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https://git.mirrors.martin98.com/https://github.com/Ultimaker/Cura
synced 2025-08-12 08:39:01 +08:00
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.
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@ -1,4 +1,4 @@
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# Copyright (c) 2016 Ultimaker B.V.
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# Copyright (c) 2017 Ultimaker B.V.
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# Cura is released under the terms of the AGPLv3 or higher.
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# Cura is released under the terms of the AGPLv3 or higher.
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from cura.Settings.ExtruderManager import ExtruderManager
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from cura.Settings.ExtruderManager import ExtruderManager
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@ -60,7 +60,7 @@ class BuildVolume(SceneNode):
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self._plate_mesh = None
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self._plate_mesh = None
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self._grid_mesh = None
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self._grid_mesh = None
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self._grid_shader = None
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self._plate_shader = None
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self._disallowed_areas = []
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self._disallowed_areas = []
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self._disallowed_area_mesh = None
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self._disallowed_area_mesh = None
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@ -170,13 +170,13 @@ class BuildVolume(SceneNode):
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if not self._shader:
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if not self._shader:
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self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "default.shader"))
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self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "default.shader"))
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self._grid_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "grid.shader"))
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self._plate_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "color.shader"))
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theme = Application.getInstance().getTheme()
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theme = Application.getInstance().getTheme()
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self._grid_shader.setUniformValue("u_buildplateColor", Color(*theme.getColor("buildplate").getRgb()))
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self._plate_shader.setUniformValue("u_color", Color(*theme.getColor("buildplate").getRgb()))
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renderer.queueNode(self, mode = RenderBatch.RenderMode.Lines)
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renderer.queueNode(self, mode = RenderBatch.RenderMode.Lines)
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renderer.queueNode(self, mesh = self._origin_mesh)
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renderer.queueNode(self, mesh = self._origin_mesh)
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renderer.queueNode(self, mesh = self._plate_mesh, shader = self._grid_shader, backface_cull = True)
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renderer.queueNode(self, mesh = self._plate_mesh, shader = self._plate_shader, backface_cull = True)
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renderer.queueNode(self, mesh = self._grid_mesh, mode = RenderBatch.RenderMode.Lines, transparent = True)
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renderer.queueNode(self, mesh = self._grid_mesh, mode = RenderBatch.RenderMode.Lines, transparent = True)
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if self._disallowed_area_mesh:
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if self._disallowed_area_mesh:
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renderer.queueNode(self, mesh = self._disallowed_area_mesh, shader = self._shader, transparent = True, backface_cull = True, sort = -9)
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renderer.queueNode(self, mesh = self._disallowed_area_mesh, shader = self._shader, transparent = True, backface_cull = True, sort = -9)
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@ -308,6 +308,7 @@ class BuildVolume(SceneNode):
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for y in range(0, int(math.floor(min_d)), -major_grid_size):
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for y in range(0, int(math.floor(min_d)), -major_grid_size):
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mb.addLine(Vector(min_w, min_h, y), Vector(max_w, min_h, y), color = self._grid_color)
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mb.addLine(Vector(min_w, min_h, y), Vector(max_w, min_h, y), color = self._grid_color)
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#More fine grained grid.
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minor_grid_size = 1
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minor_grid_size = 1
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for x in range(0, int(math.ceil(max_w)), minor_grid_size):
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for x in range(0, int(math.ceil(max_w)), minor_grid_size):
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if x % major_grid_size == 0: #Don't overlap with the major grid.
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if x % major_grid_size == 0: #Don't overlap with the major grid.
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@ -1,59 +0,0 @@
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[shaders]
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vertex =
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uniform highp mat4 u_modelViewProjectionMatrix;
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attribute highp vec4 a_vertex;
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attribute lowp vec2 a_uvs;
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varying lowp vec2 v_uvs;
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void main()
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{
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gl_Position = u_modelViewProjectionMatrix * a_vertex;
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v_uvs = a_uvs;
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}
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fragment =
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uniform lowp vec4 u_buildplateColor;
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varying lowp vec2 v_uvs;
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void main()
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{
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gl_FragColor = u_buildplateColor;
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}
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vertex41core =
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#version 410
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uniform highp mat4 u_modelViewProjectionMatrix;
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in highp vec4 a_vertex;
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in lowp vec2 a_uvs;
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out lowp vec2 v_uvs;
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void main()
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{
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gl_Position = u_modelViewProjectionMatrix * a_vertex;
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v_uvs = a_uvs;
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}
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fragment41core =
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#version 410
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uniform lowp vec4 u_buildplateColor;
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in lowp vec2 v_uvs;
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out vec4 frag_color;
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void main()
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{
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gl_FragColor = u_buildplateColor;
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}
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[defaults]
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u_buildplateColor = [0.96, 0.96, 0.96, 1.0]
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[bindings]
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u_modelViewProjectionMatrix = model_view_projection_matrix
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[attributes]
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a_vertex = vertex
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a_uvs = uv0
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