import wx
import time
-from Cura.util import meshLoader
-from Cura.util import util3d
-from Cura.util import profile
-from Cura.util.resources import getPathForMesh, getPathForImage
+from Cura.util.resources import getPathForImage
import OpenGL
-OpenGL.ERROR_CHECKING = False
+#OpenGL.ERROR_CHECKING = False
from OpenGL.GLUT import *
from OpenGL.GLU import *
from OpenGL.GL import *
return ''
class GLVBO(GLReferenceCounter):
- def __init__(self, vertexArray, normalArray = None):
+ def __init__(self, renderType, vertexArray, normalArray = None, indicesArray = None):
super(GLVBO, self).__init__()
+ self._renderType = renderType
if not bool(glGenBuffers):
self._vertexArray = vertexArray
self._normalArray = normalArray
+ self._indicesArray = indicesArray
self._size = len(vertexArray)
self._buffer = None
self._hasNormals = self._normalArray is not None
+ self._hasIndices = self._indicesArray is not None
else:
self._buffer = glGenBuffers(1)
self._size = len(vertexArray)
self._hasNormals = normalArray is not None
+ self._hasIndices = indicesArray is not None
glBindBuffer(GL_ARRAY_BUFFER, self._buffer)
if self._hasNormals:
glBufferData(GL_ARRAY_BUFFER, numpy.concatenate((vertexArray, normalArray), 1), GL_STATIC_DRAW)
else:
glBufferData(GL_ARRAY_BUFFER, vertexArray, GL_STATIC_DRAW)
glBindBuffer(GL_ARRAY_BUFFER, 0)
+ if self._hasIndices:
+ self._size = len(indicesArray)
+ self._bufferIndices = glGenBuffers(1)
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self._bufferIndices)
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, numpy.array(indicesArray, numpy.uint32), GL_STATIC_DRAW)
- def render(self, render_type = GL_TRIANGLES):
+ def render(self):
glEnableClientState(GL_VERTEX_ARRAY)
if self._buffer is None:
glVertexPointer(3, GL_FLOAT, 0, self._vertexArray)
glNormalPointer(GL_FLOAT, 2*3*4, c_void_p(3 * 4))
else:
glVertexPointer(3, GL_FLOAT, 3*4, c_void_p(0))
+ if self._hasIndices:
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self._bufferIndices)
- batchSize = 996 #Warning, batchSize needs to be dividable by 4, 3 and 2
- extraStartPos = int(self._size / batchSize) * batchSize
- extraCount = self._size - extraStartPos
+ if self._hasIndices:
+ glDrawElements(self._renderType, self._size, GL_UNSIGNED_INT, c_void_p(0))
+ else:
+ batchSize = 996 #Warning, batchSize needs to be dividable by 4, 3 and 2
+ extraStartPos = int(self._size / batchSize) * batchSize
+ extraCount = self._size - extraStartPos
+ for i in xrange(0, int(self._size / batchSize)):
+ glDrawArrays(self._renderType, i * batchSize, batchSize)
+ glDrawArrays(self._renderType, extraStartPos, extraCount)
- for i in xrange(0, int(self._size / batchSize)):
- glDrawArrays(render_type, i * batchSize, batchSize)
- glDrawArrays(render_type, extraStartPos, extraCount)
- if self._buffer is None:
+ if self._buffer is not None:
glBindBuffer(GL_ARRAY_BUFFER, 0)
+ if self._hasIndices:
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glDisableClientState(GL_VERTEX_ARRAY)
if self._hasNormals:
if self._buffer is not None and bool(glDeleteBuffers):
print "VBO was not properly released!"
-def DrawMachine(machineSize):
- glDisable(GL_LIGHTING)
- glDisable(GL_CULL_FACE)
- glEnable(GL_BLEND)
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
-
- sx = machineSize.x
- sy = machineSize.y
- for x in xrange(-int(sx/20)-1, int(sx / 20) + 1):
- for y in xrange(-int(sx/20)-1, int(sy / 20) + 1):
- x1 = sx/2+x * 10
- x2 = x1 + 10
- y1 = sx/2+y * 10
- y2 = y1 + 10
- x1 = max(min(x1, sx), 0)
- y1 = max(min(y1, sy), 0)
- x2 = max(min(x2, sx), 0)
- y2 = max(min(y2, sy), 0)
- if (x & 1) == (y & 1):
- glColor4ub(5, 171, 231, 127)
- else:
- glColor4ub(5 * 8 / 10, 171 * 8 / 10, 231 * 8 / 10, 128)
- glBegin(GL_QUADS)
- glVertex3f(x1, y1, -0.02)
- glVertex3f(x2, y1, -0.02)
- glVertex3f(x2, y2, -0.02)
- glVertex3f(x1, y2, -0.02)
- glEnd()
-
- glEnable(GL_CULL_FACE)
-
- if profile.getPreference('machine_type') == 'ultimaker':
- glPushMatrix()
- glEnable(GL_LIGHTING)
- glTranslate(100, 200, -1)
- glLightfv(GL_LIGHT0, GL_DIFFUSE, [0.8, 0.8, 0.8])
- glLightfv(GL_LIGHT0, GL_AMBIENT, [0.5, 0.5, 0.5])
- glEnable(GL_BLEND)
- glBlendFunc(GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR)
-
- global platformMesh
- if platformMesh is None:
- try:
- platformMesh = meshLoader.loadMesh(getPathForMesh('ultimaker_platform.stl'))
- except:
- platformMesh = False
-
- if platformMesh:
- DrawMesh(platformMesh)
- glPopMatrix()
- glDisable(GL_LIGHTING)
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
-
- glColor4ub(5, 171, 231, 64)
- glBegin(GL_QUADS)
- glVertex3f(0, 0, machineSize.z)
- glVertex3f(0, machineSize.y, machineSize.z)
- glVertex3f(machineSize.x, machineSize.y, machineSize.z)
- glVertex3f(machineSize.x, 0, machineSize.z)
- glEnd()
-
- glColor4ub(5, 171, 231, 96)
- glBegin(GL_QUADS)
- glVertex3f(0, 0, 0)
- glVertex3f(0, 0, machineSize.z)
- glVertex3f(machineSize.x, 0, machineSize.z)
- glVertex3f(machineSize.x, 0, 0)
-
- glVertex3f(0, machineSize.y, machineSize.z)
- glVertex3f(0, machineSize.y, 0)
- glVertex3f(machineSize.x, machineSize.y, 0)
- glVertex3f(machineSize.x, machineSize.y, machineSize.z)
- glEnd()
-
- glColor4ub(5, 171, 231, 128)
- glBegin(GL_QUADS)
- glVertex3f(0, 0, machineSize.z)
- glVertex3f(0, 0, 0)
- glVertex3f(0, machineSize.y, 0)
- glVertex3f(0, machineSize.y, machineSize.z)
-
- glVertex3f(machineSize.x, 0, 0)
- glVertex3f(machineSize.x, 0, machineSize.z)
- glVertex3f(machineSize.x, machineSize.y, machineSize.z)
- glVertex3f(machineSize.x, machineSize.y, 0)
- glEnd()
-
- glDisable(GL_BLEND)
-
- #Draw the X/Y/Z indicator
- glPushMatrix()
- glTranslate(5, 5, 2)
- glLineWidth(2)
- glColor3f(0.5, 0, 0)
- glBegin(GL_LINES)
- glVertex3f(0, 0, 0)
- glVertex3f(20, 0, 0)
- glEnd()
- glColor3f(0, 0.5, 0)
- glBegin(GL_LINES)
- glVertex3f(0, 0, 0)
- glVertex3f(0, 20, 0)
- glEnd()
- glColor3f(0, 0, 0.5)
- glBegin(GL_LINES)
- glVertex3f(0, 0, 0)
- glVertex3f(0, 0, 20)
- glEnd()
-
- glDisable(GL_DEPTH_TEST)
- #X
- glColor3f(1, 0, 0)
- glPushMatrix()
- glTranslate(20, 0, 0)
- noZ = ResetMatrixRotationAndScale()
- glDrawStringCenter("X")
- glPopMatrix()
-
- #Y
- glColor3f(0, 1, 0)
- glPushMatrix()
- glTranslate(0, 20, 0)
- glDrawStringCenter("Y")
- glPopMatrix()
-
- #Z
- if not noZ:
- glColor3f(0, 0, 1)
- glPushMatrix()
- glTranslate(0, 0, 20)
- glDrawStringCenter("Z")
- glPopMatrix()
-
- glPopMatrix()
- glEnable(GL_DEPTH_TEST)
-
def glDrawStringCenter(s):
glRasterPos2f(0, 0)
glBitmap(0,0,0,0, -glGetStringSize(s)[0]/2, 0, None)
glVertex3f(mesh.vertexes[i + 1][0], mesh.vertexes[i + 1][1], mesh.vertexes[i + 1][2])
glEnd()
glDepthFunc(GL_LESS)
-
-def DrawGCodeLayer(layer, drawQuick = True):
- filamentRadius = profile.getProfileSettingFloat('filament_diameter') / 2
- filamentArea = math.pi * filamentRadius * filamentRadius
- lineWidth = profile.getProfileSettingFloat('nozzle_size') / 2 / 10
-
- fillCycle = 0
- fillColorCycle = [[0.5, 0.5, 0.0, 1], [0.0, 0.5, 0.5, 1], [0.5, 0.0, 0.5, 1]]
- moveColor = [0, 0, 1, 0.5]
- retractColor = [1, 0, 0.5, 0.5]
- supportColor = [0, 1, 1, 1]
- extrudeColor = [[1, 0, 0, 1], [0, 1, 1, 1], [1, 1, 0, 1], [1, 0, 1, 1]]
- innerWallColor = [0, 1, 0, 1]
- skirtColor = [0, 0.5, 0.5, 1]
- prevPathWasRetract = False
-
- glDisable(GL_CULL_FACE)
- for path in layer:
- if path.type == 'move':
- if prevPathWasRetract:
- c = retractColor
- else:
- c = moveColor
- if drawQuick:
- continue
- zOffset = 0.01
- if path.type == 'extrude':
- if path.pathType == 'FILL':
- c = fillColorCycle[fillCycle]
- fillCycle = (fillCycle + 1) % len(fillColorCycle)
- elif path.pathType == 'WALL-INNER':
- c = innerWallColor
- zOffset = 0.02
- elif path.pathType == 'SUPPORT':
- c = supportColor
- elif path.pathType == 'SKIRT':
- c = skirtColor
- else:
- c = extrudeColor[path.extruder]
- if path.type == 'retract':
- c = retractColor
- if path.type == 'extrude' and not drawQuick:
- drawLength = 0.0
- prevNormal = None
- for i in xrange(0, len(path.points) - 1):
- v0 = path.points[i]
- v1 = path.points[i + 1]
-
- # Calculate line width from ePerDistance (needs layer thickness and filament diameter)
- dist = (v0 - v1).vsize()
- if dist > 0 and path.layerThickness > 0:
- extrusionMMperDist = (v1.e - v0.e) / dist
- lineWidth = extrusionMMperDist * filamentArea / path.layerThickness / 2 * v1.extrudeAmountMultiply
-
- drawLength += (v0 - v1).vsize()
- normal = (v0 - v1).cross(util3d.Vector3(0, 0, 1))
- normal.normalize()
-
- vv2 = v0 + normal * lineWidth
- vv3 = v1 + normal * lineWidth
- vv0 = v0 - normal * lineWidth
- vv1 = v1 - normal * lineWidth
-
- glBegin(GL_QUADS)
- glColor4fv(c)
- glVertex3f(vv0.x, vv0.y, vv0.z - zOffset)
- glVertex3f(vv1.x, vv1.y, vv1.z - zOffset)
- glVertex3f(vv3.x, vv3.y, vv3.z - zOffset)
- glVertex3f(vv2.x, vv2.y, vv2.z - zOffset)
- glEnd()
- if prevNormal is not None:
- n = (normal + prevNormal)
- n.normalize()
- vv4 = v0 + n * lineWidth
- vv5 = v0 - n * lineWidth
- glBegin(GL_QUADS)
- glColor4fv(c)
- glVertex3f(vv2.x, vv2.y, vv2.z - zOffset)
- glVertex3f(vv4.x, vv4.y, vv4.z - zOffset)
- glVertex3f(prevVv3.x, prevVv3.y, prevVv3.z - zOffset)
- glVertex3f(v0.x, v0.y, v0.z - zOffset)
-
- glVertex3f(vv0.x, vv0.y, vv0.z - zOffset)
- glVertex3f(vv5.x, vv5.y, vv5.z - zOffset)
- glVertex3f(prevVv1.x, prevVv1.y, prevVv1.z - zOffset)
- glVertex3f(v0.x, v0.y, v0.z - zOffset)
- glEnd()
-
- prevNormal = normal
- prevVv1 = vv1
- prevVv3 = vv3
- else:
- glColor4fv(c)
- glBegin(GL_TRIANGLES)
- for v in path.points:
- glVertex3f(v[0], v[1], v[2])
- glEnd()
-
- if not path.type == 'move':
- prevPathWasRetract = False
- #if path.type == 'retract' and path.points[0].almostEqual(path.points[-1]):
- # prevPathWasRetract = True
- glEnable(GL_CULL_FACE)