Show models outside of BP clearly in layerview.

CURA-7586
This commit is contained in:
Remco Burema 2020-08-12 17:42:10 +02:00
parent 8b59fe83d8
commit 99cd8ab1b0
No known key found for this signature in database
GPG key ID: 215C49431D43F98C
2 changed files with 20 additions and 2 deletions

View file

@ -32,6 +32,7 @@ class SimulationPass(RenderPass):
self._current_shader = None # This shader will be the shadow or the normal depending if the user wants to see the paths or the layers
self._tool_handle_shader = None
self._nozzle_shader = None
self._disabled_shader = None
self._old_current_layer = 0
self._old_current_path = 0
self._switching_layers = True # It tracks when the user is moving the layers' slider
@ -90,9 +91,17 @@ class SimulationPass(RenderPass):
self._nozzle_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "color.shader"))
self._nozzle_shader.setUniformValue("u_color", Color(*Application.getInstance().getTheme().getColor("layerview_nozzle").getRgb()))
if not self._disabled_shader:
self._disabled_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "striped.shader"))
self._disabled_shader.setUniformValue("u_diffuseColor1", Color(*Application.getInstance().getTheme().getColor("model_unslicable").getRgb()))
self._disabled_shader.setUniformValue("u_diffuseColor2", Color(*Application.getInstance().getTheme().getColor("model_unslicable_alt").getRgb()))
self._disabled_shader.setUniformValue("u_width", 50.0)
self._disabled_shader.setUniformValue("u_opacity", 0.6)
self.bind()
tool_handle_batch = RenderBatch(self._tool_handle_shader, type = RenderBatch.RenderType.Overlay, backface_cull = True)
disabled_batch = RenderBatch(self._disabled_shader)
head_position = None # Indicates the current position of the print head
nozzle_node = None
@ -105,6 +114,9 @@ class SimulationPass(RenderPass):
nozzle_node = node
nozzle_node.setVisible(False)
elif getattr(node, "_outside_buildarea", False) and isinstance(node, SceneNode) and node.getMeshData() and node.isVisible():
disabled_batch.addItem(node.getWorldTransformation(copy=False), node.getMeshData())
elif isinstance(node, SceneNode) and (node.getMeshData() or node.callDecoration("isBlockSlicing")) and node.isVisible():
layer_data = node.callDecoration("getLayerData")
if not layer_data:
@ -183,6 +195,9 @@ class SimulationPass(RenderPass):
nozzle_batch.addItem(nozzle_node.getWorldTransformation(), mesh = nozzle_node.getMeshData())
nozzle_batch.render(self._scene.getActiveCamera())
if len(disabled_batch.items) > 0:
disabled_batch.render(self._scene.getActiveCamera())
# Render toolhandles on top of the layerview
if len(tool_handle_batch.items) > 0:
tool_handle_batch.render(self._scene.getActiveCamera())

View file

@ -29,6 +29,7 @@ fragment =
uniform mediump vec4 u_diffuseColor1;
uniform mediump vec4 u_diffuseColor2;
uniform mediump vec4 u_specularColor;
uniform mediump float u_opacity;
uniform highp vec3 u_lightPosition;
uniform mediump float u_shininess;
uniform highp vec3 u_viewPosition;
@ -65,7 +66,7 @@ fragment =
finalColor += pow(NdotR, u_shininess) * u_specularColor;
gl_FragColor = finalColor;
gl_FragColor.a = 1.0;
gl_FragColor.a = u_opacity;
}
vertex41core =
@ -100,6 +101,7 @@ fragment41core =
uniform mediump vec4 u_diffuseColor1;
uniform mediump vec4 u_diffuseColor2;
uniform mediump vec4 u_specularColor;
uniform mediump float u_opacity;
uniform highp vec3 u_lightPosition;
uniform mediump float u_shininess;
uniform highp vec3 u_viewPosition;
@ -138,7 +140,7 @@ fragment41core =
finalColor += pow(NdotR, u_shininess) * u_specularColor;
frag_color = finalColor;
frag_color.a = 1.0;
frag_color.a = u_opacity;
}
[defaults]
@ -146,6 +148,7 @@ u_ambientColor = [0.3, 0.3, 0.3, 1.0]
u_diffuseColor1 = [1.0, 0.5, 0.5, 1.0]
u_diffuseColor2 = [0.5, 0.5, 0.5, 1.0]
u_specularColor = [0.4, 0.4, 0.4, 1.0]
u_opacity = 1.0
u_shininess = 20.0
u_width = 5.0
u_vertical_stripes = 0