Cura/plugins/SolidView/SolidView.py

147 lines
7.7 KiB
Python

# Copyright (c) 2015 Ultimaker B.V.
# Cura is released under the terms of the LGPLv3 or higher.
from UM.View.View import View
from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
from UM.Scene.Selection import Selection
from UM.Resources import Resources
from UM.Application import Application
from UM.Preferences import Preferences
from UM.View.RenderBatch import RenderBatch
from UM.Settings.Validator import ValidatorState
from UM.Math.Color import Color
from UM.View.GL.OpenGL import OpenGL
from cura.Settings.ExtruderManager import ExtruderManager
from cura.Settings.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._non_printing_shader = None
self._extruders_model = ExtrudersModel()
self._theme = None
def beginRendering(self):
scene = self.getController().getScene()
renderer = self.getRenderer()
if not self._theme:
self._theme = Application.getInstance().getTheme()
if not self._enabled_shader:
self._enabled_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "overhang.shader"))
self._enabled_shader.setUniformValue("u_overhangColor", Color(*self._theme.getColor("model_overhang").getRgb()))
if not self._disabled_shader:
self._disabled_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "striped.shader"))
self._disabled_shader.setUniformValue("u_diffuseColor1", Color(*self._theme.getColor("model_unslicable").getRgb()))
self._disabled_shader.setUniformValue("u_diffuseColor2", Color(*self._theme.getColor("model_unslicable_alt").getRgb()))
self._disabled_shader.setUniformValue("u_width", 50.0)
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", Color(*self._theme.getColor("model_non_printing").getRgb()))
self._non_printing_shader.setUniformValue("u_opacity", 0.6)
multi_extrusion = False
global_container_stack = Application.getInstance().getGlobalContainerStack()
if global_container_stack:
multi_extrusion = global_container_stack.getProperty("machine_extruder_count", "value") > 1
if multi_extrusion:
support_extruder_nr = global_container_stack.getProperty("support_extruder_nr", "value")
support_angle_stack = ExtruderManager.getInstance().getExtruderStack(support_extruder_nr)
if not support_angle_stack:
support_angle_stack = global_container_stack
else:
support_angle_stack = global_container_stack
if Preferences.getInstance().getValue("view/show_overhang"):
angle = support_angle_stack.getProperty("support_angle", "value")
# Make sure the overhang angle is valid before passing it to the shader
# Note: if the overhang angle is set to its default value, it does not need to get validated (validationState = None)
if angle is not None and global_container_stack.getProperty("support_angle", "validationState") in [None, ValidatorState.Valid]:
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():
uniforms = {}
shade_factor = 1.0
per_mesh_stack = node.callDecoration("getStack")
if not multi_extrusion:
if global_container_stack:
material = global_container_stack.findContainer({ "type": "material" })
material_color = material.getMetaDataEntry("color_code", default = self._extruders_model.defaultColors[0]) if material else self._extruders_model.defaultColors[0]
else:
material_color = self._extruders_model.defaultColors[0]
else:
# Get color to render this mesh in from ExtrudersModel
extruder_index = 0
extruder_id = node.callDecoration("getActiveExtruder")
if extruder_id:
extruder_index = max(0, self._extruders_model.find("id", extruder_id))
# Use the support extruder instead of the active extruder if this is a support_mesh
if per_mesh_stack:
if per_mesh_stack.getProperty("support_mesh", "value"):
extruder_index = int(global_container_stack.getProperty("support_extruder_nr", "value"))
try:
material_color = self._extruders_model.getItem(extruder_index)["color"]
except KeyError:
material_color = self._extruders_model.defaultColors[0]
if extruder_index != ExtruderManager.getInstance().activeExtruderIndex:
# Shade objects that are printed with the non-active extruder 25% darker
shade_factor = 0.6
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"] = [
shade_factor * int(material_color[1:3], 16) / 255,
shade_factor * int(material_color[3:5], 16) / 255,
shade_factor * int(material_color[5:7], 16) / 255,
1.0
]
except ValueError:
pass
if getattr(node, "_non_printing_mesh", False):
if per_mesh_stack and (per_mesh_stack.getProperty("infill_mesh", "value") or per_mesh_stack.getProperty("cutting_mesh", "value")):
renderer.queueNode(node, shader = self._non_printing_shader, uniforms = uniforms, transparent = True)
else:
renderer.queueNode(node, shader = self._non_printing_shader, transparent = True)
elif getattr(node, "_outside_buildarea", False):
renderer.queueNode(node, shader = self._disabled_shader)
else:
renderer.queueNode(node, shader = self._enabled_shader, uniforms = uniforms)
if node.callDecoration("isGroup") and Selection.isSelected(node):
renderer.queueNode(scene.getRoot(), mesh = node.getBoundingBoxMesh(), mode = RenderBatch.RenderMode.LineLoop)
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