Cura/plugins/LayerView/LayerPass.py
2016-09-07 14:01:09 +02:00

87 lines
3.8 KiB
Python

# Copyright (c) 2015 Ultimaker B.V.
# Cura is released under the terms of the AGPLv3 or higher.
from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
from UM.Resources import Resources
from UM.Scene.SceneNode import SceneNode
from UM.Scene.ToolHandle import ToolHandle
from UM.Application import Application
from UM.View.RenderPass import RenderPass
from UM.View.RenderBatch import RenderBatch
from UM.View.GL.OpenGL import OpenGL
## RenderPass used to display g-code paths.
class LayerPass(RenderPass):
def __init__(self, width, height):
super().__init__("layerview", width, height)
self._shader = None
self._tool_handle_shader = None
self._gl = OpenGL.getInstance().getBindingsObject()
self._scene = Application.getInstance().getController().getScene()
self._layerview = None
def setLayerView(self, layerview):
self._layerview = layerview
def render(self):
if not self._shader:
self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "default.shader"))
if not self._tool_handle_shader:
self._tool_handle_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "toolhandle.shader"))
self.bind()
self._gl.glDisable(self._gl.GL_DEPTH_TEST)
tool_handle_batch = RenderBatch(self._tool_handle_shader, type = RenderBatch.RenderType.Overlay)
tool_handle_has_items = False
for node in DepthFirstIterator(self._scene.getRoot()):
if isinstance(node, ToolHandle):
tool_handle_batch.addItem(node.getWorldTransformation(), mesh = node.getSolidMesh())
tool_handle_has_items = True
if type(node) is SceneNode and node.getMeshData() and node.isVisible():
layer_data = node.callDecoration("getLayerData")
if not layer_data:
continue
# Render all layers below a certain number as line mesh instead of vertices.
if self._layerview._current_layer_num - self._layerview._solid_layers > -1 and not self._layerview._only_show_top_layers:
start = 0
end = 0
element_counts = layer_data.getElementCounts()
for layer, counts in element_counts.items():
if layer + self._layerview._solid_layers > self._layerview._current_layer_num:
break
end += counts
# This uses glDrawRangeElements internally to only draw a certain range of lines.
batch = RenderBatch(self._shader, type = RenderBatch.RenderType.NoType, mode = RenderBatch.RenderMode.Lines, range = (start, end))
batch.addItem(node.getWorldTransformation(), layer_data)
batch.render(self._scene.getActiveCamera())
# Create a new batch that is not range-limited
batch = RenderBatch(self._shader, type = RenderBatch.RenderType.NoType, mode = RenderBatch.RenderMode.Lines)
batch_has_items = False
if self._layerview._current_layer_mesh:
batch_has_items = True
batch.addItem(node.getWorldTransformation(), self._layerview._current_layer_mesh)
if self._layerview._current_layer_jumps:
batch_has_items = True
batch.addItem(node.getWorldTransformation(), self._layerview._current_layer_jumps)
if batch_has_items:
batch.render(self._scene.getActiveCamera())
# Render toolhandles on top of the layerview
if tool_handle_has_items:
tool_handle_batch.render(self._scene.getActiveCamera())
self._gl.glEnable(self._gl.GL_DEPTH_TEST)
self.release()