# Copyright (c) 2015 Ultimaker B.V. # Cura is released under the terms of the LGPLv3 or higher. import os.path from PyQt5.QtGui import QOpenGLContext from UM.Application import Application from UM.Logger import Logger from UM.Math.Color import Color from UM.PluginRegistry import PluginRegistry from UM.Platform import Platform from UM.Event import Event from UM.View.View import View from UM.Scene.Iterator.BreadthFirstIterator import BreadthFirstIterator from UM.View.RenderBatch import RenderBatch from UM.View.GL.OpenGL import OpenGL from cura.CuraApplication import CuraApplication from cura.Scene.ConvexHullNode import ConvexHullNode from . import XRayPass ## View used to display a see-through version of objects with errors highlighted. class XRayView(View): def __init__(self): super().__init__() self._xray_shader = None self._xray_pass = None self._xray_composite_shader = None self._composite_pass = None self._old_composite_shader = None self._old_layer_bindings = None def beginRendering(self): scene = self.getController().getScene() renderer = self.getRenderer() if not self._xray_shader: self._xray_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("XRayView"), "xray.shader")) self._xray_shader.setUniformValue("u_color", Color(*Application.getInstance().getTheme().getColor("xray").getRgb())) for node in BreadthFirstIterator(scene.getRoot()): # We do not want to render ConvexHullNode as it conflicts with the bottom of the X-Ray (z-fighting). if type(node) is ConvexHullNode: continue if not node.render(renderer): if node.getMeshData() and node.isVisible(): renderer.queueNode(node, shader = self._xray_shader, type = RenderBatch.RenderType.Solid, blend_mode = RenderBatch.BlendMode.Additive, sort = -10, state_setup_callback = lambda gl: gl.glDepthFunc(gl.GL_ALWAYS), state_teardown_callback = lambda gl: gl.glDepthFunc(gl.GL_LESS) ) def endRendering(self): pass def event(self, event): if event.type == Event.ViewActivateEvent: # FIX: on Max OS X, somehow QOpenGLContext.currentContext() can become None during View switching. # This can happen when you do the following steps: # 1. Start Cura # 2. Load a model # 3. Switch to Custom mode # 4. Select the model and click on the per-object tool icon # 5. Switch view to Layer view or X-Ray # 6. Cura will very likely crash # It seems to be a timing issue that the currentContext can somehow be empty, but I have no clue why. # This fix tries to reschedule the view changing event call on the Qt thread again if the current OpenGL # context is None. if Platform.isOSX(): if QOpenGLContext.currentContext() is None: Logger.log("d", "current context of OpenGL is empty on Mac OS X, will try to create shaders later") CuraApplication.getInstance().callLater(lambda e = event: self.event(e)) return if not self._xray_pass: # Currently the RenderPass constructor requires a size > 0 # This should be fixed in RenderPass's constructor. self._xray_pass = XRayPass.XRayPass(1, 1) self.getRenderer().addRenderPass(self._xray_pass) if not self._xray_composite_shader: self._xray_composite_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("XRayView"), "xray_composite.shader")) theme = Application.getInstance().getTheme() self._xray_composite_shader.setUniformValue("u_background_color", Color(*theme.getColor("viewport_background").getRgb())) self._xray_composite_shader.setUniformValue("u_error_color", Color(*theme.getColor("xray_error").getRgb())) self._xray_composite_shader.setUniformValue("u_outline_color", Color(*theme.getColor("model_selection_outline").getRgb())) if not self._composite_pass: self._composite_pass = self.getRenderer().getRenderPass("composite") self._old_layer_bindings = self._composite_pass.getLayerBindings() self._composite_pass.setLayerBindings(["default", "selection", "xray"]) self._old_composite_shader = self._composite_pass.getCompositeShader() self._composite_pass.setCompositeShader(self._xray_composite_shader) if event.type == Event.ViewDeactivateEvent: self.getRenderer().removeRenderPass(self._xray_pass) self._composite_pass.setLayerBindings(self._old_layer_bindings) self._composite_pass.setCompositeShader(self._old_composite_shader)