Refactored paint-view into its own thing.

part of CURA-12543
This commit is contained in:
Remco Burema 2025-05-21 21:50:17 +02:00
parent c5592eea83
commit 3ae85e3e2a
5 changed files with 65 additions and 22 deletions

View file

@ -42,13 +42,11 @@ class SolidView(View):
super().__init__()
application = Application.getInstance()
application.getPreferences().addPreference(self._show_overhang_preference, True)
application.getPreferences().addPreference(self._paint_active_preference, False)
application.globalContainerStackChanged.connect(self._onGlobalContainerChanged)
self._enabled_shader = None
self._disabled_shader = None
self._non_printing_shader = None
self._support_mesh_shader = None
self._paint_shader = None
self._xray_shader = None
self._xray_pass = None
@ -142,11 +140,6 @@ class SolidView(View):
min_height = max(min_height, init_layer_height)
return min_height
def _setPaintTexture(self):
self._paint_texture = OpenGL.getInstance().createTexture(256, 256)
if self._paint_shader:
self._paint_shader.setTexture(0, self._paint_texture)
def _checkSetup(self):
if not self._extruders_model:
self._extruders_model = Application.getInstance().getExtrudersModel()
@ -175,10 +168,6 @@ class SolidView(View):
self._support_mesh_shader.setUniformValue("u_vertical_stripes", True)
self._support_mesh_shader.setUniformValue("u_width", 5.0)
if not self._paint_shader:
self._paint_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "paint.shader"))
self._setPaintTexture()
if not Application.getInstance().getPreferences().getValue(self._show_xray_warning_preference):
self._xray_shader = None
self._xray_composite_shader = None
@ -216,9 +205,6 @@ class SolidView(View):
self._old_composite_shader = self._composite_pass.getCompositeShader()
self._composite_pass.setCompositeShader(self._xray_composite_shader)
def setUvPixel(self, x, y, color):
self._paint_texture.setPixel(x, y, color)
def beginRendering(self):
scene = self.getController().getScene()
renderer = self.getRenderer()
@ -236,7 +222,7 @@ class SolidView(View):
else:
self._enabled_shader.setUniformValue("u_overhangAngle", math.cos(math.radians(0)))
self._enabled_shader.setUniformValue("u_lowestPrintableHeight", self._lowest_printable_height)
disabled_batch = renderer.createRenderBatch(shader = self._paint_shader) #### TODO: put back to 'self._disabled_shader'
disabled_batch = renderer.createRenderBatch(shader = self._disabled_shader)
normal_object_batch = renderer.createRenderBatch(shader = self._enabled_shader)
renderer.addRenderBatch(disabled_batch)
renderer.addRenderBatch(normal_object_batch)