Fix convex hull and layer view rendering

This commit is contained in:
Arjen Hiemstra 2015-12-08 13:49:49 +01:00
parent 63c80c42ce
commit 435186e6d1
2 changed files with 32 additions and 36 deletions

View file

@ -11,6 +11,9 @@ from UM.Scene.Selection import Selection
from UM.Math.Color import Color
from UM.Mesh.MeshData import MeshData
from UM.View.RenderBatch import RenderBatch
from UM.View.GL.OpenGL import OpenGL
from cura.ConvexHullNode import ConvexHullNode
from PyQt5 import QtCore, QtWidgets
@ -21,7 +24,8 @@ from . import LayerViewProxy
class LayerView(View):
def __init__(self):
super().__init__()
self._material = None
self._shader = None
self._selection_shader = None
self._num_layers = 0
self._layer_percentage = 0 # what percentage of layers need to be shown (SLider gives value between 0 - 100)
self._proxy = LayerViewProxy.LayerViewProxy()
@ -53,14 +57,10 @@ class LayerView(View):
def beginRendering(self):
scene = self.getController().getScene()
renderer = self.getRenderer()
renderer.setRenderSelection(False)
if not self._material:
self._material = renderer.createMaterial(Resources.getPath(Resources.Shaders, "basic.vert"), Resources.getPath(Resources.Shaders, "vertexcolor.frag"))
self._material.setUniformValue("u_color", [1.0, 0.0, 0.0, 1.0])
self._selection_material = renderer.createMaterial(Resources.getPath(Resources.Shaders, "basic.vert"), Resources.getPath(Resources.Shaders, "color.frag"))
self._selection_material.setUniformValue("u_color", Color(35, 35, 35, 128))
if not self._selection_shader:
self._selection_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "default.shader"))
self._selection_shader.setUniformValue("u_color", Color(32, 32, 32, 128))
for node in DepthFirstIterator(scene.getRoot()):
# We do not want to render ConvexHullNode as it conflicts with the bottom layers.
@ -71,7 +71,7 @@ class LayerView(View):
if not node.render(renderer):
if node.getMeshData() and node.isVisible():
if Selection.isSelected(node):
renderer.queueNode(node, material = self._selection_material, transparent = True)
renderer.queueNode(node, transparent = True, shader = self._selection_shader)
layer_data = node.callDecoration("getLayerData")
if not layer_data:
continue
@ -87,7 +87,7 @@ class LayerView(View):
end += counts
# This uses glDrawRangeElements internally to only draw a certain range of lines.
renderer.queueNode(node, mesh = layer_data, material = self._material, mode = Renderer.RenderLines, start = start, end = end)
renderer.queueNode(node, mesh = layer_data, mode = RenderBatch.RenderMode.Lines, range = (start, end))
# We currently recreate the current "solid" layers every time a
if not self._current_layer_mesh:
@ -111,7 +111,7 @@ class LayerView(View):
if self._current_layer_mesh:
self._current_layer_mesh.addColors(layer_mesh.getColors() * brightness)
if self._current_layer_mesh:
renderer.queueNode(node, mesh = self._current_layer_mesh, material = self._material)
renderer.queueNode(node, mesh = self._current_layer_mesh)
if not self._current_layer_jumps:
self._current_layer_jumps = MeshData()
@ -133,7 +133,7 @@ class LayerView(View):
brightness = (2.0 - (i / self._solid_layers)) / 2.0
self._current_layer_jumps.addColors(layer_mesh.getColors() * brightness)
renderer.queueNode(node, mesh = self._current_layer_jumps, material = self._material)
renderer.queueNode(node, mesh = self._current_layer_jumps)
def setLayer(self, value):
if self._current_layer_num != value:
@ -152,31 +152,27 @@ class LayerView(View):
def calculateMaxLayers(self):
scene = self.getController().getScene()
renderer = self.getRenderer()
if renderer and self._material:
self._activity = True
renderer.setRenderSelection(False)
self._old_max_layers = self._max_layers
## Recalculate num max layers
new_max_layers = 0
for node in DepthFirstIterator(scene.getRoot()):
if not node.render(renderer):
if node.getMeshData() and node.isVisible():
layer_data = node.callDecoration("getLayerData")
if not layer_data:
continue
self._activity = True
if new_max_layers < len(layer_data.getLayers()):
new_max_layers = len(layer_data.getLayers()) - 1
self._old_max_layers = self._max_layers
## Recalculate num max layers
new_max_layers = 0
for node in DepthFirstIterator(scene.getRoot()):
layer_data = node.callDecoration("getLayerData")
if not layer_data:
continue
if new_max_layers > 0 and new_max_layers != self._old_max_layers:
self._max_layers = new_max_layers
self.maxLayersChanged.emit()
self._current_layer_num = self._max_layers
if new_max_layers < len(layer_data.getLayers()):
new_max_layers = len(layer_data.getLayers()) - 1
# This makes sure we update the current layer
self.setLayer(int(self._max_layers))
self.currentLayerNumChanged.emit()
if new_max_layers > 0 and new_max_layers != self._old_max_layers:
self._max_layers = new_max_layers
self.maxLayersChanged.emit()
self._current_layer_num = self._max_layers
# This makes sure we update the current layer
self.setLayer(int(self._max_layers))
self.currentLayerNumChanged.emit()
maxLayersChanged = Signal()
currentLayerNumChanged = Signal()