OctoPrint/Cura/gui/opengl.py

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import math, time, os
from util import meshLoader
from util import util3d
from util import profile
try:
import OpenGL
OpenGL.ERROR_CHECKING = False
from OpenGL.GLU import *
from OpenGL.GL import *
hasOpenGLlibs = True
except:
print "Failed to find PyOpenGL: http://pyopengl.sourceforge.net/"
hasOpenGLlibs = False
def InitGL(window, view3D, zoom):
# set viewing projection
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
size = window.GetSize()
glViewport(0,0, size.GetWidth(), size.GetHeight())
glLightfv(GL_LIGHT0, GL_POSITION, [0.2, 0.2, 1.0, 0.0])
glLightfv(GL_LIGHT1, GL_POSITION, [1.0, 1.0, 1.0, 0.0])
glEnable(GL_RESCALE_NORMAL)
glEnable(GL_LIGHTING)
glEnable(GL_LIGHT0)
glEnable(GL_DEPTH_TEST)
glEnable(GL_CULL_FACE)
glDisable(GL_BLEND)
glClearColor(1.0, 1.0, 1.0, 1.0)
glClearStencil(0)
glClearDepth(1.0)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
aspect = float(size.GetWidth()) / float(size.GetHeight())
if view3D:
gluPerspective(45.0, aspect, 1.0, 1000.0)
else:
glOrtho(-aspect * (zoom), aspect * (zoom), -1.0 * (zoom), 1.0 * (zoom), -1000.0, 1000.0)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
platformMesh = None
def DrawMachine(machineSize):
if profile.getPreference('machine_type') == 'ultimaker':
glPushMatrix()
glEnable(GL_LIGHTING)
glTranslate(100,200,-5)
glLightfv(GL_LIGHT0, GL_DIFFUSE, [0.8,0.8,0.8])
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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 == None:
platformMesh = meshLoader.loadMesh(os.path.normpath(os.path.join(os.path.split(__file__)[0], "../images", 'ultimaker_platform.stl')))
platformMesh.setRotateMirror(0, False, False, False, False, False)
DrawMesh(platformMesh)
glPopMatrix()
glDisable(GL_LIGHTING)
if False:
glColor3f(0.7,0.7,0.7)
glLineWidth(2)
glBegin(GL_LINES)
for i in xrange(0, int(machineSize.x), 10):
glVertex3f(i, 0, 0)
glVertex3f(i, machineSize.y, 0)
for i in xrange(0, int(machineSize.y), 10):
glVertex3f(0, i, 0)
glVertex3f(machineSize.x, i, 0)
glEnd()
glEnable(GL_LINE_SMOOTH)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
glColor3f(0.0,0.0,0.0)
glLineWidth(4)
glBegin(GL_LINE_LOOP)
glVertex3f(0, 0, 0)
glVertex3f(machineSize.x, 0, 0)
glVertex3f(machineSize.x, machineSize.y, 0)
glVertex3f(0, machineSize.y, 0)
glEnd()
glLineWidth(2)
glBegin(GL_LINE_LOOP)
glVertex3f(0, 0, machineSize.z)
glVertex3f(machineSize.x, 0, machineSize.z)
glVertex3f(machineSize.x, machineSize.y, machineSize.z)
glVertex3f(0, machineSize.y, machineSize.z)
glEnd()
glBegin(GL_LINES)
glVertex3f(0, 0, 0)
glVertex3f(0, 0, machineSize.z)
glVertex3f(machineSize.x, 0, 0)
glVertex3f(machineSize.x, 0, machineSize.z)
glVertex3f(machineSize.x, machineSize.y, 0)
glVertex3f(machineSize.x, machineSize.y, machineSize.z)
glVertex3f(0, machineSize.y, 0)
glVertex3f(0, machineSize.y, machineSize.z)
glEnd()
else:
glDisable(GL_CULL_FACE)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
glColor4ub(5,171,231,127)
glBegin(GL_QUADS)
for x in xrange(0, int(machineSize.x), 20):
for y in xrange(0, int(machineSize.y), 20):
glVertex3f(x, y, -0.01)
glVertex3f(min(x+10, machineSize.x), y, -0.01)
glVertex3f(min(x+10, machineSize.x), min(y+10, machineSize.y), -0.01)
glVertex3f(x, min(y+10, machineSize.y), -0.01)
for x in xrange(10, int(machineSize.x), 20):
for y in xrange(10, int(machineSize.y), 20):
glVertex3f(x, y, -0.01)
glVertex3f(min(x+10, machineSize.x), y, -0.01)
glVertex3f(min(x+10, machineSize.x), min(y+10, machineSize.y), -0.01)
glVertex3f(x, min(y+10, machineSize.y), -0.01)
glEnd()
glColor4ub(5*8/10,171*8/10,231*8/10,128)
glBegin(GL_QUADS)
for x in xrange(10, int(machineSize.x), 20):
for y in xrange(0, int(machineSize.y), 20):
glVertex3f(x, y, -0.01)
glVertex3f(min(x+10, machineSize.x), y, -0.01)
glVertex3f(min(x+10, machineSize.x), min(y+10, machineSize.y), -0.01)
glVertex3f(x, min(y+10, machineSize.y), -0.01)
for x in xrange(0, int(machineSize.x), 20):
for y in xrange(10, int(machineSize.y), 20):
glVertex3f(x, y, -0.01)
glVertex3f(min(x+10, machineSize.x), y, -0.01)
glVertex3f(min(x+10, machineSize.x), min(y+10, machineSize.y), -0.01)
glVertex3f(x, min(y+10, machineSize.y), -0.01)
glEnd()
glEnable(GL_CULL_FACE)
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)
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glPushMatrix()
glTranslate(5,5,2)
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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(23,0,0)
noZ = ResetMatrixRotationAndScale()
glBegin(GL_LINES)
glVertex3f(-0.8,1,0)
glVertex3f(0.8,-1,0)
glVertex3f(0.8,1,0)
glVertex3f(-0.8,-1,0)
glEnd()
glPopMatrix()
#Y
glColor3f(0,1,0)
glPushMatrix()
glTranslate(0,23,0)
ResetMatrixRotationAndScale()
glBegin(GL_LINES)
glVertex3f(-0.8, 1,0)
glVertex3f( 0.0, 0,0)
glVertex3f( 0.8, 1,0)
glVertex3f(-0.8,-1,0)
glEnd()
glPopMatrix()
#Z
if not noZ:
glColor3f(0,0,1)
glPushMatrix()
glTranslate(0,0,23)
ResetMatrixRotationAndScale()
glBegin(GL_LINES)
glVertex3f(-0.8, 1,0)
glVertex3f( 0.8, 1,0)
glVertex3f( 0.8, 1,0)
glVertex3f(-0.8,-1,0)
glVertex3f(-0.8,-1,0)
glVertex3f( 0.8,-1,0)
glEnd()
glPopMatrix()
glPopMatrix()
glEnable(GL_DEPTH_TEST)
def ResetMatrixRotationAndScale():
matrix = glGetFloatv(GL_MODELVIEW_MATRIX)
noZ = False
if matrix[3][2] > 0:
return False
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scale2D = matrix[0][0]
matrix[0][0] = 1.0
matrix[1][0] = 0.0
matrix[2][0] = 0.0
matrix[0][1] = 0.0
matrix[1][1] = 1.0
matrix[2][1] = 0.0
matrix[0][2] = 0.0
matrix[1][2] = 0.0
matrix[2][2] = 1.0
if matrix[3][2] != 0.0:
matrix[3][0] = matrix[3][0] / (-matrix[3][2] / 100)
matrix[3][1] = matrix[3][1] / (-matrix[3][2] / 100)
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matrix[3][2] = -100
else:
matrix[0][0] = scale2D
matrix[1][1] = scale2D
matrix[2][2] = scale2D
matrix[3][2] = -100
noZ = True
glLoadMatrixf(matrix)
return noZ
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def DrawBox(vMin, vMax):
glBegin(GL_LINE_LOOP)
glVertex3f(vMin[0], vMin[1], vMin[2])
glVertex3f(vMax[0], vMin[1], vMin[2])
glVertex3f(vMax[0], vMax[1], vMin[2])
glVertex3f(vMin[0], vMax[1], vMin[2])
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glEnd()
glBegin(GL_LINE_LOOP)
glVertex3f(vMin[0], vMin[1], vMax[2])
glVertex3f(vMax[0], vMin[1], vMax[2])
glVertex3f(vMax[0], vMax[1], vMax[2])
glVertex3f(vMin[0], vMax[1], vMax[2])
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glEnd()
glBegin(GL_LINES)
glVertex3f(vMin[0], vMin[1], vMin[2])
glVertex3f(vMin[0], vMin[1], vMax[2])
glVertex3f(vMax[0], vMin[1], vMin[2])
glVertex3f(vMax[0], vMin[1], vMax[2])
glVertex3f(vMax[0], vMax[1], vMin[2])
glVertex3f(vMax[0], vMax[1], vMax[2])
glVertex3f(vMin[0], vMax[1], vMin[2])
glVertex3f(vMin[0], vMax[1], vMax[2])
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glEnd()
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def DrawMeshOutline(mesh):
glEnable(GL_CULL_FACE)
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, mesh.vertexes)
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glCullFace(GL_FRONT)
glLineWidth(3)
glPolygonMode(GL_BACK, GL_LINE)
glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount)
glPolygonMode(GL_BACK, GL_FILL)
glCullFace(GL_BACK)
glDisableClientState(GL_VERTEX_ARRAY)
def DrawMesh(mesh):
glEnable(GL_CULL_FACE)
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, mesh.vertexes)
glNormalPointer(GL_FLOAT, 0, mesh.normal)
#Odd, drawing in batchs is a LOT faster then drawing it all at once.
batchSize = 999 #Warning, batchSize needs to be dividable by 3
extraStartPos = int(mesh.vertexCount / batchSize) * batchSize
extraCount = mesh.vertexCount - extraStartPos
glCullFace(GL_BACK)
for i in xrange(0, int(mesh.vertexCount / batchSize)):
glDrawArrays(GL_TRIANGLES, i*batchSize, batchSize)
glDrawArrays(GL_TRIANGLES, extraStartPos, extraCount)
glCullFace(GL_FRONT)
glNormalPointer(GL_FLOAT, 0, mesh.invNormal)
for i in xrange(0, int(mesh.vertexCount / batchSize)):
glDrawArrays(GL_TRIANGLES, i*batchSize, batchSize)
extraStartPos = int(mesh.vertexCount / batchSize) * batchSize
extraCount = mesh.vertexCount - extraStartPos
glDrawArrays(GL_TRIANGLES, extraStartPos, extraCount)
glCullFace(GL_BACK)
glDisableClientState(GL_VERTEX_ARRAY)
glDisableClientState(GL_NORMAL_ARRAY);
def DrawGCodeLayer(layer):
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],[0.0,0.5,0.5],[0.5,0.0,0.5]]
moveColor = [0,0,1]
retractColor = [1,0,0.5]
supportColor = [0,1,1]
extrudeColor = [1,0,0]
innerWallColor = [0,1,0]
skirtColor = [0,0.5,0.5]
prevPathWasRetract = False
glDisable(GL_CULL_FACE)
for path in layer:
if path.type == 'move':
if prevPathWasRetract:
c = retractColor
else:
c = moveColor
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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
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zOffset = 0.02
elif path.pathType == 'SUPPORT':
c = supportColor
elif path.pathType == 'SKIRT':
c = skirtColor
else:
c = extrudeColor
if path.type == 'retract':
c = [0,1,1]
if path.type == 'extrude':
drawLength = 0.0
prevNormal = None
for i in xrange(0, len(path.list)-1):
v0 = path.list[i]
v1 = path.list[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)
glColor3fv(c)
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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 != None:
n = (normal + prevNormal)
n.normalize()
vv4 = v0 + n * lineWidth
vv5 = v0 - n * lineWidth
glBegin(GL_QUADS)
glColor3fv(c)
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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)
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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:
glBegin(GL_LINE_STRIP)
glColor3fv(c)
for v in path.list:
glVertex3f(v.x, v.y, v.z)
glEnd()
if not path.type == 'move':
prevPathWasRetract = False
if path.type == 'retract' and path.list[0].almostEqual(path.list[-1]):
prevPathWasRetract = True
glEnable(GL_CULL_FACE)