Revert "Add a simple subtle outline effect by drawing back faces using wireframe mode (#2934)"

This reverts commit 0cee513416.
This commit is contained in:
SoftFever 2023-12-05 22:05:11 +08:00
parent f0e35839fb
commit 685de31088
4 changed files with 8 additions and 46 deletions

View file

@ -54,11 +54,6 @@ varying vec4 world_pos;
varying float world_normal_z;
varying vec3 eye_normal;
vec3 getBackfaceColor(vec3 fill) {
float brightness = 0.2126 * fill.r + 0.7152 * fill.g + 0.0722 * fill.b;
return (brightness > 0.75) ? vec3(0.11, 0.165, 0.208) : vec3(0.988, 0.988, 0.988);
}
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
@ -100,11 +95,8 @@ void main()
}
color.rgb = (any(lessThan(pv_check_min, ZERO)) || any(greaterThan(pv_check_max, ZERO))) ? mix(color.rgb, ZERO, 0.3333) : color.rgb;
// Orca: add backface outline
if (!gl_FrontFacing)
gl_FragColor = vec4(getBackfaceColor(color.rgb), 1.0);
//BBS: add outline_color
else if (is_outline)
if (is_outline)
gl_FragColor = uniform_color;
#ifdef ENABLE_ENVIRONMENT_MAP
else if (use_environment_tex)

View file

@ -56,11 +56,6 @@ in vec3 eye_normal;
out vec4 out_color;
vec3 getBackfaceColor(vec3 fill) {
float brightness = 0.2126 * fill.r + 0.7152 * fill.g + 0.0722 * fill.b;
return (brightness > 0.75) ? vec3(0.11, 0.165, 0.208) : vec3(0.988, 0.988, 0.988);
}
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
@ -102,11 +97,8 @@ void main()
}
color.rgb = (any(lessThan(pv_check_min, ZERO)) || any(greaterThan(pv_check_max, ZERO))) ? mix(color.rgb, ZERO, 0.3333) : color.rgb;
// Orca: add backface outline
if (!gl_FrontFacing)
out_color = vec4(getBackfaceColor(color.rgb), 1.0);
//BBS: add outline_color
else if (is_outline)
if (is_outline)
out_color = uniform_color;
#ifdef ENABLE_ENVIRONMENT_MAP
else if (use_environment_tex)

View file

@ -472,6 +472,10 @@ void GLVolume::render_with_outline(const Transform3d &view_model_matrix)
//BBS add render for simple case
void GLVolume::simple_render(GLShaderProgram* shader, ModelObjectPtrs& model_objects, std::vector<ColorRGBA> extruder_colors)
{
if (this->is_left_handed())
glFrontFace(GL_CW);
glsafe(::glCullFace(GL_BACK));
bool color_volume = false;
ModelObject* model_object = nullptr;
ModelVolume* model_volume = nullptr;
@ -500,7 +504,6 @@ void GLVolume::simple_render(GLShaderProgram* shader, ModelObjectPtrs& model_obj
}
} while (0);
auto r = [&]() {
if (color_volume && !picking) {
// when force_transparent, we need to keep the alpha
if (force_native_color && render_color.is_transparent()) {
@ -542,29 +545,6 @@ void GLVolume::simple_render(GLShaderProgram* shader, ModelObjectPtrs& model_obj
else
model.render(this->tverts_range);
}
};
if (this->is_left_handed())
glFrontFace(GL_CW);
// Render front faces
glsafe(::glCullFace(GL_BACK));
r();
// Then render back faces in line mode to add an outline
GLboolean cull_face = GL_FALSE;
::glGetBooleanv(GL_CULL_FACE, &cull_face);
glsafe(::glEnable(GL_CULL_FACE));
glsafe(::glCullFace(GL_FRONT));
glsafe(::glPolygonMode(GL_BACK, GL_LINE));
r();
// Reset mode
glsafe(::glPolygonMode(GL_BACK, GL_FILL));
glsafe(::glCullFace(GL_BACK));
if (!cull_face)
glsafe(::glDisable(GL_CULL_FACE));
if (this->is_left_handed())
glFrontFace(GL_CCW);
}
@ -874,7 +854,6 @@ void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disab
}
glsafe(::glCullFace(GL_BACK));
glsafe(::glEnable(GL_CULL_FACE));
if (disable_cullface)
glsafe(::glDisable(GL_CULL_FACE));

View file

@ -1247,7 +1247,6 @@ void GCodeViewer::render(int canvas_width, int canvas_height, int right_margin)
glsafe(::glEnable(GL_DEPTH_TEST));
render_shells();
glsafe(::glClear(GL_DEPTH_BUFFER_BIT)); // This makes sure toolpaths are on top of shells
render_toolpaths();
float legend_height = 0.0f;
render_legend(legend_height, canvas_width, canvas_height, right_margin);
@ -4031,7 +4030,7 @@ void GCodeViewer::render_shells()
if (shader == nullptr)
return;
//glsafe(::glDepthMask(GL_FALSE));
glsafe(::glDepthMask(GL_FALSE));
shader->start_using();
shader->set_uniform("emission_factor", 0.1f);
@ -4040,7 +4039,7 @@ void GCodeViewer::render_shells()
shader->set_uniform("emission_factor", 0.0f);
shader->stop_using();
//glsafe(::glDepthMask(GL_TRUE));
glsafe(::glDepthMask(GL_TRUE));
}
//BBS