from UM.View.View import View from UM.View.Renderer import Renderer from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator from UM.Resources import Resources class LayerView(View): def __init__(self): super().__init__() self._material = None def beginRendering(self): scene = self.getController().getScene() renderer = self.getRenderer() if not self._material: self._material = renderer.createMaterial(Resources.getPath(Resources.ShadersLocation, 'basic.vert'), Resources.getPath(Resources.ShadersLocation, 'color.frag')) self._material.setUniformValue("u_color", [1.0, 0.0, 0.0, 1.0]) for node in DepthFirstIterator(scene.getRoot()): if not node.render(renderer): if node.getMeshData() and node.isVisible(): try: layerData = node.getMeshData().layerData except AttributeError: continue renderer.queueNode(node, mesh = layerData, material = self._material, mode = Renderer.RenderLineLoop) def endRendering(self): pass