# Copyright (c) 2015 Ultimaker B.V. # Cura is released under the terms of the AGPLv3 or higher. from UM.View.View import View from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator from UM.Resources import Resources from UM.Application import Application from UM.Preferences import Preferences from UM.View.Renderer import Renderer from UM.View.GL.OpenGL import OpenGL from cura.ExtrudersModel import ExtrudersModel import math ## Standard view for mesh models. class SolidView(View): def __init__(self): super().__init__() Preferences.getInstance().addPreference("view/show_overhang", True) self._enabled_shader = None self._disabled_shader = None self._extruders_model = ExtrudersModel() def beginRendering(self): scene = self.getController().getScene() renderer = self.getRenderer() if not self._enabled_shader: self._enabled_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "overhang.shader")) if not self._disabled_shader: self._disabled_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "overhang.shader")) self._disabled_shader.setUniformValue("u_diffuseColor", [0.68, 0.68, 0.68, 1.0]) self._disabled_shader.setUniformValue("u_overhangAngle", math.cos(math.radians(0))) if Application.getInstance().getGlobalContainerStack(): if Preferences.getInstance().getValue("view/show_overhang"): angle = Application.getInstance().getGlobalContainerStack().getProperty("support_angle", "value") if angle is not None: self._enabled_shader.setUniformValue("u_overhangAngle", math.cos(math.radians(90 - angle))) else: self._enabled_shader.setUniformValue("u_overhangAngle", math.cos(math.radians(0))) #Overhang angle of 0 causes no area at all to be marked as overhang. else: self._enabled_shader.setUniformValue("u_overhangAngle", math.cos(math.radians(0))) for node in DepthFirstIterator(scene.getRoot()): if not node.render(renderer): if node.getMeshData() and node.isVisible(): # TODO: Find a better way to handle this #if node.getBoundingBoxMesh(): # renderer.queueNode(scene.getRoot(), mesh = node.getBoundingBoxMesh(),mode = Renderer.RenderLines) uniforms = {} if self._extruders_model.rowCount() > 0: # Get color to render this mesh in from ExtrudersModel extruder_index = 0 extruder_id = node.callDecoration("getActiveExtruder") if extruder_id: extruder_index = self._extruders_model.find("id", extruder_id) if extruder_index: extruder_color = self._extruders_model.getItem(extruder_index)["colour"] try: # Colors are passed as rgb hex strings (eg "#ffffff"), and the shader needs # an rgba list of floats (eg [1.0, 1.0, 1.0, 1.0]) uniforms["diffuse_color"] = [ int(extruder_color[1:3], 16) / 255, int(extruder_color[3:5], 16) / 255, int(extruder_color[5:7], 16) / 255, 1.0 ] except: pass if hasattr(node, "_outside_buildarea"): if node._outside_buildarea: renderer.queueNode(node, shader = self._disabled_shader) else: renderer.queueNode(node, shader = self._enabled_shader, uniforms = uniforms) else: renderer.queueNode(node, material = self._enabled_shader, uniforms = uniforms) if node.callDecoration("isGroup"): renderer.queueNode(scene.getRoot(), mesh = node.getBoundingBoxMesh(), mode = Renderer.RenderLines) def endRendering(self): pass #def _onPreferenceChanged(self, preference): #if preference == "view/show_overhang": ## Todo: This a printer only setting. Should be removed from Uranium. #self._enabled_material = None