Remove grid pattern

It'll be replaced by grid lines instead of grid surfaces.

Contributes to issue CURA-4150.
This commit is contained in:
Ghostkeeper 2017-08-16 13:26:17 +02:00
parent b74c09dec8
commit 484740f2ff
No known key found for this signature in database
GPG key ID: C5F96EE2BC0F7E75
2 changed files with 6 additions and 18 deletions

View file

@ -169,8 +169,7 @@ class BuildVolume(SceneNode):
self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "default.shader")) self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "default.shader"))
self._grid_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "grid.shader")) self._grid_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "grid.shader"))
theme = Application.getInstance().getTheme() theme = Application.getInstance().getTheme()
self._grid_shader.setUniformValue("u_gridColor0", Color(*theme.getColor("buildplate").getRgb())) self._grid_shader.setUniformValue("u_buildplateColor", Color(*theme.getColor("buildplate").getRgb()))
self._grid_shader.setUniformValue("u_gridColor1", Color(*theme.getColor("buildplate_alt").getRgb()))
renderer.queueNode(self, mode = RenderBatch.RenderMode.Lines) renderer.queueNode(self, mode = RenderBatch.RenderMode.Lines)
renderer.queueNode(self, mesh = self._origin_mesh) renderer.queueNode(self, mesh = self._origin_mesh)

View file

@ -14,17 +14,12 @@ vertex =
} }
fragment = fragment =
uniform lowp vec4 u_gridColor0; uniform lowp vec4 u_buildplateColor;
uniform lowp vec4 u_gridColor1;
varying lowp vec2 v_uvs; varying lowp vec2 v_uvs;
void main() void main()
{ {
if (mod(floor(v_uvs.x / 10.0) - floor(v_uvs.y / 10.0), 2.0) < 1.0) gl_FragColor = u_buildplateColor;
gl_FragColor = u_gridColor0;
else
gl_FragColor = u_gridColor1;
} }
vertex41core = vertex41core =
@ -44,23 +39,17 @@ vertex41core =
fragment41core = fragment41core =
#version 410 #version 410
uniform lowp vec4 u_gridColor0; uniform lowp vec4 u_buildplateColor;
uniform lowp vec4 u_gridColor1;
in lowp vec2 v_uvs; in lowp vec2 v_uvs;
out vec4 frag_color; out vec4 frag_color;
void main() void main()
{ {
if (mod(floor(v_uvs.x / 10.0) - floor(v_uvs.y / 10.0), 2.0) < 1.0) gl_FragColor = u_buildplateColor;
frag_color = u_gridColor0;
else
frag_color = u_gridColor1;
} }
[defaults] [defaults]
u_gridColor0 = [0.96, 0.96, 0.96, 1.0] u_buildplateColor = [0.96, 0.96, 0.96, 1.0]
u_gridColor1 = [0.8, 0.8, 0.8, 1.0]
[bindings] [bindings]
u_modelViewProjectionMatrix = model_view_projection_matrix u_modelViewProjectionMatrix = model_view_projection_matrix