Tech ENABLE_GLBEGIN_GLEND_REMOVAL - Removed OpenGL legacy calls from GLCanvas3D::init()
(cherry picked from commit prusa3d/PrusaSlicer@aa4714a239)
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12dbbf2d1c
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10243b3a8c
1 changed files with 3 additions and 33 deletions
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@ -1169,36 +1169,6 @@ bool GLCanvas3D::init()
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glsafe(::glEnable(GL_BLEND));
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glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
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// Set antialiasing / multisampling
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glsafe(::glDisable(GL_LINE_SMOOTH));
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glsafe(::glDisable(GL_POLYGON_SMOOTH));
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// ambient lighting
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GLfloat ambient[4] = { 0.3f, 0.3f, 0.3f, 1.0f };
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glsafe(::glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient));
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glsafe(::glEnable(GL_LIGHT0));
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glsafe(::glEnable(GL_LIGHT1));
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// light from camera
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GLfloat specular_cam[4] = { 0.3f, 0.3f, 0.3f, 1.0f };
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glsafe(::glLightfv(GL_LIGHT1, GL_SPECULAR, specular_cam));
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GLfloat diffuse_cam[4] = { 0.2f, 0.2f, 0.2f, 1.0f };
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glsafe(::glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse_cam));
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// light from above
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GLfloat specular_top[4] = { 0.2f, 0.2f, 0.2f, 1.0f };
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glsafe(::glLightfv(GL_LIGHT0, GL_SPECULAR, specular_top));
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GLfloat diffuse_top[4] = { 0.5f, 0.5f, 0.5f, 1.0f };
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glsafe(::glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse_top));
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// Enables Smooth Color Shading; try GL_FLAT for (lack of) fun.
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glsafe(::glShadeModel(GL_SMOOTH));
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// A handy trick -- have surface material mirror the color.
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glsafe(::glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE));
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glsafe(::glEnable(GL_COLOR_MATERIAL));
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if (m_multisample_allowed)
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glsafe(::glEnable(GL_MULTISAMPLE));
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@ -8194,11 +8164,11 @@ void GLCanvas3D::_render_sla_slices()
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if (!bottom_obj_triangles.empty() || !top_obj_triangles.empty() || !bottom_sup_triangles.empty() || !top_sup_triangles.empty()) {
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for (const SLAPrintObject::Instance& inst : obj->instances()) {
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glsafe(::glPushMatrix());
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glsafe(::glTranslated(unscale<double>(inst.shift.x()), unscale<double>(inst.shift.y()), 0));
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glsafe(::glRotatef(Geometry::rad2deg(inst.rotation), 0.0, 0.0, 1.0));
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glsafe(::glTranslated(unscale<double>(inst.shift.x()), unscale<double>(inst.shift.y()), 0.0));
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glsafe(::glRotatef(Geometry::rad2deg(inst.rotation), 0.0f, 0.0f, 1.0f));
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if (obj->is_left_handed())
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// The polygons are mirrored by X.
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glsafe(::glScalef(-1.0, 1.0, 1.0));
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glsafe(::glScalef(-1.0f, 1.0f, 1.0f));
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glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
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glsafe(::glColor3f(1.0f, 0.37f, 0.0f));
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if (!bottom_obj_triangles.empty()) {
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