Shade layerview elements printed with non-active extruder(s)

CURA-2025
This commit is contained in:
fieldOfView 2016-09-21 21:21:20 +02:00
parent 90dedc354c
commit 9300489796
3 changed files with 60 additions and 32 deletions

View file

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