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Revert "Show "ghosts" for all objects on the buildplate in layerview"
This reverts commit b765855ba5
.
This commit is contained in:
parent
dc3d22f148
commit
0f9b989ae8
1 changed files with 10 additions and 8 deletions
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@ -33,7 +33,7 @@ class LayerView(View):
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def __init__(self):
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super().__init__()
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self._shader = None
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self._ghost_shader = None
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self._selection_shader = None
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self._num_layers = 0
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self._layer_percentage = 0 # what percentage of layers need to be shown (Slider gives value between 0 - 100)
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self._proxy = LayerViewProxy.LayerViewProxy()
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@ -84,9 +84,10 @@ class LayerView(View):
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scene = self.getController().getScene()
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renderer = self.getRenderer()
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if not self._ghost_shader:
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self._ghost_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "color.shader"))
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self._ghost_shader.setUniformValue("u_color", Color(32, 32, 32, 96))
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if not self._selection_shader:
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self._selection_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "color.shader"))
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self._selection_shader.setUniformValue("u_color", Color(32, 32, 32, 128))
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for node in DepthFirstIterator(scene.getRoot()):
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# We do not want to render ConvexHullNode as it conflicts with the bottom layers.
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# However, it is somewhat relevant when the node is selected, so do render it then.
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@ -95,7 +96,8 @@ class LayerView(View):
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if not node.render(renderer):
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if node.getMeshData() and node.isVisible():
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renderer.queueNode(node, transparent = True, shader = self._ghost_shader)
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if Selection.isSelected(node):
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renderer.queueNode(node, transparent = True, shader = self._selection_shader)
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layer_data = node.callDecoration("getLayerData")
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if not layer_data:
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continue
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@ -111,13 +113,13 @@ class LayerView(View):
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end += counts
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# This uses glDrawRangeElements internally to only draw a certain range of lines.
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renderer.queueNode(node, mesh = layer_data, mode = RenderBatch.RenderMode.Lines, overlay = True, range = (start, end))
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renderer.queueNode(node, mesh = layer_data, mode = RenderBatch.RenderMode.Lines, range = (start, end))
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if self._current_layer_mesh:
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renderer.queueNode(node, mesh = self._current_layer_mesh, overlay = True)
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renderer.queueNode(node, mesh = self._current_layer_mesh)
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if self._current_layer_jumps:
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renderer.queueNode(node, mesh = self._current_layer_jumps, overlay = True)
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renderer.queueNode(node, mesh = self._current_layer_jumps)
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def setLayer(self, value):
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if self._current_layer_num != value:
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