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Patryk Skowroński
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Oct 25, 2024
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# Copyright (c) 2016 Ultimaker B.V. | ||
# Cura is released under the terms of the AGPLv3 or higher. | ||
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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 | ||
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try: | ||
from PyQt6.QtGui import QImage | ||
except: | ||
from PyQt5.QtGui import QImage | ||
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class OverlayNode(SceneNode): | ||
def __init__(self, node, image_path, parent=None, size=1.): | ||
super().__init__(parent) | ||
self._target_node = node | ||
self.setCalculateBoundingBox(False) | ||
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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 | ||
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def scale(self, factor): | ||
scale_matrix = Matrix() | ||
scale_matrix.setByScaleFactor(factor) | ||
self._drawed_mesh = self._overlay_mesh.getTransformed(scale_matrix) | ||
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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) | ||
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# 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) | ||
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return mb.build() | ||
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def render(self, renderer): | ||
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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) | ||
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node_position = self._target_node.getWorldPosition() | ||
position_matrix = Matrix() | ||
position_matrix.setByTranslation(node_position) | ||
camera_orientation = self._scene.getActiveCamera().getOrientation().toMatrix() | ||
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renderer.queueNode(self._scene.getRoot(), shader=self._shader, mesh=self._drawed_mesh.getTransformed(position_matrix.multiply(camera_orientation)), type=3) | ||
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return True # This node does it's own rendering. |
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