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- import os.path
- from UM.Resources import Resources
- from UM.Application import Application
- from UM.PluginRegistry import PluginRegistry
- from UM.View.RenderPass import RenderPass
- from UM.View.RenderBatch import RenderBatch
- from UM.View.GL.OpenGL import OpenGL
- from cura.Scene.CuraSceneNode import CuraSceneNode
- from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
- class XRayPass(RenderPass):
- def __init__(self, width, height):
- super().__init__("xray", width, height)
- self._shader = None
- self._gl = OpenGL.getInstance().getBindingsObject()
- self._scene = Application.getInstance().getController().getScene()
- def render(self):
- if not self._shader:
- self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "xray.shader"))
- batch = RenderBatch(self._shader, type = RenderBatch.RenderType.NoType, backface_cull = False, blend_mode = RenderBatch.BlendMode.Additive)
- for node in DepthFirstIterator(self._scene.getRoot()):
- if isinstance(node, CuraSceneNode) and node.getMeshData() and node.isVisible():
- batch.addItem(node.getWorldTransformation(copy = False), node.getMeshData(), normal_transformation=node.getCachedNormalMatrix())
- self.bind()
- self._gl.glDisable(self._gl.GL_DEPTH_TEST)
- batch.render(self._scene.getActiveCamera())
- self._gl.glEnable(self._gl.GL_DEPTH_TEST)
- self.release()
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