Cura/plugins/LayerView/LayerPass.py
fieldOfView 087ad6f472 Move layerdata and busy handling back into LayerView
This reverts commits 17b12b9048 and 66f8a62e6c.

# Conflicts:
#	plugins/LayerView/LayerPass.py
#	plugins/LayerView/LayerView.py
2016-09-19 17:59:24 +02:00

79 lines
3.5 KiB
Python

# Copyright (c) 2016 Ultimaker B.V.
# Cura is released under the terms of the AGPLv3 or higher.
from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
from UM.Resources import Resources
from UM.Scene.SceneNode import SceneNode
from UM.Scene.ToolHandle import ToolHandle
from UM.Application import Application
from UM.View.RenderPass import RenderPass
from UM.View.RenderBatch import RenderBatch
from UM.View.GL.OpenGL import OpenGL
## RenderPass used to display g-code paths.
class LayerPass(RenderPass):
def __init__(self, width, height):
super().__init__("layerview", width, height)
self._shader = None
self._tool_handle_shader = None
self._gl = OpenGL.getInstance().getBindingsObject()
self._scene = Application.getInstance().getController().getScene()
self._layer_view = None
def setLayerView(self, layerview):
self._layerview = layerview
def render(self):
if not self._shader:
self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "default.shader"))
if not self._tool_handle_shader:
self._tool_handle_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "toolhandle.shader"))
self.bind()
tool_handle_batch = RenderBatch(self._tool_handle_shader, type = RenderBatch.RenderType.Overlay)
for node in DepthFirstIterator(self._scene.getRoot()):
if isinstance(node, ToolHandle):
tool_handle_batch.addItem(node.getWorldTransformation(), mesh = node.getSolidMesh())
elif isinstance(node, SceneNode) and node.getMeshData() and node.isVisible():
layer_data = node.callDecoration("getLayerData")
if not layer_data:
continue
# Render all layers below a certain number as line mesh instead of vertices.
if self._layerview._current_layer_num - self._layerview._solid_layers > -1 and not self._layerview._only_show_top_layers:
start = 0
end = 0
element_counts = layer_data.getElementCounts()
for layer, counts in element_counts.items():
if layer + self._layerview._solid_layers > self._layerview._current_layer_num:
break
end += counts
# This uses glDrawRangeElements internally to only draw a certain range of lines.
batch = RenderBatch(self._shader, type = RenderBatch.RenderType.Solid, mode = RenderBatch.RenderMode.Lines, range = (start, end))
batch.addItem(node.getWorldTransformation(), layer_data)
batch.render(self._scene.getActiveCamera())
# Create a new batch that is not range-limited
batch = RenderBatch(self._shader, type = RenderBatch.RenderType.Solid)
if self._layerview._current_layer_mesh:
batch.addItem(node.getWorldTransformation(), self._layerview._current_layer_mesh)
if self._layerview._current_layer_jumps:
batch.addItem(node.getWorldTransformation(), self._layerview._current_layer_jumps)
if len(batch.items) > 0:
batch.render(self._scene.getActiveCamera())
# Render toolhandles on top of the layerview
if len(tool_handle_batch.items) > 0:
tool_handle_batch.render(self._scene.getActiveCamera())
self.release()