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https://git.mirrors.martin98.com/https://github.com/Ultimaker/Cura
synced 2025-08-15 23:05:57 +08:00
W.I.P.: Add paint-shader/layer so it can be used for the UV-painting feature.
Currently replacing the 'disabled' batch until we can get it to switch out on command (when we have the painting stage/tool/... pluging up and running. part of CURA-12543
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43a055cfd5
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@ -1,13 +1,12 @@
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# Copyright (c) 2021 Ultimaker B.V.
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# Cura is released under the terms of the LGPLv3 or higher.
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import os.path
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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.Selection import Selection
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from UM.Resources import Resources
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from PyQt6.QtGui import QOpenGLContext, QDesktopServices, QImage
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from PyQt6.QtCore import QSize, QUrl
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from PyQt6.QtGui import QDesktopServices, QImage
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from PyQt6.QtCore import QUrl
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import numpy as np
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import time
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@ -36,16 +35,20 @@ class SolidView(View):
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"""Standard view for mesh models."""
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_show_xray_warning_preference = "view/show_xray_warning"
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_show_overhang_preference = "view/show_overhang"
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_paint_active_preference = "view/paint_active"
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def __init__(self):
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super().__init__()
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application = Application.getInstance()
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application.getPreferences().addPreference("view/show_overhang", True)
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application.getPreferences().addPreference(self._show_overhang_preference, True)
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application.getPreferences().addPreference(self._paint_active_preference, False)
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application.globalContainerStackChanged.connect(self._onGlobalContainerChanged)
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self._enabled_shader = None
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self._disabled_shader = None
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self._non_printing_shader = None
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self._support_mesh_shader = None
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self._paint_shader = None
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self._xray_shader = None
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self._xray_pass = None
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@ -139,6 +142,11 @@ class SolidView(View):
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min_height = max(min_height, init_layer_height)
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return min_height
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def _setPaintTexture(self):
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self._paint_texture = OpenGL.getInstance().createTexture(256, 256)
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if self._paint_shader:
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self._paint_shader.setTexture(0, self._paint_texture)
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def _checkSetup(self):
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if not self._extruders_model:
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self._extruders_model = Application.getInstance().getExtrudersModel()
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@ -167,6 +175,10 @@ class SolidView(View):
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self._support_mesh_shader.setUniformValue("u_vertical_stripes", True)
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self._support_mesh_shader.setUniformValue("u_width", 5.0)
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if not self._paint_shader:
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self._paint_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "paint.shader"))
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self._setPaintTexture()
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if not Application.getInstance().getPreferences().getValue(self._show_xray_warning_preference):
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self._xray_shader = None
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self._xray_composite_shader = None
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@ -204,6 +216,9 @@ class SolidView(View):
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self._old_composite_shader = self._composite_pass.getCompositeShader()
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self._composite_pass.setCompositeShader(self._xray_composite_shader)
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def setUvPixel(self, x, y, color):
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self._paint_texture.setPixel(x, y, color)
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def beginRendering(self):
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scene = self.getController().getScene()
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renderer = self.getRenderer()
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@ -212,7 +227,7 @@ class SolidView(View):
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global_container_stack = Application.getInstance().getGlobalContainerStack()
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if global_container_stack:
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if Application.getInstance().getPreferences().getValue("view/show_overhang"):
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if Application.getInstance().getPreferences().getValue(self._show_overhang_preference):
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# Make sure the overhang angle is valid before passing it to the shader
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if self._support_angle >= 0 and self._support_angle <= 90:
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self._enabled_shader.setUniformValue("u_overhangAngle", math.cos(math.radians(90 - self._support_angle)))
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@ -221,7 +236,7 @@ class SolidView(View):
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else:
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self._enabled_shader.setUniformValue("u_overhangAngle", math.cos(math.radians(0)))
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self._enabled_shader.setUniformValue("u_lowestPrintableHeight", self._lowest_printable_height)
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disabled_batch = renderer.createRenderBatch(shader = self._disabled_shader)
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disabled_batch = renderer.createRenderBatch(shader = self._paint_shader) #### TODO: put back to 'self._disabled_shader'
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normal_object_batch = renderer.createRenderBatch(shader = self._enabled_shader)
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renderer.addRenderBatch(disabled_batch)
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renderer.addRenderBatch(normal_object_batch)
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142
resources/shaders/paint.shader
Normal file
142
resources/shaders/paint.shader
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@ -0,0 +1,142 @@
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[shaders]
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vertex =
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uniform highp mat4 u_modelMatrix;
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uniform highp mat4 u_viewMatrix;
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uniform highp mat4 u_projectionMatrix;
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uniform highp mat4 u_normalMatrix;
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attribute highp vec4 a_vertex;
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attribute highp vec4 a_normal;
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attribute highp vec2 a_uvs;
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varying highp vec3 v_vertex;
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varying highp vec3 v_normal;
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varying highp vec2 v_uvs;
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void main()
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{
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vec4 world_space_vert = u_modelMatrix * a_vertex;
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gl_Position = u_projectionMatrix * u_viewMatrix * world_space_vert;
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v_vertex = world_space_vert.xyz;
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v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
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v_uvs = a_uvs;
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}
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fragment =
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uniform mediump vec4 u_ambientColor;
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uniform mediump vec4 u_diffuseColor;
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uniform highp vec3 u_lightPosition;
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uniform highp vec3 u_viewPosition;
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uniform mediump float u_opacity;
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uniform sampler2D u_texture;
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varying highp vec3 v_vertex;
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varying highp vec3 v_normal;
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varying highp vec2 v_uvs;
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void main()
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{
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mediump vec4 final_color = vec4(0.0);
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/* Ambient Component */
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final_color += u_ambientColor;
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highp vec3 normal = normalize(v_normal);
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highp vec3 light_dir = normalize(u_lightPosition - v_vertex);
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/* Diffuse Component */
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highp float n_dot_l = clamp(dot(normal, light_dir), 0.0, 1.0);
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final_color += (n_dot_l * u_diffuseColor);
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final_color.a = u_opacity;
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lowp vec4 texture = texture2D(u_texture, v_uvs);
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final_color = mix(final_color, texture, texture.a);
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gl_FragColor = final_color;
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}
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vertex41core =
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#version 410
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uniform highp mat4 u_modelMatrix;
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uniform highp mat4 u_viewMatrix;
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uniform highp mat4 u_projectionMatrix;
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uniform highp mat4 u_normalMatrix;
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in highp vec4 a_vertex;
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in highp vec4 a_normal;
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in highp vec2 a_uvs;
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out highp vec3 v_vertex;
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out highp vec3 v_normal;
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out highp vec2 v_uvs;
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void main()
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{
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vec4 world_space_vert = u_modelMatrix * a_vertex;
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gl_Position = u_projectionMatrix * u_viewMatrix * world_space_vert;
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v_vertex = world_space_vert.xyz;
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v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
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v_uvs = a_uvs;
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}
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fragment41core =
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#version 410
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uniform mediump vec4 u_ambientColor;
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uniform mediump vec4 u_diffuseColor;
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uniform highp vec3 u_lightPosition;
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uniform highp vec3 u_viewPosition;
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uniform mediump float u_opacity;
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uniform sampler2D u_texture;
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in highp vec3 v_vertex;
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in highp vec3 v_normal;
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in highp vec2 v_uvs;
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out vec4 frag_color;
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void main()
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{
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mediump vec4 final_color = vec4(0.0);
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/* Ambient Component */
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final_color += u_ambientColor;
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highp vec3 normal = normalize(v_normal);
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highp vec3 light_dir = normalize(u_lightPosition - v_vertex);
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/* Diffuse Component */
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highp float n_dot_l = clamp(dot(normal, light_dir), 0.0, 1.0);
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final_color += (n_dot_l * u_diffuseColor);
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final_color.a = u_opacity;
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lowp vec4 texture = texture(u_texture, v_uvs);
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final_color = mix(final_color, texture, texture.a);
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frag_color = final_color;
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}
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[defaults]
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u_ambientColor = [0.3, 0.3, 0.3, 1.0]
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u_diffuseColor = [1.0, 1.0, 1.0, 1.0]
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u_opacity = 0.5
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u_texture = 0
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[bindings]
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u_modelMatrix = model_matrix
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u_viewMatrix = view_matrix
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u_projectionMatrix = projection_matrix
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u_normalMatrix = normal_matrix
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u_lightPosition = light_0_position
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u_viewPosition = camera_position
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[attributes]
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a_vertex = vertex
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a_normal = normal
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a_uvs = uv0
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