# Copyright (c) 2018 Ultimaker B.V. # Cura is released under the terms of the LGPLv3 or higher. from UM.Application import Application from UM.Math.Color import Color from UM.Resources import Resources 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 # Make color brighter by normalizing it (maximum factor 2.5 brighter) # color_list is a list of 4 elements: [r, g, b, a], each element is a float 0..1 def prettier_color(color_list): maximum = max(color_list[:3]) if maximum > 0: factor = min(1 / maximum, 2.5) else: factor = 1.0 return [min(i * factor, 1.0) for i in color_list] ## 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: int, height: int): super().__init__("preview", width, height, 0) self._camera = None # type: Optional[Camera] self._renderer = Application.getInstance().getRenderer() 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) -> None: if not self._shader: self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "overhang.shader")) self._shader.setUniformValue("u_overhangAngle", 1.0) self._shader.setUniformValue("u_ambientColor", [0.1, 0.1, 0.1, 1.0]) self._shader.setUniformValue("u_specularColor", [0.6, 0.6, 0.6, 1.0]) self._shader.setUniformValue("u_shininess", 20.0) self._gl.glClearColor(0.0, 0.0, 0.0, 0.0) self._gl.glClear(self._gl.GL_COLOR_BUFFER_BIT | self._gl.GL_DEPTH_BUFFER_BIT) # 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(): uniforms = {} uniforms["diffuse_color"] = prettier_color(node.getDiffuseColor()) batch.addItem(node.getWorldTransformation(), node.getMeshData(), uniforms = uniforms) self.bind() if self._camera is None: batch.render(Application.getInstance().getController().getScene().getActiveCamera()) else: batch.render(self._camera) self.release()