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Use renderpass to render layers above ghosts
CURA-1601
This commit is contained in:
parent
90a1f5f8ed
commit
b090eab221
3 changed files with 203 additions and 23 deletions
86
plugins/LayerView/LayerPass.py
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86
plugins/LayerView/LayerPass.py
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# 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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from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
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from UM.Resources import Resources
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from UM.Scene.SceneNode import SceneNode
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from UM.Scene.ToolHandle import ToolHandle
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from UM.Application import Application
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from UM.View.RenderPass import RenderPass
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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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## RenderPass used to display g-code paths.
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class LayerPass(RenderPass):
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def __init__(self, width, height):
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super().__init__("layerview", width, height)
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self._shader = None
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self._tool_handle_shader = None
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self._gl = OpenGL.getInstance().getBindingsObject()
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self._scene = Application.getInstance().getController().getScene()
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self._layerview = None
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def setLayerView(self, layerview):
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self._layerview = layerview
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def render(self):
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if not self._shader:
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self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "default.shader"))
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if not self._tool_handle_shader:
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self._tool_handle_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "toolhandle.shader"))
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self.bind()
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self._gl.glDisable(self._gl.GL_DEPTH_TEST)
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tool_handle_batch = RenderBatch(self._tool_handle_shader, type = RenderBatch.RenderType.Overlay)
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tool_handle_has_items = False
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for node in DepthFirstIterator(self._scene.getRoot()):
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if isinstance(node, ToolHandle):
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tool_handle_batch.addItem(node.getWorldTransformation(), mesh = node.getSolidMesh())
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tool_handle_has_items = True
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if type(node) is SceneNode and node.getMeshData() and node.isVisible():
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layer_data = node.callDecoration("getLayerData")
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if not layer_data:
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continue
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# Render all layers below a certain number as line mesh instead of vertices.
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if self._layerview._current_layer_num - self._layerview._solid_layers > -1 and not self._layerview._only_show_top_layers:
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start = 0
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end = 0
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element_counts = layer_data.getElementCounts()
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for layer, counts in element_counts.items():
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if layer + self._layerview._solid_layers > self._layerview._current_layer_num:
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break
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end += counts
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# This uses glDrawRangeElements internally to only draw a certain range of lines.
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batch = RenderBatch(self._shader, type = RenderBatch.RenderType.NoType, mode = RenderBatch.RenderMode.Lines, range = (start, end))
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batch.addItem(node.getWorldTransformation(), layer_data)
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batch.render(self._scene.getActiveCamera())
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# Create a new batch that is not range-limited
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batch = RenderBatch(self._shader, type = RenderBatch.RenderType.NoType, mode = RenderBatch.RenderMode.Lines)
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batch_has_items = False
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if self._layerview._current_layer_mesh:
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batch_has_items = True
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batch.addItem(node.getWorldTransformation(), self._layerview._current_layer_mesh)
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if self._layerview._current_layer_jumps:
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batch_has_items = True
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batch.addItem(node.getWorldTransformation(), self._layerview._current_layer_jumps)
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if batch_has_items:
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batch.render(self._scene.getActiveCamera())
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# Render toolhandles on top of the layerview
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if tool_handle_has_items:
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tool_handle_batch.render(self._scene.getActiveCamera())
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self._gl.glEnable(self._gl.GL_DEPTH_TEST)
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self.release()
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@ -1,6 +1,7 @@
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# Copyright (c) 2015 Ultimaker B.V.
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# 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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# Cura is released under the terms of the AGPLv3 or higher.
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from UM.PluginRegistry import PluginRegistry
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from UM.View.View import View
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from UM.View.View import View
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from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
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from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
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from UM.Resources import Resources
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from UM.Resources import Resources
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@ -26,14 +27,16 @@ from . import LayerViewProxy
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from UM.i18n import i18nCatalog
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from UM.i18n import i18nCatalog
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catalog = i18nCatalog("cura")
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catalog = i18nCatalog("cura")
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from . import LayerPass
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import numpy
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import numpy
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import os.path
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## View used to display g-code paths.
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## View used to display g-code paths.
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class LayerView(View):
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class LayerView(View):
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def __init__(self):
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def __init__(self):
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super().__init__()
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super().__init__()
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self._shader = None
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self._shader = None
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self._ghost_shader = None
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self._num_layers = 0
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self._num_layers = 0
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self._layer_percentage = 0 # what percentage of layers need to be shown (Slider gives value between 0 - 100)
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self._layer_percentage = 0 # what percentage of layers need to be shown (Slider gives value between 0 - 100)
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self._proxy = LayerViewProxy.LayerViewProxy()
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self._proxy = LayerViewProxy.LayerViewProxy()
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@ -46,6 +49,13 @@ class LayerView(View):
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self._activity = False
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self._activity = False
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self._old_max_layers = 0
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self._old_max_layers = 0
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self._ghost_shader = None
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self._ghost_pass = None
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self._composite_pass = None
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self._old_layer_bindings = None
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self._layerview_composite_shader = None
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self._old_composite_shader = None
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Preferences.getInstance().addPreference("view/top_layer_count", 5)
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Preferences.getInstance().addPreference("view/top_layer_count", 5)
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Preferences.getInstance().addPreference("view/only_show_top_layers", False)
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Preferences.getInstance().addPreference("view/only_show_top_layers", False)
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Preferences.getInstance().preferenceChanged.connect(self._onPreferencesChanged)
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Preferences.getInstance().preferenceChanged.connect(self._onPreferencesChanged)
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@ -87,6 +97,7 @@ class LayerView(View):
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if not self._ghost_shader:
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if not self._ghost_shader:
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self._ghost_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "color.shader"))
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self._ghost_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "color.shader"))
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self._ghost_shader.setUniformValue("u_color", Color(32, 32, 32, 96))
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self._ghost_shader.setUniformValue("u_color", Color(32, 32, 32, 96))
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for node in DepthFirstIterator(scene.getRoot()):
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for node in DepthFirstIterator(scene.getRoot()):
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# We do not want to render ConvexHullNode as it conflicts with the bottom layers.
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# We do not want to render ConvexHullNode as it conflicts with the bottom layers.
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# However, it is somewhat relevant when the node is selected, so do render it then.
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# However, it is somewhat relevant when the node is selected, so do render it then.
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@ -96,28 +107,6 @@ class LayerView(View):
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if not node.render(renderer):
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if not node.render(renderer):
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if node.getMeshData() and node.isVisible():
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if node.getMeshData() and node.isVisible():
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renderer.queueNode(node, transparent = True, shader = self._ghost_shader)
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renderer.queueNode(node, transparent = True, shader = self._ghost_shader)
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layer_data = node.callDecoration("getLayerData")
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if not layer_data:
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continue
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# Render all layers below a certain number as line mesh instead of vertices.
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if self._current_layer_num - self._solid_layers > -1 and not self._only_show_top_layers:
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start = 0
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end = 0
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element_counts = layer_data.getElementCounts()
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for layer, counts in element_counts.items():
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if layer + self._solid_layers > self._current_layer_num:
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break
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end += counts
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# This uses glDrawRangeElements internally to only draw a certain range of lines.
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renderer.queueNode(node, mesh = layer_data, mode = RenderBatch.RenderMode.Lines, overlay = True, range = (start, end))
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if self._current_layer_mesh:
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renderer.queueNode(node, mesh = self._current_layer_mesh, overlay = True)
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if self._current_layer_jumps:
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renderer.queueNode(node, mesh = self._current_layer_jumps, overlay = True)
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def setLayer(self, value):
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def setLayer(self, value):
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if self._current_layer_num != value:
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if self._current_layer_num != value:
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self.setLayer(self._current_layer_num - 1)
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self.setLayer(self._current_layer_num - 1)
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return True
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return True
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if event.type == Event.ViewActivateEvent:
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if not self._ghost_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._ghost_pass = LayerPass.LayerPass(1, 1)
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self._ghost_pass.setLayerView(self)
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self.getRenderer().addRenderPass(self._ghost_pass)
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if not self._layerview_composite_shader:
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self._layerview_composite_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("LayerView"), "layerview_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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layer_bindings = self._old_layer_bindings[:] # make a copy
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layer_bindings.append("layerview")
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self._composite_pass.setLayerBindings(layer_bindings)
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self._old_composite_shader = self._composite_pass.getCompositeShader()
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self._composite_pass.setCompositeShader(self._layerview_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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def _startUpdateTopLayers(self):
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def _startUpdateTopLayers(self):
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if self._top_layers_job:
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if self._top_layers_job:
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self._top_layers_job.finished.disconnect(self._updateCurrentLayerMesh)
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self._top_layers_job.finished.disconnect(self._updateCurrentLayerMesh)
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80
plugins/LayerView/layerview_composite.shader
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80
plugins/LayerView/layerview_composite.shader
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[shaders]
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vertex =
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uniform highp mat4 u_modelViewProjectionMatrix;
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attribute highp vec4 a_vertex;
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attribute highp vec2 a_uvs;
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varying highp vec2 v_uvs;
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void main()
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{
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gl_Position = u_modelViewProjectionMatrix * a_vertex;
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v_uvs = a_uvs;
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}
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fragment =
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uniform sampler2D u_layer0;
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uniform sampler2D u_layer1;
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uniform sampler2D u_layer2;
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uniform sampler2D u_layer3;
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uniform float u_imageWidth;
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uniform float u_imageHeight;
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uniform vec2 u_offset[9];
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uniform float u_outline_strength;
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uniform vec4 u_outline_color;
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varying vec2 v_uvs;
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float kernel[9];
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const vec3 x_axis = vec3(1.0, 0.0, 0.0);
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const vec3 y_axis = vec3(0.0, 1.0, 0.0);
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const vec3 z_axis = vec3(0.0, 0.0, 1.0);
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void main()
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{
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kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0;
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kernel[3] = 1.0; kernel[4] = -4.0; kernel[5] = 1.0;
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kernel[6] = 0.0; kernel[7] = 1.0; kernel[8] = 0.0;
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vec4 result = vec4(0.965, 0.965, 0.965, 1.0);
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vec4 layer0 = texture2D(u_layer0, v_uvs);
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vec4 layer2 = texture2D(u_layer2, v_uvs);
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result = layer0 * layer0.a + result * (1.0 - layer0.a);
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result = layer2 * layer2.a + result * (1.0 - layer2.a);
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vec4 sum = vec4(0.0);
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for (int i = 0; i < 9; i++)
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{
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vec4 color = vec4(texture2D(u_layer1, v_uvs.xy + u_offset[i]).a);
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sum += color * (kernel[i] / u_outline_strength);
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}
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vec4 layer1 = texture2D(u_layer1, v_uvs);
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if((layer1.rgb == x_axis || layer1.rgb == y_axis || layer1.rgb == z_axis))
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{
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gl_FragColor = result;
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}
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else
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{
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gl_FragColor = mix(result, u_outline_color, abs(sum.a));
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}
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}
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[defaults]
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u_layer0 = 0
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u_layer1 = 1
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u_layer2 = 2
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u_layer3 = 3
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u_outline_strength = 1.0
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u_outline_color = [0.05, 0.66, 0.89, 1.0]
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[bindings]
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[attributes]
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a_vertex = vertex
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a_uvs = uv
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