# 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.Math.Color import Color from UM.Preferences import Preferences from UM.View.Renderer import Renderer from UM.View.GL.OpenGL import OpenGL 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 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]) if Application.getInstance().getMachineManager().getActiveProfile(): profile = Application.getInstance().getMachineManager().getActiveProfile() if profile.getSettingValue("support_enable") or not Preferences.getInstance().getValue("view/show_overhang"): angle = profile.getSettingValue("support_angle") if angle != 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))) 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) if hasattr(node, "_outside_buildarea"): if node._outside_buildarea: renderer.queueNode(node, shader = self._disabled_shader) else: renderer.queueNode(node, shader = self._enabled_shader) else: renderer.queueNode(node, material = self._enabled_shader) 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