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show xray errors in solid view
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parent
b3761c454b
commit
fc4c66b62a
6 changed files with 295 additions and 4 deletions
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@ -1,39 +0,0 @@
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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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import os.path
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from UM.Application import Application
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from UM.PluginRegistry import PluginRegistry
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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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from cura.Scene.CuraSceneNode import CuraSceneNode
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from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
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class XRayPass(RenderPass):
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def __init__(self, width, height):
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super().__init__("xray", width, height)
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self._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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def render(self):
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if not self._shader:
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self._shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("XRayView"), "xray.shader"))
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batch = RenderBatch(self._shader, type = RenderBatch.RenderType.NoType, backface_cull = False, blend_mode = RenderBatch.BlendMode.Additive)
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for node in DepthFirstIterator(self._scene.getRoot()):
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if isinstance(node, CuraSceneNode) 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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self._gl.glDisable(self._gl.GL_DEPTH_TEST)
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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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@ -8,6 +8,7 @@ from UM.Application import Application
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from UM.Logger import Logger
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from UM.Math.Color import Color
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from UM.PluginRegistry import PluginRegistry
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from UM.Resources import Resources
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from UM.Platform import Platform
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from UM.Event import Event
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from UM.Scene.Iterator.BreadthFirstIterator import BreadthFirstIterator
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@ -19,7 +20,8 @@ from cura.CuraApplication import CuraApplication
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from cura.CuraView import CuraView
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from cura.Scene.ConvexHullNode import ConvexHullNode
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from . import XRayPass
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from cura import XRayPass
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## View used to display a see-through version of objects with errors highlighted.
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class XRayView(CuraView):
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@ -38,7 +40,7 @@ class XRayView(CuraView):
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renderer = self.getRenderer()
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if not self._xray_shader:
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self._xray_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("XRayView"), "xray.shader"))
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self._xray_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "xray.shader"))
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self._xray_shader.setUniformValue("u_color", Color(*Application.getInstance().getTheme().getColor("xray").getRgb()))
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for node in BreadthFirstIterator(scene.getRoot()):
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[shaders]
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vertex =
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uniform highp mat4 u_modelMatrix;
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uniform highp mat4 u_viewMatrix;
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uniform highp mat4 u_projectionMatrix;
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attribute highp vec4 a_vertex;
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void main()
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{
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gl_Position = u_projectionMatrix * u_viewMatrix * u_modelMatrix * a_vertex;
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}
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fragment =
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uniform lowp vec4 u_color;
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void main()
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{
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gl_FragColor = u_color;
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}
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vertex41core =
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#version 410
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uniform highp mat4 u_modelMatrix;
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uniform highp mat4 u_viewMatrix;
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uniform highp mat4 u_projectionMatrix;
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in highp vec4 a_vertex;
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void main()
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{
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gl_Position = u_projectionMatrix * u_viewMatrix * u_modelMatrix * a_vertex;
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}
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fragment41core =
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#version 410
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uniform lowp vec4 u_color;
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out vec4 frag_color;
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void main()
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{
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frag_color = u_color;
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}
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[defaults]
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u_color = [0.02, 0.02, 0.02, 1.0]
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[bindings]
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u_modelMatrix = model_matrix
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u_viewMatrix = view_matrix
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u_projectionMatrix = projection_matrix
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[attributes]
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a_vertex = vertex
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