Show "ghosts" for all objects on the buildplate in layerview

CURA-1601
This commit is contained in:
fieldOfView 2016-05-25 10:55:02 +02:00
parent 0d9d4b88ce
commit b765855ba5

View file

@ -33,7 +33,7 @@ class LayerView(View):
def __init__(self):
super().__init__()
self._shader = None
self._selection_shader = None
self._ghost_shader = None
self._num_layers = 0
self._layer_percentage = 0 # what percentage of layers need to be shown (Slider gives value between 0 - 100)
self._proxy = LayerViewProxy.LayerViewProxy()
@ -84,10 +84,9 @@ class LayerView(View):
scene = self.getController().getScene()
renderer = self.getRenderer()
if not self._selection_shader:
self._selection_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "color.shader"))
self._selection_shader.setUniformValue("u_color", Color(32, 32, 32, 128))
if not self._ghost_shader:
self._ghost_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "color.shader"))
self._ghost_shader.setUniformValue("u_color", Color(32, 32, 32, 96))
for node in DepthFirstIterator(scene.getRoot()):
# We do not want to render ConvexHullNode as it conflicts with the bottom layers.
# However, it is somewhat relevant when the node is selected, so do render it then.
@ -96,8 +95,7 @@ class LayerView(View):
if not node.render(renderer):
if node.getMeshData() and node.isVisible():
if Selection.isSelected(node):
renderer.queueNode(node, transparent = True, shader = self._selection_shader)
renderer.queueNode(node, transparent = True, shader = self._ghost_shader)
layer_data = node.callDecoration("getLayerData")
if not layer_data:
continue
@ -113,13 +111,13 @@ class LayerView(View):
end += counts
# This uses glDrawRangeElements internally to only draw a certain range of lines.
renderer.queueNode(node, mesh = layer_data, mode = RenderBatch.RenderMode.Lines, range = (start, end))
renderer.queueNode(node, mesh = layer_data, mode = RenderBatch.RenderMode.Lines, overlay = True, range = (start, end))
if self._current_layer_mesh:
renderer.queueNode(node, mesh = self._current_layer_mesh)
renderer.queueNode(node, mesh = self._current_layer_mesh, overlay = True)
if self._current_layer_jumps:
renderer.queueNode(node, mesh = self._current_layer_jumps)
renderer.queueNode(node, mesh = self._current_layer_jumps, overlay = True)
def setLayer(self, value):
if self._current_layer_num != value: