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Shade layerview elements printed with non-active extruder(s)
CURA-2025
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parent
90dedc354c
commit
9300489796
3 changed files with 60 additions and 32 deletions
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@ -6,20 +6,26 @@ from UM.Resources import Resources
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from UM.Scene.SceneNode import SceneNode
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from UM.Scene.ToolHandle import ToolHandle
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from UM.Application import Application
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from UM.PluginRegistry import PluginRegistry
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from UM.View.RenderPass import RenderPass
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from UM.View.RenderBatch import RenderBatch
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from UM.View.GL.OpenGL import OpenGL
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from cura.Settings.ExtruderManager import ExtruderManager
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import os.path
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## RenderPass used to display g-code paths.
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class LayerPass(RenderPass):
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def __init__(self, width, height):
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super().__init__("layerview", width, height)
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self._shader = None
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self._layer_shader = None
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self._tool_handle_shader = None
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self._gl = OpenGL.getInstance().getBindingsObject()
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self._scene = Application.getInstance().getController().getScene()
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self._extruder_manager = ExtruderManager.getInstance()
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self._layer_view = None
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@ -27,8 +33,9 @@ class LayerPass(RenderPass):
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self._layerview = layerview
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def render(self):
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if not self._shader:
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self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "default.shader"))
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if not self._layer_shader:
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self._layer_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("LayerView"), "layers.shader"))
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self._layer_shader.setUniformValue("u_active_extruder", float(self._extruder_manager.activeExtruderIndex))
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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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@ -56,12 +63,12 @@ class LayerPass(RenderPass):
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end += counts
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# This uses glDrawRangeElements internally to only draw a certain range of lines.
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batch = RenderBatch(self._shader, type = RenderBatch.RenderType.Solid, mode = RenderBatch.RenderMode.Lines, range = (start, end))
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batch = RenderBatch(self._layer_shader, type = RenderBatch.RenderType.Solid, mode = RenderBatch.RenderMode.Lines, range = (start, end))
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batch.addItem(node.getWorldTransformation(), layer_data)
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batch.render(self._scene.getActiveCamera())
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# Create a new batch that is not range-limited
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batch = RenderBatch(self._shader, type = RenderBatch.RenderType.Solid)
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batch = RenderBatch(self._layer_shader, type = RenderBatch.RenderType.Solid)
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if self._layerview._current_layer_mesh:
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batch.addItem(node.getWorldTransformation(), self._layerview._current_layer_mesh)
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