Uranium
Application Framework
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UM.View.SelectionPass.SelectionPass Class Reference

A RenderPass subclass responsible for rendering selectable objects to a texture. More...

Inheritance diagram for UM.View.SelectionPass.SelectionPass:
UM.View.RenderPass.RenderPass

Public Member Functions

 __init__ (self, width, height)
 
 render (self)
 Perform the actual rendering.
 
 getIdAtPosition (self, x, y)
 Get the object id at a certain pixel coordinate.
 
- Public Member Functions inherited from UM.View.RenderPass.RenderPass
 __init__ (self, name, width, height, priority=0)
 
 getName (self)
 Get the name of this RenderPass.
 
 getSize (self)
 
 getPriority (self)
 Get the priority of this RenderPass.
 
 setSize (self, width, height)
 Set the size of this render pass.
 
 bind (self)
 Bind the render pass so it can be rendered to.
 
 release (self)
 Release the render pass.
 
 render (self)
 Render the contents of this render pass.
 
 getTextureId (self)
 Get the texture ID of this render pass so it can be reused by other passes.
 
 getOutput (self)
 Get the pixel data produced by this render pass.
 

Protected Member Functions

 _getNodeColor (self, node)
 
 _dropAlpha (self, color)
 
 _isInSelectedGroup (self, node)
 Get the top root group for a node.
 
- Protected Member Functions inherited from UM.View.RenderPass.RenderPass
 _updateRenderStorage (self)
 private:
 

Protected Attributes

 _shader
 
 _tool_handle_shader
 
 _gl
 
 _scene
 
 _renderer
 
 _selection_map
 
 _toolhandle_selection_map
 
 _output
 
- Protected Attributes inherited from UM.View.RenderPass.RenderPass
 _name
 
 _width
 
 _height
 
 _priority
 
 _gl
 
 _fbo
 

Additional Inherited Members

- Static Public Attributes inherited from UM.View.RenderPass.RenderPass
int MaximumPriority = 999
 The maximum priority of a render pass.
 

Detailed Description

A RenderPass subclass responsible for rendering selectable objects to a texture.

This pass performs the rendering of selectable objects to a texture that can be sampled to retrieve the actual object that was underneath the mouse cursor. Additionally, information about what objects are actually selected is rendered into the alpha channel of this render pass so it can be used later on in the composite pass.

Constructor & Destructor Documentation

◆ __init__()

UM.View.SelectionPass.SelectionPass.__init__ (   self,
  width,
  height 
)

Reimplemented from UM.View.RenderPass.RenderPass.

Member Function Documentation

◆ _isInSelectedGroup()

UM.View.SelectionPass.SelectionPass._isInSelectedGroup (   self,
  node 
)
protected

Get the top root group for a node.

Parameters
nodetype(SceneNode)
Returns
group type(SceneNode)

◆ render()

UM.View.SelectionPass.SelectionPass.render (   self)

Perform the actual rendering.

Reimplemented from UM.View.RenderPass.RenderPass.


The documentation for this class was generated from the following file: