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synced 2025-07-09 07:56:22 -06:00
Chop up the render function to make it a bit more readable
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parent
0d7421140f
commit
61a605d02b
1 changed files with 18 additions and 14 deletions
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@ -46,19 +46,10 @@ class SimulationPass(RenderPass):
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self._layer_view = layerview
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self._layer_view = layerview
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self._compatibility_mode = layerview.getCompatibilityMode()
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self._compatibility_mode = layerview.getCompatibilityMode()
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def render(self):
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def _updateLayerShaderValues(self):
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if not self._layer_shader:
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if self._compatibility_mode:
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shader_filename = "layers.shader"
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shadow_shader_filename = "layers_shadow.shader"
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else:
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shader_filename = "layers3d.shader"
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shadow_shader_filename = "layers3d_shadow.shader"
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self._layer_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("SimulationView"), shader_filename))
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self._layer_shadow_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("SimulationView"), shadow_shader_filename))
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self._current_shader = self._layer_shader
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# Use extruder 0 if the extruder manager reports extruder index -1 (for single extrusion printers)
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# Use extruder 0 if the extruder manager reports extruder index -1 (for single extrusion printers)
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self._layer_shader.setUniformValue("u_active_extruder", float(max(0, self._extruder_manager.activeExtruderIndex)))
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self._layer_shader.setUniformValue("u_active_extruder",
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float(max(0, self._extruder_manager.activeExtruderIndex)))
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if self._layer_view:
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if self._layer_view:
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self._layer_shader.setUniformValue("u_max_feedrate", self._layer_view.getMaxFeedrate())
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self._layer_shader.setUniformValue("u_max_feedrate", self._layer_view.getMaxFeedrate())
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self._layer_shader.setUniformValue("u_min_feedrate", self._layer_view.getMinFeedrate())
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self._layer_shader.setUniformValue("u_min_feedrate", self._layer_view.getMinFeedrate())
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@ -83,6 +74,20 @@ class SimulationPass(RenderPass):
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self._layer_shader.setUniformValue("u_show_skin", 1)
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self._layer_shader.setUniformValue("u_show_skin", 1)
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self._layer_shader.setUniformValue("u_show_infill", 1)
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self._layer_shader.setUniformValue("u_show_infill", 1)
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def render(self):
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if not self._layer_shader:
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if self._compatibility_mode:
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shader_filename = "layers.shader"
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shadow_shader_filename = "layers_shadow.shader"
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else:
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shader_filename = "layers3d.shader"
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shadow_shader_filename = "layers3d_shadow.shader"
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self._layer_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("SimulationView"), shader_filename))
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self._layer_shadow_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("SimulationView"), shadow_shader_filename))
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self._current_shader = self._layer_shader
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self._updateLayerShaderValues()
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if not self._tool_handle_shader:
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if not self._tool_handle_shader:
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self._tool_handle_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "toolhandle.shader"))
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self._tool_handle_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "toolhandle.shader"))
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@ -97,7 +102,6 @@ class SimulationPass(RenderPass):
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nozzle_node = None
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nozzle_node = None
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for node in DepthFirstIterator(self._scene.getRoot()):
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for node in DepthFirstIterator(self._scene.getRoot()):
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if isinstance(node, ToolHandle):
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if isinstance(node, ToolHandle):
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tool_handle_batch.addItem(node.getWorldTransformation(), mesh = node.getSolidMesh())
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tool_handle_batch.addItem(node.getWorldTransformation(), mesh = node.getSolidMesh())
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