Render support meshes with a vertical stripe...

...so they are easier to tell apart from normal meshes, especially for single extrusion printers
This commit is contained in:
fieldOfView 2018-01-05 18:33:05 +01:00
parent 7ad15c7dd2
commit 8bd6afad1f
2 changed files with 27 additions and 3 deletions

View file

@ -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):

View file

@ -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