chiark / gitweb /
Rename opengl to openglHelpers to better tell what it does.
[cura.git] / Cura / gui / sceneView.py
index 80750c96a50a254da06def80f68bc0ed7d7e94d0..e0430f702659dd6fb671e5af68a00bda9744f61c 100644 (file)
@@ -27,7 +27,7 @@ from Cura.util import removableStorage
 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
@@ -702,7 +702,7 @@ class SceneView(openglGui.glGuiPanel):
                                        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
@@ -830,8 +830,8 @@ class SceneView(openglGui.glGuiPanel):
        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
@@ -886,8 +886,8 @@ class SceneView(openglGui.glGuiPanel):
                        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)
@@ -906,7 +906,7 @@ 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;
@@ -936,7 +936,7 @@ void main(void)
        }
 }
                                """)
-                               self._objectLoadShader = opengl.GLShader("""
+                               self._objectLoadShader = openglHelpers.GLShader("""
 uniform float intensity;
 uniform float scale;
 varying float light_amount;
@@ -962,8 +962,8 @@ void main(void)
 }
                                """)
                        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)
@@ -993,7 +993,7 @@ void main(void)
                                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()
@@ -1181,13 +1181,13 @@ void main(void)
                                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):
@@ -1198,19 +1198,19 @@ void main(void)
                        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
@@ -1243,7 +1243,7 @@ void main(void)
                        #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()
@@ -1317,7 +1317,7 @@ void main(void)
 
                #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)