from Cura.util import explorer
from Cura.util.printerConnection import printerConnectionManager
from Cura.gui.util import previewTools
-from Cura.gui.util import opengl
+from Cura.gui.util import openglHelpers
from Cura.gui.util import openglGui
from Cura.gui.util import engineResultView
from Cura.gui.tools import youmagineGui
print k, self._afterLeakTest[k], self._beforeLeakTest[k], self._afterLeakTest[k] - self._beforeLeakTest[k]
def ShaderUpdate(self, v, f):
- s = opengl.GLShader(v, f)
+ s = openglHelpers.GLShader(v, f)
if s.isValid():
self._objectLoadShader.release()
self._objectLoadShader = s
def getMouseRay(self, x, y):
if self._viewport is None:
return numpy.array([0,0,0],numpy.float32), numpy.array([0,0,1],numpy.float32)
- p0 = opengl.unproject(x, self._viewport[1] + self._viewport[3] - y, 0, self._modelMatrix, self._projMatrix, self._viewport)
- p1 = opengl.unproject(x, self._viewport[1] + self._viewport[3] - y, 1, self._modelMatrix, self._projMatrix, self._viewport)
+ p0 = openglHelpers.unproject(x, self._viewport[1] + self._viewport[3] - y, 0, self._modelMatrix, self._projMatrix, self._viewport)
+ p1 = openglHelpers.unproject(x, self._viewport[1] + self._viewport[3] - y, 1, self._modelMatrix, self._projMatrix, self._viewport)
p0 -= self._viewTarget
p1 -= self._viewTarget
return p0, p1
if self._animZoom.isDone():
self._animZoom = None
if self._objectShader is None:
- if opengl.hasShaderSupport():
- self._objectShader = opengl.GLShader("""
+ if openglHelpers.hasShaderSupport():
+ self._objectShader = openglHelpers.GLShader("""
varying float light_amount;
void main(void)
gl_FragColor = vec4(gl_Color.xyz * light_amount, gl_Color[3]);
}
""")
- self._objectOverhangShader = opengl.GLShader("""
+ self._objectOverhangShader = openglHelpers.GLShader("""
uniform float cosAngle;
uniform mat3 rotMatrix;
varying float light_amount;
}
}
""")
- self._objectLoadShader = opengl.GLShader("""
+ self._objectLoadShader = openglHelpers.GLShader("""
uniform float intensity;
uniform float scale;
varying float light_amount;
}
""")
if self._objectShader is None or not self._objectShader.isValid():
- self._objectShader = opengl.GLFakeShader()
- self._objectOverhangShader = opengl.GLFakeShader()
+ self._objectShader = openglHelpers.GLFakeShader()
+ self._objectOverhangShader = openglHelpers.GLFakeShader()
self._objectLoadShader = None
self._init3DView()
glTranslate(0,0,-self._zoom)
self._focusObj = None
f = glReadPixels(self._mouseX, self.GetSize().GetHeight() - 1 - self._mouseY, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT)[0][0]
#self.GetTopLevelParent().SetTitle(hex(n) + " " + str(f))
- self._mouse3Dpos = opengl.unproject(self._mouseX, self._viewport[1] + self._viewport[3] - self._mouseY, f, self._modelMatrix, self._projMatrix, self._viewport)
+ self._mouse3Dpos = openglHelpers.unproject(self._mouseX, self._viewport[1] + self._viewport[3] - self._mouseY, f, self._modelMatrix, self._projMatrix, self._viewport)
self._mouse3Dpos -= self._viewTarget
self._init3DView()
glTranslate(pos[0], pos[1], pos[2])
self.tool.OnDraw()
glPopMatrix()
- if self.viewMode == 'overhang' and not opengl.hasShaderSupport():
+ if self.viewMode == 'overhang' and not openglHelpers.hasShaderSupport():
glDisable(GL_DEPTH_TEST)
glPushMatrix()
glLoadIdentity()
glTranslate(0,-4,-10)
glColor4ub(60,60,60,255)
- opengl.glDrawStringCenter(_("Overhang view not working due to lack of OpenGL shaders support."))
+ openglHelpers.glDrawStringCenter(_("Overhang view not working due to lack of OpenGL shaders support."))
glPopMatrix()
def _renderObject(self, obj, brightness = False, addSink = True):
glTranslate(obj.getPosition()[0], obj.getPosition()[1], obj.getSize()[2] / 2)
if self.tempMatrix is not None and obj == self._selectedObj:
- tempMatrix = opengl.convert3x3MatrixTo4x4(self.tempMatrix)
+ tempMatrix = openglHelpers.convert3x3MatrixTo4x4(self.tempMatrix)
glMultMatrixf(tempMatrix)
offset = obj.getDrawOffset()
glTranslate(-offset[0], -offset[1], -offset[2] - obj.getSize()[2] / 2)
- tempMatrix = opengl.convert3x3MatrixTo4x4(obj.getMatrix())
+ tempMatrix = openglHelpers.convert3x3MatrixTo4x4(obj.getMatrix())
glMultMatrixf(tempMatrix)
n = 0
for m in obj._meshList:
if m.vbo is None:
- m.vbo = opengl.GLVBO(GL_TRIANGLES, m.vertexes, m.normal)
+ m.vbo = openglHelpers.GLVBO(GL_TRIANGLES, m.vertexes, m.normal)
if brightness:
glColor4fv(map(lambda n: n * brightness, self._objColors[n]))
n += 1
#For the Ultimaker 2 render the texture on the back plate to show the Ultimaker2 text.
if machine == 'ultimaker2':
if not hasattr(self._platformMesh[machine], 'texture'):
- self._platformMesh[machine].texture = opengl.loadGLTexture('Ultimaker2backplate.png')
+ self._platformMesh[machine].texture = openglHelpers.loadGLTexture('Ultimaker2backplate.png')
glBindTexture(GL_TEXTURE_2D, self._platformMesh[machine].texture)
glEnable(GL_TEXTURE_2D)
glPushMatrix()
#Draw checkerboard
if self._platformTexture is None:
- self._platformTexture = opengl.loadGLTexture('checkerboard.png')
+ self._platformTexture = openglHelpers.loadGLTexture('checkerboard.png')
glBindTexture(GL_TEXTURE_2D, self._platformTexture)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)