mirror of
https://git.mirrors.martin98.com/https://github.com/Ultimaker/Cura
synced 2025-08-13 20:45:57 +08:00
Merge pull request #7441 from Ultimaker/xray_in_solid_sidequest
CURA-7262 X-Ray in solid-view (colors instead)
This commit is contained in:
commit
74253e420a
@ -3,6 +3,7 @@
|
|||||||
|
|
||||||
import os.path
|
import os.path
|
||||||
|
|
||||||
|
from UM.Resources import Resources
|
||||||
from UM.Application import Application
|
from UM.Application import Application
|
||||||
from UM.PluginRegistry import PluginRegistry
|
from UM.PluginRegistry import PluginRegistry
|
||||||
|
|
||||||
@ -23,7 +24,7 @@ class XRayPass(RenderPass):
|
|||||||
|
|
||||||
def render(self):
|
def render(self):
|
||||||
if not self._shader:
|
if not self._shader:
|
||||||
self._shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("XRayView"), "xray.shader"))
|
self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "xray.shader"))
|
||||||
|
|
||||||
batch = RenderBatch(self._shader, type = RenderBatch.RenderType.NoType, backface_cull = False, blend_mode = RenderBatch.BlendMode.Additive)
|
batch = RenderBatch(self._shader, type = RenderBatch.RenderType.NoType, backface_cull = False, blend_mode = RenderBatch.BlendMode.Additive)
|
||||||
for node in DepthFirstIterator(self._scene.getRoot()):
|
for node in DepthFirstIterator(self._scene.getRoot()):
|
@ -1,22 +1,43 @@
|
|||||||
# Copyright (c) 2019 Ultimaker B.V.
|
# Copyright (c) 2020 Ultimaker B.V.
|
||||||
# Cura is released under the terms of the LGPLv3 or higher.
|
# Cura is released under the terms of the LGPLv3 or higher.
|
||||||
|
|
||||||
|
import os.path
|
||||||
from UM.View.View import View
|
from UM.View.View import View
|
||||||
from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
|
from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
|
||||||
from UM.Scene.Selection import Selection
|
from UM.Scene.Selection import Selection
|
||||||
from UM.Resources import Resources
|
from UM.Resources import Resources
|
||||||
|
from PyQt5.QtGui import QOpenGLContext, QImage
|
||||||
|
from PyQt5.QtCore import QSize
|
||||||
|
|
||||||
|
import numpy as np
|
||||||
|
import time
|
||||||
|
|
||||||
from UM.Application import Application
|
from UM.Application import Application
|
||||||
from UM.View.RenderBatch import RenderBatch
|
from UM.Logger import Logger
|
||||||
|
from UM.Message import Message
|
||||||
from UM.Math.Color import Color
|
from UM.Math.Color import Color
|
||||||
|
from UM.PluginRegistry import PluginRegistry
|
||||||
|
from UM.Platform import Platform
|
||||||
|
from UM.Event import Event
|
||||||
|
|
||||||
|
from UM.View.RenderBatch import RenderBatch
|
||||||
from UM.View.GL.OpenGL import OpenGL
|
from UM.View.GL.OpenGL import OpenGL
|
||||||
|
|
||||||
|
from UM.i18n import i18nCatalog
|
||||||
|
|
||||||
from cura.Settings.ExtruderManager import ExtruderManager
|
from cura.Settings.ExtruderManager import ExtruderManager
|
||||||
|
|
||||||
|
from cura import XRayPass
|
||||||
|
|
||||||
import math
|
import math
|
||||||
|
|
||||||
|
catalog = i18nCatalog("cura")
|
||||||
|
|
||||||
## Standard view for mesh models.
|
## Standard view for mesh models.
|
||||||
|
|
||||||
class SolidView(View):
|
class SolidView(View):
|
||||||
|
_show_xray_warning_preference = "view/show_xray_warning"
|
||||||
|
|
||||||
def __init__(self):
|
def __init__(self):
|
||||||
super().__init__()
|
super().__init__()
|
||||||
application = Application.getInstance()
|
application = Application.getInstance()
|
||||||
@ -27,13 +48,31 @@ class SolidView(View):
|
|||||||
self._non_printing_shader = None
|
self._non_printing_shader = None
|
||||||
self._support_mesh_shader = None
|
self._support_mesh_shader = None
|
||||||
|
|
||||||
|
self._xray_shader = None
|
||||||
|
self._xray_pass = None
|
||||||
|
self._xray_composite_shader = None
|
||||||
|
self._composite_pass = None
|
||||||
|
|
||||||
self._extruders_model = None
|
self._extruders_model = None
|
||||||
self._theme = None
|
self._theme = None
|
||||||
self._support_angle = 90
|
self._support_angle = 90
|
||||||
|
|
||||||
self._global_stack = None
|
self._global_stack = None
|
||||||
|
|
||||||
Application.getInstance().engineCreatedSignal.connect(self._onGlobalContainerChanged)
|
self._old_composite_shader = None
|
||||||
|
self._old_layer_bindings = None
|
||||||
|
|
||||||
|
self._next_xray_checking_time = time.time()
|
||||||
|
self._xray_checking_update_time = 1.0 # seconds
|
||||||
|
self._xray_warning_cooldown = 60 * 10 # reshow Model error message every 10 minutes
|
||||||
|
self._xray_warning_message = Message(
|
||||||
|
catalog.i18nc("@info:status", "Your model is not manifold. The highlighted areas indicate either missing or extraneous surfaces."),
|
||||||
|
lifetime = 60 * 5, # leave message for 5 minutes
|
||||||
|
title = catalog.i18nc("@info:title", "Model errors"),
|
||||||
|
)
|
||||||
|
application.getPreferences().addPreference(self._show_xray_warning_preference, True)
|
||||||
|
|
||||||
|
application.engineCreatedSignal.connect(self._onGlobalContainerChanged)
|
||||||
|
|
||||||
def _onGlobalContainerChanged(self) -> None:
|
def _onGlobalContainerChanged(self) -> None:
|
||||||
if self._global_stack:
|
if self._global_stack:
|
||||||
@ -92,6 +131,41 @@ class SolidView(View):
|
|||||||
self._support_mesh_shader.setUniformValue("u_vertical_stripes", True)
|
self._support_mesh_shader.setUniformValue("u_vertical_stripes", True)
|
||||||
self._support_mesh_shader.setUniformValue("u_width", 5.0)
|
self._support_mesh_shader.setUniformValue("u_width", 5.0)
|
||||||
|
|
||||||
|
if not Application.getInstance().getPreferences().getValue(self._show_xray_warning_preference):
|
||||||
|
self._xray_shader = None
|
||||||
|
self._xray_composite_shader = None
|
||||||
|
if self._composite_pass and 'xray' in self._composite_pass.getLayerBindings():
|
||||||
|
self._composite_pass.setLayerBindings(self._old_layer_bindings)
|
||||||
|
self._composite_pass.setCompositeShader(self._old_composite_shader)
|
||||||
|
self._old_layer_bindings = None
|
||||||
|
self._old_composite_shader = None
|
||||||
|
self._xray_warning_message.hide()
|
||||||
|
else:
|
||||||
|
if not self._xray_shader:
|
||||||
|
self._xray_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "xray.shader"))
|
||||||
|
|
||||||
|
if not self._xray_composite_shader:
|
||||||
|
self._xray_composite_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "xray_composite.shader"))
|
||||||
|
theme = Application.getInstance().getTheme()
|
||||||
|
self._xray_composite_shader.setUniformValue("u_background_color", Color(*theme.getColor("viewport_background").getRgb()))
|
||||||
|
self._xray_composite_shader.setUniformValue("u_outline_color", Color(*theme.getColor("model_selection_outline").getRgb()))
|
||||||
|
|
||||||
|
renderer = self.getRenderer()
|
||||||
|
if not self._composite_pass or not 'xray' in self._composite_pass.getLayerBindings():
|
||||||
|
# Currently the RenderPass constructor requires a size > 0
|
||||||
|
# This should be fixed in RenderPass's constructor.
|
||||||
|
self._xray_pass = XRayPass.XRayPass(1, 1)
|
||||||
|
|
||||||
|
renderer.addRenderPass(self._xray_pass)
|
||||||
|
|
||||||
|
if not self._composite_pass:
|
||||||
|
self._composite_pass = self.getRenderer().getRenderPass("composite")
|
||||||
|
|
||||||
|
self._old_layer_bindings = self._composite_pass.getLayerBindings()
|
||||||
|
self._composite_pass.setLayerBindings(["default", "selection", "xray"])
|
||||||
|
self._old_composite_shader = self._composite_pass.getCompositeShader()
|
||||||
|
self._composite_pass.setCompositeShader(self._xray_composite_shader)
|
||||||
|
|
||||||
def beginRendering(self):
|
def beginRendering(self):
|
||||||
scene = self.getController().getScene()
|
scene = self.getController().getScene()
|
||||||
renderer = self.getRenderer()
|
renderer = self.getRenderer()
|
||||||
@ -175,4 +249,65 @@ class SolidView(View):
|
|||||||
renderer.queueNode(scene.getRoot(), mesh = node.getBoundingBoxMesh(), mode = RenderBatch.RenderMode.LineLoop)
|
renderer.queueNode(scene.getRoot(), mesh = node.getBoundingBoxMesh(), mode = RenderBatch.RenderMode.LineLoop)
|
||||||
|
|
||||||
def endRendering(self):
|
def endRendering(self):
|
||||||
pass
|
# check whether the xray overlay is showing badness
|
||||||
|
if time.time() > self._next_xray_checking_time\
|
||||||
|
and Application.getInstance().getPreferences().getValue(self._show_xray_warning_preference):
|
||||||
|
self._next_xray_checking_time = time.time() + self._xray_checking_update_time
|
||||||
|
|
||||||
|
xray_img = self._xray_pass.getOutput()
|
||||||
|
xray_img = xray_img.convertToFormat(QImage.Format_RGB888)
|
||||||
|
|
||||||
|
# We can't just read the image since the pixels are aligned to internal memory positions.
|
||||||
|
# xray_img.byteCount() != xray_img.width() * xray_img.height() * 3
|
||||||
|
# The byte count is a little higher sometimes. We need to check the data per line, but fast using Numpy.
|
||||||
|
# See https://stackoverflow.com/questions/5810970/get-raw-data-from-qimage for a description of the problem.
|
||||||
|
# We can't use that solution though, since it doesn't perform well in Python.
|
||||||
|
class QImageArrayView:
|
||||||
|
"""
|
||||||
|
Class that ducktypes to be a Numpy ndarray.
|
||||||
|
"""
|
||||||
|
def __init__(self, qimage):
|
||||||
|
self.__array_interface__ = {
|
||||||
|
"shape": (qimage.height(), qimage.width()),
|
||||||
|
"typestr": "|u4", # Use 4 bytes per pixel rather than 3, since Numpy doesn't support 3.
|
||||||
|
"data": (int(qimage.bits()), False),
|
||||||
|
"strides": (qimage.bytesPerLine(), 3), # This does the magic: For each line, skip the correct number of bytes. Bytes per pixel is always 3 due to QImage.Format.Format_RGB888.
|
||||||
|
"version": 3
|
||||||
|
}
|
||||||
|
array = np.asarray(QImageArrayView(xray_img)).view(np.dtype({
|
||||||
|
"r": (np.uint8, 0, "red"),
|
||||||
|
"g": (np.uint8, 1, "green"),
|
||||||
|
"b": (np.uint8, 2, "blue"),
|
||||||
|
"a": (np.uint8, 3, "alpha") # Never filled since QImage was reformatted to RGB888.
|
||||||
|
}), np.recarray)
|
||||||
|
if np.any(np.mod(array.r, 2)):
|
||||||
|
self._next_xray_checking_time = time.time() + self._xray_warning_cooldown
|
||||||
|
self._xray_warning_message.show()
|
||||||
|
Logger.log("i", "X-Ray overlay found non-manifold pixels.")
|
||||||
|
|
||||||
|
def event(self, event):
|
||||||
|
if event.type == Event.ViewActivateEvent:
|
||||||
|
# FIX: on Max OS X, somehow QOpenGLContext.currentContext() can become None during View switching.
|
||||||
|
# This can happen when you do the following steps:
|
||||||
|
# 1. Start Cura
|
||||||
|
# 2. Load a model
|
||||||
|
# 3. Switch to Custom mode
|
||||||
|
# 4. Select the model and click on the per-object tool icon
|
||||||
|
# 5. Switch view to Layer view or X-Ray
|
||||||
|
# 6. Cura will very likely crash
|
||||||
|
# It seems to be a timing issue that the currentContext can somehow be empty, but I have no clue why.
|
||||||
|
# This fix tries to reschedule the view changing event call on the Qt thread again if the current OpenGL
|
||||||
|
# context is None.
|
||||||
|
if Platform.isOSX():
|
||||||
|
if QOpenGLContext.currentContext() is None:
|
||||||
|
Logger.log("d", "current context of OpenGL is empty on Mac OS X, will try to create shaders later")
|
||||||
|
Application.getInstance().callLater(lambda e = event: self.event(e))
|
||||||
|
return
|
||||||
|
|
||||||
|
|
||||||
|
if event.type == Event.ViewDeactivateEvent:
|
||||||
|
if self._composite_pass and 'xray' in self._composite_pass.getLayerBindings():
|
||||||
|
self.getRenderer().removeRenderPass(self._xray_pass)
|
||||||
|
self._composite_pass.setLayerBindings(self._old_layer_bindings)
|
||||||
|
self._composite_pass.setCompositeShader(self._old_composite_shader)
|
||||||
|
self._xray_warning_message.hide()
|
||||||
|
50
plugins/SolidView/xray_overlay.shader
Executable file
50
plugins/SolidView/xray_overlay.shader
Executable file
@ -0,0 +1,50 @@
|
|||||||
|
[shaders]
|
||||||
|
vertex =
|
||||||
|
uniform highp mat4 u_modelViewProjectionMatrix;
|
||||||
|
|
||||||
|
attribute highp vec4 a_vertex;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_Position = u_modelViewProjectionMatrix * a_vertex;
|
||||||
|
}
|
||||||
|
|
||||||
|
fragment =
|
||||||
|
uniform lowp vec4 u_xray_error;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_FragColor = u_xray_error;
|
||||||
|
}
|
||||||
|
|
||||||
|
vertex41core =
|
||||||
|
#version 410
|
||||||
|
uniform highp mat4 u_modelViewProjectionMatrix;
|
||||||
|
|
||||||
|
in highp vec4 a_vertex;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_Position = u_modelViewProjectionMatrix * a_vertex;
|
||||||
|
}
|
||||||
|
|
||||||
|
fragment41core =
|
||||||
|
#version 410
|
||||||
|
uniform lowp vec4 u_xray_error;
|
||||||
|
|
||||||
|
out vec4 frag_color;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
|
||||||
|
frag_color = u_xray_error;
|
||||||
|
}
|
||||||
|
|
||||||
|
[defaults]
|
||||||
|
u_xray_error = [1.0, 1.0, 1.0, 1.0]
|
||||||
|
|
||||||
|
[bindings]
|
||||||
|
u_modelViewProjectionMatrix = model_view_projection_matrix
|
||||||
|
|
||||||
|
[attributes]
|
||||||
|
a_vertex = vertex
|
@ -1,13 +1,14 @@
|
|||||||
# Copyright (c) 2015 Ultimaker B.V.
|
# Copyright (c) 2020 Ultimaker B.V.
|
||||||
# Cura is released under the terms of the LGPLv3 or higher.
|
# Cura is released under the terms of the LGPLv3 or higher.
|
||||||
|
|
||||||
import os.path
|
import os.path
|
||||||
from PyQt5.QtGui import QOpenGLContext
|
from PyQt5.QtGui import QOpenGLContext, QImage
|
||||||
|
|
||||||
from UM.Application import Application
|
from UM.Application import Application
|
||||||
from UM.Logger import Logger
|
from UM.Logger import Logger
|
||||||
from UM.Math.Color import Color
|
from UM.Math.Color import Color
|
||||||
from UM.PluginRegistry import PluginRegistry
|
from UM.PluginRegistry import PluginRegistry
|
||||||
|
from UM.Resources import Resources
|
||||||
from UM.Platform import Platform
|
from UM.Platform import Platform
|
||||||
from UM.Event import Event
|
from UM.Event import Event
|
||||||
from UM.Scene.Iterator.BreadthFirstIterator import BreadthFirstIterator
|
from UM.Scene.Iterator.BreadthFirstIterator import BreadthFirstIterator
|
||||||
@ -19,7 +20,8 @@ from cura.CuraApplication import CuraApplication
|
|||||||
from cura.CuraView import CuraView
|
from cura.CuraView import CuraView
|
||||||
from cura.Scene.ConvexHullNode import ConvexHullNode
|
from cura.Scene.ConvexHullNode import ConvexHullNode
|
||||||
|
|
||||||
from . import XRayPass
|
from cura import XRayPass
|
||||||
|
|
||||||
|
|
||||||
## View used to display a see-through version of objects with errors highlighted.
|
## View used to display a see-through version of objects with errors highlighted.
|
||||||
class XRayView(CuraView):
|
class XRayView(CuraView):
|
||||||
@ -38,7 +40,7 @@ class XRayView(CuraView):
|
|||||||
renderer = self.getRenderer()
|
renderer = self.getRenderer()
|
||||||
|
|
||||||
if not self._xray_shader:
|
if not self._xray_shader:
|
||||||
self._xray_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("XRayView"), "xray.shader"))
|
self._xray_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "xray.shader"))
|
||||||
self._xray_shader.setUniformValue("u_color", Color(*Application.getInstance().getTheme().getColor("xray").getRgb()))
|
self._xray_shader.setUniformValue("u_color", Color(*Application.getInstance().getTheme().getColor("xray").getRgb()))
|
||||||
|
|
||||||
for node in BreadthFirstIterator(scene.getRoot()):
|
for node in BreadthFirstIterator(scene.getRoot()):
|
||||||
@ -87,10 +89,8 @@ class XRayView(CuraView):
|
|||||||
self.getRenderer().addRenderPass(self._xray_pass)
|
self.getRenderer().addRenderPass(self._xray_pass)
|
||||||
|
|
||||||
if not self._xray_composite_shader:
|
if not self._xray_composite_shader:
|
||||||
self._xray_composite_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("XRayView"), "xray_composite.shader"))
|
self._xray_composite_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "xray_composite.shader"))
|
||||||
theme = Application.getInstance().getTheme()
|
|
||||||
self._xray_composite_shader.setUniformValue("u_background_color", Color(*theme.getColor("viewport_background").getRgb()))
|
self._xray_composite_shader.setUniformValue("u_background_color", Color(*theme.getColor("viewport_background").getRgb()))
|
||||||
self._xray_composite_shader.setUniformValue("u_error_color", Color(*theme.getColor("xray_error").getRgb()))
|
|
||||||
self._xray_composite_shader.setUniformValue("u_outline_color", Color(*theme.getColor("model_selection_outline").getRgb()))
|
self._xray_composite_shader.setUniformValue("u_outline_color", Color(*theme.getColor("model_selection_outline").getRgb()))
|
||||||
|
|
||||||
if not self._composite_pass:
|
if not self._composite_pass:
|
||||||
|
@ -86,6 +86,8 @@ UM.PreferencesPage
|
|||||||
prefixJobNameCheckbox.checked = boolCheck(UM.Preferences.getValue("cura/jobname_prefix"))
|
prefixJobNameCheckbox.checked = boolCheck(UM.Preferences.getValue("cura/jobname_prefix"))
|
||||||
UM.Preferences.resetPreference("view/show_overhang");
|
UM.Preferences.resetPreference("view/show_overhang");
|
||||||
showOverhangCheckbox.checked = boolCheck(UM.Preferences.getValue("view/show_overhang"))
|
showOverhangCheckbox.checked = boolCheck(UM.Preferences.getValue("view/show_overhang"))
|
||||||
|
UM.Preferences.resetPreference("view/show_xray_warning");
|
||||||
|
showXrayErrorCheckbox.checked = boolCheck(UM.Preferences.getValue("view/show_warning"))
|
||||||
UM.Preferences.resetPreference("view/center_on_select");
|
UM.Preferences.resetPreference("view/center_on_select");
|
||||||
centerOnSelectCheckbox.checked = boolCheck(UM.Preferences.getValue("view/center_on_select"))
|
centerOnSelectCheckbox.checked = boolCheck(UM.Preferences.getValue("view/center_on_select"))
|
||||||
UM.Preferences.resetPreference("view/invert_zoom");
|
UM.Preferences.resetPreference("view/invert_zoom");
|
||||||
@ -337,6 +339,25 @@ UM.PreferencesPage
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
UM.TooltipArea
|
||||||
|
{
|
||||||
|
width: childrenRect.width;
|
||||||
|
height: childrenRect.height;
|
||||||
|
|
||||||
|
text: catalog.i18nc("@info:tooltip", "Highlight missing or extraneous surfaces of the model using warning signs. The toolpaths will often be missing parts of the intended geometry.")
|
||||||
|
|
||||||
|
CheckBox
|
||||||
|
{
|
||||||
|
id: showXrayErrorCheckbox
|
||||||
|
|
||||||
|
checked: boolCheck(UM.Preferences.getValue("view/show_xray_warning"))
|
||||||
|
onClicked: UM.Preferences.setValue("view/show_xray_warning", checked)
|
||||||
|
|
||||||
|
text: catalog.i18nc("@option:check", "Display model errors");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
UM.TooltipArea
|
UM.TooltipArea
|
||||||
{
|
{
|
||||||
width: childrenRect.width;
|
width: childrenRect.width;
|
||||||
|
@ -38,9 +38,13 @@ fragment =
|
|||||||
varying highp vec3 f_vertex;
|
varying highp vec3 f_vertex;
|
||||||
varying highp vec3 f_normal;
|
varying highp vec3 f_normal;
|
||||||
|
|
||||||
|
float round(float f)
|
||||||
|
{
|
||||||
|
return sign(f) * floor(abs(f) + 0.5);
|
||||||
|
}
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
|
|
||||||
mediump vec4 finalColor = vec4(0.0);
|
mediump vec4 finalColor = vec4(0.0);
|
||||||
|
|
||||||
// Ambient Component
|
// Ambient Component
|
||||||
@ -62,8 +66,10 @@ fragment =
|
|||||||
|
|
||||||
finalColor = (-normal.y > u_overhangAngle) ? u_overhangColor : finalColor;
|
finalColor = (-normal.y > u_overhangAngle) ? u_overhangColor : finalColor;
|
||||||
|
|
||||||
|
vec3 grid = vec3(f_vertex.x - round(f_vertex.x), f_vertex.y - round(f_vertex.y), f_vertex.z - round(f_vertex.z));
|
||||||
|
finalColor.a = dot(grid, grid) < 0.245 ? 0.667 : 1.0;
|
||||||
|
|
||||||
gl_FragColor = finalColor;
|
gl_FragColor = finalColor;
|
||||||
gl_FragColor.a = 1.0;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
vertex41core =
|
vertex41core =
|
||||||
@ -111,7 +117,6 @@ fragment41core =
|
|||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
|
|
||||||
mediump vec4 finalColor = vec4(0.0);
|
mediump vec4 finalColor = vec4(0.0);
|
||||||
|
|
||||||
// Ambient Component
|
// Ambient Component
|
||||||
@ -134,7 +139,9 @@ fragment41core =
|
|||||||
finalColor = (u_faceId != gl_PrimitiveID) ? ((-normal.y > u_overhangAngle) ? u_overhangColor : finalColor) : u_faceColor;
|
finalColor = (u_faceId != gl_PrimitiveID) ? ((-normal.y > u_overhangAngle) ? u_overhangColor : finalColor) : u_faceColor;
|
||||||
|
|
||||||
frag_color = finalColor;
|
frag_color = finalColor;
|
||||||
frag_color.a = 1.0;
|
|
||||||
|
vec3 grid = f_vertex - round(f_vertex);
|
||||||
|
frag_color.a = dot(grid, grid) < 0.245 ? 0.667 : 1.0;
|
||||||
}
|
}
|
||||||
|
|
||||||
[defaults]
|
[defaults]
|
||||||
|
@ -12,7 +12,14 @@ vertex =
|
|||||||
}
|
}
|
||||||
|
|
||||||
fragment =
|
fragment =
|
||||||
uniform lowp vec4 u_color;
|
#ifdef GL_ES
|
||||||
|
#ifdef GL_FRAGMENT_PRECISION_HIGH
|
||||||
|
precision highp float;
|
||||||
|
#else
|
||||||
|
precision mediump float;
|
||||||
|
#endif // GL_FRAGMENT_PRECISION_HIGH
|
||||||
|
#endif // GL_ES
|
||||||
|
uniform vec4 u_color;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
@ -34,7 +41,8 @@ vertex41core =
|
|||||||
|
|
||||||
fragment41core =
|
fragment41core =
|
||||||
#version 410
|
#version 410
|
||||||
uniform lowp vec4 u_color;
|
|
||||||
|
uniform vec4 u_color;
|
||||||
|
|
||||||
out vec4 frag_color;
|
out vec4 frag_color;
|
||||||
|
|
@ -28,8 +28,8 @@ fragment =
|
|||||||
|
|
||||||
uniform float u_outline_strength;
|
uniform float u_outline_strength;
|
||||||
uniform vec4 u_outline_color;
|
uniform vec4 u_outline_color;
|
||||||
uniform vec4 u_error_color;
|
|
||||||
uniform vec4 u_background_color;
|
uniform vec4 u_background_color;
|
||||||
|
uniform float u_xray_error_strength;
|
||||||
|
|
||||||
const vec3 x_axis = vec3(1.0, 0.0, 0.0);
|
const vec3 x_axis = vec3(1.0, 0.0, 0.0);
|
||||||
const vec3 y_axis = vec3(0.0, 1.0, 0.0);
|
const vec3 y_axis = vec3(0.0, 1.0, 0.0);
|
||||||
@ -39,6 +39,20 @@ fragment =
|
|||||||
|
|
||||||
float kernel[9];
|
float kernel[9];
|
||||||
|
|
||||||
|
vec3 shiftHue(vec3 color, float hue)
|
||||||
|
{
|
||||||
|
// Make sure colors are distinct when grey-scale is used too:
|
||||||
|
if ((max(max(color.r, color.g), color.b) - min(min(color.r, color.g), color.b)) < 0.1)
|
||||||
|
{
|
||||||
|
color = vec3(1.0, 0.0, 0.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
// The actual hue shift:
|
||||||
|
const vec3 k = vec3(0.57735, 0.57735, 0.57735);
|
||||||
|
float cosAngle = cos(hue);
|
||||||
|
return vec3(color * cosAngle + cross(k, color) * sin(hue) + k * dot(k, color) * (1.0 - cosAngle));
|
||||||
|
}
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0;
|
kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0;
|
||||||
@ -48,12 +62,18 @@ fragment =
|
|||||||
vec4 result = u_background_color;
|
vec4 result = u_background_color;
|
||||||
vec4 layer0 = texture2D(u_layer0, v_uvs);
|
vec4 layer0 = texture2D(u_layer0, v_uvs);
|
||||||
|
|
||||||
result = layer0 * layer0.a + result * (1.0 - layer0.a);
|
float hue_shift = (layer0.a - 0.333) * 6.2831853;
|
||||||
|
if (layer0.a > 0.5)
|
||||||
float intersection_count = (texture2D(u_layer2, v_uvs).r * 255.0) / 5.0;
|
|
||||||
if(mod(intersection_count, 2.0) == 1.0)
|
|
||||||
{
|
{
|
||||||
result = u_error_color;
|
layer0.a = 1.0;
|
||||||
|
}
|
||||||
|
result = mix(result, layer0, layer0.a);
|
||||||
|
|
||||||
|
float intersection_count = texture2D(u_layer2, v_uvs).r * 51.0; // (1 / .02) + 1 (+1 magically fixes issues with high intersection count models)
|
||||||
|
float rest = mod(intersection_count + .01, 2.0);
|
||||||
|
if (rest > 1.0 && rest < 1.5 && intersection_count < 49.0)
|
||||||
|
{
|
||||||
|
result = vec4(shiftHue(layer0.rgb, hue_shift), result.a);
|
||||||
}
|
}
|
||||||
|
|
||||||
vec4 sum = vec4(0.0);
|
vec4 sum = vec4(0.0);
|
||||||
@ -70,8 +90,10 @@ fragment =
|
|||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
gl_FragColor = mix(result, vec4(abs(sum.a)) * u_outline_color, abs(sum.a));
|
gl_FragColor = mix(result, u_outline_color, abs(sum.a));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
gl_FragColor.a = gl_FragColor.a > 0.5 ? 1.0 : 0.0;
|
||||||
}
|
}
|
||||||
|
|
||||||
vertex41core =
|
vertex41core =
|
||||||
@ -98,8 +120,8 @@ fragment41core =
|
|||||||
|
|
||||||
uniform float u_outline_strength;
|
uniform float u_outline_strength;
|
||||||
uniform vec4 u_outline_color;
|
uniform vec4 u_outline_color;
|
||||||
uniform vec4 u_error_color;
|
|
||||||
uniform vec4 u_background_color;
|
uniform vec4 u_background_color;
|
||||||
|
uniform float u_xray_error_strength;
|
||||||
|
|
||||||
const vec3 x_axis = vec3(1.0, 0.0, 0.0);
|
const vec3 x_axis = vec3(1.0, 0.0, 0.0);
|
||||||
const vec3 y_axis = vec3(0.0, 1.0, 0.0);
|
const vec3 y_axis = vec3(0.0, 1.0, 0.0);
|
||||||
@ -110,6 +132,20 @@ fragment41core =
|
|||||||
|
|
||||||
float kernel[9];
|
float kernel[9];
|
||||||
|
|
||||||
|
vec3 shiftHue(vec3 color, float hue)
|
||||||
|
{
|
||||||
|
// Make sure colors are distinct when grey-scale is used too:
|
||||||
|
if ((max(max(color.r, color.g), color.b) - min(min(color.r, color.g), color.b)) < 0.1)
|
||||||
|
{
|
||||||
|
color = vec3(1.0, 0.0, 0.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
// The actual hue shift:
|
||||||
|
const vec3 k = vec3(0.57735, 0.57735, 0.57735);
|
||||||
|
float cosAngle = cos(hue);
|
||||||
|
return vec3(color * cosAngle + cross(k, color) * sin(hue) + k * dot(k, color) * (1.0 - cosAngle));
|
||||||
|
}
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0;
|
kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0;
|
||||||
@ -119,12 +155,18 @@ fragment41core =
|
|||||||
vec4 result = u_background_color;
|
vec4 result = u_background_color;
|
||||||
vec4 layer0 = texture(u_layer0, v_uvs);
|
vec4 layer0 = texture(u_layer0, v_uvs);
|
||||||
|
|
||||||
result = layer0 * layer0.a + result * (1.0 - layer0.a);
|
float hue_shift = (layer0.a - 0.333) * 6.2831853;
|
||||||
|
if (layer0.a > 0.5)
|
||||||
float intersection_count = (texture(u_layer2, v_uvs).r * 255.0) / 5.0;
|
|
||||||
if(mod(intersection_count, 2.0) == 1.0)
|
|
||||||
{
|
{
|
||||||
result = u_error_color;
|
layer0.a = 1.0;
|
||||||
|
}
|
||||||
|
result = mix(result, layer0, layer0.a);
|
||||||
|
|
||||||
|
float intersection_count = texture(u_layer2, v_uvs).r * 51; // (1 / .02) + 1 (+1 magically fixes issues with high intersection count models)
|
||||||
|
float rest = mod(intersection_count + .01, 2.0);
|
||||||
|
if (rest > 1.0 && rest < 1.5 && intersection_count < 49)
|
||||||
|
{
|
||||||
|
result = vec4(shiftHue(layer0.rgb, hue_shift), result.a);
|
||||||
}
|
}
|
||||||
|
|
||||||
vec4 sum = vec4(0.0);
|
vec4 sum = vec4(0.0);
|
||||||
@ -141,8 +183,10 @@ fragment41core =
|
|||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
frag_color = mix(result, vec4(abs(sum.a)) * u_outline_color, abs(sum.a));
|
frag_color = mix(result, u_outline_color, abs(sum.a));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
frag_color.a = frag_color.a > 0.5 ? 1.0 : 0.0;
|
||||||
}
|
}
|
||||||
|
|
||||||
[defaults]
|
[defaults]
|
||||||
@ -152,7 +196,6 @@ u_layer2 = 2
|
|||||||
u_background_color = [0.965, 0.965, 0.965, 1.0]
|
u_background_color = [0.965, 0.965, 0.965, 1.0]
|
||||||
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]
|
|
||||||
|
|
||||||
[bindings]
|
[bindings]
|
||||||
|
|
@ -12,6 +12,8 @@
|
|||||||
"model_overhang": [200, 0, 255, 255],
|
"model_overhang": [200, 0, 255, 255],
|
||||||
|
|
||||||
|
|
||||||
|
"xray_error_dark": [255, 0, 0, 255],
|
||||||
|
"xray_error_light": [255, 255, 0, 255],
|
||||||
"xray": [26, 26, 62, 255],
|
"xray": [26, 26, 62, 255],
|
||||||
"xray_error": [255, 0, 0, 255],
|
"xray_error": [255, 0, 0, 255],
|
||||||
|
|
||||||
|
@ -10,9 +10,10 @@
|
|||||||
"y_axis": [64, 64, 255, 255],
|
"y_axis": [64, 64, 255, 255],
|
||||||
"model_default": [156, 201, 36, 255],
|
"model_default": [156, 201, 36, 255],
|
||||||
"model_overhang": [200, 0, 255, 255],
|
"model_overhang": [200, 0, 255, 255],
|
||||||
|
|
||||||
"model_selection_outline": [12, 169, 227, 255],
|
"model_selection_outline": [12, 169, 227, 255],
|
||||||
|
|
||||||
|
"xray_error_dark": [255, 0, 0, 255],
|
||||||
|
"xray_error_light": [255, 255, 0, 255],
|
||||||
"xray": [26, 26, 62, 255],
|
"xray": [26, 26, 62, 255],
|
||||||
"xray_error": [255, 0, 0, 255],
|
"xray_error": [255, 0, 0, 255],
|
||||||
|
|
||||||
|
@ -369,6 +369,8 @@
|
|||||||
"model_selection_outline": [50, 130, 255, 255],
|
"model_selection_outline": [50, 130, 255, 255],
|
||||||
"model_non_printing": [122, 122, 122, 255],
|
"model_non_printing": [122, 122, 122, 255],
|
||||||
|
|
||||||
|
"xray_error_dark": [255, 0, 0, 255],
|
||||||
|
"xray_error_light": [255, 255, 0, 255],
|
||||||
"xray": [26, 26, 62, 255],
|
"xray": [26, 26, 62, 255],
|
||||||
"xray_error": [255, 0, 0, 255],
|
"xray_error": [255, 0, 0, 255],
|
||||||
|
|
||||||
|
Loading…
x
Reference in New Issue
Block a user