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@@ -32,6 +32,7 @@ class SimulationPass(RenderPass):
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self._current_shader = None # This shader will be the shadow or the normal depending if the user wants to see the paths or the layers
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self._tool_handle_shader = None
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self._nozzle_shader = None
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+ self._disabled_shader = None
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self._old_current_layer = 0
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self._old_current_path = 0
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self._switching_layers = True # It tracks when the user is moving the layers' slider
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@@ -90,9 +91,17 @@ class SimulationPass(RenderPass):
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self._nozzle_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "color.shader"))
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self._nozzle_shader.setUniformValue("u_color", Color(*Application.getInstance().getTheme().getColor("layerview_nozzle").getRgb()))
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+ if not self._disabled_shader:
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+ self._disabled_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "striped.shader"))
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+ self._disabled_shader.setUniformValue("u_diffuseColor1", Color(*Application.getInstance().getTheme().getColor("model_unslicable").getRgb()))
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+ self._disabled_shader.setUniformValue("u_diffuseColor2", Color(*Application.getInstance().getTheme().getColor("model_unslicable_alt").getRgb()))
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+ self._disabled_shader.setUniformValue("u_width", 50.0)
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+ self._disabled_shader.setUniformValue("u_opacity", 0.6)
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+
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self.bind()
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tool_handle_batch = RenderBatch(self._tool_handle_shader, type = RenderBatch.RenderType.Overlay, backface_cull = True)
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+ disabled_batch = RenderBatch(self._disabled_shader)
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head_position = None # Indicates the current position of the print head
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nozzle_node = None
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@@ -105,6 +114,9 @@ class SimulationPass(RenderPass):
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nozzle_node = node
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nozzle_node.setVisible(False)
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+ elif getattr(node, "_outside_buildarea", False) and isinstance(node, SceneNode) and node.getMeshData() and node.isVisible():
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+ disabled_batch.addItem(node.getWorldTransformation(copy=False), node.getMeshData())
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+
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elif isinstance(node, SceneNode) and (node.getMeshData() or node.callDecoration("isBlockSlicing")) and node.isVisible():
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layer_data = node.callDecoration("getLayerData")
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if not layer_data:
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@@ -183,6 +195,9 @@ class SimulationPass(RenderPass):
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nozzle_batch.addItem(nozzle_node.getWorldTransformation(), mesh = nozzle_node.getMeshData())
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nozzle_batch.render(self._scene.getActiveCamera())
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+ if len(disabled_batch.items) > 0:
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+ disabled_batch.render(self._scene.getActiveCamera())
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+
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# Render toolhandles on top of the layerview
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if len(tool_handle_batch.items) > 0:
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tool_handle_batch.render(self._scene.getActiveCamera())
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