diff --git a/cura/BuildVolume.py b/cura/BuildVolume.py index e37268e244..2757a37609 100755 --- a/cura/BuildVolume.py +++ b/cura/BuildVolume.py @@ -1,4 +1,4 @@ -# Copyright (c) 2016 Ultimaker B.V. +# Copyright (c) 2017 Ultimaker B.V. # Cura is released under the terms of the AGPLv3 or higher. from cura.Settings.ExtruderManager import ExtruderManager @@ -27,8 +27,9 @@ import math from typing import List -# Setting for clearance around the prime -PRIME_CLEARANCE = 6.5 +PRIME_CLEARANCE = 6.5 #Setting for clearance around the prime. +MAJOR_GRID_SIZE = 10 #Size of the grid cells. +MINOR_GRID_SIZE = 1 ## Build volume is a special kind of node that is responsible for rendering the printable area & disallowed areas. @@ -44,6 +45,8 @@ class BuildVolume(SceneNode): self._z_axis_color = None self._disallowed_area_color = None self._error_area_color = None + self._grid_color = None + self._grid_minor_color = None self._width = 0 self._height = 0 @@ -56,8 +59,9 @@ class BuildVolume(SceneNode): self._origin_line_length = 20 self._origin_line_width = 0.5 + self._plate_mesh = None self._grid_mesh = None - self._grid_shader = None + self._plate_shader = None self._disallowed_areas = [] self._disallowed_area_mesh = None @@ -167,14 +171,14 @@ class BuildVolume(SceneNode): if not self._shader: self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "default.shader")) - self._grid_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "grid.shader")) + self._plate_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "color.shader")) theme = Application.getInstance().getTheme() - self._grid_shader.setUniformValue("u_gridColor0", Color(*theme.getColor("buildplate").getRgb())) - self._grid_shader.setUniformValue("u_gridColor1", Color(*theme.getColor("buildplate_alt").getRgb())) + self._plate_shader.setUniformValue("u_color", Color(*theme.getColor("buildplate").getRgb())) renderer.queueNode(self, mode = RenderBatch.RenderMode.Lines) renderer.queueNode(self, mesh = self._origin_mesh) - renderer.queueNode(self, mesh = self._grid_mesh, shader = self._grid_shader, backface_cull = True) + renderer.queueNode(self, mesh = self._plate_mesh, shader = self._plate_shader, backface_cull = True) + renderer.queueNode(self, mesh = self._grid_mesh, mode = RenderBatch.RenderMode.Lines, transparent = True) if self._disallowed_area_mesh: renderer.queueNode(self, mesh = self._disallowed_area_mesh, shader = self._shader, transparent = True, backface_cull = True, sort = -9) @@ -247,6 +251,8 @@ class BuildVolume(SceneNode): self._z_axis_color = Color(*theme.getColor("z_axis").getRgb()) self._disallowed_area_color = Color(*theme.getColor("disallowed_area").getRgb()) self._error_area_color = Color(*theme.getColor("error_area").getRgb()) + self._grid_color = Color(*theme.getColor("buildplate_grid").getRgb()) + self._grid_minor_color = Color(*theme.getColor("buildplate_grid_minor").getRgb()) min_w = -self._width / 2 max_w = self._width / 2 @@ -277,7 +283,7 @@ class BuildVolume(SceneNode): self.setMeshData(mb.build()) - # Build plate grid mesh + # Build plate surface. mb = MeshBuilder() mb.addQuad( Vector(min_w, min_h - z_fight_distance, min_d), @@ -289,6 +295,30 @@ class BuildVolume(SceneNode): for n in range(0, 6): v = mb.getVertex(n) mb.setVertexUVCoordinates(n, v[0], v[2]) + self._plate_mesh = mb.build() + + #Build plate grid mesh. + mb = MeshBuilder() + for x in range(0, int(math.ceil(max_w)), MAJOR_GRID_SIZE): + mb.addLine(Vector(x, min_h, min_d), Vector(x, min_h, max_d), color = self._grid_color) + #Start from 0 in both cases, so you need to do this in two for loops. + mb.addLine(Vector(-x, min_h, min_d), Vector(-x, min_h, max_d), color = self._grid_color) + for y in range(0, int(math.ceil(max_d)), MAJOR_GRID_SIZE): + mb.addLine(Vector(min_w, min_h, y), Vector(max_w, min_h, y), color = self._grid_color) + mb.addLine(Vector(min_w, min_h, -y), Vector(max_w, min_h, -y), color = self._grid_color) + + #More fine grained grid. + for x in range(0, int(math.ceil(max_w)), MINOR_GRID_SIZE): + if x % MAJOR_GRID_SIZE == 0: #Don't overlap with the major grid. + pass + mb.addLine(Vector(x, min_h, min_d), Vector(x, min_h, max_d), color = self._grid_minor_color) + mb.addLine(Vector(-x, min_h, min_d), Vector(-x, min_h, max_d), color = self._grid_minor_color) + for y in range(0, int(math.ceil(max_d)), MINOR_GRID_SIZE): + if y % MAJOR_GRID_SIZE == 0: + pass + mb.addLine(Vector(min_w, min_h, y), Vector(max_w, min_h, y), color = self._grid_minor_color) + mb.addLine(Vector(min_w, min_h, -y), Vector(max_w, min_h, -y), color = self._grid_minor_color) + self._grid_mesh = mb.build() else: @@ -304,7 +334,7 @@ class BuildVolume(SceneNode): mb.addArc(max_w, Vector.Unit_Y, center = (0, max_h, 0), color = self._volume_outline_color) self.setMeshData(mb.build().getTransformed(scale_matrix)) - # Build plate grid mesh + # Build plate surface. mb = MeshBuilder() mb.addVertex(0, min_h - z_fight_distance, 0) mb.addArc(max_w, Vector.Unit_Y, center = Vector(0, min_h - z_fight_distance, 0)) @@ -318,7 +348,40 @@ class BuildVolume(SceneNode): for n in range(0, mb.getVertexCount()): v = mb.getVertex(n) mb.setVertexUVCoordinates(n, v[0], v[2] * aspect) - self._grid_mesh = mb.build().getTransformed(scale_matrix) + self._plate_mesh = mb.build().getTransformed(scale_matrix) + + #Build plate grid mesh. + #We need to constrain the length of the lines to the build plate ellipsis. Time to get out the calculator! + mb = MeshBuilder() + for x in range(0, int(math.ceil(max_w)), MAJOR_GRID_SIZE): + #x / max_w is the fraction along the build plate we have progressed, counting from the centre. + #So x / max_w is sin(a), where a is the angle towards an endpoint of the grid line from the centre. + #So math.asin(x / max_w) is a. + #So math.cos(math.asin(x / max_w)) is half of the length of the grid line on a unit circle, which scales between 0 and 1. + length_factor = math.cos(math.asin(x / max_w)) + mb.addLine(Vector(x, min_h, min_d * length_factor), Vector(x, min_h, max_d * length_factor), color = self._grid_color) + #Start from 0 in both cases, so you need to do this in two for loops. + mb.addLine(Vector(-x, min_h, min_d * length_factor), Vector(-x, min_h, max_d * length_factor), color = self._grid_color) + for y in range(0, int(math.ceil(max_d)), MAJOR_GRID_SIZE): + length_factor = math.sin(math.acos(y / max_d)) + mb.addLine(Vector(min_w * length_factor, min_h, y), Vector(max_w * length_factor, min_h, y), color = self._grid_color) + mb.addLine(Vector(min_w * length_factor, min_h, -y), Vector(max_w * length_factor, min_h, -y), color = self._grid_color) + + #More fine grained grid. + for x in range(0, int(math.ceil(max_w)), MINOR_GRID_SIZE): + if x % MAJOR_GRID_SIZE == 0: #Don't overlap with the major grid. + pass + length_factor = math.cos(math.asin(x / max_w)) + mb.addLine(Vector(x, min_h, min_d * length_factor), Vector(x, min_h, max_d * length_factor), color = self._grid_minor_color) + mb.addLine(Vector(-x, min_h, min_d * length_factor), Vector(-x, min_h, max_d * length_factor), color = self._grid_minor_color) + for y in range(0, int(math.ceil(max_d)), MINOR_GRID_SIZE): + if y % MAJOR_GRID_SIZE == 0: + pass + length_factor = math.sin(math.acos(y / max_d)) + mb.addLine(Vector(min_w * length_factor, min_h, y), Vector(max_w * length_factor, min_h, y), color = self._grid_minor_color) + mb.addLine(Vector(min_w * length_factor, min_h, -y), Vector(max_w * length_factor, min_h, -y), color = self._grid_minor_color) + + self._grid_mesh = mb.build() # Indication of the machine origin if self._global_container_stack.getProperty("machine_center_is_zero", "value"): diff --git a/resources/shaders/grid.shader b/resources/shaders/grid.shader deleted file mode 100644 index 74eed544fd..0000000000 --- a/resources/shaders/grid.shader +++ /dev/null @@ -1,70 +0,0 @@ -[shaders] -vertex = - uniform highp mat4 u_modelViewProjectionMatrix; - - attribute highp vec4 a_vertex; - attribute lowp vec2 a_uvs; - - varying lowp vec2 v_uvs; - - void main() - { - gl_Position = u_modelViewProjectionMatrix * a_vertex; - v_uvs = a_uvs; - } - -fragment = - uniform lowp vec4 u_gridColor0; - uniform lowp vec4 u_gridColor1; - - varying lowp vec2 v_uvs; - - void main() - { - if (mod(floor(v_uvs.x / 10.0) - floor(v_uvs.y / 10.0), 2.0) < 1.0) - gl_FragColor = u_gridColor0; - else - gl_FragColor = u_gridColor1; - } - -vertex41core = - #version 410 - uniform highp mat4 u_modelViewProjectionMatrix; - - in highp vec4 a_vertex; - in lowp vec2 a_uvs; - - out lowp vec2 v_uvs; - - void main() - { - gl_Position = u_modelViewProjectionMatrix * a_vertex; - v_uvs = a_uvs; - } - -fragment41core = - #version 410 - uniform lowp vec4 u_gridColor0; - uniform lowp vec4 u_gridColor1; - - in lowp vec2 v_uvs; - out vec4 frag_color; - - void main() - { - if (mod(floor(v_uvs.x / 10.0) - floor(v_uvs.y / 10.0), 2.0) < 1.0) - frag_color = u_gridColor0; - else - frag_color = u_gridColor1; - } - -[defaults] -u_gridColor0 = [0.96, 0.96, 0.96, 1.0] -u_gridColor1 = [0.8, 0.8, 0.8, 1.0] - -[bindings] -u_modelViewProjectionMatrix = model_view_projection_matrix - -[attributes] -a_vertex = vertex -a_uvs = uv0 diff --git a/resources/themes/cura/theme.json b/resources/themes/cura/theme.json index d0919a8051..7e5f6ae199 100644 --- a/resources/themes/cura/theme.json +++ b/resources/themes/cura/theme.json @@ -221,6 +221,8 @@ "volume_outline": [12, 169, 227, 255], "buildplate": [244, 244, 244, 255], "buildplate_alt": [204, 204, 204, 255], + "buildplate_grid": [129, 131, 134, 255], + "buildplate_grid_minor": [129, 131, 134, 31], "convex_hull": [35, 35, 35, 127], "disallowed_area": [0, 0, 0, 40],