Lay flat gizmo is rendered before the bed, so the surfaces are visible from below, and a rotation-related bugfix

This commit is contained in:
Lukas Matena 2018-08-20 12:56:01 +02:00
parent b0dd328fde
commit 3b86c57c8f
3 changed files with 25 additions and 14 deletions

View file

@ -1419,22 +1419,27 @@ void GLCanvas3D::Gizmos::set_flattening_data(const ModelObject* model_object)
reinterpret_cast<GLGizmoFlatten*>(it->second)->set_flattening_data(model_object);
}
void GLCanvas3D::Gizmos::render(const GLCanvas3D& canvas, const BoundingBoxf3& box) const
void GLCanvas3D::Gizmos::render(const GLCanvas3D& canvas, const BoundingBoxf3& box, RenderOrder render_order) const
{
if (!m_enabled)
return;
::glDisable(GL_DEPTH_TEST);
if (box.radius() > 0.0)
_render_current_gizmo(box);
if ((render_order == BeforeBed && dynamic_cast<GLGizmoFlatten*>(_get_current()))
|| (render_order == AfterBed && !dynamic_cast<GLGizmoFlatten*>(_get_current()))) {
if (box.radius() > 0.0)
_render_current_gizmo(box);
}
::glPushMatrix();
::glLoadIdentity();
if (render_order == AfterBed) {
::glPushMatrix();
::glLoadIdentity();
_render_overlay(canvas);
_render_overlay(canvas);
::glPopMatrix();
::glPopMatrix();
}
}
void GLCanvas3D::Gizmos::render_current_gizmo_for_picking_pass(const BoundingBoxf3& box) const
@ -2249,6 +2254,7 @@ void GLCanvas3D::render()
_render_axes(false);
}
_render_objects();
_render_gizmo(Gizmos::RenderOrder::BeforeBed);
// textured bed needs to be rendered after objects
if (!is_custom_bed)
{
@ -2258,7 +2264,7 @@ void GLCanvas3D::render()
_render_cutting_plane();
_render_warning_texture();
_render_legend_texture();
_render_gizmo();
_render_gizmo(Gizmos::RenderOrder::AfterBed);
_render_layer_editing_overlay();
m_canvas->SwapBuffers();
@ -3756,9 +3762,9 @@ void GLCanvas3D::_render_volumes(bool fake_colors) const
::glDisable(GL_LIGHTING);
}
void GLCanvas3D::_render_gizmo() const
void GLCanvas3D::_render_gizmo(Gizmos::RenderOrder render_order) const
{
m_gizmos.render(*this, _selected_volumes_bounding_box());
m_gizmos.render(*this, _selected_volumes_bounding_box(), render_order);
}
float GLCanvas3D::_get_layers_editing_cursor_z_relative() const