Welcome to mirror list, hosted at ThFree Co, Russian Federation.

github.com/Ultimaker/Cura.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorRemco Burema <rburema@gmail.com>2021-07-25 23:26:59 +0300
committerRemco Burema <rburema@gmail.com>2021-07-25 23:26:59 +0300
commit96ca3b14170c7e3e8b1b13215a9e27ab32893f5e (patch)
tree332c1d3bfcaf5c09ec36842dc3d1fe8a27d62206 /plugins/SimulationView
parent87d3f6fd22a1c6bf6a32703da5b058fadca64c54 (diff)
Handle render-range in shader.
Instead of re-uploading the mesh each time the range changes, handle the range in the shaders with the new draw-range parameters. This does however, mean the range has to be in vertices, not in elements. This necessitates some changes to the simulation-view, and some added bits deeper in the base code. Mainly, since each time the type of a line changes, there is an extra vertex, there needs to be a type-change count available to get from 'paths' to range indices.
Diffstat (limited to 'plugins/SimulationView')
-rw-r--r--plugins/SimulationView/SimulationPass.py11
-rw-r--r--plugins/SimulationView/layers3d.shader18
-rw-r--r--plugins/SimulationView/layers3d_shadow.shader16
3 files changed, 38 insertions, 7 deletions
diff --git a/plugins/SimulationView/SimulationPass.py b/plugins/SimulationView/SimulationPass.py
index 506bc5a01d..740eeca47c 100644
--- a/plugins/SimulationView/SimulationPass.py
+++ b/plugins/SimulationView/SimulationPass.py
@@ -138,6 +138,7 @@ class SimulationPass(RenderPass):
if self._layer_view._current_layer_num > -1 and ((not self._layer_view._only_show_top_layers) or (not self._layer_view.getCompatibilityMode())):
start = 0
end = 0
+ current_polygon_offset = 0
element_counts = layer_data.getElementCounts()
for layer in sorted(element_counts.keys()):
# In the current layer, we show just the indicated paths
@@ -151,18 +152,20 @@ class SimulationPass(RenderPass):
if index >= polygon.data.size // 3 - offset:
index -= polygon.data.size // 3 - offset
offset = 1 # This is to avoid the first point when there is more than one polygon, since has the same value as the last point in the previous polygon
+ current_polygon_offset += 1
continue
# The head position is calculated and translated
head_position = Vector(polygon.data[index+offset][0], polygon.data[index+offset][1], polygon.data[index+offset][2]) + node.getWorldPosition()
break
break
- if self._layer_view._minimum_layer_num > layer:
- start += element_counts[layer]
- end += element_counts[layer]
+ end += layer_data.getLayer(layer).lineMeshVertexCount()
+ if layer < self._layer_view._minimum_layer_num:
+ start = end
# Calculate the range of paths in the last layer
+ type_change_count = layer_data.getLayer(self._layer_view._current_layer_num).lineMeshCumulativeTypeChangeCount(max(self._layer_view._current_path_num - 1, 0))
current_layer_start = end
- current_layer_end = end + self._layer_view._current_path_num * 2 # Because each point is used twice
+ current_layer_end = current_layer_start + self._layer_view._current_path_num + current_polygon_offset + type_change_count
# This uses glDrawRangeElements internally to only draw a certain range of lines.
# All the layers but the current selected layer are rendered first
diff --git a/plugins/SimulationView/layers3d.shader b/plugins/SimulationView/layers3d.shader
index a0c93e146a..8428c02a56 100644
--- a/plugins/SimulationView/layers3d.shader
+++ b/plugins/SimulationView/layers3d.shader
@@ -25,6 +25,7 @@ vertex41core =
in highp float a_extruder;
in highp float a_prev_line_type;
in highp float a_line_type;
+ in highp float a_vertex_index;
in highp float a_feedrate;
in highp float a_thickness;
@@ -35,8 +36,9 @@ vertex41core =
out lowp vec2 v_line_dim;
out highp int v_extruder;
out highp mat4 v_extruder_opacity;
- out float v_prev_line_type;
- out float v_line_type;
+ out highp float v_prev_line_type;
+ out highp float v_line_type;
+ out highp float v_index;
out lowp vec4 f_color;
out highp vec3 f_vertex;
@@ -114,6 +116,7 @@ vertex41core =
v_extruder = int(a_extruder);
v_prev_line_type = a_prev_line_type;
v_line_type = a_line_type;
+ v_index = a_vertex_index;
v_extruder_opacity = u_extruder_opacity;
// for testing without geometry shader
@@ -137,6 +140,8 @@ geometry41core =
uniform int u_show_infill;
uniform int u_show_starts;
+ uniform highp vec2 u_drawRange;
+
layout(lines) in;
layout(triangle_strip, max_vertices = 40) out;
@@ -148,6 +153,7 @@ geometry41core =
in mat4 v_extruder_opacity[];
in float v_prev_line_type[];
in float v_line_type[];
+ in float v_index[];
out vec4 f_color;
out vec3 f_normal;
@@ -177,6 +183,10 @@ geometry41core =
float size_x;
float size_y;
+ if (u_drawRange[0] >= 0 && u_drawRange[1] >= 0 && (v_index[0] < u_drawRange[0] || v_index[0] >= u_drawRange[1]))
+ {
+ return;
+ }
if ((v_extruder_opacity[0][int(mod(v_extruder[0], 4))][v_extruder[0] / 4] == 0.0) && (v_line_type[0] != 8) && (v_line_type[0] != 9)) {
return;
}
@@ -374,12 +384,15 @@ u_max_feedrate = 1
u_min_thickness = 0
u_max_thickness = 1
+u_drawRange = [-1, -1]
+
[bindings]
u_modelMatrix = model_matrix
u_viewMatrix = view_matrix
u_projectionMatrix = projection_matrix
u_normalMatrix = normal_matrix
u_lightPosition = light_0_position
+u_drawRange = draw_range
[attributes]
a_vertex = vertex
@@ -392,3 +405,4 @@ a_prev_line_type = prev_line_type
a_line_type = line_type
a_feedrate = feedrate
a_thickness = thickness
+a_vertex_index = vertex_index
diff --git a/plugins/SimulationView/layers3d_shadow.shader b/plugins/SimulationView/layers3d_shadow.shader
index 88268938c9..92ea43ad64 100644
--- a/plugins/SimulationView/layers3d_shadow.shader
+++ b/plugins/SimulationView/layers3d_shadow.shader
@@ -18,6 +18,7 @@ vertex41core =
in highp vec2 a_line_dim; // line width and thickness
in highp float a_extruder;
in highp float a_line_type;
+ in highp float a_vertex_index;
out lowp vec4 v_color;
@@ -26,7 +27,8 @@ vertex41core =
out lowp vec2 v_line_dim;
out highp int v_extruder;
out highp mat4 v_extruder_opacity;
- out float v_line_type;
+ out highp float v_line_type;
+ out highp float v_index;
out lowp vec4 f_color;
out highp vec3 f_vertex;
@@ -47,6 +49,7 @@ vertex41core =
v_line_dim = a_line_dim;
v_extruder = int(a_extruder);
v_line_type = a_line_type;
+ v_index = a_vertex_index;
v_extruder_opacity = u_extruder_opacity;
// for testing without geometry shader
@@ -67,6 +70,8 @@ geometry41core =
uniform int u_show_skin;
uniform int u_show_infill;
+ uniform highp vec2 u_drawRange;
+
layout(lines) in;
layout(triangle_strip, max_vertices = 26) out;
@@ -77,6 +82,7 @@ geometry41core =
in int v_extruder[];
in mat4 v_extruder_opacity[];
in float v_line_type[];
+ in float v_index[];
out vec4 f_color;
out vec3 f_normal;
@@ -106,6 +112,10 @@ geometry41core =
float size_x;
float size_y;
+ if (u_drawRange[0] >= 0 && u_drawRange[1] >= 0 && (v_index[0] < u_drawRange[0] || v_index[0] >= u_drawRange[1]))
+ {
+ return;
+ }
if ((v_extruder_opacity[0][int(mod(v_extruder[0], 4))][v_extruder[0] / 4] == 0.0) && (v_line_type[0] != 8) && (v_line_type[0] != 9)) {
return;
}
@@ -268,12 +278,15 @@ u_show_helpers = 1
u_show_skin = 1
u_show_infill = 1
+u_drawRange = [-1, -1]
+
[bindings]
u_modelMatrix = model_matrix
u_viewMatrix = view_matrix
u_projectionMatrix = projection_matrix
u_normalMatrix = normal_matrix
u_lightPosition = light_0_position
+u_drawRange = draw_range
[attributes]
a_vertex = vertex
@@ -284,3 +297,4 @@ a_line_dim = line_dim
a_extruder = extruder
a_material_color = material_color
a_line_type = line_type
+a_vertex_index = vertex_index