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
This commit is contained in:
Remco Burema 2025-05-20 15:51:13 +02:00
parent 43a055cfd5
commit 93694e2da4
2 changed files with 163 additions and 6 deletions

View File

@ -1,13 +1,12 @@
# Copyright (c) 2021 Ultimaker B.V.
# Cura is released under the terms of the LGPLv3 or higher.
import os.path
from UM.View.View import View
from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
from UM.Scene.Selection import Selection
from UM.Resources import Resources
from PyQt6.QtGui import QOpenGLContext, QDesktopServices, QImage
from PyQt6.QtCore import QSize, QUrl
from PyQt6.QtGui import QDesktopServices, QImage
from PyQt6.QtCore import QUrl
import numpy as np
import time
@ -36,16 +35,20 @@ class SolidView(View):
"""Standard view for mesh models."""
_show_xray_warning_preference = "view/show_xray_warning"
_show_overhang_preference = "view/show_overhang"
_paint_active_preference = "view/paint_active"
def __init__(self):
super().__init__()
application = Application.getInstance()
application.getPreferences().addPreference("view/show_overhang", True)
application.getPreferences().addPreference(self._show_overhang_preference, True)
application.getPreferences().addPreference(self._paint_active_preference, False)
application.globalContainerStackChanged.connect(self._onGlobalContainerChanged)
self._enabled_shader = None
self._disabled_shader = None
self._non_printing_shader = None
self._support_mesh_shader = None
self._paint_shader = None
self._xray_shader = None
self._xray_pass = None
@ -139,6 +142,11 @@ class SolidView(View):
min_height = max(min_height, init_layer_height)
return min_height
def _setPaintTexture(self):
self._paint_texture = OpenGL.getInstance().createTexture(256, 256)
if self._paint_shader:
self._paint_shader.setTexture(0, self._paint_texture)
def _checkSetup(self):
if not self._extruders_model:
self._extruders_model = Application.getInstance().getExtrudersModel()
@ -167,6 +175,10 @@ class SolidView(View):
self._support_mesh_shader.setUniformValue("u_vertical_stripes", True)
self._support_mesh_shader.setUniformValue("u_width", 5.0)
if not self._paint_shader:
self._paint_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "paint.shader"))
self._setPaintTexture()
if not Application.getInstance().getPreferences().getValue(self._show_xray_warning_preference):
self._xray_shader = None
self._xray_composite_shader = None
@ -204,6 +216,9 @@ class SolidView(View):
self._old_composite_shader = self._composite_pass.getCompositeShader()
self._composite_pass.setCompositeShader(self._xray_composite_shader)
def setUvPixel(self, x, y, color):
self._paint_texture.setPixel(x, y, color)
def beginRendering(self):
scene = self.getController().getScene()
renderer = self.getRenderer()
@ -212,7 +227,7 @@ class SolidView(View):
global_container_stack = Application.getInstance().getGlobalContainerStack()
if global_container_stack:
if Application.getInstance().getPreferences().getValue("view/show_overhang"):
if Application.getInstance().getPreferences().getValue(self._show_overhang_preference):
# Make sure the overhang angle is valid before passing it to the shader
if self._support_angle >= 0 and self._support_angle <= 90:
self._enabled_shader.setUniformValue("u_overhangAngle", math.cos(math.radians(90 - self._support_angle)))
@ -221,7 +236,7 @@ class SolidView(View):
else:
self._enabled_shader.setUniformValue("u_overhangAngle", math.cos(math.radians(0)))
self._enabled_shader.setUniformValue("u_lowestPrintableHeight", self._lowest_printable_height)
disabled_batch = renderer.createRenderBatch(shader = self._disabled_shader)
disabled_batch = renderer.createRenderBatch(shader = self._paint_shader) #### TODO: put back to 'self._disabled_shader'
normal_object_batch = renderer.createRenderBatch(shader = self._enabled_shader)
renderer.addRenderBatch(disabled_batch)
renderer.addRenderBatch(normal_object_batch)

View File

@ -0,0 +1,142 @@
[shaders]
vertex =
uniform highp mat4 u_modelMatrix;
uniform highp mat4 u_viewMatrix;
uniform highp mat4 u_projectionMatrix;
uniform highp mat4 u_normalMatrix;
attribute highp vec4 a_vertex;
attribute highp vec4 a_normal;
attribute highp vec2 a_uvs;
varying highp vec3 v_vertex;
varying highp vec3 v_normal;
varying highp vec2 v_uvs;
void main()
{
vec4 world_space_vert = u_modelMatrix * a_vertex;
gl_Position = u_projectionMatrix * u_viewMatrix * world_space_vert;
v_vertex = world_space_vert.xyz;
v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
v_uvs = a_uvs;
}
fragment =
uniform mediump vec4 u_ambientColor;
uniform mediump vec4 u_diffuseColor;
uniform highp vec3 u_lightPosition;
uniform highp vec3 u_viewPosition;
uniform mediump float u_opacity;
uniform sampler2D u_texture;
varying highp vec3 v_vertex;
varying highp vec3 v_normal;
varying highp vec2 v_uvs;
void main()
{
mediump vec4 final_color = vec4(0.0);
/* Ambient Component */
final_color += u_ambientColor;
highp vec3 normal = normalize(v_normal);
highp vec3 light_dir = normalize(u_lightPosition - v_vertex);
/* Diffuse Component */
highp float n_dot_l = clamp(dot(normal, light_dir), 0.0, 1.0);
final_color += (n_dot_l * u_diffuseColor);
final_color.a = u_opacity;
lowp vec4 texture = texture2D(u_texture, v_uvs);
final_color = mix(final_color, texture, texture.a);
gl_FragColor = final_color;
}
vertex41core =
#version 410
uniform highp mat4 u_modelMatrix;
uniform highp mat4 u_viewMatrix;
uniform highp mat4 u_projectionMatrix;
uniform highp mat4 u_normalMatrix;
in highp vec4 a_vertex;
in highp vec4 a_normal;
in highp vec2 a_uvs;
out highp vec3 v_vertex;
out highp vec3 v_normal;
out highp vec2 v_uvs;
void main()
{
vec4 world_space_vert = u_modelMatrix * a_vertex;
gl_Position = u_projectionMatrix * u_viewMatrix * world_space_vert;
v_vertex = world_space_vert.xyz;
v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
v_uvs = a_uvs;
}
fragment41core =
#version 410
uniform mediump vec4 u_ambientColor;
uniform mediump vec4 u_diffuseColor;
uniform highp vec3 u_lightPosition;
uniform highp vec3 u_viewPosition;
uniform mediump float u_opacity;
uniform sampler2D u_texture;
in highp vec3 v_vertex;
in highp vec3 v_normal;
in highp vec2 v_uvs;
out vec4 frag_color;
void main()
{
mediump vec4 final_color = vec4(0.0);
/* Ambient Component */
final_color += u_ambientColor;
highp vec3 normal = normalize(v_normal);
highp vec3 light_dir = normalize(u_lightPosition - v_vertex);
/* Diffuse Component */
highp float n_dot_l = clamp(dot(normal, light_dir), 0.0, 1.0);
final_color += (n_dot_l * u_diffuseColor);
final_color.a = u_opacity;
lowp vec4 texture = texture(u_texture, v_uvs);
final_color = mix(final_color, texture, texture.a);
frag_color = final_color;
}
[defaults]
u_ambientColor = [0.3, 0.3, 0.3, 1.0]
u_diffuseColor = [1.0, 1.0, 1.0, 1.0]
u_opacity = 0.5
u_texture = 0
[bindings]
u_modelMatrix = model_matrix
u_viewMatrix = view_matrix
u_projectionMatrix = projection_matrix
u_normalMatrix = normal_matrix
u_lightPosition = light_0_position
u_viewPosition = camera_position
[attributes]
a_vertex = vertex
a_normal = normal
a_uvs = uv0