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Rename DepthPass to PickingPass
The map created by the shader is not strictly a depth map; not only is the "depth" encoded in the rgb channels, but it is also a distance to the camera instead of a "scene depth".
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2 changed files with 8 additions and 8 deletions
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# Copyright (c) 2018 Ultimaker B.V.
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# Cura is released under the terms of the LGPLv3 or higher.
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from UM.Application import Application
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from UM.Math.Vector import Vector
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from UM.Resources import Resources
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from UM.View.RenderPass import RenderPass
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from UM.View.GL.OpenGL import OpenGL
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from UM.View.RenderBatch import RenderBatch
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from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
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## A RenderPass subclass that renders a the distance of selectable objects from the active camera to a texture.
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# The texture is used to map a 2d location (eg the mouse location) to a world space position
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#
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# Note that in order to increase precision, the 24 bit depth value is encoded into all three of the R,G & B channels
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class DepthPass(RenderPass):
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def __init__(self, width: int, height: int):
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super().__init__("depth", width, height)
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self._renderer = Application.getInstance().getRenderer()
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self._shader = None
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self._scene = Application.getInstance().getController().getScene()
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def render(self) -> None:
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if not self._shader:
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self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "camera_distance.shader"))
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width, height = self.getSize()
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self._gl.glViewport(0, 0, width, height)
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self._gl.glClearColor(1.0, 1.0, 1.0, 0.0)
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self._gl.glClear(self._gl.GL_COLOR_BUFFER_BIT | self._gl.GL_DEPTH_BUFFER_BIT)
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# Create a new batch to be rendered
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batch = RenderBatch(self._shader)
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# Fill up the batch with objects that can be sliced. `
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for node in DepthFirstIterator(self._scene.getRoot()):
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if node.callDecoration("isSliceable") and node.getMeshData() and node.isVisible():
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batch.addItem(node.getWorldTransformation(), node.getMeshData())
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self.bind()
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batch.render(self._scene.getActiveCamera())
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self.release()
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## Get the distance in mm from the camera to at a certain pixel coordinate.
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def getPickedDepth(self, x, y) -> float:
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output = self.getOutput()
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window_size = self._renderer.getWindowSize()
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px = (0.5 + x / 2.0) * window_size[0]
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py = (0.5 + y / 2.0) * window_size[1]
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if px < 0 or px > (output.width() - 1) or py < 0 or py > (output.height() - 1):
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return None
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distance = output.pixel(px, py) # distance in micron, from in r, g & b channels
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distance = (distance & 0x00ffffff) / 1000. # drop the alpha channel and covert to mm
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return distance
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## Get the world coordinates of a picked point
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def getPickedPosition(self, x, y) -> Vector:
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distance = self.getPickedDepth(x, y)
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ray = self._scene.getActiveCamera().getRay(x, y)
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return ray.getPointAlongRay(distance)
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