Cura/cura/PreviewPass.py
Lipu Fei 196bd3a730 Add non-thumbnail-visible flag for creating previews
CURA-5373

Addition to the non-slicable meshes, the support meshes should also not
be included in the previews.
2018-05-23 16:32:38 +02:00

115 lines
4.9 KiB
Python

# Copyright (c) 2018 Ultimaker B.V.
# Cura is released under the terms of the LGPLv3 or higher.
from UM.Application import Application
from UM.Resources import Resources
from UM.View.RenderPass import RenderPass
from UM.View.GL.OpenGL import OpenGL
from UM.View.RenderBatch import RenderBatch
from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
from typing import Optional
MYPY = False
if MYPY:
from UM.Scene.Camera import Camera
# Make color brighter by normalizing it (maximum factor 2.5 brighter)
# color_list is a list of 4 elements: [r, g, b, a], each element is a float 0..1
def prettier_color(color_list):
maximum = max(color_list[:3])
if maximum > 0:
factor = min(1 / maximum, 2.5)
else:
factor = 1.0
return [min(i * factor, 1.0) for i in color_list]
## A render pass subclass that renders slicable objects with default parameters.
# It uses the active camera by default, but it can be overridden to use a different camera.
#
# This is useful to get a preview image of a scene taken from a different location as the active camera.
class PreviewPass(RenderPass):
def __init__(self, width: int, height: int):
super().__init__("preview", width, height, 0)
self._camera = None # type: Optional[Camera]
self._renderer = Application.getInstance().getRenderer()
self._shader = None
self._non_printing_shader = None
self._support_mesh_shader = None
self._scene = Application.getInstance().getController().getScene()
# Set the camera to be used by this render pass
# if it's None, the active camera is used
def setCamera(self, camera: Optional["Camera"]):
self._camera = camera
def render(self) -> None:
if not self._shader:
self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "overhang.shader"))
self._shader.setUniformValue("u_overhangAngle", 1.0)
self._shader.setUniformValue("u_ambientColor", [0.1, 0.1, 0.1, 1.0])
self._shader.setUniformValue("u_specularColor", [0.6, 0.6, 0.6, 1.0])
self._shader.setUniformValue("u_shininess", 20.0)
if not self._non_printing_shader:
self._non_printing_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "transparent_object.shader"))
self._non_printing_shader.setUniformValue("u_diffuseColor", [0.5, 0.5, 0.5, 0.5])
self._non_printing_shader.setUniformValue("u_opacity", 0.6)
if not self._support_mesh_shader:
self._support_mesh_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "striped.shader"))
self._support_mesh_shader.setUniformValue("u_vertical_stripes", True)
self._support_mesh_shader.setUniformValue("u_width", 5.0)
self._gl.glClearColor(0.0, 0.0, 0.0, 0.0)
self._gl.glClear(self._gl.GL_COLOR_BUFFER_BIT | self._gl.GL_DEPTH_BUFFER_BIT)
# Create batches to be rendered
batch = RenderBatch(self._shader)
batch_support_mesh = RenderBatch(self._support_mesh_shader)
# Fill up the batch with objects that can be sliced. `
for node in DepthFirstIterator(self._scene.getRoot()):
if node.callDecoration("isSliceable") and node.getMeshData() and node.isVisible():
per_mesh_stack = node.callDecoration("getStack")
if node.callDecoration("isNonThumbnailVisibleMesh"):
# Non printing mesh
continue
elif per_mesh_stack is not None and per_mesh_stack.getProperty("support_mesh", "value"):
# Support mesh
uniforms = {}
shade_factor = 0.6
diffuse_color = node.getDiffuseColor()
diffuse_color2 = [
diffuse_color[0] * shade_factor,
diffuse_color[1] * shade_factor,
diffuse_color[2] * shade_factor,
1.0]
uniforms["diffuse_color"] = prettier_color(diffuse_color)
uniforms["diffuse_color_2"] = diffuse_color2
batch_support_mesh.addItem(node.getWorldTransformation(), node.getMeshData(), uniforms = uniforms)
else:
# Normal scene node
uniforms = {}
uniforms["diffuse_color"] = prettier_color(node.getDiffuseColor())
batch.addItem(node.getWorldTransformation(), node.getMeshData(), uniforms = uniforms)
self.bind()
if self._camera is None:
render_camera = Application.getInstance().getController().getScene().getActiveCamera()
else:
render_camera = self._camera
batch.render(render_camera)
batch_support_mesh.render(render_camera)
self.release()