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Revert "Chop up the render function to make it a bit more readable"

This reverts commit 61a605d02be0d0f34893fa5d544111a3b0d49132.
Jaime van Kessel 5 years ago
parent
commit
b86658996b
1 changed files with 14 additions and 18 deletions
  1. 14 18
      plugins/SimulationView/SimulationPass.py

+ 14 - 18
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())