diff --git a/plugins/SolidView/SolidView.py b/plugins/SolidView/SolidView.py index e156e655ce..50ff2864b7 100644 --- a/plugins/SolidView/SolidView.py +++ b/plugins/SolidView/SolidView.py @@ -28,6 +28,7 @@ class SolidView(View): self._enabled_shader = None self._disabled_shader = None self._non_printing_shader = None + self._support_mesh_shader = None self._extruders_model = ExtrudersModel() self._theme = None @@ -54,6 +55,11 @@ class SolidView(View): self._non_printing_shader.setUniformValue("u_diffuseColor", Color(*self._theme.getColor("model_non_printing").getRgb())) self._non_printing_shader.setUniformValue("u_opacity", 0.6) + if not self._support_mesh_shader: + self._support_mesh_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "striped.shader")) + self._support_mesh_shader.setUniformValue("u_vertical_stripes", True) + self._support_mesh_shader.setUniformValue("u_width", 5.0) + global_container_stack = Application.getInstance().getGlobalContainerStack() if global_container_stack: support_extruder_nr = global_container_stack.getProperty("support_extruder_nr", "value") @@ -117,6 +123,16 @@ class SolidView(View): renderer.queueNode(node, shader = self._non_printing_shader, transparent = True) elif getattr(node, "_outside_buildarea", False): renderer.queueNode(node, shader = self._disabled_shader) + elif per_mesh_stack and per_mesh_stack.getProperty("support_mesh", "value"): + # Render support meshes with a vertical stripe that is darker + shade_factor = 0.6 + uniforms["diffuse_color_2"] = [ + uniforms["diffuse_color"][0] * shade_factor, + uniforms["diffuse_color"][1] * shade_factor, + uniforms["diffuse_color"][2] * shade_factor, + 1.0 + ] + renderer.queueNode(node, shader = self._support_mesh_shader, uniforms = uniforms) else: renderer.queueNode(node, shader = self._enabled_shader, uniforms = uniforms) if node.callDecoration("isGroup") and Selection.isSelected(node): diff --git a/resources/shaders/striped.shader b/resources/shaders/striped.shader index ce7d14e39e..7cf5a62c3f 100644 --- a/resources/shaders/striped.shader +++ b/resources/shaders/striped.shader @@ -32,6 +32,7 @@ fragment = uniform highp vec3 u_viewPosition; uniform mediump float u_width; + uniform mediump bool u_vertical_stripes; varying highp vec3 v_position; varying highp vec3 v_vertex; @@ -40,7 +41,9 @@ fragment = void main() { mediump vec4 finalColor = vec4(0.0); - mediump vec4 diffuseColor = (mod((-v_position.x + v_position.y), u_width) < (u_width / 2.)) ? u_diffuseColor1 : u_diffuseColor2; + mediump vec4 diffuseColor = u_vertical_stripes ? + (((mod(v_vertex.x, u_width) < (u_width / 2.)) ^^ (mod(v_vertex.z, u_width) < (u_width / 2.))) ? u_diffuseColor1 : u_diffuseColor2) : + ((mod((-v_position.x + v_position.y), u_width) < (u_width / 2.)) ? u_diffuseColor1 : u_diffuseColor2); /* Ambient Component */ finalColor += u_ambientColor; @@ -98,6 +101,7 @@ fragment41core = uniform highp vec3 u_viewPosition; uniform mediump float u_width; + uniform mediump bool u_vertical_stripes; in highp vec3 v_position; in highp vec3 v_vertex; @@ -108,7 +112,9 @@ fragment41core = void main() { mediump vec4 finalColor = vec4(0.0); - mediump vec4 diffuseColor = (mod((-v_position.x + v_position.y), u_width) < (u_width / 2.)) ? u_diffuseColor1 : u_diffuseColor2; + mediump vec4 diffuseColor = u_vertical_stripes ? + (((mod(v_vertex.x, u_width) < (u_width / 2.)) ^^ (mod(v_vertex.z, u_width) < (u_width / 2.))) ? u_diffuseColor1 : u_diffuseColor2) : + ((mod((-v_position.x + v_position.y), u_width) < (u_width / 2.)) ? u_diffuseColor1 : u_diffuseColor2); /* Ambient Component */ finalColor += u_ambientColor; @@ -138,6 +144,7 @@ u_diffuseColor2 = [0.5, 0.5, 0.5, 1.0] u_specularColor = [0.4, 0.4, 0.4, 1.0] u_shininess = 20.0 u_width = 5.0 +u_vertical_stripes = 0 [bindings] u_modelMatrix = model_matrix @@ -145,7 +152,8 @@ u_viewProjectionMatrix = view_projection_matrix u_normalMatrix = normal_matrix u_viewPosition = view_position u_lightPosition = light_0_position -u_diffuseColor = diffuse_color +u_diffuseColor1 = diffuse_color +u_diffuseColor2 = diffuse_color_2 [attributes] a_vertex = vertex