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Render non-printing objects as semi transparent objects in Solid View
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parent
0b11117d6d
commit
8f8bdc059a
2 changed files with 19 additions and 11 deletions
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@ -27,25 +27,33 @@ class SolidView(View):
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self._enabled_shader = None
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self._disabled_shader = None
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self._non_printing_shader = None
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self._extruders_model = ExtrudersModel()
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self._theme = None
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def beginRendering(self):
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scene = self.getController().getScene()
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renderer = self.getRenderer()
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if not self._theme:
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self._theme = Application.getInstance().getTheme()
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if not self._enabled_shader:
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self._enabled_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "overhang.shader"))
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theme = Application.getInstance().getTheme()
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self._enabled_shader.setUniformValue("u_overhangColor", Color(*theme.getColor("model_overhang").getRgb()))
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self._enabled_shader.setUniformValue("u_overhangColor", Color(*self._theme.getColor("model_overhang").getRgb()))
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if not self._disabled_shader:
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self._disabled_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "striped.shader"))
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theme = Application.getInstance().getTheme()
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self._disabled_shader.setUniformValue("u_diffuseColor1", Color(*theme.getColor("model_unslicable").getRgb()))
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self._disabled_shader.setUniformValue("u_diffuseColor2", Color(*theme.getColor("model_unslicable_alt").getRgb()))
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self._disabled_shader.setUniformValue("u_diffuseColor1", Color(*self._theme.getColor("model_unslicable").getRgb()))
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self._disabled_shader.setUniformValue("u_diffuseColor2", Color(*self._theme.getColor("model_unslicable_alt").getRgb()))
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self._disabled_shader.setUniformValue("u_width", 50.0)
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if not self._non_printing_shader:
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self._non_printing_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "transparent_object.shader"))
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self._non_printing_shader.setUniformValue("u_diffuseColor", Color(*self._theme.getColor("model_non_printing").getRgb()))
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self._non_printing_shader.setUniformValue("u_opacity", 0.6)
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multi_extrusion = False
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global_container_stack = Application.getInstance().getGlobalContainerStack()
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@ -110,13 +118,12 @@ class SolidView(View):
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except ValueError:
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pass
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if hasattr(node, "_outside_buildarea"):
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if node._outside_buildarea:
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renderer.queueNode(node, shader = self._disabled_shader)
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else:
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renderer.queueNode(node, shader = self._enabled_shader, uniforms = uniforms)
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if getattr(node, "_non_printing_mesh", False):
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renderer.queueNode(node, shader = self._non_printing_shader, transparent = True)
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elif getattr(node, "_outside_buildarea", False):
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renderer.queueNode(node, shader = self._disabled_shader)
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else:
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renderer.queueNode(node, material = self._enabled_shader, uniforms = uniforms)
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renderer.queueNode(node, shader = self._enabled_shader, uniforms = uniforms)
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if node.callDecoration("isGroup") and Selection.isSelected(node):
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renderer.queueNode(scene.getRoot(), mesh = node.getBoundingBoxMesh(), mode = RenderBatch.RenderMode.LineLoop)
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