Merge pull request #2970 from Ghostkeeper/layerview_backface_culling

Layer view backface culling
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ChrisTerBeke 2017-12-14 19:51:32 +01:00 committed by GitHub
commit 5d27443dd0
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2 changed files with 15 additions and 8 deletions

View file

@ -92,7 +92,7 @@ class SimulationPass(RenderPass):
self.bind()
tool_handle_batch = RenderBatch(self._tool_handle_shader, type = RenderBatch.RenderType.Overlay)
tool_handle_batch = RenderBatch(self._tool_handle_shader, type = RenderBatch.RenderType.Overlay, backface_cull = True)
head_position = None # Indicates the current position of the print head
nozzle_node = None
@ -149,7 +149,7 @@ class SimulationPass(RenderPass):
self._current_shader = self._layer_shader
self._switching_layers = True
layers_batch = RenderBatch(self._current_shader, type = RenderBatch.RenderType.Solid, mode = RenderBatch.RenderMode.Lines, range = (start, end))
layers_batch = RenderBatch(self._current_shader, type = RenderBatch.RenderType.Solid, mode = RenderBatch.RenderMode.Lines, range = (start, end), backface_cull = True)
layers_batch.addItem(node.getWorldTransformation(), layer_data)
layers_batch.render(self._scene.getActiveCamera())

View file

@ -187,20 +187,27 @@ geometry41core =
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert));
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head + g_vertex_offset_vert));
//And reverse so that the line is also visible from the back side.
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert));
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert));
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head + g_vertex_offset_vert));
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
EndPrimitive();
} else {
// All normal lines are rendered as 3d tubes.
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert));
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert));
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert));
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert));
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert));
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert));
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert));
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert));
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
EndPrimitive();