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This reverts commit 963a2092efefb62f8f8b1216f0a7d05bbebb884d. I still say we should use "colour" for consistency, but that change should not be part of this branch. CURA-333
95 lines
4.4 KiB
Python
95 lines
4.4 KiB
Python
# Copyright (c) 2015 Ultimaker B.V.
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# Cura is released under the terms of the AGPLv3 or higher.
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from UM.View.View import View
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from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
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from UM.Resources import Resources
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from UM.Application import Application
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from UM.Preferences import Preferences
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from UM.View.Renderer import Renderer
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from UM.View.GL.OpenGL import OpenGL
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from cura.ExtrudersModel import ExtrudersModel
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import math
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## Standard view for mesh models.
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class SolidView(View):
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def __init__(self):
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super().__init__()
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Preferences.getInstance().addPreference("view/show_overhang", True)
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self._enabled_shader = None
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self._disabled_shader = None
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self._extruders_model = ExtrudersModel()
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def beginRendering(self):
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scene = self.getController().getScene()
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renderer = self.getRenderer()
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if not self._enabled_shader:
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self._enabled_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "overhang.shader"))
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if not self._disabled_shader:
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self._disabled_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "overhang.shader"))
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self._disabled_shader.setUniformValue("u_diffuseColor", [0.68, 0.68, 0.68, 1.0])
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self._disabled_shader.setUniformValue("u_overhangAngle", math.cos(math.radians(0)))
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if Application.getInstance().getGlobalContainerStack():
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if Preferences.getInstance().getValue("view/show_overhang"):
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angle = Application.getInstance().getGlobalContainerStack().getProperty("support_angle", "value")
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if angle is not None:
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self._enabled_shader.setUniformValue("u_overhangAngle", math.cos(math.radians(90 - angle)))
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else:
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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.
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else:
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self._enabled_shader.setUniformValue("u_overhangAngle", math.cos(math.radians(0)))
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for node in DepthFirstIterator(scene.getRoot()):
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if not node.render(renderer):
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if node.getMeshData() and node.isVisible():
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# TODO: Find a better way to handle this
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#if node.getBoundingBoxMesh():
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# renderer.queueNode(scene.getRoot(), mesh = node.getBoundingBoxMesh(),mode = Renderer.RenderLines)
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uniforms = {}
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if self._extruders_model.rowCount() > 0:
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# Get color to render this mesh in from ExtrudersModel
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extruder_index = 0
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extruder_id = node.callDecoration("getActiveExtruder")
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if extruder_id:
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extruder_index = max(0, self._extruders_model.find("id", extruder_id))
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extruder_color = self._extruders_model.getItem(extruder_index)["colour"]
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try:
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# Colors are passed as rgb hex strings (eg "#ffffff"), and the shader needs
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# an rgba list of floats (eg [1.0, 1.0, 1.0, 1.0])
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uniforms["diffuse_color"] = [
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int(extruder_color[1:3], 16) / 255,
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int(extruder_color[3:5], 16) / 255,
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int(extruder_color[5:7], 16) / 255,
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1.0
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]
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except:
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pass
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if hasattr(node, "_outside_buildarea"):
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if node._outside_buildarea:
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renderer.queueNode(node, shader = self._disabled_shader)
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else:
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renderer.queueNode(node, shader = self._enabled_shader, uniforms = uniforms)
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else:
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renderer.queueNode(node, material = self._enabled_shader, uniforms = uniforms)
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if node.callDecoration("isGroup"):
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renderer.queueNode(scene.getRoot(), mesh = node.getBoundingBoxMesh(), mode = Renderer.RenderLines)
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def endRendering(self):
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pass
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#def _onPreferenceChanged(self, preference):
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#if preference == "view/show_overhang": ## Todo: This a printer only setting. Should be removed from Uranium.
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#self._enabled_material = None
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