ConvexHull Scene node no longe re-builds the shader every time it's created

This took about 12ms per object, which was quite noticable if there were multiple objects
This commit is contained in:
Jaime van Kessel 2017-04-05 15:25:20 +02:00
parent ae95f41a3e
commit ad4e1b3b18

View file

@ -9,7 +9,10 @@ from UM.Mesh.MeshBuilder import MeshBuilder # To create a mesh to display the c
from UM.View.GL.OpenGL import OpenGL
class ConvexHullNode(SceneNode):
shader = None # To prevent the shader from being re-built over and over again, only load it once.
## Convex hull node is a special type of scene node that is used to display an area, to indicate the
# location an object uses on the buildplate. This area (or area's in case of one at a time printing) is
# then displayed as a transparent shadow. If the adhesion type is set to raft, the area is extruded
@ -19,8 +22,6 @@ class ConvexHullNode(SceneNode):
self.setCalculateBoundingBox(False)
self._shader = None
self._original_parent = parent
# Color of the drawn convex hull
@ -59,16 +60,16 @@ class ConvexHullNode(SceneNode):
return self._node
def render(self, renderer):
if not self._shader:
self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "transparent_object.shader"))
self._shader.setUniformValue("u_diffuseColor", self._color)
self._shader.setUniformValue("u_opacity", 0.6)
if not ConvexHullNode.shader:
ConvexHullNode.shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "transparent_object.shader"))
ConvexHullNode.shader.setUniformValue("u_diffuseColor", self._color)
ConvexHullNode.shader.setUniformValue("u_opacity", 0.6)
if self.getParent():
if self.getMeshData():
renderer.queueNode(self, transparent = True, shader = self._shader, backface_cull = True, sort = -8)
renderer.queueNode(self, transparent = True, shader = ConvexHullNode.shader, backface_cull = True, sort = -8)
if self._convex_hull_head_mesh:
renderer.queueNode(self, shader = self._shader, transparent = True, mesh = self._convex_hull_head_mesh, backface_cull = True, sort = -8)
renderer.queueNode(self, shader = ConvexHullNode.shader, transparent = True, mesh = self._convex_hull_head_mesh, backface_cull = True, sort = -8)
return True