Follow-up of 1a91add2e6 -> Improvements to tighter camera frustrum to reduce z-fighting

This commit is contained in:
Enrico Turri 2019-06-14 15:37:29 +02:00
parent 541f58c656
commit ac8de0bcaf
5 changed files with 17 additions and 18 deletions

View file

@ -211,7 +211,7 @@ const double Bed3D::Axes::ArrowLength = 5.0;
Bed3D::Axes::Axes()
: origin(Vec3d::Zero())
, length(Vec3d::Zero())
, length(25.0 * Vec3d::Ones())
{
m_quadric = ::gluNewQuadric();
if (m_quadric != nullptr)
@ -273,7 +273,6 @@ void Bed3D::Axes::render_axis(double length) const
Bed3D::Bed3D()
: m_type(Custom)
, m_extended_bounding_box_dirty(true)
#if ENABLE_TEXTURES_FROM_SVG
, m_vbo_id(0)
#endif // ENABLE_TEXTURES_FROM_SVG
@ -314,8 +313,6 @@ bool Bed3D::set_shape(const Pointfs& shape)
m_axes.origin = Vec3d(0.0, 0.0, (double)GROUND_Z);
m_axes.length = 0.1 * m_bounding_box.max_size() * Vec3d::Ones();
m_extended_bounding_box_dirty = true;
// Let the calee to update the UI.
return true;
}
@ -413,17 +410,12 @@ void Bed3D::calc_bounding_boxes() const
m_extended_bounding_box = m_bounding_box;
if (m_extended_bounding_box_dirty)
{
// extend to contain Z axis
m_extended_bounding_box.merge(0.1 * m_bounding_box.max_size() * Vec3d::UnitZ());
// extend to contain axes
m_extended_bounding_box.merge(m_axes.length + Axes::ArrowLength * Vec3d::Ones());
if (!m_model.get_filename().empty())
// extend to contain model
m_extended_bounding_box.merge(m_model.get_bounding_box());
m_extended_bounding_box_dirty = false;
}
// extend to contain model, if any
if (!m_model.get_filename().empty())
m_extended_bounding_box.merge(m_model.get_transformed_bounding_box());
}
void Bed3D::calc_triangles(const ExPolygon& poly)

View file

@ -87,7 +87,6 @@ private:
Pointfs m_shape;
mutable BoundingBoxf3 m_bounding_box;
mutable BoundingBoxf3 m_extended_bounding_box;
mutable bool m_extended_bounding_box_dirty;
Polygon m_polygon;
GeometryBuffer m_triangles;
GeometryBuffer m_gridlines;

View file

@ -555,6 +555,7 @@ public:
const std::string& get_filename() const { return m_filename; }
const BoundingBoxf3& get_bounding_box() const { return m_volume.bounding_box; }
const BoundingBoxf3& get_transformed_bounding_box() const { return m_volume.transformed_bounding_box(); }
void reset();

View file

@ -169,6 +169,7 @@ void Camera::debug_render() const
Vec3f up = get_dir_up().cast<float>();
float nearZ = (float)m_frustrum_zs.first;
float farZ = (float)m_frustrum_zs.second;
float deltaZ = farZ - nearZ;
ImGui::InputText("Type", const_cast<char*>(type.data()), type.length(), ImGuiInputTextFlags_ReadOnly);
ImGui::Separator();
@ -181,6 +182,7 @@ void Camera::debug_render() const
ImGui::Separator();
ImGui::InputFloat("Near Z", &nearZ, 0.0f, 0.0f, "%.6f", ImGuiInputTextFlags_ReadOnly);
ImGui::InputFloat("Far Z", &farZ, 0.0f, 0.0f, "%.6f", ImGuiInputTextFlags_ReadOnly);
ImGui::InputFloat("Delta Z", &deltaZ, 0.0f, 0.0f, "%.6f", ImGuiInputTextFlags_ReadOnly);
imgui.end();
}
#endif // ENABLE_CAMERA_STATISTICS
@ -230,7 +232,12 @@ std::pair<double, double> Camera::calc_tight_frustrum_zs_around(const BoundingBo
// ensure min size
if (ret.second - ret.first < FrustrumMinZSize)
ret.second = ret.first + FrustrumMinZSize;
{
double mid_z = 0.5 * (ret.first + ret.second);
double half_size = 0.5 * FrustrumMinZSize;
ret.first = mid_z - half_size;
ret.second = mid_z + half_size;
}
assert(ret.first > 0.0);

View file

@ -1590,8 +1590,8 @@ void GLCanvas3D::render()
if (m_camera.requires_zoom_to_bed)
{
zoom_to_bed();
const Size& cnv_size = get_canvas_size();
_resize((unsigned int)cnv_size.get_width(), (unsigned int)cnv_size.get_height());
// const Size& cnv_size = get_canvas_size();
// _resize((unsigned int)cnv_size.get_width(), (unsigned int)cnv_size.get_height());
m_camera.requires_zoom_to_bed = false;
}