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CURA-4425 first thumbnail in UFP file; updated CuraSceneModel and PreviewPass
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2fe9860bb9
commit
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4 changed files with 189 additions and 14 deletions
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@ -1,7 +1,7 @@
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# Copyright (c) 2017 Ultimaker B.V.
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# Uranium is released under the terms of the LGPLv3 or higher.
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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.Color import Color
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from UM.Resources import Resources
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from UM.View.RenderPass import RenderPass
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@ -39,7 +39,11 @@ class PreviewPass(RenderPass):
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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, "object.shader"))
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self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "overhang.shader"))
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self._shader.setUniformValue("u_overhangAngle", 1.0)
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self._gl.glClearColor(0.0, 0.0, 0.0, 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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@ -47,7 +51,9 @@ class PreviewPass(RenderPass):
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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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uniforms = {}
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uniforms["diffuse_color"] = node.getDiffuseColor()
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batch.addItem(node.getWorldTransformation(), node.getMeshData(), uniforms = uniforms)
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self.bind()
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if self._camera is None:
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@ -55,3 +61,4 @@ class PreviewPass(RenderPass):
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else:
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batch.render(self._camera)
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self.release()
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