Remove superfluous grid shader

The grid shader is now exactly equal to the colour shader, so let's just use the colour shader.

Contributes to issue CURA-4150.
This commit is contained in:
Ghostkeeper 2017-08-17 15:25:27 +02:00
parent bb3f8d085b
commit 585b6ad8eb
No known key found for this signature in database
GPG key ID: C5F96EE2BC0F7E75
2 changed files with 6 additions and 64 deletions

View file

@ -1,4 +1,4 @@
# Copyright (c) 2016 Ultimaker B.V.
# Copyright (c) 2017 Ultimaker B.V.
# Cura is released under the terms of the AGPLv3 or higher.
from cura.Settings.ExtruderManager import ExtruderManager
@ -60,7 +60,7 @@ class BuildVolume(SceneNode):
self._plate_mesh = None
self._grid_mesh = None
self._grid_shader = None
self._plate_shader = None
self._disallowed_areas = []
self._disallowed_area_mesh = None
@ -170,13 +170,13 @@ class BuildVolume(SceneNode):
if not self._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._plate_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "color.shader"))
theme = Application.getInstance().getTheme()
self._grid_shader.setUniformValue("u_buildplateColor", Color(*theme.getColor("buildplate").getRgb()))
self._plate_shader.setUniformValue("u_color", Color(*theme.getColor("buildplate").getRgb()))
renderer.queueNode(self, mode = RenderBatch.RenderMode.Lines)
renderer.queueNode(self, mesh = self._origin_mesh)
renderer.queueNode(self, mesh = self._plate_mesh, shader = self._grid_shader, backface_cull = True)
renderer.queueNode(self, mesh = self._plate_mesh, shader = self._plate_shader, backface_cull = True)
renderer.queueNode(self, mesh = self._grid_mesh, mode = RenderBatch.RenderMode.Lines, transparent = True)
if self._disallowed_area_mesh:
renderer.queueNode(self, mesh = self._disallowed_area_mesh, shader = self._shader, transparent = True, backface_cull = True, sort = -9)
@ -308,6 +308,7 @@ class BuildVolume(SceneNode):
for y in range(0, int(math.floor(min_d)), -major_grid_size):
mb.addLine(Vector(min_w, min_h, y), Vector(max_w, min_h, y), color = self._grid_color)
#More fine grained grid.
minor_grid_size = 1
for x in range(0, int(math.ceil(max_w)), minor_grid_size):
if x % major_grid_size == 0: #Don't overlap with the major grid.

View file

@ -1,59 +0,0 @@
[shaders]
vertex =
uniform highp mat4 u_modelViewProjectionMatrix;
attribute highp vec4 a_vertex;
attribute lowp vec2 a_uvs;
varying lowp vec2 v_uvs;
void main()
{
gl_Position = u_modelViewProjectionMatrix * a_vertex;
v_uvs = a_uvs;
}
fragment =
uniform lowp vec4 u_buildplateColor;
varying lowp vec2 v_uvs;
void main()
{
gl_FragColor = u_buildplateColor;
}
vertex41core =
#version 410
uniform highp mat4 u_modelViewProjectionMatrix;
in highp vec4 a_vertex;
in lowp vec2 a_uvs;
out lowp vec2 v_uvs;
void main()
{
gl_Position = u_modelViewProjectionMatrix * a_vertex;
v_uvs = a_uvs;
}
fragment41core =
#version 410
uniform lowp vec4 u_buildplateColor;
in lowp vec2 v_uvs;
out vec4 frag_color;
void main()
{
gl_FragColor = u_buildplateColor;
}
[defaults]
u_buildplateColor = [0.96, 0.96, 0.96, 1.0]
[bindings]
u_modelViewProjectionMatrix = model_view_projection_matrix
[attributes]
a_vertex = vertex
a_uvs = uv0