Update PreviewPass so that only slicable objects are rendered

This commit is contained in:
Jaime van Kessel 2017-11-09 13:51:47 +01:00
parent 06045f036e
commit f2e7fef747

View file

@ -2,27 +2,56 @@
# Uranium is released under the terms of the LGPLv3 or higher.
from UM.Application import Application
from UM.View.RenderPass import RenderPass
from UM.Scene.Camera import Camera
from UM.Resources import Resources
## A render pass subclass that renders everything with default parameters, but can be used with a non-default camera
from UM.View.RenderPass import RenderPass
from UM.View.GL.OpenGL import OpenGL
from UM.View.RenderBatch import RenderBatch
from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
from typing import Optional
MYPY = False
if MYPY:
from UM.Scene.Camera import Camera
## A render pass subclass that renders slicable objects with default parameters.
# It uses the active camera by default, but it can be overridden to use a different camera.
#
# This is useful to get a preview image of a scene taken from a different location as the active camera.
class PreviewPass(RenderPass):
def __init__(self, width, height):
def __init__(self, width: int, height: int):
super().__init__("preview", width, height, 0)
self._camera = Application.getInstance().getController().getScene().getActiveCamera()
self._camera = None # type: Optional[Camera]
self._renderer = Application.getInstance().getRenderer()
# Override the camera to be used for this render pass
def setCamera(self, camera: Camera):
self._shader = None
self._scene = Application.getInstance().getController().getScene()
# Set the camera to be used by this render pass
# if it's None, the active camera is used
def setCamera(self, camera: Optional["Camera"]):
self._camera = camera
def render(self):
def render(self) -> None:
if not self._shader:
self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "object.shader"))
# Create a new batch to be rendered
batch = RenderBatch(self._shader)
# Fill up the batch with objects that can be sliced. `
for node in DepthFirstIterator(self._scene.getRoot()):
if node.callDecoration("isSliceable") and node.getMeshData() and node.isVisible():
batch.addItem(node.getWorldTransformation(), node.getMeshData())
self.bind()
for batch in self._renderer.getBatches():
if self._camera is None:
batch.render(Application.getInstance().getController().getScene().getActiveCamera())
else:
batch.render(self._camera)
self.release()