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Fix x-ray error color.
X-ray errors showed as green and translucent instead of read and solid. Now fixed. CURA-7407
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parent
8386d094d3
commit
4c4e611629
3 changed files with 7 additions and 2 deletions
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@ -149,6 +149,7 @@ class SolidView(View):
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theme = Application.getInstance().getTheme()
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self._xray_composite_shader.setUniformValue("u_background_color", Color(*theme.getColor("viewport_background").getRgb()))
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self._xray_composite_shader.setUniformValue("u_outline_color", Color(*theme.getColor("model_selection_outline").getRgb()))
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self._xray_composite_shader.setUniformValue("u_flat_error_color_mix", 0.) # Don't show flat error color in solid-view.
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renderer = self.getRenderer()
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if not self._composite_pass or not 'xray' in self._composite_pass.getLayerBindings():
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@ -93,6 +93,7 @@ class XRayView(CuraView):
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theme = Application.getInstance().getTheme()
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self._xray_composite_shader.setUniformValue("u_background_color", Color(*theme.getColor("viewport_background").getRgb()))
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self._xray_composite_shader.setUniformValue("u_outline_color", Color(*theme.getColor("model_selection_outline").getRgb()))
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self._xray_composite_shader.setUniformValue("u_flat_error_color_mix", 1.) # Show flat error color _only_ in xray-view.
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if not self._composite_pass:
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self._composite_pass = self.getRenderer().getRenderPass("composite")
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@ -30,6 +30,7 @@ fragment =
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uniform vec4 u_outline_color;
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uniform vec4 u_background_color;
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uniform float u_xray_error_strength;
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uniform float u_flat_error_color_mix;
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const vec3 x_axis = vec3(1.0, 0.0, 0.0);
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const vec3 y_axis = vec3(0.0, 1.0, 0.0);
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@ -73,7 +74,7 @@ fragment =
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float rest = mod(intersection_count + .01, 2.0);
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if (rest > 1.0 && rest < 1.5 && intersection_count < 49.0)
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{
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result = vec4(shiftHue(layer0.rgb, hue_shift), result.a);
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result = mix(vec4(shiftHue(layer0.rgb, hue_shift), result.a), vec4(1.,0.,0.,1.), u_flat_error_color_mix);
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}
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vec4 sum = vec4(0.0);
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@ -122,6 +123,7 @@ fragment41core =
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uniform vec4 u_outline_color;
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uniform vec4 u_background_color;
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uniform float u_xray_error_strength;
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uniform float u_flat_error_color_mix;
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const vec3 x_axis = vec3(1.0, 0.0, 0.0);
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const vec3 y_axis = vec3(0.0, 1.0, 0.0);
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@ -166,7 +168,7 @@ fragment41core =
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float rest = mod(intersection_count + .01, 2.0);
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if (rest > 1.0 && rest < 1.5 && intersection_count < 49)
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{
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result = vec4(shiftHue(layer0.rgb, hue_shift), result.a);
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result = mix(vec4(shiftHue(layer0.rgb, hue_shift), result.a), vec4(1.,0.,0.,1.), u_flat_error_color_mix);
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}
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vec4 sum = vec4(0.0);
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@ -196,6 +198,7 @@ u_layer2 = 2
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u_background_color = [0.965, 0.965, 0.965, 1.0]
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u_outline_strength = 1.0
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u_outline_color = [0.05, 0.66, 0.89, 1.0]
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u_flat_error_color_mix = 0.5
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[bindings]
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