Update BuildVolume and ConvexHullNode to use new API

This commit is contained in:
Arjen Hiemstra 2015-12-01 17:51:46 +01:00
parent 090f912a55
commit 7395f37efe
3 changed files with 56 additions and 20 deletions

View file

@ -12,6 +12,9 @@ from UM.Math.Color import Color
from UM.Math.AxisAlignedBox import AxisAlignedBox
from UM.Math.Polygon import Polygon
from UM.View.RenderBatch import RenderBatch
from UM.View.GL.OpenGL import OpenGL
import numpy
class BuildVolume(SceneNode):
@ -24,10 +27,10 @@ class BuildVolume(SceneNode):
self._height = 0
self._depth = 0
self._material = None
self._shader = None
self._grid_mesh = None
self._grid_material = None
self._grid_shader = None
self._disallowed_areas = []
self._disallowed_area_mesh = None
@ -61,22 +64,14 @@ class BuildVolume(SceneNode):
if not self.getMeshData():
return True
if not self._material:
self._material = renderer.createMaterial(
Resources.getPath(Resources.Shaders, "basic.vert"),
Resources.getPath(Resources.Shaders, "vertexcolor.frag")
)
self._grid_material = renderer.createMaterial(
Resources.getPath(Resources.Shaders, "basic.vert"),
Resources.getPath(Resources.Shaders, "grid.frag")
)
self._grid_material.setUniformValue("u_gridColor0", Color(245, 245, 245, 255))
self._grid_material.setUniformValue("u_gridColor1", Color(205, 202, 201, 255))
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"))
renderer.queueNode(self, material = self._material, mode = Renderer.RenderLines)
renderer.queueNode(self, mesh = self._grid_mesh, material = self._grid_material, force_single_sided = True)
renderer.queueNode(self, mode = RenderBatch.RenderMode.Lines)
renderer.queueNode(self, mesh = self._grid_mesh, shader = self._grid_shader)
if self._disallowed_area_mesh:
renderer.queueNode(self, mesh = self._disallowed_area_mesh, material = self._material, transparent = True)
renderer.queueNode(self, mesh = self._disallowed_area_mesh, shader = self._shader, transparent = True)
return True
def rebuild(self):

View file

@ -7,6 +7,8 @@ from UM.Math.Color import Color
from UM.Math.Vector import Vector
from UM.Mesh.MeshData import MeshData
from UM.View.GL.OpenGL import OpenGL
import numpy
class ConvexHullNode(SceneNode):
@ -62,14 +64,14 @@ class ConvexHullNode(SceneNode):
return self._node
def render(self, renderer):
if not self._material:
self._material = renderer.createMaterial(Resources.getPath(Resources.Shaders, "basic.vert"), Resources.getPath(Resources.Shaders, "color.frag"))
if not self._shader:
self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "default.shader"))
if self.getParent():
self._material.setUniformValue("u_color", self._color)
renderer.queueNode(self, material = self._material, transparent = True)
renderer.queueNode(self, transparent = True, shader = self._shader)
if self._convex_hull_head_mesh:
renderer.queueNode(self, material = self._material,transparent = True, mesh = self._convex_hull_head_mesh)
renderer.queueNode(self, shader = self._shader, transparent = True, mesh = self._convex_hull_head_mesh)
return True

View file

@ -0,0 +1,39 @@
[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_gridColor0;
uniform lowp vec4 u_gridColor1;
varying lowp vec2 v_uvs;
void main()
{
if (mod(floor(v_uvs.x / 10.0) - floor(v_uvs.y / 10.0), 2.0) < 1.0)
gl_FragColor = u_gridColor0;
else
gl_FragColor = u_gridColor1;
}
[defaults]
u_gridColor0 = [0.96, 0.96, 0.96, 1.0]
u_gridColor1 = [0.8, 0.8, 0.8, 1.0]
[bindings]
u_modelViewProjectionMatrix = model_view_projection_matrix
[attributes]
a_vertex = vertex
a_uvs = uv0