Use a 2-pass depth based outline algorithm when selected
This commit is contained in:
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2acd858bf3
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13e18d1d65
7 changed files with 262 additions and 46 deletions
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@ -36,6 +36,9 @@ uniform SlopeDetection slope;
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//BBS: add outline_color
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uniform bool is_outline;
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uniform sampler2D depth_tex;
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uniform vec2 screen_size;
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#ifdef ENABLE_ENVIRONMENT_MAP
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uniform sampler2D environment_tex;
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@ -44,6 +47,9 @@ uniform bool is_outline;
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uniform PrintVolumeDetection print_volume;
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uniform float z_far;
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uniform float z_near;
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varying vec3 clipping_planes_dots;
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varying float color_clip_plane_dot;
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@ -54,6 +60,71 @@ varying vec4 world_pos;
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varying float world_normal_z;
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varying vec3 eye_normal;
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vec3 getBackfaceColor(vec3 fill) {
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float brightness = 0.2126 * fill.r + 0.7152 * fill.g + 0.0722 * fill.b;
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return (brightness > 0.75) ? vec3(0.11, 0.165, 0.208) : vec3(0.988, 0.988, 0.988);
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}
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// Silhouette edge detection & rendering algorithem by leoneruggiero
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// https://www.shadertoy.com/view/DslXz2
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#define INFLATE 1
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float GetTolerance(float d, float k)
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{
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// -------------------------------------------
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// Find a tolerance for depth that is constant
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// in view space (k in view space).
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//
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// tol = k*ddx(ZtoDepth(z))
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// -------------------------------------------
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float A=- (z_far+z_near)/(z_far-z_near);
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float B=-2.0*z_far*z_near /(z_far-z_near);
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d = d*2.0-1.0;
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return -k*(d+A)*(d+A)/B;
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}
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float DetectSilho(ivec2 fragCoord, ivec2 dir)
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{
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// -------------------------------------------
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// x0 ___ x1----o
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// :\ :
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// r0 : \ : r1
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// : \ :
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// o---x2 ___ x3
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//
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// r0 and r1 are the differences between actual
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// and expected (as if x0..3 where on the same
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// plane) depth values.
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// -------------------------------------------
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float x0 = abs(texelFetch(depth_tex, (fragCoord + dir*-2), 0).r);
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float x1 = abs(texelFetch(depth_tex, (fragCoord + dir*-1), 0).r);
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float x2 = abs(texelFetch(depth_tex, (fragCoord + dir* 0), 0).r);
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float x3 = abs(texelFetch(depth_tex, (fragCoord + dir* 1), 0).r);
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float d0 = (x1-x0);
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float d1 = (x2-x3);
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float r0 = x1 + d0 - x2;
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float r1 = x2 + d1 - x1;
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float tol = GetTolerance(x2, 0.04);
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return smoothstep(0.0, tol*tol, max( - r0*r1, 0.0));
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}
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float DetectSilho(ivec2 fragCoord)
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{
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return max(
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DetectSilho(fragCoord, ivec2(1,0)), // Horizontal
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DetectSilho(fragCoord, ivec2(0,1)) // Vertical
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);
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}
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void main()
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{
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if (any(lessThan(clipping_planes_dots, ZERO)))
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@ -94,10 +165,20 @@ void main()
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pv_check_max = vec3(0.0, 0.0, world_pos.z - print_volume.z_data.y);
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}
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color.rgb = (any(lessThan(pv_check_min, ZERO)) || any(greaterThan(pv_check_max, ZERO))) ? mix(color.rgb, ZERO, 0.3333) : color.rgb;
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//BBS: add outline_color
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if (is_outline)
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gl_FragColor = uniform_color;
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if (is_outline) {
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color = vec4(vec3(intensity.y) + color.rgb * intensity.x, color.a);
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ivec2 fragCoord = ivec2(gl_FragCoord.xy);
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float s = DetectSilho(fragCoord);
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// Makes silhouettes thicker.
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for(int i=1;i<=INFLATE; i++)
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{
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s = max(s, DetectSilho(fragCoord.xy + ivec2(i, 0)));
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s = max(s, DetectSilho(fragCoord.xy + ivec2(0, i)));
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}
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gl_FragColor = vec4(mix(color.rgb, getBackfaceColor(color.rgb), s), color.a);
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}
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#ifdef ENABLE_ENVIRONMENT_MAP
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else if (use_environment_tex)
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gl_FragColor = vec4(0.45 * texture(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color.rgb * intensity.x, color.a);
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@ -36,6 +36,8 @@ uniform SlopeDetection slope;
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//BBS: add outline_color
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uniform bool is_outline;
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uniform sampler2D depth_tex;
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uniform vec2 screen_size;
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#ifdef ENABLE_ENVIRONMENT_MAP
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uniform sampler2D environment_tex;
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@ -44,6 +46,9 @@ uniform bool is_outline;
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uniform PrintVolumeDetection print_volume;
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uniform float z_far;
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uniform float z_near;
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in vec3 clipping_planes_dots;
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in float color_clip_plane_dot;
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@ -54,6 +59,71 @@ in vec4 world_pos;
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in float world_normal_z;
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in vec3 eye_normal;
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vec3 getBackfaceColor(vec3 fill) {
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float brightness = 0.2126 * fill.r + 0.7152 * fill.g + 0.0722 * fill.b;
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return (brightness > 0.75) ? vec3(0.11, 0.165, 0.208) : vec3(0.988, 0.988, 0.988);
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}
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// Silhouette edge detection & rendering algorithem by leoneruggiero
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// https://www.shadertoy.com/view/DslXz2
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#define INFLATE 1
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float GetTolerance(float d, float k)
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{
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// -------------------------------------------
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// Find a tolerance for depth that is constant
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// in view space (k in view space).
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//
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// tol = k*ddx(ZtoDepth(z))
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// -------------------------------------------
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float A=- (z_far+z_near)/(z_far-z_near);
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float B=-2.0*z_far*z_near /(z_far-z_near);
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d = d*2.0-1.0;
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return -k*(d+A)*(d+A)/B;
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}
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float DetectSilho(ivec2 fragCoord, ivec2 dir)
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{
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// -------------------------------------------
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// x0 ___ x1----o
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// :\ :
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// r0 : \ : r1
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// : \ :
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// o---x2 ___ x3
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//
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// r0 and r1 are the differences between actual
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// and expected (as if x0..3 where on the same
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// plane) depth values.
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// -------------------------------------------
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float x0 = abs(texelFetch(depth_tex, (fragCoord + dir*-2), 0).r);
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float x1 = abs(texelFetch(depth_tex, (fragCoord + dir*-1), 0).r);
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float x2 = abs(texelFetch(depth_tex, (fragCoord + dir* 0), 0).r);
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float x3 = abs(texelFetch(depth_tex, (fragCoord + dir* 1), 0).r);
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float d0 = (x1-x0);
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float d1 = (x2-x3);
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float r0 = x1 + d0 - x2;
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float r1 = x2 + d1 - x1;
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float tol = GetTolerance(x2, 0.04);
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return smoothstep(0.0, tol*tol, max( - r0*r1, 0.0));
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}
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float DetectSilho(ivec2 fragCoord)
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{
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return max(
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DetectSilho(fragCoord, ivec2(1,0)), // Horizontal
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DetectSilho(fragCoord, ivec2(0,1)) // Vertical
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);
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}
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out vec4 out_color;
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void main()
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@ -96,10 +166,20 @@ void main()
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pv_check_max = vec3(0.0, 0.0, world_pos.z - print_volume.z_data.y);
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}
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color.rgb = (any(lessThan(pv_check_min, ZERO)) || any(greaterThan(pv_check_max, ZERO))) ? mix(color.rgb, ZERO, 0.3333) : color.rgb;
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//BBS: add outline_color
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if (is_outline)
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out_color = uniform_color;
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if (is_outline) {
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color = vec4(vec3(intensity.y) + color.rgb * intensity.x, color.a);
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ivec2 fragCoord = ivec2(gl_FragCoord.xy);
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float s = DetectSilho(fragCoord);
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// Makes silhouettes thicker.
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for(int i=1;i<=INFLATE; i++)
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{
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s = max(s, DetectSilho(fragCoord.xy + ivec2(i, 0)));
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s = max(s, DetectSilho(fragCoord.xy + ivec2(0, i)));
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}
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out_color = vec4(mix(color.rgb, getBackfaceColor(color.rgb), s), color.a);
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}
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#ifdef ENABLE_ENVIRONMENT_MAP
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else if (use_environment_tex)
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out_color = vec4(0.45 * texture(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color.rgb * intensity.x, color.a);
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@ -423,7 +423,7 @@ void GLVolume::render()
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}
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//BBS: add outline related logic
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void GLVolume::render_with_outline(const Transform3d &view_model_matrix)
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void GLVolume::render_with_outline(const GUI::Size& cnv_size)
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{
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if (!is_active)
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return;
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@ -435,37 +435,80 @@ void GLVolume::render_with_outline(const Transform3d &view_model_matrix)
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ModelObjectPtrs &model_objects = GUI::wxGetApp().model().objects;
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std::vector<ColorRGBA> colors = get_extruders_colors();
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glEnable(GL_STENCIL_TEST);
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glStencilMask(0xFF);
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glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
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glClear(GL_STENCIL_BUFFER_BIT);
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glStencilFunc(GL_ALWAYS, 0xff, 0xFF);
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const GUI::OpenGLManager::EFramebufferType framebuffers_type = GUI::OpenGLManager::get_framebuffers_type();
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if (framebuffers_type == GUI::OpenGLManager::EFramebufferType::Unknown) {
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// No supported, degrade to normal rendering
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simple_render(shader, model_objects, colors);
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return;
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}
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simple_render(shader, model_objects, colors);
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// 1st. render pass, render the model into a separate render target that has only depth buffer
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GLuint depth_fbo = 0;
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GLuint depth_tex = 0;
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if (framebuffers_type == GUI::OpenGLManager::EFramebufferType::Arb) {
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glsafe(::glGenFramebuffers(1, &depth_fbo));
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glsafe(::glBindFramebuffer(GL_FRAMEBUFFER, depth_fbo));
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// 2nd. render pass: now draw slightly scaled versions of the objects, this time disabling stencil writing.
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// Because the stencil buffer is now filled with several 1s. The parts of the buffer that are 1 are not drawn, thus only drawing
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// the objects' size differences, making it look like borders.
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glStencilFunc(GL_NOTEQUAL, 0xff, 0xFF);
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glStencilMask(0x00);
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float scale = 1.02f;
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ColorRGBA body_color = { 1.0f, 1.0f, 1.0f, 1.0f }; //red
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glActiveTexture(GL_TEXTURE0);
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glsafe(::glGenTextures(1, &depth_tex));
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glsafe(::glBindTexture(GL_TEXTURE_2D, depth_tex));
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
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glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, cnv_size.get_width(), cnv_size.get_height(), 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr));
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model.set_color(body_color);
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shader->set_uniform("is_outline", true);
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glsafe(::glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_tex, 0));
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} else {
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glsafe(::glGenFramebuffersEXT(1, &depth_fbo));
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glsafe(::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, depth_fbo));
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Transform3d matrix = view_model_matrix;
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matrix.scale(scale);
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shader->set_uniform("view_model_matrix", matrix);
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glActiveTexture(GL_TEXTURE0);
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glsafe(::glGenTextures(1, &depth_tex));
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glsafe(::glBindTexture(GL_TEXTURE_2D, depth_tex));
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
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glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, cnv_size.get_width(), cnv_size.get_height(), 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr));
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glsafe(::glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, depth_tex, 0));
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}
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glsafe(::glClear(GL_DEPTH_BUFFER_BIT));
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if (tverts_range == std::make_pair<size_t, size_t>(0, -1))
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model.render();
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else
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model.render(this->tverts_range);
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glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
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shader->set_uniform("view_model_matrix", view_model_matrix);
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// 2nd. render pass, just a normal render with the depth buffer passed as a texture
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if (framebuffers_type == GUI::OpenGLManager::EFramebufferType::Arb) {
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glsafe(::glBindFramebuffer(GL_FRAMEBUFFER, 0));
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} else if (framebuffers_type == GUI::OpenGLManager::EFramebufferType::Ext) {
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glsafe(::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
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}
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shader->set_uniform("is_outline", true);
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shader->set_uniform("screen_size", Vec2f{cnv_size.get_width(), cnv_size.get_height()});
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glActiveTexture(GL_TEXTURE0);
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glsafe(::glBindTexture(GL_TEXTURE_2D, depth_tex));
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shader->set_uniform("depth_tex", 0);
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simple_render(shader, model_objects, colors);
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// Some clean up to do
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glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
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shader->set_uniform("screen_size", 0);
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shader->set_uniform("is_outline", false);
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glDisable(GL_STENCIL_TEST);
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if (framebuffers_type == GUI::OpenGLManager::EFramebufferType::Arb) {
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glsafe(::glBindFramebuffer(GL_FRAMEBUFFER, 0));
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if (depth_fbo != 0)
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glsafe(::glDeleteFramebuffers(1, &depth_fbo));
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} else if (framebuffers_type == GUI::OpenGLManager::EFramebufferType::Ext) {
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glsafe(::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
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if (depth_fbo != 0)
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glsafe(::glDeleteFramebuffersEXT(1, &depth_fbo));
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}
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if (depth_tex != 0)
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glsafe(::glDeleteTextures(1, &depth_tex));
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}
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//BBS add render for simple case
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@ -847,8 +890,8 @@ int GLVolumeCollection::get_selection_support_threshold_angle(bool &enable_suppo
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}
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//BBS: add outline drawing logic
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void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disable_cullface, const Transform3d& view_matrix, const Transform3d& projection_matrix,
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std::function<bool(const GLVolume&)> filter_func, bool with_outline) const
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void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disable_cullface, const Transform3d& view_matrix, const Transform3d& projection_matrix, const GUI::Size& cnv_size,
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std::function<bool(const GLVolume&)> filter_func) const
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{
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GLVolumeWithIdAndZList to_render = volumes_to_render(volumes, type, view_matrix, filter_func);
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if (to_render.empty())
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@ -953,9 +996,9 @@ void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disab
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const Matrix3d view_normal_matrix = view_matrix.matrix().block(0, 0, 3, 3) * model_matrix.matrix().block(0, 0, 3, 3).inverse().transpose();
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shader->set_uniform("view_normal_matrix", view_normal_matrix);
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//BBS: add outline related logic
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//if (with_outline && volume.first->selected)
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// volume.first->render_with_outline(view_matrix * model_matrix);
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//else
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if (volume.first->selected)
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volume.first->render_with_outline(cnv_size);
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else
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volume.first->render();
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#if ENABLE_ENVIRONMENT_MAP
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@ -39,6 +39,10 @@ extern Slic3r::ColorRGBA adjust_color_for_rendering(const Slic3r::C
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namespace Slic3r {
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namespace GUI {
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class Size;
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}
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class SLAPrintObject;
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enum SLAPrintObjectStep : unsigned int;
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class BuildVolume;
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@ -322,7 +326,7 @@ public:
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virtual void render();
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//BBS: add outline related logic and add virtual specifier
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virtual void render_with_outline(const Transform3d &view_model_matrix);
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virtual void render_with_outline(const GUI::Size& cnv_size);
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//BBS: add simple render function for thumbnail
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void simple_render(GLShaderProgram* shader, ModelObjectPtrs& model_objects, std::vector<ColorRGBA>& extruder_colors, bool ban_light =false);
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@ -355,7 +359,7 @@ class GLWipeTowerVolume : public GLVolume {
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public:
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GLWipeTowerVolume(const std::vector<ColorRGBA>& colors);
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void render() override;
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void render_with_outline(const Transform3d &view_model_matrix) override { render(); }
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void render_with_outline(const GUI::Size& cnv_size) override { render(); }
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std::vector<GUI::GLModel> model_per_colors;
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bool IsTransparent();
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||||
|
@ -465,8 +469,8 @@ public:
|
|||
int get_selection_support_threshold_angle(bool&) const;
|
||||
// Render the volumes by OpenGL.
|
||||
//BBS: add outline drawing logic
|
||||
void render(ERenderType type, bool disable_cullface, const Transform3d& view_matrix, const Transform3d& projection_matrix,
|
||||
std::function<bool(const GLVolume &)> filter_func = std::function<bool(const GLVolume &)>(), bool with_outline = true) const;
|
||||
void render(ERenderType type, bool disable_cullface, const Transform3d& view_matrix, const Transform3d& projection_matrix, const GUI::Size& cnv_size,
|
||||
std::function<bool(const GLVolume &)> filter_func = std::function<bool(const GLVolume &)>()) const;
|
||||
|
||||
// Clear the geometry
|
||||
void clear() { for (auto *v : volumes) delete v; volumes.clear(); }
|
||||
|
|
|
@ -1244,7 +1244,7 @@ void GCodeViewer::render(int canvas_width, int canvas_height, int right_margin)
|
|||
#endif // ENABLE_GCODE_VIEWER_STATISTICS
|
||||
|
||||
glsafe(::glEnable(GL_DEPTH_TEST));
|
||||
render_shells();
|
||||
render_shells(canvas_width, canvas_height);
|
||||
|
||||
if (m_roles.empty())
|
||||
return;
|
||||
|
@ -4023,7 +4023,7 @@ void GCodeViewer::render_toolpaths()
|
|||
}
|
||||
}
|
||||
|
||||
void GCodeViewer::render_shells()
|
||||
void GCodeViewer::render_shells(int canvas_width, int canvas_height)
|
||||
{
|
||||
//BBS: add shell previewing logic
|
||||
if ((!m_shells.previewing && !m_shells.visible) || m_shells.volumes.empty())
|
||||
|
@ -4039,7 +4039,9 @@ void GCodeViewer::render_shells()
|
|||
shader->start_using();
|
||||
shader->set_uniform("emission_factor", 0.1f);
|
||||
const Camera& camera = wxGetApp().plater()->get_camera();
|
||||
m_shells.volumes.render(GLVolumeCollection::ERenderType::Transparent, false, camera.get_view_matrix(), camera.get_projection_matrix());
|
||||
shader->set_uniform("z_far", camera.get_far_z());
|
||||
shader->set_uniform("z_near", camera.get_near_z());
|
||||
m_shells.volumes.render(GLVolumeCollection::ERenderType::Transparent, false, camera.get_view_matrix(), camera.get_projection_matrix(), {canvas_width, canvas_height});
|
||||
shader->set_uniform("emission_factor", 0.0f);
|
||||
shader->stop_using();
|
||||
|
||||
|
|
|
@ -893,7 +893,7 @@ private:
|
|||
//void load_shells(const Print& print);
|
||||
void refresh_render_paths(bool keep_sequential_current_first, bool keep_sequential_current_last) const;
|
||||
void render_toolpaths();
|
||||
void render_shells();
|
||||
void render_shells(int canvas_width, int canvas_height);
|
||||
|
||||
//BBS: GUI refactor: add canvas size
|
||||
void render_legend(float &legend_height, int canvas_width, int canvas_height, int right_margin);
|
||||
|
|
|
@ -7228,6 +7228,12 @@ void GLCanvas3D::_render_objects(GLVolumeCollection::ERenderType type, bool with
|
|||
if (shader != nullptr) {
|
||||
shader->start_using();
|
||||
|
||||
const Size& cvn_size = get_canvas_size();
|
||||
{
|
||||
const Camera& camera = wxGetApp().plater()->get_camera();
|
||||
shader->set_uniform("z_far", camera.get_far_z());
|
||||
shader->set_uniform("z_near", camera.get_near_z());
|
||||
}
|
||||
switch (type)
|
||||
{
|
||||
default:
|
||||
|
@ -7239,7 +7245,7 @@ void GLCanvas3D::_render_objects(GLVolumeCollection::ERenderType type, bool with
|
|||
if (m_picking_enabled && m_layers_editing.is_enabled() && (m_layers_editing.last_object_id != -1) && (m_layers_editing.object_max_z() > 0.0f)) {
|
||||
int object_id = m_layers_editing.last_object_id;
|
||||
const Camera& camera = wxGetApp().plater()->get_camera();
|
||||
m_volumes.render(type, false, camera.get_view_matrix(), camera.get_projection_matrix(), [object_id](const GLVolume& volume) {
|
||||
m_volumes.render(type, false, camera.get_view_matrix(), camera.get_projection_matrix(), cvn_size, [object_id](const GLVolume& volume) {
|
||||
// Which volume to paint without the layer height profile shader?
|
||||
return volume.is_active && (volume.is_modifier || volume.composite_id.object_id != object_id);
|
||||
});
|
||||
|
@ -7255,14 +7261,14 @@ void GLCanvas3D::_render_objects(GLVolumeCollection::ERenderType type, bool with
|
|||
//BBS:add assemble view related logic
|
||||
// do not cull backfaces to show broken geometry, if any
|
||||
const Camera& camera = wxGetApp().plater()->get_camera();
|
||||
m_volumes.render(type, m_picking_enabled, camera.get_view_matrix(), camera.get_projection_matrix(), [this, canvas_type](const GLVolume& volume) {
|
||||
m_volumes.render(type, m_picking_enabled, camera.get_view_matrix(), camera.get_projection_matrix(), cvn_size, [this, canvas_type](const GLVolume& volume) {
|
||||
if (canvas_type == ECanvasType::CanvasAssembleView) {
|
||||
return !volume.is_modifier && !volume.is_wipe_tower;
|
||||
}
|
||||
else {
|
||||
return (m_render_sla_auxiliaries || volume.composite_id.volume_id >= 0);
|
||||
}
|
||||
}, with_outline);
|
||||
});
|
||||
}
|
||||
}
|
||||
else {
|
||||
|
@ -7289,14 +7295,14 @@ void GLCanvas3D::_render_objects(GLVolumeCollection::ERenderType type, bool with
|
|||
}*/
|
||||
const Camera& camera = wxGetApp().plater()->get_camera();
|
||||
//BBS:add assemble view related logic
|
||||
m_volumes.render(type, false, camera.get_view_matrix(), camera.get_projection_matrix(), [this, canvas_type](const GLVolume& volume) {
|
||||
m_volumes.render(type, false, camera.get_view_matrix(), camera.get_projection_matrix(), cvn_size, [this, canvas_type](const GLVolume& volume) {
|
||||
if (canvas_type == ECanvasType::CanvasAssembleView) {
|
||||
return !volume.is_modifier;
|
||||
}
|
||||
else {
|
||||
return true;
|
||||
}
|
||||
}, with_outline);
|
||||
});
|
||||
if (m_canvas_type == CanvasAssembleView && m_gizmos.m_assemble_view_data->model_objects_clipper()->get_position() > 0) {
|
||||
const GLGizmosManager& gm = get_gizmos_manager();
|
||||
shader->stop_using();
|
||||
|
|
Loading…
Reference in a new issue