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				https://github.com/SoftFever/OrcaSlicer.git
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	Revert of b140709fa8 and new implementation of fixing picking for sinking objects
				
					
				
			This commit is contained in:
		
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						commit
						1f3252dd78
					
				
					 8 changed files with 86 additions and 96 deletions
				
			
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			@ -1,14 +0,0 @@
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#version 110
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uniform vec4 uniform_color;
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uniform bool viewed_from_top;
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varying float world_pos_z;
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void main()
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{
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	if (viewed_from_top && world_pos_z < 0.0)
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		discard;
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    gl_FragColor = uniform_color;
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}
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			@ -1,11 +0,0 @@
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#version 110
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uniform mat4 world_matrix;
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varying float world_pos_z;
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void main()
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{
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    world_pos_z = (world_matrix * gl_Vertex).z;
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    gl_Position = ftransform();
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}
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			@ -20,6 +20,8 @@
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#include <boost/log/trivial.hpp>
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static const float GROUND_Z = -0.02f;
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static const std::array<float, 4> DEFAULT_MODEL_COLOR = { 0.235f, 0.235f, 0.235f, 1.0f };
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static const std::array<float, 4> PICKING_MODEL_COLOR = { 0.0f, 0.0f, 0.0f, 1.0f };
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namespace Slic3r {
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namespace GUI {
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			@ -211,8 +213,18 @@ Point Bed3D::point_projection(const Point& point) const
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    return m_polygon.point_projection(point);
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}
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void Bed3D::render(GLCanvas3D& canvas, bool bottom, float scale_factor,
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                   bool show_axes, bool show_texture) const
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void Bed3D::render(GLCanvas3D& canvas, bool bottom, float scale_factor, bool show_axes, bool show_texture)
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{
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    render_internal(canvas, bottom, scale_factor, show_axes, show_texture, false);
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}
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void Bed3D::render_for_picking(GLCanvas3D& canvas, bool bottom, float scale_factor)
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{
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    render_internal(canvas, bottom, scale_factor, false, false, true);
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}
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void Bed3D::render_internal(GLCanvas3D& canvas, bool bottom, float scale_factor,
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    bool show_axes, bool show_texture, bool picking)
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{
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    float* factor = const_cast<float*>(&m_scale_factor);
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    *factor = scale_factor;
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			@ -222,11 +234,13 @@ void Bed3D::render(GLCanvas3D& canvas, bool bottom, float scale_factor,
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    glsafe(::glEnable(GL_DEPTH_TEST));
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    m_model.set_color(-1, picking ? PICKING_MODEL_COLOR : DEFAULT_MODEL_COLOR);
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    switch (m_type)
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    {
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    case System: { render_system(canvas, bottom, show_texture); break; }
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    default:
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    case Custom: { render_custom(canvas, bottom, show_texture); break; }
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    case Custom: { render_custom(canvas, bottom, show_texture, picking); break; }
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    }
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    glsafe(::glDisable(GL_DEPTH_TEST));
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			@ -237,7 +251,7 @@ void Bed3D::calc_bounding_boxes() const
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    BoundingBoxf3* bounding_box = const_cast<BoundingBoxf3*>(&m_bounding_box);
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    *bounding_box = BoundingBoxf3();
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    for (const Vec2d& p : m_shape) {
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        bounding_box->merge({ p(0), p(1), 0.0 });
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        bounding_box->merge({ p.x(), p.y(), 0.0 });
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    }
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    BoundingBoxf3* extended_bounding_box = const_cast<BoundingBoxf3*>(&m_extended_bounding_box);
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			@ -264,16 +278,16 @@ void Bed3D::calc_triangles(const ExPolygon& poly)
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void Bed3D::calc_gridlines(const ExPolygon& poly, const BoundingBox& bed_bbox)
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{
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    Polylines axes_lines;
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    for (coord_t x = bed_bbox.min(0); x <= bed_bbox.max(0); x += scale_(10.0)) {
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    for (coord_t x = bed_bbox.min.x(); x <= bed_bbox.max.x(); x += scale_(10.0)) {
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        Polyline line;
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        line.append(Point(x, bed_bbox.min(1)));
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        line.append(Point(x, bed_bbox.max(1)));
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        line.append(Point(x, bed_bbox.min.y()));
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        line.append(Point(x, bed_bbox.max.y()));
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        axes_lines.push_back(line);
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    }
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    for (coord_t y = bed_bbox.min(1); y <= bed_bbox.max(1); y += scale_(10.0)) {
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    for (coord_t y = bed_bbox.min.y(); y <= bed_bbox.max.y(); y += scale_(10.0)) {
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        Polyline line;
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        line.append(Point(bed_bbox.min(0), y));
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        line.append(Point(bed_bbox.max(0), y));
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        line.append(Point(bed_bbox.min.x(), y));
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        line.append(Point(bed_bbox.max.x(), y));
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        axes_lines.push_back(line);
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    }
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			@ -333,7 +347,7 @@ void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas) const
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    if (m_texture_filename.empty()) {
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        texture->reset();
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        render_default(bottom);
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        render_default(bottom, false);
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        return;
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    }
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			@ -346,7 +360,7 @@ void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas) const
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            if (temp_texture->get_id() == 0 || temp_texture->get_source() != m_texture_filename) {
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                // generate a temporary lower resolution texture to show while no main texture levels have been compressed
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                if (!temp_texture->load_from_svg_file(m_texture_filename, false, false, false, max_tex_size / 8)) {
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                    render_default(bottom);
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                    render_default(bottom, false);
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                    return;
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                }
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                canvas.request_extra_frame();
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			@ -354,7 +368,7 @@ void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas) const
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            // starts generating the main texture, compression will run asynchronously
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            if (!texture->load_from_svg_file(m_texture_filename, true, true, true, max_tex_size)) {
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                render_default(bottom);
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                render_default(bottom, false);
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                return;
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            }
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        } 
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			@ -362,7 +376,7 @@ void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas) const
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            // generate a temporary lower resolution texture to show while no main texture levels have been compressed
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            if (temp_texture->get_id() == 0 || temp_texture->get_source() != m_texture_filename) {
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                if (!temp_texture->load_from_file(m_texture_filename, false, GLTexture::None, false)) {
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                    render_default(bottom);
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                    render_default(bottom, false);
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                    return;
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                }
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                canvas.request_extra_frame();
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			@ -370,12 +384,12 @@ void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas) const
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            // starts generating the main texture, compression will run asynchronously
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            if (!texture->load_from_file(m_texture_filename, true, GLTexture::MultiThreaded, true)) {
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                render_default(bottom);
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                render_default(bottom, false);
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                return;
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            }
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        }
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        else {
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            render_default(bottom);
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            render_default(bottom, false);
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            return;
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        }
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    }
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			@ -388,7 +402,6 @@ void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas) const
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            temp_texture->reset();
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        canvas.request_extra_frame();
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    }
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    if (m_triangles.get_vertices_count() > 0) {
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			@ -470,7 +483,7 @@ void Bed3D::render_model() const
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    GLModel* model = const_cast<GLModel*>(&m_model);
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    if (model->get_filename() != m_model_filename && model->init_from_file(m_model_filename)) {
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        model->set_color(-1, m_model_color);
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        model->set_color(-1, DEFAULT_MODEL_COLOR);
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        // move the model so that its origin (0.0, 0.0, 0.0) goes into the bed shape center and a bit down to avoid z-fighting with the texture quad
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        Vec3d shift = m_bounding_box.center();
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			@ -495,10 +508,10 @@ void Bed3D::render_model() const
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    }
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}
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void Bed3D::render_custom(GLCanvas3D& canvas, bool bottom, bool show_texture) const
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void Bed3D::render_custom(GLCanvas3D& canvas, bool bottom, bool show_texture, bool picking) const
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{
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    if (m_texture_filename.empty() && m_model_filename.empty()) {
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        render_default(bottom);
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        render_default(bottom, picking);
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        return;
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    }
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			@ -509,7 +522,7 @@ void Bed3D::render_custom(GLCanvas3D& canvas, bool bottom, bool show_texture) co
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        render_texture(bottom, canvas);
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}
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void Bed3D::render_default(bool bottom) const
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void Bed3D::render_default(bool bottom, bool picking) const
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{
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    const_cast<GLTexture*>(&m_texture)->reset();
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			@ -526,21 +539,23 @@ void Bed3D::render_default(bool bottom) const
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        if (!has_model && !bottom) {
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            // draw background
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            glsafe(::glDepthMask(GL_FALSE));
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            glsafe(::glColor4fv(m_model_color.data()));
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            glsafe(::glColor4fv(picking ? PICKING_MODEL_COLOR.data() : DEFAULT_MODEL_COLOR.data()));
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            glsafe(::glNormal3d(0.0f, 0.0f, 1.0f));
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            glsafe(::glVertexPointer(3, GL_FLOAT, m_triangles.get_vertex_data_size(), (GLvoid*)m_triangles.get_vertices_data()));
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            glsafe(::glDrawArrays(GL_TRIANGLES, 0, (GLsizei)triangles_vcount));
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            glsafe(::glDepthMask(GL_TRUE));
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        }
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        // draw grid
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        glsafe(::glLineWidth(1.5f * m_scale_factor));
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        if (has_model && !bottom)
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            glsafe(::glColor4f(0.9f, 0.9f, 0.9f, 1.0f));
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        else
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            glsafe(::glColor4f(0.9f, 0.9f, 0.9f, 0.6f));
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        glsafe(::glVertexPointer(3, GL_FLOAT, m_triangles.get_vertex_data_size(), (GLvoid*)m_gridlines.get_vertices_data()));
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        glsafe(::glDrawArrays(GL_LINES, 0, (GLsizei)m_gridlines.get_vertices_count()));
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        if (!picking) {
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            // draw grid
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            glsafe(::glLineWidth(1.5f * m_scale_factor));
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            if (has_model && !bottom)
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                glsafe(::glColor4f(0.9f, 0.9f, 0.9f, 1.0f));
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            else
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                glsafe(::glColor4f(0.9f, 0.9f, 0.9f, 0.6f));
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            glsafe(::glVertexPointer(3, GL_FLOAT, m_triangles.get_vertex_data_size(), (GLvoid*)m_gridlines.get_vertices_data()));
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            glsafe(::glDrawArrays(GL_LINES, 0, (GLsizei)m_gridlines.get_vertices_count()));
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        }
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        glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
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			@ -84,7 +84,6 @@ private:
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    GLTexture m_temp_texture;
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    GLModel m_model;
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    Vec3d m_model_offset{ Vec3d::Zero() };
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    std::array<float, 4> m_model_color{ 0.235f, 0.235f, 0.235f, 1.0f };
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    unsigned int m_vbo_id{ 0 };
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    Axes m_axes;
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			@ -110,19 +109,23 @@ public:
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    Point point_projection(const Point& point) const;
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    void render(GLCanvas3D& canvas, bool bottom, float scale_factor,
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                bool show_axes, bool show_texture) const;
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        bool show_axes, bool show_texture);
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    void render_for_picking(GLCanvas3D& canvas, bool bottom, float scale_factor);
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private:
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    void calc_bounding_boxes() const;
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    void calc_triangles(const ExPolygon& poly);
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    void calc_gridlines(const ExPolygon& poly, const BoundingBox& bed_bbox);
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    std::tuple<EType, std::string, std::string> detect_type(const Pointfs& shape) const;
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    void render_internal(GLCanvas3D& canvas, bool bottom, float scale_factor,
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        bool show_axes, bool show_texture, bool picking);
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    void render_axes() const;
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    void render_system(GLCanvas3D& canvas, bool bottom, bool show_texture) const;
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    void render_texture(bool bottom, GLCanvas3D& canvas) const;
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    void render_model() const;
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    void render_custom(GLCanvas3D& canvas, bool bottom, bool show_texture) const;
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    void render_default(bool bottom) const;
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    void render_custom(GLCanvas3D& canvas, bool bottom, bool show_texture, bool picking) const;
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    void render_default(bool bottom, bool picking) const;
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    void reset();
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};
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			@ -2449,8 +2449,8 @@ void GLCanvas3D::on_char(wxKeyEvent& evt)
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        case 'O':
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        case 'o': { _update_camera_zoom(-1.0); break; }
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#if ENABLE_RENDER_PICKING_PASS
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        case 'P':
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        case 'p': {
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        case 'T':
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        case 't': {
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            m_show_picking_texture = !m_show_picking_texture;
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            m_dirty = true;
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            break;
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			@ -4842,21 +4842,30 @@ void GLCanvas3D::_picking_pass()
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        if (m_camera_clipping_plane.is_active())
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            ::glDisable(GL_CLIP_PLANE0);
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        _render_bed_for_picking(!wxGetApp().plater()->get_camera().is_looking_downward());
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        m_gizmos.render_current_gizmo_for_picking_pass();
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        if (m_multisample_allowed)
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            glsafe(::glEnable(GL_MULTISAMPLE));
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        int volume_id = -1;
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        int gizmo_id = -1;
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        GLubyte color[4] = { 0, 0, 0, 0 };
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        const Size& cnv_size = get_canvas_size();
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        bool inside = 0 <= m_mouse.position(0) && m_mouse.position(0) < cnv_size.get_width() && 0 <= m_mouse.position(1) && m_mouse.position(1) < cnv_size.get_height();
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        if (inside) {
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            glsafe(::glReadPixels(m_mouse.position(0), cnv_size.get_height() - m_mouse.position(1) - 1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, (void*)color));
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            if (picking_checksum_alpha_channel(color[0], color[1], color[2]) == color[3])
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            	// Only non-interpolated colors are valid, those have their lowest three bits zeroed.
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            	volume_id = color[0] + (color[1] << 8) + (color[2] << 16);
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            if (picking_checksum_alpha_channel(color[0], color[1], color[2]) == color[3]) {
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                // Only non-interpolated colors are valid, those have their lowest three bits zeroed.
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                // we reserve color = (0,0,0) for occluders (as the printbed) 
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                // volumes' id are shifted by 1
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                // see: _render_volumes_for_picking()
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                volume_id = color[0] + (color[1] << 8) + (color[2] << 16) - 1;
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                // gizmos' id are instead properly encoded by the color
 | 
			
		||||
                gizmo_id = color[0] + (color[1] << 8) + (color[2] << 16);
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        if (0 <= volume_id && volume_id < (int)m_volumes.volumes.size()) {
 | 
			
		||||
            // do not add the volume id if any gizmo is active and CTRL is pressed
 | 
			
		||||
| 
						 | 
				
			
			@ -4865,7 +4874,7 @@ void GLCanvas3D::_picking_pass()
 | 
			
		|||
            m_gizmos.set_hover_id(-1);
 | 
			
		||||
        }
 | 
			
		||||
        else
 | 
			
		||||
            m_gizmos.set_hover_id(inside && (unsigned int)volume_id <= GLGizmoBase::BASE_ID ? ((int)GLGizmoBase::BASE_ID - volume_id) : -1);
 | 
			
		||||
            m_gizmos.set_hover_id(inside && (unsigned int)gizmo_id <= GLGizmoBase::BASE_ID ? ((int)GLGizmoBase::BASE_ID - gizmo_id) : -1);
 | 
			
		||||
 | 
			
		||||
        _update_volumes_hover_state();
 | 
			
		||||
    }
 | 
			
		||||
| 
						 | 
				
			
			@ -5028,6 +5037,17 @@ void GLCanvas3D::_render_bed(bool bottom, bool show_axes)
 | 
			
		|||
    wxGetApp().plater()->get_bed().render(*this, bottom, scale_factor, show_axes, show_texture);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void GLCanvas3D::_render_bed_for_picking(bool bottom)
 | 
			
		||||
{
 | 
			
		||||
    float scale_factor = 1.0;
 | 
			
		||||
#if ENABLE_RETINA_GL
 | 
			
		||||
    scale_factor = m_retina_helper->get_scale_factor();
 | 
			
		||||
#endif // ENABLE_RETINA_GL
 | 
			
		||||
 | 
			
		||||
    wxGetApp().plater()->get_bed().render_for_picking(*this, bottom, scale_factor);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
#if ENABLE_DELAYED_TRANSPARENT_VOLUMES_RENDERING
 | 
			
		||||
void GLCanvas3D::_render_objects(GLVolumeCollection::ERenderType type)
 | 
			
		||||
#else
 | 
			
		||||
| 
						 | 
				
			
			@ -5270,50 +5290,30 @@ void GLCanvas3D::_render_volumes_for_picking() const
 | 
			
		|||
{
 | 
			
		||||
    static const GLfloat INV_255 = 1.0f / 255.0f;
 | 
			
		||||
 | 
			
		||||
#if ENABLE_ALLOW_NEGATIVE_Z
 | 
			
		||||
    auto* shader = wxGetApp().get_shader("picking");
 | 
			
		||||
    if (!shader)
 | 
			
		||||
        return;
 | 
			
		||||
#endif // ENABLE_ALLOW_NEGATIVE_Z
 | 
			
		||||
 | 
			
		||||
    // do not cull backfaces to show broken geometry, if any
 | 
			
		||||
    glsafe(::glDisable(GL_CULL_FACE));
 | 
			
		||||
 | 
			
		||||
    glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
 | 
			
		||||
    glsafe(::glEnableClientState(GL_NORMAL_ARRAY));
 | 
			
		||||
 | 
			
		||||
#if ENABLE_ALLOW_NEGATIVE_Z
 | 
			
		||||
    shader->start_using();
 | 
			
		||||
    shader->set_uniform("viewed_from_top", wxGetApp().plater()->get_camera().is_looking_downward());
 | 
			
		||||
#endif // ENABLE_ALLOW_NEGATIVE_Z
 | 
			
		||||
 | 
			
		||||
    const Transform3d& view_matrix = wxGetApp().plater()->get_camera().get_view_matrix();
 | 
			
		||||
    for (size_t type = 0; type < 2; ++ type) {
 | 
			
		||||
        GLVolumeWithIdAndZList to_render = volumes_to_render(m_volumes.volumes, (type == 0) ? GLVolumeCollection::ERenderType::Opaque : GLVolumeCollection::ERenderType::Transparent, view_matrix);
 | 
			
		||||
        for (const GLVolumeWithIdAndZ& volume : to_render)
 | 
			
		||||
	        if (!volume.first->disabled && (volume.first->composite_id.volume_id >= 0 || m_render_sla_auxiliaries)) {
 | 
			
		||||
		        // Object picking mode. Render the object with a color encoding the object index.
 | 
			
		||||
		        unsigned int id = volume.second.first;
 | 
			
		||||
		        unsigned int r = (id & (0x000000FF << 0)) << 0;
 | 
			
		||||
                // we reserve color = (0,0,0) for occluders (as the printbed) 
 | 
			
		||||
                // so we shift volumes' id by 1 to get the proper color
 | 
			
		||||
                unsigned int id = 1 + volume.second.first;
 | 
			
		||||
                unsigned int r = (id & (0x000000FF << 0)) << 0;
 | 
			
		||||
		        unsigned int g = (id & (0x000000FF << 8)) >> 8;
 | 
			
		||||
		        unsigned int b = (id & (0x000000FF << 16)) >> 16;
 | 
			
		||||
		        unsigned int a = picking_checksum_alpha_channel(r, g, b);
 | 
			
		||||
#if ENABLE_ALLOW_NEGATIVE_Z
 | 
			
		||||
                std::array<float, 4> color = { (float)r * INV_255, (float)g * INV_255, (float)b * INV_255, (float)a * INV_255 };
 | 
			
		||||
                shader->set_uniform("uniform_color", color);
 | 
			
		||||
                shader->set_uniform("world_matrix", volume.first->world_matrix());
 | 
			
		||||
#else
 | 
			
		||||
                glsafe(::glColor4f((GLfloat)r * INV_255, (GLfloat)g * INV_255, (GLfloat)b * INV_255, (GLfloat)a * INV_255));
 | 
			
		||||
#endif // ENABLE_ALLOW_NEGATIVE_Z
 | 
			
		||||
 | 
			
		||||
	            volume.first->render();
 | 
			
		||||
	        }
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
#if ENABLE_ALLOW_NEGATIVE_Z
 | 
			
		||||
    shader->stop_using();
 | 
			
		||||
#endif // ENABLE_ALLOW_NEGATIVE_Z
 | 
			
		||||
 | 
			
		||||
    glsafe(::glDisableClientState(GL_NORMAL_ARRAY));
 | 
			
		||||
    glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -816,6 +816,7 @@ private:
 | 
			
		|||
    void _rectangular_selection_picking_pass();
 | 
			
		||||
    void _render_background() const;
 | 
			
		||||
    void _render_bed(bool bottom, bool show_axes);
 | 
			
		||||
    void _render_bed_for_picking(bool bottom);
 | 
			
		||||
#if ENABLE_DELAYED_TRANSPARENT_VOLUMES_RENDERING
 | 
			
		||||
    void _render_objects(GLVolumeCollection::ERenderType type);
 | 
			
		||||
#else
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -50,10 +50,6 @@ std::pair<bool, std::string> GLShadersManager::init()
 | 
			
		|||
        );
 | 
			
		||||
    // used to render variable layers heights in 3d editor
 | 
			
		||||
    valid &= append_shader("variable_layer_height", { "variable_layer_height.vs", "variable_layer_height.fs" });
 | 
			
		||||
#if ENABLE_ALLOW_NEGATIVE_Z
 | 
			
		||||
    // used to render volumes during picking pass
 | 
			
		||||
    valid &= append_shader("picking", { "picking.vs", "picking.fs" });
 | 
			
		||||
#endif // ENABLE_ALLOW_NEGATIVE_Z
 | 
			
		||||
 | 
			
		||||
    return { valid, error };
 | 
			
		||||
}
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -91,9 +91,9 @@ void GLGizmoHollow::on_render() const
 | 
			
		|||
void GLGizmoHollow::on_render_for_picking() const
 | 
			
		||||
{
 | 
			
		||||
    const Selection& selection = m_parent.get_selection();
 | 
			
		||||
#if ENABLE_RENDER_PICKING_PASS
 | 
			
		||||
    m_z_shift = selection.get_volume(*selection.get_volume_idxs().begin())->get_sla_shift_z();
 | 
			
		||||
#endif
 | 
			
		||||
//#if ENABLE_RENDER_PICKING_PASS
 | 
			
		||||
//    m_z_shift = selection.get_volume(*selection.get_volume_idxs().begin())->get_sla_shift_z();
 | 
			
		||||
//#endif
 | 
			
		||||
 | 
			
		||||
    glsafe(::glEnable(GL_DEPTH_TEST));
 | 
			
		||||
    render_points(selection, true);
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
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