ENH: rendering: refine the rendering logic of GLVolume

1. set the unprintable volume to black even if it is mmu painted
2. add the bounding check logic when the object is partly inside of current plate

Change-Id: I69ce25eb85a71398ed8fb1d275136c5d943796d6
This commit is contained in:
lane.wei 2022-08-23 15:28:59 +08:00 committed by Lane.Wei
parent 3911344495
commit 5a2b0e845e
4 changed files with 41 additions and 12 deletions

View file

@ -434,6 +434,7 @@ GLVolume::GLVolume(float r, float g, float b, float a)
, zoom_to_volumes(true)
, shader_outside_printer_detection_enabled(false)
, is_outside(false)
, partly_inside(false)
, hover(HS_None)
, is_modifier(false)
, is_wipe_tower(false)
@ -679,7 +680,7 @@ void GLVolume::render(bool with_outline) const
bool color_volume = false;
ModelObjectPtrs& model_objects = GUI::wxGetApp().model().objects;
do {
if (object_idx() >= model_objects.size())
if ((!printable) || object_idx() >= model_objects.size())
break;
ModelObject* mo = model_objects[object_idx()];
@ -907,7 +908,7 @@ void GLVolume::simple_render(GLShaderProgram* shader, ModelObjectPtrs& model_obj
ModelObject* model_object = nullptr;
ModelVolume* model_volume = nullptr;
do {
if (object_idx() >= model_objects.size())
if ((!printable) || object_idx() >= model_objects.size())
break;
model_object = model_objects[object_idx()];
@ -1290,9 +1291,16 @@ void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disab
//shader->set_uniform("print_volume.xy_data", m_render_volume.data);
//shader->set_uniform("print_volume.z_data", m_render_volume.zs);
/*shader->set_uniform("print_volume.type", static_cast<int>(m_print_volume.type));
shader->set_uniform("print_volume.xy_data", m_print_volume.data);
shader->set_uniform("print_volume.z_data", m_print_volume.zs);*/
if (volume.first->partly_inside) {
//only partly inside volume need to be painted with boundary check
shader->set_uniform("print_volume.type", static_cast<int>(m_print_volume.type));
shader->set_uniform("print_volume.xy_data", m_print_volume.data);
shader->set_uniform("print_volume.z_data", m_print_volume.zs);
}
else {
//use -1 ad a invalid type
shader->set_uniform("print_volume.type", -1);
}
shader->set_uniform("volume_world_matrix", volume.first->world_matrix());
shader->set_uniform("slope.actived", m_slope.active && !volume.first->is_modifier && !volume.first->is_wipe_tower);
shader->set_uniform("slope.volume_world_normal_matrix", static_cast<Matrix3f>(volume.first->world_matrix().matrix().block(0, 0, 3, 3).inverse().transpose().cast<float>()));
@ -1405,6 +1413,7 @@ bool GLVolumeCollection::check_outside_state(const BuildVolume &build_volume, Mo
int64_t comp_id = ((int64_t)volume->composite_id.object_id << 32) | ((int64_t)volume->composite_id.instance_id);
volume->is_outside = state != BuildVolume::ObjectState::Inside;
volume->partly_inside = (state == BuildVolume::ObjectState::Colliding);
if (volume->printable) {
if (overall_state == ModelInstancePVS_Inside && volume->is_outside) {
overall_state = ModelInstancePVS_Fully_Outside;
@ -1459,8 +1468,10 @@ void GLVolumeCollection::reset_outside_state()
{
for (GLVolume* volume : this->volumes)
{
if (volume != nullptr)
if (volume != nullptr) {
volume->is_outside = false;
volume->partly_inside = false;
}
}
}