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Merge pull request #957 from Ultimaker/feature_layerview_ghosts2
Show "ghosts" for all objects on the buildplate in layerview
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commit
3ead74ea17
@ -12,7 +12,7 @@ from UM.Mesh.MeshBuilder import MeshBuilder
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from UM.Job import Job
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from UM.Job import Job
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from UM.Preferences import Preferences
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from UM.Preferences import Preferences
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from UM.Logger import Logger
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from UM.Logger import Logger
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from UM.Scene.SceneNode import SceneNode
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from UM.View.RenderBatch import RenderBatch
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from UM.View.RenderBatch import RenderBatch
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from UM.View.GL.OpenGL import OpenGL
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from UM.View.GL.OpenGL import OpenGL
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@ -33,7 +33,7 @@ class LayerView(View):
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def __init__(self):
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def __init__(self):
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super().__init__()
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super().__init__()
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self._shader = None
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self._shader = None
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self._selection_shader = None
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self._ghost_shader = None
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self._num_layers = 0
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self._num_layers = 0
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self._layer_percentage = 0 # what percentage of layers need to be shown (Slider gives value between 0 - 100)
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self._layer_percentage = 0 # what percentage of layers need to be shown (Slider gives value between 0 - 100)
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self._proxy = LayerViewProxy.LayerViewProxy()
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self._proxy = LayerViewProxy.LayerViewProxy()
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@ -84,9 +84,9 @@ class LayerView(View):
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scene = self.getController().getScene()
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scene = self.getController().getScene()
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renderer = self.getRenderer()
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renderer = self.getRenderer()
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if not self._selection_shader:
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if not self._ghost_shader:
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self._selection_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "color.shader"))
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self._ghost_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "color.shader"))
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self._selection_shader.setUniformValue("u_color", Color(32, 32, 32, 128))
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self._ghost_shader.setUniformValue("u_color", Color(0, 0, 0, 72))
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for node in DepthFirstIterator(scene.getRoot()):
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for node in DepthFirstIterator(scene.getRoot()):
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# We do not want to render ConvexHullNode as it conflicts with the bottom layers.
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# We do not want to render ConvexHullNode as it conflicts with the bottom layers.
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@ -96,8 +96,13 @@ class LayerView(View):
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if not node.render(renderer):
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if not node.render(renderer):
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if node.getMeshData() and node.isVisible():
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if node.getMeshData() and node.isVisible():
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if Selection.isSelected(node):
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renderer.queueNode(node,
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renderer.queueNode(node, transparent = True, shader = self._selection_shader)
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shader = self._ghost_shader,
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state_setup_callback = lambda gl: gl.glDepthMask(gl.GL_FALSE),
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state_teardown_callback = lambda gl: gl.glDepthMask(gl.GL_TRUE)
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)
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if node.getMeshData() and node.isVisible():
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layer_data = node.callDecoration("getLayerData")
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layer_data = node.callDecoration("getLayerData")
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if not layer_data:
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if not layer_data:
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continue
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continue
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