diff --git a/plugins/SimulationView/SimulationPass.py b/plugins/SimulationView/SimulationPass.py index f9bbb808c4..b49d06722e 100644 --- a/plugins/SimulationView/SimulationPass.py +++ b/plugins/SimulationView/SimulationPass.py @@ -46,19 +46,10 @@ class SimulationPass(RenderPass): self._layer_view = layerview self._compatibility_mode = layerview.getCompatibilityMode() - def render(self): - if not self._layer_shader: - if self._compatibility_mode: - shader_filename = "layers.shader" - shadow_shader_filename = "layers_shadow.shader" - else: - shader_filename = "layers3d.shader" - shadow_shader_filename = "layers3d_shadow.shader" - self._layer_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("SimulationView"), shader_filename)) - self._layer_shadow_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("SimulationView"), shadow_shader_filename)) - self._current_shader = self._layer_shader + def _updateLayerShaderValues(self): # Use extruder 0 if the extruder manager reports extruder index -1 (for single extrusion printers) - self._layer_shader.setUniformValue("u_active_extruder", float(max(0, self._extruder_manager.activeExtruderIndex))) + self._layer_shader.setUniformValue("u_active_extruder", + float(max(0, self._extruder_manager.activeExtruderIndex))) if self._layer_view: self._layer_shader.setUniformValue("u_max_feedrate", self._layer_view.getMaxFeedrate()) self._layer_shader.setUniformValue("u_min_feedrate", self._layer_view.getMinFeedrate()) @@ -71,7 +62,7 @@ class SimulationPass(RenderPass): self._layer_shader.setUniformValue("u_show_skin", self._layer_view.getShowSkin()) self._layer_shader.setUniformValue("u_show_infill", self._layer_view.getShowInfill()) else: - #defaults + # defaults self._layer_shader.setUniformValue("u_max_feedrate", 1) self._layer_shader.setUniformValue("u_min_feedrate", 0) self._layer_shader.setUniformValue("u_max_thickness", 1) @@ -83,6 +74,20 @@ class SimulationPass(RenderPass): self._layer_shader.setUniformValue("u_show_skin", 1) self._layer_shader.setUniformValue("u_show_infill", 1) + def render(self): + if not self._layer_shader: + if self._compatibility_mode: + shader_filename = "layers.shader" + shadow_shader_filename = "layers_shadow.shader" + else: + shader_filename = "layers3d.shader" + shadow_shader_filename = "layers3d_shadow.shader" + self._layer_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("SimulationView"), shader_filename)) + self._layer_shadow_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("SimulationView"), shadow_shader_filename)) + self._current_shader = self._layer_shader + + self._updateLayerShaderValues() + if not self._tool_handle_shader: self._tool_handle_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "toolhandle.shader")) @@ -97,7 +102,6 @@ class SimulationPass(RenderPass): nozzle_node = None for node in DepthFirstIterator(self._scene.getRoot()): - if isinstance(node, ToolHandle): tool_handle_batch.addItem(node.getWorldTransformation(), mesh = node.getSolidMesh())