Merge pull request #957 from Ultimaker/feature_layerview_ghosts2

Show "ghosts" for all objects on the buildplate in layerview
This commit is contained in:
jack 2016-08-30 17:06:35 +02:00 committed by GitHub
commit 3ead74ea17

View File

@ -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