From 585b6ad8ebcf8933571f2fe6d4d5abe864df826f Mon Sep 17 00:00:00 2001 From: Ghostkeeper Date: Thu, 17 Aug 2017 15:25:27 +0200 Subject: [PATCH] Remove superfluous grid shader The grid shader is now exactly equal to the colour shader, so let's just use the colour shader. Contributes to issue CURA-4150. --- cura/BuildVolume.py | 11 ++++--- resources/shaders/grid.shader | 59 ----------------------------------- 2 files changed, 6 insertions(+), 64 deletions(-) delete mode 100644 resources/shaders/grid.shader diff --git a/cura/BuildVolume.py b/cura/BuildVolume.py index 3c2819c40b..2076c59935 100755 --- a/cura/BuildVolume.py +++ b/cura/BuildVolume.py @@ -1,4 +1,4 @@ -# Copyright (c) 2016 Ultimaker B.V. +# Copyright (c) 2017 Ultimaker B.V. # Cura is released under the terms of the AGPLv3 or higher. from cura.Settings.ExtruderManager import ExtruderManager @@ -60,7 +60,7 @@ class BuildVolume(SceneNode): self._plate_mesh = None self._grid_mesh = None - self._grid_shader = None + self._plate_shader = None self._disallowed_areas = [] self._disallowed_area_mesh = None @@ -170,13 +170,13 @@ class BuildVolume(SceneNode): if not self._shader: self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "default.shader")) - self._grid_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "grid.shader")) + self._plate_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "color.shader")) theme = Application.getInstance().getTheme() - self._grid_shader.setUniformValue("u_buildplateColor", Color(*theme.getColor("buildplate").getRgb())) + self._plate_shader.setUniformValue("u_color", Color(*theme.getColor("buildplate").getRgb())) renderer.queueNode(self, mode = RenderBatch.RenderMode.Lines) renderer.queueNode(self, mesh = self._origin_mesh) - renderer.queueNode(self, mesh = self._plate_mesh, shader = self._grid_shader, backface_cull = True) + renderer.queueNode(self, mesh = self._plate_mesh, shader = self._plate_shader, backface_cull = True) renderer.queueNode(self, mesh = self._grid_mesh, mode = RenderBatch.RenderMode.Lines, transparent = True) if self._disallowed_area_mesh: renderer.queueNode(self, mesh = self._disallowed_area_mesh, shader = self._shader, transparent = True, backface_cull = True, sort = -9) @@ -308,6 +308,7 @@ class BuildVolume(SceneNode): for y in range(0, int(math.floor(min_d)), -major_grid_size): mb.addLine(Vector(min_w, min_h, y), Vector(max_w, min_h, y), color = self._grid_color) + #More fine grained grid. minor_grid_size = 1 for x in range(0, int(math.ceil(max_w)), minor_grid_size): if x % major_grid_size == 0: #Don't overlap with the major grid. diff --git a/resources/shaders/grid.shader b/resources/shaders/grid.shader deleted file mode 100644 index ece93cb51e..0000000000 --- a/resources/shaders/grid.shader +++ /dev/null @@ -1,59 +0,0 @@ -[shaders] -vertex = - uniform highp mat4 u_modelViewProjectionMatrix; - - attribute highp vec4 a_vertex; - attribute lowp vec2 a_uvs; - - varying lowp vec2 v_uvs; - - void main() - { - gl_Position = u_modelViewProjectionMatrix * a_vertex; - v_uvs = a_uvs; - } - -fragment = - uniform lowp vec4 u_buildplateColor; - varying lowp vec2 v_uvs; - - void main() - { - gl_FragColor = u_buildplateColor; - } - -vertex41core = - #version 410 - uniform highp mat4 u_modelViewProjectionMatrix; - - in highp vec4 a_vertex; - in lowp vec2 a_uvs; - - out lowp vec2 v_uvs; - - void main() - { - gl_Position = u_modelViewProjectionMatrix * a_vertex; - v_uvs = a_uvs; - } - -fragment41core = - #version 410 - uniform lowp vec4 u_buildplateColor; - in lowp vec2 v_uvs; - out vec4 frag_color; - - void main() - { - gl_FragColor = u_buildplateColor; - } - -[defaults] -u_buildplateColor = [0.96, 0.96, 0.96, 1.0] - -[bindings] -u_modelViewProjectionMatrix = model_view_projection_matrix - -[attributes] -a_vertex = vertex -a_uvs = uv0