forked from Ultimaker/Cura
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathPreviewPass.py
135 lines (105 loc) · 6.03 KB
/
PreviewPass.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
# Copyright (c) 2021 Ultimaker B.V.
# Cura is released under the terms of the LGPLv3 or higher.
from typing import Optional, TYPE_CHECKING, cast, List
from UM.Application import Application
from UM.Logger import Logger
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 cura.Scene.CuraSceneNode import CuraSceneNode
if TYPE_CHECKING:
from UM.View.GL.ShaderProgram import ShaderProgram
from UM.Scene.Camera import Camera
def prettier_color(color_list: List[float]) -> List[float]:
"""Make color brighter by normalizing
maximum factor 2.5 brighter
:param color_list: a list of 4 elements: [r, g, b, a], each element is a float 0..1
:return: a normalized list of 4 elements: [r, g, b, a], each element is a float 0..1
"""
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]
class PreviewPass(RenderPass):
"""A :py:class:`Uranium.UM.View.RenderPass` 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.
"""
def __init__(self, width: int, height: int) -> None:
super().__init__("preview", width, height, 0)
self._camera = None # type: Optional[Camera]
self._renderer = Application.getInstance().getRenderer()
self._shader = None # type: Optional[ShaderProgram]
self._non_printing_shader = None # type: Optional[ShaderProgram]
self._support_mesh_shader = None # type: Optional[ShaderProgram]
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"))
if self._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)
self._shader.setUniformValue("u_renderError", 0.0) # We don't want any error markers!.
self._shader.setUniformValue("u_faceId", -1) # Don't render any selected faces in the preview.
else:
Logger.error("Unable to compile shader program: overhang.shader")
return
if not self._non_printing_shader:
self._non_printing_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "transparent_object.shader"))
if self._non_printing_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"))
if self._support_mesh_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 hasattr(node, "_outside_buildarea") and not getattr(node, "_outside_buildarea"):
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 = cast(CuraSceneNode, 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(copy = False), node.getMeshData(), uniforms = uniforms)
else:
# Normal scene node
uniforms = {}
uniforms["diffuse_color"] = prettier_color(cast(CuraSceneNode, node).getDiffuseColor())
batch.addItem(node.getWorldTransformation(copy = False), 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()