Tech ENABLE_OUT_OF_BED_DETECTION_IMPROVEMENTS set as default

This commit is contained in:
enricoturri1966 2021-11-16 12:39:54 +01:00
parent 58c93196d5
commit 9af9b9b35d
20 changed files with 2 additions and 119 deletions

View file

@ -66,20 +66,12 @@ GLGizmoPainterBase::ClippingPlaneDataWrapper GLGizmoPainterBase::get_clipping_pl
void GLGizmoPainterBase::render_triangles(const Selection& selection) const
{
#if ENABLE_OUT_OF_BED_DETECTION_IMPROVEMENTS
auto* shader = wxGetApp().get_shader("gouraud_mod");
#else
auto* shader = wxGetApp().get_shader("gouraud");
#endif // ENABLE_OUT_OF_BED_DETECTION_IMPROVEMENTS
if (! shader)
return;
shader->start_using();
shader->set_uniform("slope.actived", false);
#if ENABLE_OUT_OF_BED_DETECTION_IMPROVEMENTS
shader->set_uniform("print_volume.type", 0);
#else
shader->set_uniform("print_box.actived", false);
#endif // ENABLE_OUT_OF_BED_DETECTION_IMPROVEMENTS
shader->set_uniform("clipping_plane", this->get_clipping_plane_data().clp_dataf);
ScopeGuard guard([shader]() { if (shader) shader->stop_using(); });
@ -106,11 +98,7 @@ void GLGizmoPainterBase::render_triangles(const Selection& selection) const
// to the shader input variable print_box.volume_world_matrix before
// rendering the painted triangles. When this matrix is not set, the
// wrong transformation matrix is used for "Clipping of view".
#if ENABLE_OUT_OF_BED_DETECTION_IMPROVEMENTS
shader->set_uniform("volume_world_matrix", trafo_matrix);
#else
shader->set_uniform("print_box.volume_world_matrix", trafo_matrix);
#endif // ENABLE_OUT_OF_BED_DETECTION_IMPROVEMENTS
m_triangle_selectors[mesh_id]->render(m_imgui);
@ -609,11 +597,7 @@ void TriangleSelectorGUI::render(ImGuiWrapper* imgui)
auto* shader = wxGetApp().get_current_shader();
if (! shader)
return;
#if ENABLE_OUT_OF_BED_DETECTION_IMPROVEMENTS
assert(shader->get_name() == "gouraud_mod");
#else
assert(shader->get_name() == "gouraud");
#endif // ENABLE_OUT_OF_BED_DETECTION_IMPROVEMENTS
ScopeGuard guard([shader]() { if (shader) shader->set_uniform("offset_depth_buffer", false);});
shader->set_uniform("offset_depth_buffer", true);
for (auto iva : {std::make_pair(&m_iva_enforcers, enforcers_color),