Add a working X-Ray view

This commit is contained in:
Arjen Hiemstra 2015-12-08 17:20:48 +01:00
parent e0d6cd6f90
commit 8a5f2b347a
5 changed files with 227 additions and 0 deletions

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# Copyright (c) 2015 Ultimaker B.V.
# Cura is released under the terms of the AGPLv3 or higher.
import os.path
from UM.Application import Application
from UM.PluginRegistry import PluginRegistry
from UM.View.RenderPass import RenderPass
from UM.View.RenderBatch import RenderBatch
from UM.View.GL.OpenGL import OpenGL
from UM.Scene.SceneNode import SceneNode
from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
class XRayPass(RenderPass):
def __init__(self, width, height):
super().__init__("xray", width, height)
self._shader = None
self._gl = OpenGL.getInstance().getBindingsObject()
self._scene = Application.getInstance().getController().getScene()
def render(self):
if not self._shader:
self._shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("XRayView"), "xray.shader"))
batch = RenderBatch(self._shader, type = RenderBatch.RenderType.NoType, backface_cull = False)
for node in DepthFirstIterator(self._scene.getRoot()):
if type(node) is SceneNode and node.getMeshData() and node.isVisible():
batch.addItem(node.getWorldTransformation(), node.getMeshData())
self.bind()
self._gl.glDisable(self._gl.GL_DEPTH_TEST)
self._gl.glEnable(self._gl.GL_BLEND)
self._gl.glBlendFunc(self._gl.GL_SRC_ALPHA, self._gl.GL_ONE)
batch.render(self._scene.getActiveCamera())
self._gl.glEnable(self._gl.GL_DEPTH_TEST)
self.release()

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# Copyright (c) 2015 Ultimaker B.V.
# Cura is released under the terms of the AGPLv3 or higher.
import os.path
from UM.PluginRegistry import PluginRegistry
from UM.Event import Event
from UM.View.View import View
from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
from UM.View.GL.OpenGL import OpenGL
from . import XRayPass
## View used to display g-code paths.
class XRayView(View):
def __init__(self):
super().__init__()
self._shader = None
self._xray_pass = None
self._xray_composite_shader = None
self._composite_pass = None
self._old_composite_shader = None
self._old_layer_bindings = None
def beginRendering(self):
scene = self.getController().getScene()
renderer = self.getRenderer()
for node in DepthFirstIterator(scene.getRoot()):
node.render(renderer)
def endRendering(self):
pass
def event(self, event):
renderer = self.getRenderer()
if event.type == Event.ViewActivateEvent:
if not self._xray_pass:
self._xray_pass = XRayPass.XRayPass(1280, 720)
renderer.addRenderPass(self._xray_pass)
if not self._xray_composite_shader:
self._xray_composite_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("XRayView"), "xray_composite.shader"))
if not self._composite_pass:
self._composite_pass = renderer.getRenderPass("composite")
self._old_layer_bindings = self._composite_pass.getLayerBindings()
self._composite_pass.setLayerBindings(["default", "selection", "xray"])
self._old_composite_shader = self._composite_pass.getCompositeShader()
self._composite_pass.setCompositeShader(self._xray_composite_shader)
if event.type == Event.ViewDeactivateEvent:
self._composite_pass.setLayerBindings(self._old_layer_bindings)
self._composite_pass.setCompositeShader(self._old_composite_shader)

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# Copyright (c) 2015 Ultimaker B.V.
# Cura is released under the terms of the AGPLv3 or higher.
from . import XRayView
from UM.i18n import i18nCatalog
catalog = i18nCatalog("cura")
def getMetaData():
return {
"plugin": {
"name": catalog.i18nc("@label", "X-Ray View"),
"author": "Ultimaker",
"version": "1.0",
"description": catalog.i18nc("@info:whatsthis", "Provides the X-Ray view."),
"api": 2
},
"view": {
"name": catalog.i18nc("@item:inlistbox", "X-Ray")
}
}
def register(app):
return { "view": XRayView.XRayView() }

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[shaders]
vertex =
uniform highp mat4 u_modelViewProjectionMatrix;
attribute highp vec4 a_vertex;
void main()
{
gl_Position = u_modelViewProjectionMatrix * a_vertex;
}
fragment =
uniform lowp vec4 u_color;
void main()
{
gl_FragColor = u_color;
}
[defaults]
u_color = [0.02, 0.02, 0.02, 1.0]
[bindings]
u_modelViewProjectionMatrix = model_view_projection_matrix
[attributes]
a_vertex = vertex

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[shaders]
vertex =
uniform highp mat4 u_modelViewProjectionMatrix;
attribute highp vec4 a_vertex;
attribute highp vec2 a_uvs;
varying highp vec2 v_uvs;
void main()
{
gl_Position = u_modelViewProjectionMatrix * a_vertex;
v_uvs = a_uvs;
}
fragment =
uniform sampler2D u_layer0;
uniform sampler2D u_layer1;
uniform sampler2D u_layer2;
uniform sampler2D u_layer3;
uniform float u_imageWidth;
uniform float u_imageHeight;
uniform vec2 u_offset[9];
uniform float u_outline_strength;
uniform vec4 u_outline_color;
uniform vec4 u_error_color;
varying vec2 v_uvs;
float kernel[9];
void main()
{
kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0;
kernel[3] = 1.0; kernel[4] = -4.0; kernel[5] = 1.0;
kernel[6] = 0.0; kernel[7] = 1.0; kernel[8] = 0.0;
vec4 result = vec4(0.965, 0.965, 0.965, 1.0);
vec4 layer0 = texture2D(u_layer0, v_uvs);
result = layer0 * layer0.a + result * (1.0 - layer0.a);
vec4 layer2 = texture2D(u_layer2, v_uvs);
float intersection_count = (layer2.r * 255.0) / 5.0;
if(mod(intersection_count, 2.0) == 1.0)
{
layer2 = u_error_color;
}
result = layer2 * layer2.a + result * (1.0 - layer2.a);
vec4 sum = vec4(0.0);
for (int i = 0; i < 9; i++)
{
vec4 color = vec4(texture2D(u_layer1, v_uvs.xy + u_offset[i]).a);
sum += color * (kernel[i] / u_outline_strength);
}
gl_FragColor = mix(result, vec4(abs(sum.a)) * u_outline_color, abs(sum.a));
}
[defaults]
u_layer0 = 0
u_layer1 = 1
u_layer2 = 2
u_layer3 = 3
u_outline_strength = 1.0
u_outline_color = [0.05, 0.66, 0.89, 1.0]
u_error_color = [1.0, 0.0, 0.0, 1.0]
[bindings]
[attributes]
a_vertex = vertex
a_uvs = uv