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Remove grid pattern
It'll be replaced by grid lines instead of grid surfaces. Contributes to issue CURA-4150.
This commit is contained in:
parent
b74c09dec8
commit
484740f2ff
2 changed files with 6 additions and 18 deletions
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@ -169,8 +169,7 @@ class BuildVolume(SceneNode):
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self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "default.shader"))
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self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "default.shader"))
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self._grid_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "grid.shader"))
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self._grid_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "grid.shader"))
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theme = Application.getInstance().getTheme()
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theme = Application.getInstance().getTheme()
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self._grid_shader.setUniformValue("u_gridColor0", Color(*theme.getColor("buildplate").getRgb()))
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self._grid_shader.setUniformValue("u_buildplateColor", Color(*theme.getColor("buildplate").getRgb()))
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self._grid_shader.setUniformValue("u_gridColor1", Color(*theme.getColor("buildplate_alt").getRgb()))
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renderer.queueNode(self, mode = RenderBatch.RenderMode.Lines)
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renderer.queueNode(self, mode = RenderBatch.RenderMode.Lines)
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renderer.queueNode(self, mesh = self._origin_mesh)
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renderer.queueNode(self, mesh = self._origin_mesh)
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@ -14,17 +14,12 @@ vertex =
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}
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}
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fragment =
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fragment =
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uniform lowp vec4 u_gridColor0;
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uniform lowp vec4 u_buildplateColor;
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uniform lowp vec4 u_gridColor1;
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varying lowp vec2 v_uvs;
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varying lowp vec2 v_uvs;
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void main()
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void main()
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{
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{
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if (mod(floor(v_uvs.x / 10.0) - floor(v_uvs.y / 10.0), 2.0) < 1.0)
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gl_FragColor = u_buildplateColor;
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gl_FragColor = u_gridColor0;
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else
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gl_FragColor = u_gridColor1;
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}
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}
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vertex41core =
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vertex41core =
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@ -44,23 +39,17 @@ vertex41core =
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fragment41core =
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fragment41core =
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#version 410
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#version 410
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uniform lowp vec4 u_gridColor0;
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uniform lowp vec4 u_buildplateColor;
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uniform lowp vec4 u_gridColor1;
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in lowp vec2 v_uvs;
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in lowp vec2 v_uvs;
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out vec4 frag_color;
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out vec4 frag_color;
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void main()
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void main()
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{
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{
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if (mod(floor(v_uvs.x / 10.0) - floor(v_uvs.y / 10.0), 2.0) < 1.0)
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gl_FragColor = u_buildplateColor;
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frag_color = u_gridColor0;
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else
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frag_color = u_gridColor1;
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}
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}
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[defaults]
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[defaults]
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u_gridColor0 = [0.96, 0.96, 0.96, 1.0]
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u_buildplateColor = [0.96, 0.96, 0.96, 1.0]
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u_gridColor1 = [0.8, 0.8, 0.8, 1.0]
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[bindings]
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[bindings]
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u_modelViewProjectionMatrix = model_view_projection_matrix
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u_modelViewProjectionMatrix = model_view_projection_matrix
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