From 46ee6c07130b8d7b8210d1dc4f0d5f10b88b0663 Mon Sep 17 00:00:00 2001 From: fieldOfView Date: Tue, 30 Aug 2016 13:27:19 +0200 Subject: [PATCH] Show "ghosts" for all objects on the buildplate in layerview Simpler implementation that works. CURA-1601 --- plugins/LayerView/LayerView.py | 19 ++++++++++++------- 1 file changed, 12 insertions(+), 7 deletions(-) diff --git a/plugins/LayerView/LayerView.py b/plugins/LayerView/LayerView.py index f60d492ec7..791ca0e153 100644 --- a/plugins/LayerView/LayerView.py +++ b/plugins/LayerView/LayerView.py @@ -12,7 +12,7 @@ from UM.Mesh.MeshBuilder import MeshBuilder from UM.Job import Job from UM.Preferences import Preferences from UM.Logger import Logger - +from UM.Scene.SceneNode import SceneNode from UM.View.RenderBatch import RenderBatch from UM.View.GL.OpenGL import OpenGL @@ -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() @@ -84,9 +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(0, 0, 0, 72)) for node in DepthFirstIterator(scene.getRoot()): # We do not want to render ConvexHullNode as it conflicts with the bottom layers. @@ -96,8 +96,13 @@ 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, + shader = self._ghost_shader, + state_setup_callback = lambda gl: gl.glDepthMask(gl.GL_FALSE), + state_teardown_callback = lambda gl: gl.glDepthMask(gl.GL_TRUE) + ) + + if node.getMeshData() and node.isVisible(): layer_data = node.callDecoration("getLayerData") if not layer_data: continue