def __init__(self):
        super().__init__()

        Preferences.getInstance().addPreference("view/show_overhang", True)

        self._enabled_shader = None
        self._disabled_shader = None

        self._extruders_model = ExtrudersModel()
Example #2
0
    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._support_mesh_shader = None

        self._extruders_model = ExtrudersModel()
        self._theme = None
Example #3
0
    def __init__(self):
        super().__init__()

        Preferences.getInstance().addPreference("view/show_overhang", True)

        self._enabled_shader = None
        self._disabled_shader = None

        self._extruders_model = ExtrudersModel()
Example #4
0
    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._support_mesh_shader = None

        self._extruders_model = ExtrudersModel()
        self._theme = None
Example #5
0
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)

        global_container_stack = Application.getInstance().getGlobalContainerStack()
        if global_container_stack:
            support_extruder_nr = global_container_stack.getProperty("support_extruder_nr", "value")
            support_angle_stack = Application.getInstance().getExtruderManager().getExtruderStack(support_extruder_nr)

            if support_angle_stack is not None and 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")

                    # 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