From b86658996b09f10297ce705cd060d66c73b59b5e Mon Sep 17 00:00:00 2001 From: Jaime van Kessel Date: Mon, 24 Feb 2020 12:45:13 +0100 Subject: Revert "Chop up the render function to make it a bit more readable" This reverts commit 61a605d02be0d0f34893fa5d544111a3b0d49132. --- plugins/SimulationView/SimulationPass.py | 32 ++++++++++++++------------------ 1 file changed, 14 insertions(+), 18 deletions(-) (limited to 'plugins/SimulationView') diff --git a/plugins/SimulationView/SimulationPass.py b/plugins/SimulationView/SimulationPass.py index 4e4f1e49df..216424b890 100644 --- a/plugins/SimulationView/SimulationPass.py +++ b/plugins/SimulationView/SimulationPass.py @@ -46,10 +46,19 @@ class SimulationPass(RenderPass): self._layer_view = layerview self._compatibility_mode = layerview.getCompatibilityMode() - def _updateLayerShaderValues(self): + def render(self): + if not self._layer_shader: + if self._compatibility_mode: + shader_filename = "layers.shader" + shadow_shader_filename = "layers_shadow.shader" + else: + shader_filename = "layers3d.shader" + shadow_shader_filename = "layers3d_shadow.shader" + self._layer_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("SimulationView"), shader_filename)) + self._layer_shadow_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("SimulationView"), shadow_shader_filename)) + self._current_shader = self._layer_shader # Use extruder 0 if the extruder manager reports extruder index -1 (for single extrusion printers) - self._layer_shader.setUniformValue("u_active_extruder", - float(max(0, self._extruder_manager.activeExtruderIndex))) + self._layer_shader.setUniformValue("u_active_extruder", float(max(0, self._extruder_manager.activeExtruderIndex))) if self._layer_view: self._layer_shader.setUniformValue("u_max_feedrate", self._layer_view.getMaxFeedrate()) self._layer_shader.setUniformValue("u_min_feedrate", self._layer_view.getMinFeedrate()) @@ -62,7 +71,7 @@ class SimulationPass(RenderPass): self._layer_shader.setUniformValue("u_show_skin", self._layer_view.getShowSkin()) self._layer_shader.setUniformValue("u_show_infill", self._layer_view.getShowInfill()) else: - # defaults + #defaults self._layer_shader.setUniformValue("u_max_feedrate", 1) self._layer_shader.setUniformValue("u_min_feedrate", 0) self._layer_shader.setUniformValue("u_max_thickness", 1) @@ -74,20 +83,6 @@ class SimulationPass(RenderPass): self._layer_shader.setUniformValue("u_show_skin", 1) self._layer_shader.setUniformValue("u_show_infill", 1) - def render(self): - if not self._layer_shader: - if self._compatibility_mode: - shader_filename = "layers.shader" - shadow_shader_filename = "layers_shadow.shader" - else: - shader_filename = "layers3d.shader" - shadow_shader_filename = "layers3d_shadow.shader" - self._layer_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("SimulationView"), shader_filename)) - self._layer_shadow_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("SimulationView"), shadow_shader_filename)) - self._current_shader = self._layer_shader - - self._updateLayerShaderValues() - if not self._tool_handle_shader: self._tool_handle_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "toolhandle.shader")) @@ -102,6 +97,7 @@ class SimulationPass(RenderPass): nozzle_node = None for node in DepthFirstIterator(self._scene.getRoot()): + if isinstance(node, ToolHandle): tool_handle_batch.addItem(node.getWorldTransformation(), mesh = node.getSolidMesh()) -- cgit v1.2.3