mirror of
https://git.mirrors.martin98.com/https://github.com/Ultimaker/Cura
synced 2025-08-12 20:19:13 +08:00
Merge branch 'feature_layerview_ghosts' of github.com:Ultimaker/Cura
This commit is contained in:
commit
426b48323f
79
plugins/LayerView/LayerPass.py
Normal file
79
plugins/LayerView/LayerPass.py
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@ -0,0 +1,79 @@
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# Copyright (c) 2016 Ultimaker B.V.
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# Cura is released under the terms of the AGPLv3 or higher.
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from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
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from UM.Resources import Resources
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from UM.Scene.SceneNode import SceneNode
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from UM.Scene.ToolHandle import ToolHandle
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from UM.Application import Application
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from UM.View.RenderPass import RenderPass
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from UM.View.RenderBatch import RenderBatch
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from UM.View.GL.OpenGL import OpenGL
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## RenderPass used to display g-code paths.
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class LayerPass(RenderPass):
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def __init__(self, width, height):
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super().__init__("layerview", width, height)
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self._shader = None
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self._tool_handle_shader = None
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self._gl = OpenGL.getInstance().getBindingsObject()
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self._scene = Application.getInstance().getController().getScene()
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self._layer_view = None
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def setLayerView(self, layerview):
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self._layerview = layerview
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def render(self):
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if not self._shader:
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self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "default.shader"))
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if not self._tool_handle_shader:
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self._tool_handle_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "toolhandle.shader"))
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self.bind()
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tool_handle_batch = RenderBatch(self._tool_handle_shader, type = RenderBatch.RenderType.Overlay)
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for node in DepthFirstIterator(self._scene.getRoot()):
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if isinstance(node, ToolHandle):
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tool_handle_batch.addItem(node.getWorldTransformation(), mesh = node.getSolidMesh())
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elif isinstance(node, SceneNode) and node.getMeshData() and node.isVisible():
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layer_data = node.callDecoration("getLayerData")
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if not layer_data:
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continue
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# Render all layers below a certain number as line mesh instead of vertices.
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if self._layerview._current_layer_num - self._layerview._solid_layers > -1 and not self._layerview._only_show_top_layers:
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start = 0
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end = 0
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element_counts = layer_data.getElementCounts()
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for layer, counts in element_counts.items():
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if layer + self._layerview._solid_layers > self._layerview._current_layer_num:
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break
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end += counts
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# This uses glDrawRangeElements internally to only draw a certain range of lines.
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batch = RenderBatch(self._shader, type = RenderBatch.RenderType.Solid, mode = RenderBatch.RenderMode.Lines, range = (start, end))
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batch.addItem(node.getWorldTransformation(), layer_data)
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batch.render(self._scene.getActiveCamera())
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# Create a new batch that is not range-limited
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batch = RenderBatch(self._shader, type = RenderBatch.RenderType.Solid)
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if self._layerview._current_layer_mesh:
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batch.addItem(node.getWorldTransformation(), self._layerview._current_layer_mesh)
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if self._layerview._current_layer_jumps:
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batch.addItem(node.getWorldTransformation(), self._layerview._current_layer_jumps)
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if len(batch.items) > 0:
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batch.render(self._scene.getActiveCamera())
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# Render toolhandles on top of the layerview
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if len(tool_handle_batch.items) > 0:
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tool_handle_batch.render(self._scene.getActiveCamera())
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self.release()
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@ -1,6 +1,7 @@
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# Copyright (c) 2015 Ultimaker B.V.
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# Copyright (c) 2015 Ultimaker B.V.
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# Cura is released under the terms of the AGPLv3 or higher.
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# Cura is released under the terms of the AGPLv3 or higher.
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from UM.PluginRegistry import PluginRegistry
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from UM.View.View import View
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from UM.View.View import View
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from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
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from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
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from UM.Resources import Resources
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from UM.Resources import Resources
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@ -28,18 +29,16 @@ from . import LayerViewProxy
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from UM.i18n import i18nCatalog
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from UM.i18n import i18nCatalog
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catalog = i18nCatalog("cura")
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catalog = i18nCatalog("cura")
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from . import LayerPass
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import numpy
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import numpy
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import os.path
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## View used to display g-code paths.
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## View used to display g-code paths.
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class LayerView(View):
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class LayerView(View):
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def __init__(self):
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def __init__(self):
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super().__init__()
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super().__init__()
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self._shader = None
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self._ghost_shader = None
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self._num_layers = 0
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self._layer_percentage = 0 # what percentage of layers need to be shown (Slider gives value between 0 - 100)
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self._proxy = LayerViewProxy.LayerViewProxy()
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self._controller.getScene().getRoot().childrenChanged.connect(self._onSceneChanged)
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self._max_layers = 0
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self._max_layers = 0
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self._current_layer_num = 0
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self._current_layer_num = 0
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self._current_layer_mesh = None
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self._current_layer_mesh = None
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@ -47,7 +46,19 @@ class LayerView(View):
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self._top_layers_job = None
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self._top_layers_job = None
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self._activity = False
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self._activity = False
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self._old_max_layers = 0
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self._old_max_layers = 0
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self._busy = False
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self._ghost_shader = None
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self._layer_pass = None
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self._composite_pass = None
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self._old_layer_bindings = None
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self._layerview_composite_shader = None
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self._old_composite_shader = None
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self._global_container_stack = None
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self._global_container_stack = None
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self._proxy = LayerViewProxy.LayerViewProxy()
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self._controller.getScene().getRoot().childrenChanged.connect(self._onSceneChanged)
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Preferences.getInstance().addPreference("view/top_layer_count", 5)
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Preferences.getInstance().addPreference("view/top_layer_count", 5)
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Preferences.getInstance().addPreference("view/only_show_top_layers", False)
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Preferences.getInstance().addPreference("view/only_show_top_layers", False)
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@ -55,13 +66,21 @@ class LayerView(View):
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self._solid_layers = int(Preferences.getInstance().getValue("view/top_layer_count"))
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self._solid_layers = int(Preferences.getInstance().getValue("view/top_layer_count"))
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self._only_show_top_layers = bool(Preferences.getInstance().getValue("view/only_show_top_layers"))
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self._only_show_top_layers = bool(Preferences.getInstance().getValue("view/only_show_top_layers"))
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self._busy = False
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self._wireprint_warning_message = Message(catalog.i18nc("@info:status", "Cura does not accurately display layers when Wire Printing is enabled"))
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self._wireprint_warning_message = Message(catalog.i18nc("@info:status", "Cura does not accurately display layers when Wire Printing is enabled"))
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def getActivity(self):
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def getActivity(self):
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return self._activity
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return self._activity
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def getLayerPass(self):
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if not self._layer_pass:
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# Currently the RenderPass constructor requires a size > 0
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# This should be fixed in RenderPass's constructor.
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self._layer_pass = LayerPass.LayerPass(1, 1)
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self._layer_pass.setLayerView(self)
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self.getRenderer().addRenderPass(self._layer_pass)
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return self._layer_pass
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def getCurrentLayer(self):
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def getCurrentLayer(self):
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return self._current_layer_num
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return self._current_layer_num
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@ -91,7 +110,7 @@ class LayerView(View):
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if not self._ghost_shader:
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if not self._ghost_shader:
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self._ghost_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "color.shader"))
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self._ghost_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "color.shader"))
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self._ghost_shader.setUniformValue("u_color", Color(0, 0, 0, 64))
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self._ghost_shader.setUniformValue("u_color", Color(32, 32, 32, 96))
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for node in DepthFirstIterator(scene.getRoot()):
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for node in DepthFirstIterator(scene.getRoot()):
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# We do not want to render ConvexHullNode as it conflicts with the bottom layers.
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# We do not want to render ConvexHullNode as it conflicts with the bottom layers.
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@ -101,35 +120,7 @@ class LayerView(View):
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if not node.render(renderer):
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if not node.render(renderer):
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if node.getMeshData() and node.isVisible():
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if node.getMeshData() and node.isVisible():
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renderer.queueNode(node,
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renderer.queueNode(node, transparent = True, shader = self._ghost_shader)
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shader = self._ghost_shader,
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type = RenderBatch.RenderType.Transparent )
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for node in DepthFirstIterator(scene.getRoot()):
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if type(node) is SceneNode:
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if node.getMeshData() and node.isVisible():
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layer_data = node.callDecoration("getLayerData")
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if not layer_data:
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continue
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# Render all layers below a certain number as line mesh instead of vertices.
|
|
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if self._current_layer_num - self._solid_layers > -1 and not self._only_show_top_layers:
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start = 0
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end = 0
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element_counts = layer_data.getElementCounts()
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for layer, counts in element_counts.items():
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if layer + self._solid_layers > self._current_layer_num:
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break
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end += counts
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# This uses glDrawRangeElements internally to only draw a certain range of lines.
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renderer.queueNode(node, mesh = layer_data, mode = RenderBatch.RenderMode.Lines, range = (start, end))
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if self._current_layer_mesh:
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renderer.queueNode(node, mesh = self._current_layer_mesh)
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if self._current_layer_jumps:
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renderer.queueNode(node, mesh = self._current_layer_jumps)
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def setLayer(self, value):
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def setLayer(self, value):
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if self._current_layer_num != value:
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if self._current_layer_num != value:
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@ -195,15 +186,32 @@ class LayerView(View):
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return True
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return True
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if event.type == Event.ViewActivateEvent:
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if event.type == Event.ViewActivateEvent:
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# Make sure the LayerPass is created
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self.getLayerPass()
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Application.getInstance().globalContainerStackChanged.connect(self._onGlobalStackChanged)
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Application.getInstance().globalContainerStackChanged.connect(self._onGlobalStackChanged)
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self._onGlobalStackChanged()
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self._onGlobalStackChanged()
|
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|
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if not self._layerview_composite_shader:
|
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self._layerview_composite_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("LayerView"), "layerview_composite.shader"))
|
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|
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if not self._composite_pass:
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self._composite_pass = self.getRenderer().getRenderPass("composite")
|
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|
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self._old_layer_bindings = self._composite_pass.getLayerBindings()[:] # make a copy so we can restore to it later
|
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self._composite_pass.getLayerBindings().append("layerview")
|
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self._old_composite_shader = self._composite_pass.getCompositeShader()
|
||||||
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self._composite_pass.setCompositeShader(self._layerview_composite_shader)
|
||||||
|
|
||||||
elif event.type == Event.ViewDeactivateEvent:
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elif event.type == Event.ViewDeactivateEvent:
|
||||||
self._wireprint_warning_message.hide()
|
self._wireprint_warning_message.hide()
|
||||||
Application.getInstance().globalContainerStackChanged.disconnect(self._onGlobalStackChanged)
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Application.getInstance().globalContainerStackChanged.disconnect(self._onGlobalStackChanged)
|
||||||
if self._global_container_stack:
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if self._global_container_stack:
|
||||||
self._global_container_stack.propertyChanged.disconnect(self._onPropertyChanged)
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self._global_container_stack.propertyChanged.disconnect(self._onPropertyChanged)
|
||||||
|
|
||||||
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self._composite_pass.setLayerBindings(self._old_layer_bindings)
|
||||||
|
self._composite_pass.setCompositeShader(self._old_composite_shader)
|
||||||
|
|
||||||
def _onGlobalStackChanged(self):
|
def _onGlobalStackChanged(self):
|
||||||
if self._global_container_stack:
|
if self._global_container_stack:
|
||||||
self._global_container_stack.propertyChanged.disconnect(self._onPropertyChanged)
|
self._global_container_stack.propertyChanged.disconnect(self._onPropertyChanged)
|
||||||
@ -315,3 +323,4 @@ class _CreateTopLayersJob(Job):
|
|||||||
def cancel(self):
|
def cancel(self):
|
||||||
self._cancel = True
|
self._cancel = True
|
||||||
super().cancel()
|
super().cancel()
|
||||||
|
|
||||||
|
78
plugins/LayerView/layerview_composite.shader
Normal file
78
plugins/LayerView/layerview_composite.shader
Normal file
@ -0,0 +1,78 @@
|
|||||||
|
[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()
|
||||||
|
{
|
||||||
|
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));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
[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
|
@ -16,10 +16,6 @@ fragment =
|
|||||||
uniform sampler2D u_layer0;
|
uniform sampler2D u_layer0;
|
||||||
uniform sampler2D u_layer1;
|
uniform sampler2D u_layer1;
|
||||||
uniform sampler2D u_layer2;
|
uniform sampler2D u_layer2;
|
||||||
uniform sampler2D u_layer3;
|
|
||||||
|
|
||||||
uniform float u_imageWidth;
|
|
||||||
uniform float u_imageHeight;
|
|
||||||
|
|
||||||
uniform vec2 u_offset[9];
|
uniform vec2 u_offset[9];
|
||||||
|
|
||||||
@ -62,7 +58,6 @@ fragment =
|
|||||||
u_layer0 = 0
|
u_layer0 = 0
|
||||||
u_layer1 = 1
|
u_layer1 = 1
|
||||||
u_layer2 = 2
|
u_layer2 = 2
|
||||||
u_layer3 = 3
|
|
||||||
u_outline_strength = 1.0
|
u_outline_strength = 1.0
|
||||||
u_outline_color = [0.05, 0.66, 0.89, 1.0]
|
u_outline_color = [0.05, 0.66, 0.89, 1.0]
|
||||||
u_error_color = [1.0, 0.0, 0.0, 1.0]
|
u_error_color = [1.0, 0.0, 0.0, 1.0]
|
||||||
|
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Reference in New Issue
Block a user