mirror of
https://git.mirrors.martin98.com/https://github.com/Ultimaker/Cura
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73 lines
3.1 KiB
Python
73 lines
3.1 KiB
Python
# Copyright (c) 2015 Ultimaker B.V.
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# Cura is released under the terms of the AGPLv3 or higher.
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import os.path
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from UM.PluginRegistry import PluginRegistry
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from UM.Event import Event
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from UM.View.View import View
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from UM.Scene.Iterator.BreadthFirstIterator import BreadthFirstIterator
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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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from . import XRayPass
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## View used to display a see-through version of objects with errors highlighted.
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class XRayView(View):
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def __init__(self):
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super().__init__()
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self._xray_shader = None
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self._xray_pass = None
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self._xray_composite_shader = None
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self._composite_pass = None
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self._old_composite_shader = None
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self._old_layer_bindings = None
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def beginRendering(self):
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scene = self.getController().getScene()
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renderer = self.getRenderer()
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if not self._xray_shader:
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self._xray_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("XRayView"), "xray.shader"))
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self._xray_shader.setUniformValue("u_color", [0.1, 0.1, 0.2, 1.0])
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for node in BreadthFirstIterator(scene.getRoot()):
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if not node.render(renderer):
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if node.getMeshData() and node.isVisible():
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renderer.queueNode(node,
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shader = self._xray_shader,
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type = RenderBatch.RenderType.Solid,
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blend_mode = RenderBatch.BlendMode.Additive,
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sort = -10,
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state_setup_callback = lambda gl: gl.glDepthFunc(gl.GL_ALWAYS),
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state_teardown_callback = lambda gl: gl.glDepthFunc(gl.GL_LESS)
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)
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def endRendering(self):
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pass
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def event(self, event):
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if event.type == Event.ViewActivateEvent:
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if not self._xray_pass:
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# Currently the RenderPass constructor requires a size > 0
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# This should be fixed in RenderPass's constructor.
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self._xray_pass = XRayPass.XRayPass(1, 1)
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self.getRenderer().addRenderPass(self._xray_pass)
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if not self._xray_composite_shader:
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self._xray_composite_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("XRayView"), "xray_composite.shader"))
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if not self._composite_pass:
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self._composite_pass = self.getRenderer().getRenderPass("composite")
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self._old_layer_bindings = self._composite_pass.getLayerBindings()
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self._composite_pass.setLayerBindings(["default", "selection", "xray"])
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self._old_composite_shader = self._composite_pass.getCompositeShader()
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self._composite_pass.setCompositeShader(self._xray_composite_shader)
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if event.type == Event.ViewDeactivateEvent:
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self._composite_pass.setLayerBindings(self._old_layer_bindings)
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self._composite_pass.setCompositeShader(self._old_composite_shader)
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