left: parent.left
text: " "
font.pointSize: 0.5
}
Connections {
target: UM.Preferences
onPreferenceChanged:
{
layerTypeCombobox.currentIndex = UM.SimulationView.compatibilityMode ? 1 : UM.Preferences.getValue("layerview/layer_view_type");
layerTypeCombobox.updateLegends(layerTypeCombobox.currentIndex);
view_settings.extruder_opacities = UM.Preferences.getValue("layerview/extruder_opacities").split("|");
view_settings.show_travel_moves = UM.Preferences.getValue("layerview/show_travel_moves");
view_settings.show_helpers = UM.Preferences.getValue("layerview/show_helpers");
view_settings.show_skin = UM.Preferences.getValue("layerview/show_skin");
view_settings.show_infill = UM.Preferences.getValue("layerview/show_infill");
view_settings.only_show_top_layers = UM.Preferences.getValue("view/only_show_top_layers");
view_settings.top_layer_count = UM.Preferences.getValue("view/top_layer_count");
}
}
Repeater {
model: Cura.ExtrudersModel{}
CheckBox {
id: extrudersModelCheckBox
checked: view_settings.extruder_opacities[index] > 0.5 || view_settings.extruder_opacities[index] == undefined || view_settings.extruder_opacities[index] == ""
onClicked: {
view_settings.extruder_opacities[index] = checked ? 1.0 : 0.0
UM.Preferences.setValue("layerview/extruder_opacities", view_settings.extruder_opacities.join("|"));
}
visible: !UM.SimulationView.compatibilityMode
enabled: index + 1 <= 4
Rectangle {
anchors.verticalCenter: parent.verticalCenter
anchors.right: extrudersModelCheckBox.right
anchors.rightMargin: UM.Theme.getSize("default_margin").width
width: UM.Theme.getSize("layerview_legend_size").width
height: UM.Theme.getSize("layerview_legend_size").height
color: model.color
radius: width / 2
border.width: UM.Theme.getSize("default_lining").width
border.color: UM.Theme.getColor("lining")
visible: !view_settings.show_legend & !view_settings.show_gradient
}
Layout.fillWidth: true
Layout.preferredHeight: UM.Theme.getSize("layerview_row").height + UM.Theme.getSize("default_lining").height
Layout.preferredWidth: UM.Theme.getSize("layerview_row").width
style: UM.Theme.styles.checkbox
Label
{
text: model.name
elide: Text.ElideRight
color: UM.Theme.getColor("setting_control_text")
font: UM.Theme.getFont("default")
anchors.verticalCenter: parent.verticalCenter
anchors.left: extrudersModelCheckBox.left;
anchors.right: extrudersModelCheckBox.right;
anchors.leftMargin: UM.Theme.getSize("checkbox").width + UM.Theme.getSize("default_margin").width /2
anchors.rightMargin: UM.Theme.getSize("default_margin").width * 2
}
}
}
Repeater {
model: ListModel {
id: typesLegendModel
Component.onCompleted:
{
typesLegendModel.append({
label: catalog.i18nc("@label", "Show Travels"),
initialValue: view_settings.show_travel_moves,
preference: "layerview/show_travel_moves",
colorId: "layerview_move_combing"
});
typesLegendModel.append({
label: catalog.i18nc("@label", "Show Helpers"),
initialValue: view_settings.show_helpers,
preference: "layerview/show_helpers",
colorId: "layerview_support"
});
typesLegendModel.append({
label: catalog.i18nc("@label", "Show Shell"),
initialValue: view_settings.show_skin,
preference: "layerview/show_skin",
colorId: "layerview_inset_0"
});
typesLegendModel.append({
label: catalog.i18nc("@label", "Show Infill"),
initialValue: view_settings.show_infill,
preference: "layerview/show_infill",
colorId: "layerview_infill"
});
}
}
CheckBox {
id: legendModelCheckBox
checked: model.initialValue
onClicked: {
UM.Preferences.setValue(model.preference, checked);
}
Rectangle {
anchors.verticalCenter: parent.verticalCenter
anchors.right: legendModelCheckBox.right
anchors.rightMargin: UM.Theme.getSize("default_margin").width
width: UM.Theme.getSize("layerview_legend_size").width
height: UM.Theme.getSize("layerview_legend_size").height
color: UM.Theme.getColor(model.colorId)
border.width: UM.Theme.getSize("default_lining").width
border.color: UM.Theme.getColor("lining")
visible: view_settings.show_legend
}
Layout.fillWidth: true
Layout.preferredHeight: UM.Theme.getSize("layerview_row").height + UM.Theme.getSize("default_lining").height
Layout.preferredWidth: UM.Theme.getSize("layerview_row").width
style: UM.Theme.styles.checkbox
Label
{
text: label
font: UM.Theme.getFont("default")
elide: Text.ElideRight
color: UM.Theme.getColor("setting_control_text")
anchors.verticalCenter: parent.verticalCenter
anchors.left: legendModelCheckBox.left;
anchors.right: legendModelCheckBox.right;
anchors.leftMargin: UM.Theme.getSize("checkbox").width + UM.Theme.getSize("default_margin").width /2
anchors.rightMargin: UM.Theme.getSize("default_margin").width * 2
}
}
}
CheckBox {
checked: view_settings.only_show_top_layers
onClicked: {
UM.Preferences.setValue("view/only_show_top_layers", checked ? 1.0 : 0.0);
}
text: catalog.i18nc("@label", "Only Show Top Layers")
visible: UM.SimulationView.compatibilityMode
style: UM.Theme.styles.checkbox
}
CheckBox {
checked: view_settings.top_layer_count == 5
onClicked: {
UM.Preferences.setValue("view/top_layer_count", checked ? 5 : 1);
}
text: catalog.i18nc("@label", "Show 5 Detailed Layers On Top")
visible: UM.SimulationView.compatibilityMode
style: UM.Theme.styles.checkbox
}
Repeater {
model: ListModel {
id: typesLegendModelNoCheck
Component.onCompleted:
{
typesLegendModelNoCheck.append({
label: catalog.i18nc("@label", "Top / Bottom"),
colorId: "layerview_skin",
});
typesLegendModelNoCheck.append({
label: catalog.i18nc("@label", "Inner Wall"),
colorId: "layerview_inset_x",
});
}
}
Label {
text: label
visible: view_settings.show_legend
id: typesLegendModelLabel
Rectangle {
anchors.verticalCenter: parent.verticalCenter
anchors.right: typesLegendModelLabel.right
anchors.rightMargin: UM.Theme.getSize("default_margin").width
width: UM.Theme.getSize("layerview_legend_size").width
height: UM.Theme.getSize("layerview_legend_size").height
color: UM.Theme.getColor(model.colorId)
border.width: UM.Theme.getSize("default_lining").width
border.color: UM.Theme.getColor("lining")
visible: view_settings.show_legend
}
Layout.fillWidth: true
Layout.preferredHeight: UM.Theme.getSize("layerview_row").height + UM.Theme.getSize("default_lining").height
Layout.preferredWidth: UM.Theme.getSize("layerview_row").width
color: UM.Theme.getColor("setting_control_text")
font: UM.Theme.getFont("default")
}
}
// Text for the minimum, maximum and units for the feedrates and layer thickness
Rectangle {
id: gradientLegend
visible: view_settings.show_gradient
width: parent.width
height: UM.Theme.getSize("layerview_row").height
anchors {
topMargin: UM.Theme.getSize("slider_layerview_margin").height
horizontalCenter: parent.horizontalCenter
}
Label {
text: minText()
anchors.left: parent.left
color: UM.Theme.getColor("setting_control_text")
font: UM.Theme.getFont("default")
function minText() {
if (UM.SimulationView.layerActivity && CuraApplication.platformActivity) {
// Feedrate selected
if (UM.Preferences.getValue("layerview/layer_view_type") == 2) {
return parseFloat(UM.SimulationView.getMinFeedrate()).toFixed(2)
}
// Layer thickness selected
if (UM.Preferences.getValue("layerview/layer_view_type") == 3) {
return parseFloat(UM.SimulationView.getMinThickness()).toFixed(2)
}
}
return catalog.i18nc("@label","min")
}
}
Label {
text: unitsText()
anchors.horizontalCenter: parent.horizontalCenter
color: UM.Theme.getColor("setting_control_text")
font: UM.Theme.getFont("default")
function unitsText() {
if (UM.SimulationView.layerActivity && CuraApplication.platformActivity) {
// Feedrate selected
if (UM.Preferences.getValue("layerview/layer_view_type") == 2) {
return "mm/s"
}
// Layer thickness selected
if (UM.Preferences.getValue("layerview/layer_view_type") == 3) {
return "mm"
}
}
return ""
}
}
Label {
text: maxText()
anchors.right: parent.right
color: UM.Theme.getColor("setting_control_text")
font: UM.Theme.getFont("default")
function maxText() {
if (UM.SimulationView.layerActivity && CuraApplication.platformActivity) {
// Feedrate selected
if (UM.Preferences.getValue("layerview/layer_view_type") == 2) {
return parseFloat(UM.SimulationView.getMaxFeedrate()).toFixed(2)
}
// Layer thickness selected
if (UM.Preferences.getValue("layerview/layer_view_type") == 3) {
return parseFloat(UM.SimulationView.getMaxThickness()).toFixed(2)
}
}
return catalog.i18nc("@label","max")
}
}
}
// Gradient colors for feedrate and thickness
Rectangle { // In QML 5.9 can be changed by LinearGradient
// Invert values because then the bar is rotated 90 degrees
id: gradient
visible: view_settings.show_gradient
anchors.left: parent.right
height: parent.width
width: UM.Theme.getSize("layerview_row").height * 1.5
border.width: UM.Theme.getSize("default_lining").width
border.color: UM.Theme.getColor("lining")
transform: Rotation {origin.x: 0; origin.y: 0; angle: 90}
gradient: Gradient {
GradientStop {
position: 0.000
color: Qt.rgba(1, 0, 0, 1)
}
GradientStop {
position: 0.25
color: Qt.rgba(0.75, 0.5, 0.25, 1)
}
GradientStop {
position: 0.5
color: Qt.rgba(0.5, 1, 0.5, 1)
}
GradientStop {
position: 0.75
color: Qt.rgba(0.25, 0.5, 0.75, 1)
}
GradientStop {
position: 1.0
color: Qt.rgba(0, 0, 1, 1)
}
}
}
}
Item {
id: slidersBox
width: parent.width
visible: UM.SimulationView.layerActivity && CuraApplication.platformActivity
anchors {
top: parent.bottom
topMargin: UM.Theme.getSize("slider_layerview_margin").height
left: parent.left
}
PathSlider {
id: pathSlider
width: parent.width
height: UM.Theme.getSize("slider_handle").width
anchors.left: parent.left
visible: !UM.SimulationView.compatibilityMode
// custom properties
handleValue: UM.SimulationView.currentPath
maximumValue: UM.SimulationView.numPaths
handleSize: UM.Theme.getSize("slider_handle").width
trackThickness: UM.Theme.getSize("slider_groove").width
trackColor: UM.Theme.getColor("slider_groove")
trackBorderColor: UM.Theme.getColor("slider_groove_border")
handleColor: UM.Theme.getColor("slider_handle")
handleActiveColor: UM.Theme.getColor("slider_handle_active")
rangeColor: UM.Theme.getColor("slider_groove_fill")
// update values when layer data changes
Connections {
target: UM.SimulationView
onMaxPathsChanged: pathSlider.setHandleValue(UM.SimulationView.currentPath)
onCurrentPathChanged: pathSlider.setHandleValue(UM.SimulationView.currentPath)
}
// make sure the slider handlers show the correct value after switching views
Component.onCompleted: {
pathSlider.setHandleValue(UM.SimulationView.currentPath)
}
}
LayerSlider {
id: layerSlider
width: UM.Theme.getSize("slider_handle").width
height: UM.Theme.getSize("layerview_menu_size").height
anchors {
top: pathSlider.bottom
topMargin: UM.Theme.getSize("slider_layerview_margin").height
right: parent.right
rightMargin: UM.Theme.getSize("slider_layerview_margin").width
}
// custom properties
upperValue: UM.SimulationView.currentLayer
lowerValue: UM.SimulationView.minimumLayer
maximumValue: UM.SimulationView.numLayers
handleSize: UM.Theme.getSize("slider_handle").width
trackThickness: UM.Theme.getSize("slider_groove").width
trackColor: UM.Theme.getColor("slider_groove")
trackBorderColor: UM.Theme.getColor("slider_groove_border")
upperHandleColor: UM.Theme.getColor("slider_handle")
lowerHandleColor: UM.Theme.getColor("slider_handle")
rangeHandleColor: UM.Theme.getColor("slider_groove_fill")
handleActiveColor: UM.Theme.getColor("slider_handle_active")
handleLabelWidth: UM.Theme.getSize("slider_layerview_background").width
// update values when layer data changes
Connections {
target: UM.SimulationView
onMaxLayersChanged: layerSlider.setUpperValue(UM.SimulationView.currentLayer)
onMinimumLayerChanged: layerSlider.setLowerValue(UM.SimulationView.minimumLayer)
onCurrentLayerChanged: layerSlider.setUpperValue(UM.SimulationView.currentLayer)
}
// make sure the slider handlers show the correct value after switching views
Component.onCompleted: {
layerSlider.setLowerValue(UM.SimulationView.minimumLayer)
layerSlider.setUpperValue(UM.SimulationView.currentLayer)
}
}
// Play simulation button
Button {
id: playButton
implicitWidth: UM.Theme.getSize("button").width * 0.75;
implicitHeight: UM.Theme.getSize("button").height * 0.75;
iconSource: "./resources/simulation_resume.svg"
style: UM.Theme.styles.tool_button
visible: !UM.SimulationView.compatibilityMode
anchors {
horizontalCenter: layerSlider.horizontalCenter
top: layerSlider.bottom
topMargin: UM.Theme.getSize("slider_layerview_margin").width
}
property var status: 0 // indicates if it's stopped (0) or playing (1)
onClicked: {
switch(status) {
case 0: {
resumeSimulation()
break
}
case 1: {
pauseSimulation()
break
}
}
}
function pauseSimulation() {
UM.SimulationView.setSimulationRunning(false)
iconSource = "./resources/simulation_resume.svg"
simulationTimer.stop()
status = 0
}
function resumeSimulation() {
UM.SimulationView.setSimulationRunning(true)
iconSource = "./resources/simulation_pause.svg"
simulationTimer.start()
}
}
}
Timer
{
id: simulationTimer
interval: 250
running: false
repeat: true
onTriggered: {
var currentPath = UM.SimulationView.currentPath
var numPaths = UM.SimulationView.numPaths
var currentLayer = UM.SimulationView.currentLayer
var numLayers = UM.SimulationView.numLayers
// When the user plays the simulation, if the path slider is at the end of this layer, we start
// the simulation at the beginning of the current layer.
if (playButton.status == 0)
{
if (currentPath >= numPaths)
{
UM.SimulationView.setCurrentPath(0)
}
else
{
UM.SimulationView.setCurrentPath(currentPath+1)
}
}
// If the simulation is already playing and we reach the end of a layer, then it automatically
// starts at the beginning of the next layer.
else
{
if (currentPath >= numPaths)
{
// At the end of the model, the simulation stops
if (currentLayer >= numLayers)
{
playButton.pauseSimulation()
}
else
{
UM.SimulationView.setCurrentLayer(currentLayer+1)
UM.SimulationView.setCurrentPath(0)
}
}
else
{
UM.SimulationView.setCurrentPath(currentPath+1)
}
}
playButton.status = 1
}
}
}
FontMetrics {
id: fontMetrics
font: UM.Theme.getFont("default")
}
}

View File

@ -0,0 +1,259 @@
# Copyright (c) 2017 Ultimaker B.V.
# Cura is released under the terms of the LGPLv3 or higher.
from PyQt5.QtCore import QObject, pyqtSignal, pyqtProperty
from UM.FlameProfiler import pyqtSlot
from UM.Application import Application
import SimulationView
class SimulationViewProxy(QObject):
def __init__(self, parent=None):
super().__init__(parent)
self._current_layer = 0
self._controller = Application.getInstance().getController()
self._controller.activeViewChanged.connect(self._onActiveViewChanged)
self._onActiveViewChanged()
self.is_simulationView_selected = False
currentLayerChanged = pyqtSignal()
currentPathChanged = pyqtSignal()
maxLayersChanged = pyqtSignal()
maxPathsChanged = pyqtSignal()
activityChanged = pyqtSignal()
globalStackChanged = pyqtSignal()
preferencesChanged = pyqtSignal()
busyChanged = pyqtSignal()
@pyqtProperty(bool, notify=activityChanged)
def layerActivity(self):
active_view = self._controller.getActiveView()
if isinstance(active_view, SimulationView.SimulationView.SimulationView):
return active_view.getActivity()
return False
@pyqtProperty(int, notify=maxLayersChanged)
def numLayers(self):
active_view = self._controller.getActiveView()
if isinstance(active_view, SimulationView.SimulationView.SimulationView):
return active_view.getMaxLayers()
return 0
@pyqtProperty(int, notify=currentLayerChanged)
def currentLayer(self):
active_view = self._controller.getActiveView()
if isinstance(active_view, SimulationView.SimulationView.SimulationView):
return active_view.getCurrentLayer()
return 0
@pyqtProperty(int, notify=currentLayerChanged)
def minimumLayer(self):
active_view = self._controller.getActiveView()
if isinstance(active_view, SimulationView.SimulationView.SimulationView):
return active_view.getMinimumLayer()
return 0
@pyqtProperty(int, notify=maxPathsChanged)
def numPaths(self):
active_view = self._controller.getActiveView()
if isinstance(active_view, SimulationView.SimulationView.SimulationView):
return active_view.getMaxPaths()
return 0
@pyqtProperty(int, notify=currentPathChanged)
def currentPath(self):
active_view = self._controller.getActiveView()
if isinstance(active_view, SimulationView.SimulationView.SimulationView):
return active_view.getCurrentPath()
return 0
@pyqtProperty(int, notify=currentPathChanged)
def minimumPath(self):
active_view = self._controller.getActiveView()
if isinstance(active_view, SimulationView.SimulationView.SimulationView):
return active_view.getMinimumPath()
return 0
@pyqtProperty(bool, notify=busyChanged)
def busy(self):
active_view = self._controller.getActiveView()
if isinstance(active_view, SimulationView.SimulationView.SimulationView):
return active_view.isBusy()
return False
@pyqtProperty(bool, notify=preferencesChanged)
def compatibilityMode(self):
active_view = self._controller.getActiveView()
if isinstance(active_view, SimulationView.SimulationView.SimulationView):
return active_view.getCompatibilityMode()
return False
@pyqtSlot(int)
def setCurrentLayer(self, layer_num):
active_view = self._controller.getActiveView()
if isinstance(active_view, SimulationView.SimulationView.SimulationView):
active_view.setLayer(layer_num)
@pyqtSlot(int)
def setMinimumLayer(self, layer_num):
active_view = self._controller.getActiveView()
if isinstance(active_view, SimulationView.SimulationView.SimulationView):
active_view.setMinimumLayer(layer_num)
@pyqtSlot(int)
def setCurrentPath(self, path_num):
active_view = self._controller.getActiveView()
if isinstance(active_view, SimulationView.SimulationView.SimulationView):
active_view.setPath(path_num)
@pyqtSlot(int)
def setMinimumPath(self, path_num):
active_view = self._controller.getActiveView()
if isinstance(active_view, SimulationView.SimulationView.SimulationView):
active_view.setMinimumPath(path_num)
@pyqtSlot(int)
def setSimulationViewType(self, layer_view_type):
active_view = self._controller.getActiveView()
if isinstance(active_view, SimulationView.SimulationView.SimulationView):
active_view.setSimulationViewisinstance(layer_view_type)
@pyqtSlot(result=int)
def getSimulationViewType(self):
active_view = self._controller.getActiveView()
if isinstance(active_view, SimulationView.SimulationView.SimulationView):
return active_view.getSimulationViewType()
return 0
@pyqtSlot(bool)
def setSimulationRunning(self, running):
active_view = self._controller.getActiveView()
if isinstance(active_view, SimulationView.SimulationView.SimulationView):
active_view.setSimulationRunning(running)
@pyqtSlot(result=bool)
def getSimulationRunning(self):
active_view = self._controller.getActiveView()
if isinstance(active_view, SimulationView.SimulationView.SimulationView):
return active_view.isSimulationRunning()
return False
@pyqtSlot(result=float)
def getMinFeedrate(self):
active_view = self._controller.getActiveView()
if isinstance(active_view, SimulationView.SimulationView.SimulationView):
return active_view.getMinFeedrate()
return 0
@pyqtSlot(result=float)
def getMaxFeedrate(self):
active_view = self._controller.getActiveView()
if isinstance(active_view, SimulationView.SimulationView.SimulationView):
return active_view.getMaxFeedrate()
return 0
@pyqtSlot(result=float)
def getMinThickness(self):
active_view = self._controller.getActiveView()
if isinstance(active_view, SimulationView.SimulationView.SimulationView):
return active_view.getMinThickness()
return 0
@pyqtSlot(result=float)
def getMaxThickness(self):
active_view = self._controller.getActiveView()
if isinstance(active_view, SimulationView.SimulationView.SimulationView):
return active_view.getMaxThickness()
return 0
# Opacity 0..1
@pyqtSlot(int, float)
def setExtruderOpacity(self, extruder_nr, opacity):
active_view = self._controller.getActiveView()
if isinstance(active_view, SimulationView.SimulationView.SimulationView):
active_view.setExtruderOpacity(extruder_nr, opacity)
@pyqtSlot(int)
def setShowTravelMoves(self, show):
active_view = self._controller.getActiveView()
if isinstance(active_view, SimulationView.SimulationView.SimulationView):
active_view.setShowTravelMoves(show)
@pyqtSlot(int)
def setShowHelpers(self, show):
active_view = self._controller.getActiveView()
if isinstance(active_view, SimulationView.SimulationView.SimulationView):
active_view.setShowHelpers(show)
@pyqtSlot(int)
def setShowSkin(self, show):
active_view = self._controller.getActiveView()
if isinstance(active_view, SimulationView.SimulationView.SimulationView):
active_view.setShowSkin(show)
@pyqtSlot(int)
def setShowInfill(self, show):
active_view = self._controller.getActiveView()
if isinstance(active_view, SimulationView.SimulationView.SimulationView):
active_view.setShowInfill(show)
@pyqtProperty(int, notify=globalStackChanged)
def extruderCount(self):
active_view = self._controller.getActiveView()
if isinstance(active_view, SimulationView.SimulationView.SimulationView):
return active_view.getExtruderCount()
return 0
def _layerActivityChanged(self):
self.activityChanged.emit()
def _onLayerChanged(self):
self.currentLayerChanged.emit()
self._layerActivityChanged()
def _onPathChanged(self):
self.currentPathChanged.emit()
self._layerActivityChanged()
def _onMaxLayersChanged(self):
self.maxLayersChanged.emit()
def _onMaxPathsChanged(self):
self.maxPathsChanged.emit()
def _onBusyChanged(self):
self.busyChanged.emit()
def _onActivityChanged(self):
self.activityChanged.emit()
def _onGlobalStackChanged(self):
self.globalStackChanged.emit()
def _onPreferencesChanged(self):
self.preferencesChanged.emit()
def _onActiveViewChanged(self):
active_view = self._controller.getActiveView()
if isinstance(active_view, SimulationView.SimulationView.SimulationView):
# remove other connection if once the SimulationView was created.
if self.is_simulationView_selected:
active_view.currentLayerNumChanged.disconnect(self._onLayerChanged)
active_view.currentPathNumChanged.disconnect(self._onPathChanged)
active_view.maxLayersChanged.disconnect(self._onMaxLayersChanged)
active_view.maxPathsChanged.disconnect(self._onMaxPathsChanged)
active_view.busyChanged.disconnect(self._onBusyChanged)
active_view.activityChanged.disconnect(self._onActivityChanged)
active_view.globalStackChanged.disconnect(self._onGlobalStackChanged)
active_view.preferencesChanged.disconnect(self._onPreferencesChanged)
self.is_simulationView_selected = True
active_view.currentLayerNumChanged.connect(self._onLayerChanged)
active_view.currentPathNumChanged.connect(self._onPathChanged)
active_view.maxLayersChanged.connect(self._onMaxLayersChanged)
active_view.maxPathsChanged.connect(self._onMaxPathsChanged)
active_view.busyChanged.connect(self._onBusyChanged)
active_view.activityChanged.connect(self._onActivityChanged)
active_view.globalStackChanged.connect(self._onGlobalStackChanged)
active_view.preferencesChanged.connect(self._onPreferencesChanged)

View File

@ -0,0 +1,26 @@
# Copyright (c) 2017 Ultimaker B.V.
# Cura is released under the terms of the LGPLv3 or higher.
from PyQt5.QtQml import qmlRegisterSingletonType
from UM.i18n import i18nCatalog
from . import SimulationViewProxy, SimulationView
catalog = i18nCatalog("cura")
def getMetaData():
return {
"view": {
"name": catalog.i18nc("@item:inlistbox", "Simulation view"),
"view_panel": "SimulationView.qml",
"weight": 2
}
}
def createSimulationViewProxy(engine, script_engine):
return SimulationViewProxy.SimulatorViewProxy()
def register(app):
simulation_view = SimulationView.SimulationView()
qmlRegisterSingletonType(SimulationViewProxy.SimulationViewProxy, "UM", 1, 0, "SimulationView", simulation_view.getProxy)
return { "view": SimulationView.SimulationView()}

View File

@ -0,0 +1,156 @@
[shaders]
vertex =
uniform highp mat4 u_modelViewProjectionMatrix;
uniform lowp float u_active_extruder;
uniform lowp float u_shade_factor;
uniform highp int u_layer_view_type;
attribute highp float a_extruder;
attribute highp float a_line_type;
attribute highp vec4 a_vertex;
attribute lowp vec4 a_color;
attribute lowp vec4 a_material_color;
varying lowp vec4 v_color;
varying float v_line_type;
void main()
{
gl_Position = u_modelViewProjectionMatrix * a_vertex;
// shade the color depending on the extruder index
v_color = a_color;
// 8 and 9 are travel moves
if ((a_line_type != 8.0) && (a_line_type != 9.0)) {
v_color = (a_extruder == u_active_extruder) ? v_color : vec4(u_shade_factor * v_color.rgb, v_color.a);
}
v_line_type = a_line_type;
}
fragment =
varying lowp vec4 v_color;
varying float v_line_type;
uniform int u_show_travel_moves;
uniform int u_show_helpers;
uniform int u_show_skin;
uniform int u_show_infill;
void main()
{
if ((u_show_travel_moves == 0) && (v_line_type >= 7.5) && (v_line_type <= 9.5)) { // actually, 8 and 9
// discard movements
discard;
}
// support: 4, 5, 7, 10
if ((u_show_helpers == 0) && (
((v_line_type >= 3.5) && (v_line_type <= 4.5)) ||
((v_line_type >= 6.5) && (v_line_type <= 7.5)) ||
((v_line_type >= 9.5) && (v_line_type <= 10.5)) ||
((v_line_type >= 4.5) && (v_line_type <= 5.5))
)) {
discard;
}
// skin: 1, 2, 3
if ((u_show_skin == 0) && (
(v_line_type >= 0.5) && (v_line_type <= 3.5)
)) {
discard;
}
// infill:
if ((u_show_infill == 0) && (v_line_type >= 5.5) && (v_line_type <= 6.5)) {
// discard movements
discard;
}
gl_FragColor = v_color;
}
vertex41core =
#version 410
uniform highp mat4 u_modelViewProjectionMatrix;
uniform lowp float u_active_extruder;
uniform lowp float u_shade_factor;
uniform highp int u_layer_view_type;
in highp float a_extruder;
in highp float a_line_type;
in highp vec4 a_vertex;
in lowp vec4 a_color;
in lowp vec4 a_material_color;
out lowp vec4 v_color;
out float v_line_type;
void main()
{
gl_Position = u_modelViewProjectionMatrix * a_vertex;
v_color = a_color;
if ((a_line_type != 8) && (a_line_type != 9)) {
v_color = (a_extruder == u_active_extruder) ? v_color : vec4(u_shade_factor * v_color.rgb, v_color.a);
}
v_line_type = a_line_type;
}
fragment41core =
#version 410
in lowp vec4 v_color;
in float v_line_type;
out vec4 frag_color;
uniform int u_show_travel_moves;
uniform int u_show_helpers;
uniform int u_show_skin;
uniform int u_show_infill;
void main()
{
if ((u_show_travel_moves == 0) && (v_line_type >= 7.5) && (v_line_type <= 9.5)) { // actually, 8 and 9
// discard movements
discard;
}
// helpers: 4, 5, 7, 10
if ((u_show_helpers == 0) && (
((v_line_type >= 3.5) && (v_line_type <= 4.5)) ||
((v_line_type >= 6.5) && (v_line_type <= 7.5)) ||
((v_line_type >= 9.5) && (v_line_type <= 10.5)) ||
((v_line_type >= 4.5) && (v_line_type <= 5.5))
)) {
discard;
}
// skin: 1, 2, 3
if ((u_show_skin == 0) && (
(v_line_type >= 0.5) && (v_line_type <= 3.5)
)) {
discard;
}
// infill:
if ((u_show_infill == 0) && (v_line_type >= 5.5) && (v_line_type <= 6.5)) {
// discard movements
discard;
}
frag_color = v_color;
}
[defaults]
u_active_extruder = 0.0
u_shade_factor = 0.60
u_layer_view_type = 0
u_extruder_opacity = [1.0, 1.0, 1.0, 1.0]
u_show_travel_moves = 0
u_show_helpers = 1
u_show_skin = 1
u_show_infill = 1
[bindings]
u_modelViewProjectionMatrix = model_view_projection_matrix
[attributes]
a_vertex = vertex
a_color = color
a_extruder = extruder
a_line_type = line_type
a_material_color = material_color

View File

@ -0,0 +1,293 @@
[shaders]
vertex41core =
#version 410
uniform highp mat4 u_modelViewProjectionMatrix;
uniform highp mat4 u_modelMatrix;
uniform highp mat4 u_viewProjectionMatrix;
uniform lowp float u_active_extruder;
uniform lowp float u_max_feedrate;
uniform lowp float u_min_feedrate;
uniform lowp float u_max_thickness;
uniform lowp float u_min_thickness;
uniform lowp int u_layer_view_type;
uniform lowp vec4 u_extruder_opacity; // currently only for max 4 extruders, others always visible
uniform highp mat4 u_normalMatrix;
in highp vec4 a_vertex;
in lowp vec4 a_color;
in lowp vec4 a_material_color;
in highp vec4 a_normal;
in highp vec2 a_line_dim; // line width and thickness
in highp float a_extruder;
in highp float a_line_type;
in highp float a_feedrate;
in highp float a_thickness;
out lowp vec4 v_color;
out highp vec3 v_vertex;
out highp vec3 v_normal;
out lowp vec2 v_line_dim;
out highp int v_extruder;
out highp vec4 v_extruder_opacity;
out float v_line_type;
out lowp vec4 f_color;
out highp vec3 f_vertex;
out highp vec3 f_normal;
vec4 gradientColor(float abs_value, float min_value, float max_value)
{
float value = (abs_value - min_value)/(max_value - min_value);
float red = value;
float green = 1-abs(1-2*value);
float blue = 1-value;
return vec4(red, green, blue, 1.0);
}
void main()
{
vec4 v1_vertex = a_vertex;
v1_vertex.y -= a_line_dim.y / 2; // half layer down
vec4 world_space_vert = u_modelMatrix * v1_vertex;
gl_Position = world_space_vert;
// shade the color depending on the extruder index stored in the alpha component of the color
switch (u_layer_view_type) {
case 0: // "Material color"
v_color = a_material_color;
break;
case 1: // "Line type"
v_color = a_color;
break;
case 2: // "Feedrate"
v_color = gradientColor(a_feedrate, u_min_feedrate, u_max_feedrate);
break;
case 3: // "Layer thickness"
v_color = gradientColor(a_line_dim.y, u_min_thickness, u_max_thickness);
break;
}
v_vertex = world_space_vert.xyz;
v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
v_line_dim = a_line_dim;
v_extruder = int(a_extruder);
v_line_type = a_line_type;
v_extruder_opacity = u_extruder_opacity;
// for testing without geometry shader
f_color = v_color;
f_vertex = v_vertex;
f_normal = v_normal;
}
geometry41core =
#version 410
uniform highp mat4 u_viewProjectionMatrix;
uniform int u_show_travel_moves;
uniform int u_show_helpers;
uniform int u_show_skin;
uniform int u_show_infill;
layout(lines) in;
layout(triangle_strip, max_vertices = 26) out;
in vec4 v_color[];
in vec3 v_vertex[];
in vec3 v_normal[];
in vec2 v_line_dim[];
in int v_extruder[];
in vec4 v_extruder_opacity[];
in float v_line_type[];
out vec4 f_color;
out vec3 f_normal;
out vec3 f_vertex;
// Set the set of variables and EmitVertex
void myEmitVertex(vec3 vertex, vec4 color, vec3 normal, vec4 pos) {
f_vertex = vertex;
f_color = color;
f_normal = normal;
gl_Position = pos;
EmitVertex();
}
void main()
{
vec4 g_vertex_delta;
vec3 g_vertex_normal_horz; // horizontal and vertical in respect to layers
vec4 g_vertex_offset_horz; // vec4 to match gl_in[x].gl_Position
vec3 g_vertex_normal_vert;
vec4 g_vertex_offset_vert;
vec3 g_vertex_normal_horz_head;
vec4 g_vertex_offset_horz_head;
float size_x;
float size_y;
if ((v_extruder_opacity[0][v_extruder[0]] == 0.0) && (v_line_type[0] != 8) && (v_line_type[0] != 9)) {
return;
}
// See LayerPolygon; 8 is MoveCombingType, 9 is RetractionType
if ((u_show_travel_moves == 0) && ((v_line_type[0] == 8) || (v_line_type[0] == 9))) {
return;
}
if ((u_show_helpers == 0) && ((v_line_type[0] == 4) || (v_line_type[0] == 5) || (v_line_type[0] == 7) || (v_line_type[0] == 10))) {
return;
}
if ((u_show_skin == 0) && ((v_line_type[0] == 1) || (v_line_type[0] == 2) || (v_line_type[0] == 3))) {
return;
}
if ((u_show_infill == 0) && (v_line_type[0] == 6)) {
return;
}
if ((v_line_type[0] == 8) || (v_line_type[0] == 9)) {
// fixed size for movements
size_x = 0.05;
} else {
size_x = v_line_dim[1].x / 2 + 0.01; // radius, and make it nicely overlapping
}
size_y = v_line_dim[1].y / 2 + 0.01;
g_vertex_delta = gl_in[1].gl_Position - gl_in[0].gl_Position;
g_vertex_normal_horz_head = normalize(vec3(-g_vertex_delta.x, -g_vertex_delta.y, -g_vertex_delta.z));
g_vertex_offset_horz_head = vec4(g_vertex_normal_horz_head * size_x, 0.0);
g_vertex_normal_horz = normalize(vec3(g_vertex_delta.z, g_vertex_delta.y, -g_vertex_delta.x));
g_vertex_offset_horz = vec4(g_vertex_normal_horz * size_x, 0.0); //size * g_vertex_normal_horz;
g_vertex_normal_vert = vec3(0.0, 1.0, 0.0);
g_vertex_offset_vert = vec4(g_vertex_normal_vert * size_y, 0.0);
if ((v_line_type[0] == 8) || (v_line_type[0] == 9)) {
// Travels: flat plane with pointy ends
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head + g_vertex_offset_vert));
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert));
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert));
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head + g_vertex_offset_vert));
EndPrimitive();
} else {
// All normal lines are rendered as 3d tubes.
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert));
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert));
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert));
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert));
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
EndPrimitive();
// left side
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert));
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz_head, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head));
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
EndPrimitive();
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert));
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz_head, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head));
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
EndPrimitive();
// right side
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert));
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz_head, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head));
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
EndPrimitive();
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert));
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz_head, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head));
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
EndPrimitive();
}
}
fragment41core =
#version 410
in lowp vec4 f_color;
in lowp vec3 f_normal;
in lowp vec3 f_vertex;
out vec4 frag_color;
uniform mediump vec4 u_ambientColor;
uniform highp vec3 u_lightPosition;
void main()
{
mediump vec4 finalColor = vec4(0.0);
float alpha = f_color.a;
finalColor.rgb += f_color.rgb * 0.3;
highp vec3 normal = normalize(f_normal);
highp vec3 light_dir = normalize(u_lightPosition - f_vertex);
// Diffuse Component
highp float NdotL = clamp(dot(normal, light_dir), 0.0, 1.0);
finalColor += (NdotL * f_color);
finalColor.a = alpha; // Do not change alpha in any way
frag_color = finalColor;
}
[defaults]
u_active_extruder = 0.0
u_layer_view_type = 0
u_extruder_opacity = [1.0, 1.0, 1.0, 1.0]
u_specularColor = [0.4, 0.4, 0.4, 1.0]
u_ambientColor = [0.3, 0.3, 0.3, 0.0]
u_diffuseColor = [1.0, 0.79, 0.14, 1.0]
u_shininess = 20.0
u_show_travel_moves = 0
u_show_helpers = 1
u_show_skin = 1
u_show_infill = 1
u_min_feedrate = 0
u_max_feedrate = 1
u_min_thickness = 0
u_max_thickness = 1
[bindings]
u_modelViewProjectionMatrix = model_view_projection_matrix
u_modelMatrix = model_matrix
u_viewProjectionMatrix = view_projection_matrix
u_normalMatrix = normal_matrix
u_lightPosition = light_0_position
[attributes]
a_vertex = vertex
a_color = color
a_normal = normal
a_line_dim = line_dim
a_extruder = extruder
a_material_color = material_color
a_line_type = line_type
a_feedrate = feedrate
a_thickness = thickness

View File

@ -0,0 +1,256 @@
[shaders]
vertex41core =
#version 410
uniform highp mat4 u_modelViewProjectionMatrix;
uniform highp mat4 u_modelMatrix;
uniform highp mat4 u_viewProjectionMatrix;
uniform lowp float u_active_extruder;
uniform lowp vec4 u_extruder_opacity; // currently only for max 4 extruders, others always visible
uniform highp mat4 u_normalMatrix;
in highp vec4 a_vertex;
in lowp vec4 a_color;
in lowp vec4 a_grayColor;
in lowp vec4 a_material_color;
in highp vec4 a_normal;
in highp vec2 a_line_dim; // line width and thickness
in highp float a_extruder;
in highp float a_line_type;
out lowp vec4 v_color;
out highp vec3 v_vertex;
out highp vec3 v_normal;
out lowp vec2 v_line_dim;
out highp int v_extruder;
out highp vec4 v_extruder_opacity;
out float v_line_type;
out lowp vec4 f_color;
out highp vec3 f_vertex;
out highp vec3 f_normal;
void main()
{
vec4 v1_vertex = a_vertex;
v1_vertex.y -= a_line_dim.y / 2; // half layer down
vec4 world_space_vert = u_modelMatrix * v1_vertex;
gl_Position = world_space_vert;
// shade the color depending on the extruder index stored in the alpha component of the color
v_color = vec4(0.4, 0.4, 0.4, 0.9); // default color for not current layer
v_vertex = world_space_vert.xyz;
v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
v_line_dim = a_line_dim;
v_extruder = int(a_extruder);
v_line_type = a_line_type;
v_extruder_opacity = u_extruder_opacity;
// for testing without geometry shader
f_color = v_color;
f_vertex = v_vertex;
f_normal = v_normal;
}
geometry41core =
#version 410
uniform highp mat4 u_viewProjectionMatrix;
uniform int u_show_travel_moves;
uniform int u_show_helpers;
uniform int u_show_skin;
uniform int u_show_infill;
layout(lines) in;
layout(triangle_strip, max_vertices = 26) out;
in vec4 v_color[];
in vec3 v_vertex[];
in vec3 v_normal[];
in vec2 v_line_dim[];
in int v_extruder[];
in vec4 v_extruder_opacity[];
in float v_line_type[];
out vec4 f_color;
out vec3 f_normal;
out vec3 f_vertex;
// Set the set of variables and EmitVertex
void myEmitVertex(vec3 vertex, vec4 color, vec3 normal, vec4 pos) {
f_vertex = vertex;
f_color = color;
f_normal = normal;
gl_Position = pos;
EmitVertex();
}
void main()
{
vec4 g_vertex_delta;
vec3 g_vertex_normal_horz; // horizontal and vertical in respect to layers
vec4 g_vertex_offset_horz; // vec4 to match gl_in[x].gl_Position
vec3 g_vertex_normal_vert;
vec4 g_vertex_offset_vert;
vec3 g_vertex_normal_horz_head;
vec4 g_vertex_offset_horz_head;
float size_x;
float size_y;
if ((v_extruder_opacity[0][v_extruder[0]] == 0.0) && (v_line_type[0] != 8) && (v_line_type[0] != 9)) {
return;
}
// See LayerPolygon; 8 is MoveCombingType, 9 is RetractionType
if ((u_show_travel_moves == 0) && ((v_line_type[0] == 8) || (v_line_type[0] == 9))) {
return;
}
if ((u_show_helpers == 0) && ((v_line_type[0] == 4) || (v_line_type[0] == 5) || (v_line_type[0] == 7) || (v_line_type[0] == 10))) {
return;
}
if ((u_show_skin == 0) && ((v_line_type[0] == 1) || (v_line_type[0] == 2) || (v_line_type[0] == 3))) {
return;
}
if ((u_show_infill == 0) && (v_line_type[0] == 6)) {
return;
}
if ((v_line_type[0] == 8) || (v_line_type[0] == 9)) {
// fixed size for movements
size_x = 0.05;
} else {
size_x = v_line_dim[1].x / 2 + 0.01; // radius, and make it nicely overlapping
}
size_y = v_line_dim[1].y / 2 + 0.01;
g_vertex_delta = gl_in[1].gl_Position - gl_in[0].gl_Position;
g_vertex_normal_horz_head = normalize(vec3(-g_vertex_delta.x, -g_vertex_delta.y, -g_vertex_delta.z));
g_vertex_offset_horz_head = vec4(g_vertex_normal_horz_head * size_x, 0.0);
g_vertex_normal_horz = normalize(vec3(g_vertex_delta.z, g_vertex_delta.y, -g_vertex_delta.x));
g_vertex_offset_horz = vec4(g_vertex_normal_horz * size_x, 0.0); //size * g_vertex_normal_horz;
g_vertex_normal_vert = vec3(0.0, 1.0, 0.0);
g_vertex_offset_vert = vec4(g_vertex_normal_vert * size_y, 0.0);
if ((v_line_type[0] == 8) || (v_line_type[0] == 9)) {
// Travels: flat plane with pointy ends
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head + g_vertex_offset_vert));
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert));
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert));
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head + g_vertex_offset_vert));
EndPrimitive();
} else {
// All normal lines are rendered as 3d tubes.
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert));
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert));
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert));
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert));
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
EndPrimitive();
// left side
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert));
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz_head, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head));
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
EndPrimitive();
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert));
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz_head, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head));
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
EndPrimitive();
// right side
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert));
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz_head, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head));
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
EndPrimitive();
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert));
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz_head, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head));
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
EndPrimitive();
}
}
fragment41core =
#version 410
in lowp vec4 f_color;
in lowp vec3 f_normal;
in lowp vec3 f_vertex;
out vec4 frag_color;
uniform mediump vec4 u_ambientColor;
uniform highp vec3 u_lightPosition;
void main()
{
mediump vec4 finalColor = vec4(0.0);
float alpha = f_color.a;
finalColor.rgb += f_color.rgb * 0.3;
highp vec3 normal = normalize(f_normal);
highp vec3 light_dir = normalize(u_lightPosition - f_vertex);
// Diffuse Component
highp float NdotL = clamp(dot(normal, light_dir), 0.0, 1.0);
finalColor += (NdotL * f_color);
finalColor.a = alpha; // Do not change alpha in any way
frag_color = finalColor;
}
[defaults]
u_active_extruder = 0.0
u_extruder_opacity = [1.0, 1.0, 1.0, 1.0]
u_specularColor = [0.4, 0.4, 0.4, 1.0]
u_ambientColor = [0.3, 0.3, 0.3, 0.0]
u_diffuseColor = [1.0, 0.79, 0.14, 1.0]
u_shininess = 20.0
u_show_travel_moves = 0
u_show_helpers = 1
u_show_skin = 1
u_show_infill = 1
[bindings]
u_modelViewProjectionMatrix = model_view_projection_matrix
u_modelMatrix = model_matrix
u_viewProjectionMatrix = view_projection_matrix
u_normalMatrix = normal_matrix
u_lightPosition = light_0_position
[attributes]
a_vertex = vertex
a_color = color
a_grayColor = vec4(0.87, 0.12, 0.45, 1.0)
a_normal = normal
a_line_dim = line_dim
a_extruder = extruder
a_material_color = material_color
a_line_type = line_type

View File

@ -0,0 +1,156 @@
[shaders]
vertex =
uniform highp mat4 u_modelViewProjectionMatrix;
uniform lowp float u_active_extruder;
uniform lowp float u_shade_factor;
uniform highp int u_layer_view_type;
attribute highp float a_extruder;
attribute highp float a_line_type;
attribute highp vec4 a_vertex;
attribute lowp vec4 a_color;
attribute lowp vec4 a_material_color;
varying lowp vec4 v_color;
varying float v_line_type;
void main()
{
gl_Position = u_modelViewProjectionMatrix * a_vertex;
// shade the color depending on the extruder index
v_color = vec4(0.4, 0.4, 0.4, 0.9); // default color for not current layer;
// 8 and 9 are travel moves
// if ((a_line_type != 8.0) && (a_line_type != 9.0)) {
// v_color = (a_extruder == u_active_extruder) ? v_color : vec4(u_shade_factor * v_color.rgb, v_color.a);
// }
v_line_type = a_line_type;
}
fragment =
varying lowp vec4 v_color;
varying float v_line_type;
uniform int u_show_travel_moves;
uniform int u_show_helpers;
uniform int u_show_skin;
uniform int u_show_infill;
void main()
{
if ((u_show_travel_moves == 0) && (v_line_type >= 7.5) && (v_line_type <= 9.5)) { // actually, 8 and 9
// discard movements
discard;
}
// support: 4, 5, 7, 10
if ((u_show_helpers == 0) && (
((v_line_type >= 3.5) && (v_line_type <= 4.5)) ||
((v_line_type >= 6.5) && (v_line_type <= 7.5)) ||
((v_line_type >= 9.5) && (v_line_type <= 10.5)) ||
((v_line_type >= 4.5) && (v_line_type <= 5.5))
)) {
discard;
}
// skin: 1, 2, 3
if ((u_show_skin == 0) && (
(v_line_type >= 0.5) && (v_line_type <= 3.5)
)) {
discard;
}
// infill:
if ((u_show_infill == 0) && (v_line_type >= 5.5) && (v_line_type <= 6.5)) {
// discard movements
discard;
}
gl_FragColor = v_color;
}
vertex41core =
#version 410
uniform highp mat4 u_modelViewProjectionMatrix;
uniform lowp float u_active_extruder;
uniform lowp float u_shade_factor;
uniform highp int u_layer_view_type;
in highp float a_extruder;
in highp float a_line_type;
in highp vec4 a_vertex;
in lowp vec4 a_color;
in lowp vec4 a_material_color;
out lowp vec4 v_color;
out float v_line_type;
void main()
{
gl_Position = u_modelViewProjectionMatrix * a_vertex;
v_color = vec4(0.4, 0.4, 0.4, 0.9); // default color for not current layer
// if ((a_line_type != 8) && (a_line_type != 9)) {
// v_color = (a_extruder == u_active_extruder) ? v_color : vec4(u_shade_factor * v_color.rgb, v_color.a);
// }
v_line_type = a_line_type;
}
fragment41core =
#version 410
in lowp vec4 v_color;
in float v_line_type;
out vec4 frag_color;
uniform int u_show_travel_moves;
uniform int u_show_helpers;
uniform int u_show_skin;
uniform int u_show_infill;
void main()
{
if ((u_show_travel_moves == 0) && (v_line_type >= 7.5) && (v_line_type <= 9.5)) { // actually, 8 and 9
// discard movements
discard;
}
// helpers: 4, 5, 7, 10
if ((u_show_helpers == 0) && (
((v_line_type >= 3.5) && (v_line_type <= 4.5)) ||
((v_line_type >= 6.5) && (v_line_type <= 7.5)) ||
((v_line_type >= 9.5) && (v_line_type <= 10.5)) ||
((v_line_type >= 4.5) && (v_line_type <= 5.5))
)) {
discard;
}
// skin: 1, 2, 3
if ((u_show_skin == 0) && (
(v_line_type >= 0.5) && (v_line_type <= 3.5)
)) {
discard;
}
// infill:
if ((u_show_infill == 0) && (v_line_type >= 5.5) && (v_line_type <= 6.5)) {
// discard movements
discard;
}
frag_color = v_color;
}
[defaults]
u_active_extruder = 0.0
u_shade_factor = 0.60
u_layer_view_type = 0
u_extruder_opacity = [1.0, 1.0, 1.0, 1.0]
u_show_travel_moves = 0
u_show_helpers = 1
u_show_skin = 1
u_show_infill = 1
[bindings]
u_modelViewProjectionMatrix = model_view_projection_matrix
[attributes]
a_vertex = vertex
a_color = color
a_extruder = extruder
a_line_type = line_type
a_material_color = material_color

View File

@ -0,0 +1,8 @@
{
"name": "Simulation View",
"author": "Ultimaker B.V.",
"version": "1.0.0",
"description": "Provides the Simulation view.",
"api": 4,
"i18n-catalog": "cura"
}

Binary file not shown.

View File

@ -0,0 +1,79 @@
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<svg
xmlns:dc="http://purl.org/dc/elements/1.1/"
xmlns:cc="http://creativecommons.org/ns#"
xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#"
xmlns:svg="http://www.w3.org/2000/svg"
xmlns="http://www.w3.org/2000/svg"
xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd"
xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape"
viewBox="0 0 30 30"
version="1.1"
id="svg4620"
sodipodi:docname="simulation_pause.svg"
inkscape:version="0.92.2 (5c3e80d, 2017-08-06)">
<metadata
id="metadata4626">
<rdf:RDF>
<cc:Work
rdf:about="">
<dc:format>image/svg+xml</dc:format>
<dc:type
rdf:resource="http://purl.org/dc/dcmitype/StillImage" />
</cc:Work>
</rdf:RDF>
</metadata>
<defs
id="defs4624" />
<sodipodi:namedview
pagecolor="#ffffff"
bordercolor="#666666"
borderopacity="1"
objecttolerance="10"
gridtolerance="10"
guidetolerance="10"
inkscape:pageopacity="0"
inkscape:pageshadow="2"
inkscape:window-width="1920"
inkscape:window-height="1137"
id="namedview4622"
showgrid="false"
showguides="true"
inkscape:guide-bbox="true"
inkscape:zoom="22.250293"
inkscape:cx="8.1879003"
inkscape:cy="12.643765"
inkscape:window-x="2872"
inkscape:window-y="-8"
inkscape:window-maximized="1"
inkscape:current-layer="svg4620">
<sodipodi:guide
position="15,15"
orientation="1,0"
id="guide4628"
inkscape:locked="false"
inkscape:label=""
inkscape:color="rgb(0,0,255)" />
<sodipodi:guide
position="15,15"
orientation="0,1"
id="guide4630"
inkscape:locked="false"
inkscape:label=""
inkscape:color="rgb(0,0,255)" />
</sodipodi:namedview>
<rect
style="fill:#000000;fill-opacity:1;stroke:none;stroke-width:2;stroke-miterlimit:4;stroke-dasharray:none;stroke-dashoffset:0;stroke-opacity:1"
id="rect5192"
width="2"
height="20"
x="19"
y="5" />
<rect
style="fill:#000000;fill-opacity:1;stroke:none;stroke-width:2;stroke-miterlimit:4;stroke-dasharray:none;stroke-dashoffset:0;stroke-opacity:1"
id="rect5192-5"
width="2"
height="20"
x="9"
y="5" />
</svg>

After

Width:  |  Height:  |  Size: 2.3 KiB

View File

@ -0,0 +1,82 @@
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<svg
xmlns:dc="http://purl.org/dc/elements/1.1/"
xmlns:cc="http://creativecommons.org/ns#"
xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#"
xmlns:svg="http://www.w3.org/2000/svg"
xmlns="http://www.w3.org/2000/svg"
xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd"
xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape"
viewBox="0 0 30 30"
version="1.1"
id="svg3765"
sodipodi:docname="simulation_resume.svg"
inkscape:version="0.92.2 (5c3e80d, 2017-08-06)">
<metadata
id="metadata3771">
<rdf:RDF>
<cc:Work
rdf:about="">
<dc:format>image/svg+xml</dc:format>
<dc:type
rdf:resource="http://purl.org/dc/dcmitype/StillImage" />
</cc:Work>
</rdf:RDF>
</metadata>
<defs
id="defs3769" />
<sodipodi:namedview
pagecolor="#ffffff"
bordercolor="#666666"
borderopacity="1"
objecttolerance="10"
gridtolerance="10"
guidetolerance="10"
inkscape:pageopacity="0"
inkscape:pageshadow="2"
inkscape:window-width="1920"
inkscape:window-height="1137"
id="namedview3767"
showgrid="false"
showguides="true"
inkscape:guide-bbox="true"
inkscape:zoom="23.327047"
inkscape:cx="10.788646"
inkscape:cy="14.67951"
inkscape:window-x="2872"
inkscape:window-y="-8"
inkscape:window-maximized="1"
inkscape:current-layer="svg3765">
<sodipodi:guide
position="15,15"
orientation="0,1"
id="guide4592"
inkscape:locked="false"
inkscape:label=""
inkscape:color="rgb(0,0,255)" />
<sodipodi:guide
position="15,15"
orientation="1,0"
id="guide4594"
inkscape:locked="false"
inkscape:label=""
inkscape:color="rgb(0,0,255)" />
</sodipodi:namedview>
<path
sodipodi:type="star"
id="path3783"
sodipodi:sides="3"
sodipodi:cx="12.732001"
sodipodi:cy="14.695877"
sodipodi:r1="13.891838"
sodipodi:r2="6.945919"
sodipodi:arg1="0"
sodipodi:arg2="1.0471976"
inkscape:flatsided="true"
inkscape:rounded="0"
inkscape:randomized="0"
d="m 26.623839,14.695877 -20.8377567,12.030685 0,-24.0613696 z"
inkscape:transform-center-x="-2.9211205"
style="fill:none;stroke:#000000;stroke-width:2.32790732;stroke-miterlimit:4;stroke-dasharray:none;stroke-dashoffset:0;stroke-opacity:1"
transform="matrix(0.84110413,0,0,0.87756418,1.775541,2.1034247)" />
</svg>

After

Width:  |  Height:  |  Size: 2.5 KiB

View File

@ -0,0 +1,148 @@
[shaders]
vertex =
uniform highp mat4 u_modelViewProjectionMatrix;
attribute highp vec4 a_vertex;
attribute highp vec2 a_uvs;
varying highp vec2 v_uvs;
void main()
{
gl_Position = u_modelViewProjectionMatrix * a_vertex;
v_uvs = a_uvs;
}
fragment =
uniform sampler2D u_layer0;
uniform sampler2D u_layer1;
uniform sampler2D u_layer2;
uniform vec2 u_offset[9];
uniform vec4 u_background_color;
uniform float u_outline_strength;
uniform vec4 u_outline_color;
varying vec2 v_uvs;
float kernel[9];
const vec3 x_axis = vec3(1.0, 0.0, 0.0);
const vec3 y_axis = vec3(0.0, 1.0, 0.0);
const vec3 z_axis = vec3(0.0, 0.0, 1.0);
void main()
{
// blur kernel
kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0;
kernel[3] = 1.0; kernel[4] = -4.0; kernel[5] = 1.0;
kernel[6] = 0.0; kernel[7] = 1.0; kernel[8] = 0.0;
vec4 result = u_background_color;
vec4 main_layer = texture2D(u_layer0, v_uvs);
vec4 selection_layer = texture2D(u_layer1, v_uvs);
vec4 layerview_layer = texture2D(u_layer2, v_uvs);
result = main_layer * main_layer.a + result * (1.0 - main_layer.a);
result = layerview_layer * layerview_layer.a + result * (1.0 - layerview_layer.a);
vec4 sum = vec4(0.0);
for (int i = 0; i < 9; i++)
{
vec4 color = vec4(texture2D(u_layer1, v_uvs.xy + u_offset[i]).a);
sum += color * (kernel[i] / u_outline_strength);
}
if((selection_layer.rgb == x_axis || selection_layer.rgb == y_axis || selection_layer.rgb == z_axis))
{
gl_FragColor = result;
}
else
{
gl_FragColor = mix(result, u_outline_color, abs(sum.a));
}
}
vertex41core =
#version 410
uniform highp mat4 u_modelViewProjectionMatrix;
in highp vec4 a_vertex;
in highp vec2 a_uvs;
out highp vec2 v_uvs;
void main()
{
gl_Position = u_modelViewProjectionMatrix * a_vertex;
v_uvs = a_uvs;
}
fragment41core =
#version 410
uniform sampler2D u_layer0;
uniform sampler2D u_layer1;
uniform sampler2D u_layer2;
uniform vec2 u_offset[9];
uniform vec4 u_background_color;
uniform float u_outline_strength;
uniform vec4 u_outline_color;
in vec2 v_uvs;
float kernel[9];
const vec3 x_axis = vec3(1.0, 0.0, 0.0);
const vec3 y_axis = vec3(0.0, 1.0, 0.0);
const vec3 z_axis = vec3(0.0, 0.0, 1.0);
out vec4 frag_color;
void main()
{
// blur kernel
kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0;
kernel[3] = 1.0; kernel[4] = -4.0; kernel[5] = 1.0;
kernel[6] = 0.0; kernel[7] = 1.0; kernel[8] = 0.0;
vec4 result = u_background_color;
vec4 main_layer = texture(u_layer0, v_uvs);
vec4 selection_layer = texture(u_layer1, v_uvs);
vec4 layerview_layer = texture(u_layer2, v_uvs);
result = main_layer * main_layer.a + result * (1.0 - main_layer.a);
result = layerview_layer * layerview_layer.a + result * (1.0 - layerview_layer.a);
vec4 sum = vec4(0.0);
for (int i = 0; i < 9; i++)
{
vec4 color = vec4(texture(u_layer1, v_uvs.xy + u_offset[i]).a);
sum += color * (kernel[i] / u_outline_strength);
}
if((selection_layer.rgb == x_axis || selection_layer.rgb == y_axis || selection_layer.rgb == z_axis))
{
frag_color = result;
}
else
{
frag_color = mix(result, u_outline_color, abs(sum.a));
}
}
[defaults]
u_layer0 = 0
u_layer1 = 1
u_layer2 = 2
u_background_color = [0.965, 0.965, 0.965, 1.0]
u_outline_strength = 1.0
u_outline_color = [0.05, 0.66, 0.89, 1.0]
[bindings]
[attributes]
a_vertex = vertex
a_uvs = uv