Revert "Add a simple subtle outline effect by drawing back faces using wireframe mode (#2934)"

This reverts commit 0cee513416.
This commit is contained in:
SoftFever 2023-12-05 22:05:11 +08:00
parent f0e35839fb
commit 685de31088
4 changed files with 8 additions and 46 deletions

View file

@ -472,6 +472,10 @@ void GLVolume::render_with_outline(const Transform3d &view_model_matrix)
//BBS add render for simple case
void GLVolume::simple_render(GLShaderProgram* shader, ModelObjectPtrs& model_objects, std::vector<ColorRGBA> extruder_colors)
{
if (this->is_left_handed())
glFrontFace(GL_CW);
glsafe(::glCullFace(GL_BACK));
bool color_volume = false;
ModelObject* model_object = nullptr;
ModelVolume* model_volume = nullptr;
@ -500,7 +504,6 @@ void GLVolume::simple_render(GLShaderProgram* shader, ModelObjectPtrs& model_obj
}
} while (0);
auto r = [&]() {
if (color_volume && !picking) {
// when force_transparent, we need to keep the alpha
if (force_native_color && render_color.is_transparent()) {
@ -542,29 +545,6 @@ void GLVolume::simple_render(GLShaderProgram* shader, ModelObjectPtrs& model_obj
else
model.render(this->tverts_range);
}
};
if (this->is_left_handed())
glFrontFace(GL_CW);
// Render front faces
glsafe(::glCullFace(GL_BACK));
r();
// Then render back faces in line mode to add an outline
GLboolean cull_face = GL_FALSE;
::glGetBooleanv(GL_CULL_FACE, &cull_face);
glsafe(::glEnable(GL_CULL_FACE));
glsafe(::glCullFace(GL_FRONT));
glsafe(::glPolygonMode(GL_BACK, GL_LINE));
r();
// Reset mode
glsafe(::glPolygonMode(GL_BACK, GL_FILL));
glsafe(::glCullFace(GL_BACK));
if (!cull_face)
glsafe(::glDisable(GL_CULL_FACE));
if (this->is_left_handed())
glFrontFace(GL_CCW);
}
@ -874,7 +854,6 @@ void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disab
}
glsafe(::glCullFace(GL_BACK));
glsafe(::glEnable(GL_CULL_FACE));
if (disable_cullface)
glsafe(::glDisable(GL_CULL_FACE));

View file

@ -1247,7 +1247,6 @@ void GCodeViewer::render(int canvas_width, int canvas_height, int right_margin)
glsafe(::glEnable(GL_DEPTH_TEST));
render_shells();
glsafe(::glClear(GL_DEPTH_BUFFER_BIT)); // This makes sure toolpaths are on top of shells
render_toolpaths();
float legend_height = 0.0f;
render_legend(legend_height, canvas_width, canvas_height, right_margin);
@ -4031,7 +4030,7 @@ void GCodeViewer::render_shells()
if (shader == nullptr)
return;
//glsafe(::glDepthMask(GL_FALSE));
glsafe(::glDepthMask(GL_FALSE));
shader->start_using();
shader->set_uniform("emission_factor", 0.1f);
@ -4040,7 +4039,7 @@ void GCodeViewer::render_shells()
shader->set_uniform("emission_factor", 0.0f);
shader->stop_using();
//glsafe(::glDepthMask(GL_TRUE));
glsafe(::glDepthMask(GL_TRUE));
}
//BBS