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- # Copyright (c) 2016 Ultimaker B.V.
- # Cura is released under the terms of the AGPLv3 or higher.
- from UM.Scene.SceneNode import SceneNode
- from UM.View.GL.OpenGL import OpenGL
- from UM.Mesh.MeshBuilder import MeshBuilder # To create the overlay quad
- from UM.Resources import Resources # To find shader locations
- from UM.Math.Matrix import Matrix
- from UM.Application import Application
- try:
- from PyQt6.QtGui import QImage
- except:
- from PyQt5.QtGui import QImage
- class OverlayNode(SceneNode):
- def __init__(self, node, image_path, size, parent=None):
- super().__init__(parent)
- self._target_node = node
- self.setCalculateBoundingBox(False)
- self._overlay_mesh = self._createOverlayQuad(size)
- self._drawed_mesh = self._overlay_mesh
- self._shader = None
- self._scene = Application.getInstance().getController().getScene()
- self._scale = 1.
- self._image_path = image_path
- def scale(self, factor):
- scale_matrix = Matrix()
- scale_matrix.setByScaleFactor(factor)
- self._drawed_mesh = self._overlay_mesh.getTransformed(scale_matrix)
- def _createOverlayQuad(self, size):
- mb = MeshBuilder()
- mb.addFaceByPoints(-size / 2, -size / 2, 0, -size / 2, size / 2, 0, size / 2, -size / 2, 0)
- mb.addFaceByPoints(size / 2, size / 2, 0, -size / 2, size / 2, 0, size / 2, -size / 2, 0)
- # Set UV coordinates so a texture can be created
- mb.setVertexUVCoordinates(0, 0, 1)
- mb.setVertexUVCoordinates(1, 0, 0)
- mb.setVertexUVCoordinates(4, 0, 0)
- mb.setVertexUVCoordinates(2, 1, 1)
- mb.setVertexUVCoordinates(5, 1, 1)
- mb.setVertexUVCoordinates(3, 1, 0)
- return mb.build()
- def render(self, renderer):
- if not self._shader:
- # We now misuse the platform shader, as it actually supports textures
- self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "platform.shader"))
- # Set the opacity to 0, so that the template is in full control.
- self._shader.setUniformValue("u_opacity", 0)
- self._texture = OpenGL.getInstance().createTexture()
- texture_image = QImage(self._image_path)
- self._texture.setImage(texture_image)
- self._shader.setTexture(0, self._texture)
- node_position = self._target_node.getWorldPosition()
- position_matrix = Matrix()
- position_matrix.setByTranslation(node_position)
- camera_orientation = self._scene.getActiveCamera().getOrientation().toMatrix()
- renderer.queueNode(self._scene.getRoot(), shader=self._shader, mesh=self._drawed_mesh.getTransformed(position_matrix.multiply(camera_orientation)), overlay=True)
- return True # This node does it's own rendering.
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