Use themeable colors in Solid, Xray & Layer view

This commit is contained in:
fieldOfView 2017-01-23 20:08:45 +01:00
parent 32823a0183
commit 45c8083423
6 changed files with 72 additions and 33 deletions

View file

@ -3,6 +3,8 @@
import os.path
from UM.Application import Application
from UM.Math.Color import Color
from UM.PluginRegistry import PluginRegistry
from UM.Event import Event
from UM.View.View import View
@ -31,7 +33,7 @@ class XRayView(View):
if not self._xray_shader:
self._xray_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("XRayView"), "xray.shader"))
self._xray_shader.setUniformValue("u_color", [0.1, 0.1, 0.2, 1.0])
self._xray_shader.setUniformValue("u_color", Color(*Application.getInstance().getTheme().getColor("xray").getRgb()))
for node in BreadthFirstIterator(scene.getRoot()):
if not node.render(renderer):
@ -58,6 +60,10 @@ class XRayView(View):
if not self._xray_composite_shader:
self._xray_composite_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("XRayView"), "xray_composite.shader"))
theme = Application.getInstance().getTheme()
self._xray_composite_shader.setUniformValue("u_background_color", Color(*theme.getColor("viewport_background").getRgb()))
self._xray_composite_shader.setUniformValue("u_error_color", Color(*theme.getColor("xray_error").getRgb()))
self._xray_composite_shader.setUniformValue("u_outline_color", Color(*theme.getColor("model_selection_outline").getRgb()))
if not self._composite_pass:
self._composite_pass = self.getRenderer().getRenderPass("composite")

View file

@ -22,6 +22,7 @@ fragment =
uniform float u_outline_strength;
uniform vec4 u_outline_color;
uniform vec4 u_error_color;
uniform vec4 u_background_color;
const vec3 x_axis = vec3(1.0, 0.0, 0.0);
const vec3 y_axis = vec3(0.0, 1.0, 0.0);
@ -37,7 +38,7 @@ fragment =
kernel[3] = 1.0; kernel[4] = -4.0; kernel[5] = 1.0;
kernel[6] = 0.0; kernel[7] = 1.0; kernel[8] = 0.0;
vec4 result = vec4(0.965, 0.965, 0.965, 1.0);
vec4 result = u_background_color;
vec4 layer0 = texture2D(u_layer0, v_uvs);
result = layer0 * layer0.a + result * (1.0 - layer0.a);
@ -70,6 +71,7 @@ fragment =
u_layer0 = 0
u_layer1 = 1
u_layer2 = 2
u_background_color = [0.965, 0.965, 0.965, 1.0]
u_outline_strength = 1.0
u_outline_color = [0.05, 0.66, 0.89, 1.0]
u_error_color = [1.0, 0.0, 0.0, 1.0]