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This reverts commits 17b12b904809cae093aa59cfdd2e5958978eb6e0 and 66f8a62e6c1cf376ab6fb089a8d4911fc311e4b0. # Conflicts: # plugins/LayerView/LayerPass.py # plugins/LayerView/LayerView.py
80 lines
3.5 KiB
Python
80 lines
3.5 KiB
Python
# Copyright (c) 2016 Ultimaker B.V.
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# Cura is released under the terms of the AGPLv3 or higher.
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from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
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from UM.Resources import Resources
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from UM.Scene.SceneNode import SceneNode
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from UM.Scene.ToolHandle import ToolHandle
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from UM.Application import Application
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from UM.View.RenderPass import RenderPass
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from UM.View.RenderBatch import RenderBatch
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from UM.View.GL.OpenGL import OpenGL
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## RenderPass used to display g-code paths.
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class LayerPass(RenderPass):
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def __init__(self, width, height):
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super().__init__("layerview", width, height)
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self._shader = None
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self._tool_handle_shader = None
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self._gl = OpenGL.getInstance().getBindingsObject()
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self._scene = Application.getInstance().getController().getScene()
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self._layer_view = None
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def setLayerView(self, layerview):
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self._layerview = layerview
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def render(self):
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if not self._shader:
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self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "default.shader"))
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if not self._tool_handle_shader:
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self._tool_handle_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "toolhandle.shader"))
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self.bind()
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tool_handle_batch = RenderBatch(self._tool_handle_shader, type = RenderBatch.RenderType.Overlay)
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for node in DepthFirstIterator(self._scene.getRoot()):
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if isinstance(node, ToolHandle):
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tool_handle_batch.addItem(node.getWorldTransformation(), mesh = node.getSolidMesh())
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elif isinstance(node, SceneNode) and node.getMeshData() and node.isVisible():
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layer_data = node.callDecoration("getLayerData")
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if not layer_data:
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continue
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# Render all layers below a certain number as line mesh instead of vertices.
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if self._layerview._current_layer_num - self._layerview._solid_layers > -1 and not self._layerview._only_show_top_layers:
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start = 0
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end = 0
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element_counts = layer_data.getElementCounts()
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for layer, counts in element_counts.items():
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if layer + self._layerview._solid_layers > self._layerview._current_layer_num:
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break
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end += counts
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# This uses glDrawRangeElements internally to only draw a certain range of lines.
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batch = RenderBatch(self._shader, type = RenderBatch.RenderType.Solid, mode = RenderBatch.RenderMode.Lines, range = (start, end))
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batch.addItem(node.getWorldTransformation(), layer_data)
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batch.render(self._scene.getActiveCamera())
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# Create a new batch that is not range-limited
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batch = RenderBatch(self._shader, type = RenderBatch.RenderType.Solid)
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if self._layerview._current_layer_mesh:
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batch.addItem(node.getWorldTransformation(), self._layerview._current_layer_mesh)
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if self._layerview._current_layer_jumps:
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batch.addItem(node.getWorldTransformation(), self._layerview._current_layer_jumps)
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if len(batch.items) > 0:
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batch.render(self._scene.getActiveCamera())
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# Render toolhandles on top of the layerview
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if len(tool_handle_batch.items) > 0:
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tool_handle_batch.render(self._scene.getActiveCamera())
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self.release()
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