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ENH: wireframe: refine the rendering logic under paint
1. remove wireframe in 3d view, only keep in paint; 2. pass barycentric_coordinates from outside 3. add shortcut hints Change-Id: I911e5cdf3475926d9527dc0839fdce072ed54746 (cherry picked from commit 6e16d0ccfb71741e55daabd757be9f9e7613e695)
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79b5c94f4f
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a9a228d071
9 changed files with 137 additions and 39 deletions
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@ -45,7 +45,8 @@ std::pair<bool, std::string> GLShadersManager::init()
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// used to render extrusion and travel paths as lines in gcode preview
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valid &= append_shader("toolpaths_lines", { "toolpaths_lines.vs", "toolpaths_lines.fs" });
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// used to render objects in 3d editor
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if (GUI::wxGetApp().is_gl_version_greater_or_equal_to(3, 0)) {
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//if (GUI::wxGetApp().is_gl_version_greater_or_equal_to(3, 0)) {
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if (0) {
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valid &= append_shader("gouraud", { "gouraud_130.vs", "gouraud_130.fs" }
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#if ENABLE_ENVIRONMENT_MAP
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, { "ENABLE_ENVIRONMENT_MAP"sv }
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@ -70,16 +71,16 @@ std::pair<bool, std::string> GLShadersManager::init()
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// Since macOS 12 (Monterey), this issue with the opposite direction on Apple's Arm CPU seems to be fixed, and computed
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// triangle normals inside fragment shader have the right direction.
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if (platform_flavor() == PlatformFlavor::OSXOnArm && wxPlatformInfo::Get().GetOSMajorVersion() < 12) {
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if (GUI::wxGetApp().is_gl_version_greater_or_equal_to(3, 0))
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//if (GUI::wxGetApp().is_gl_version_greater_or_equal_to(3, 0))
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valid &= append_shader("mm_gouraud", {"mm_gouraud_130.vs", "mm_gouraud_130.fs"}, {"FLIP_TRIANGLE_NORMALS"sv});
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else
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valid &= append_shader("mm_gouraud", {"mm_gouraud.vs", "mm_gouraud.fs"}, {"FLIP_TRIANGLE_NORMALS"sv});
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//else
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// valid &= append_shader("mm_gouraud", {"mm_gouraud.vs", "mm_gouraud.fs"}, {"FLIP_TRIANGLE_NORMALS"sv});
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}
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else {
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if (GUI::wxGetApp().is_gl_version_greater_or_equal_to(3, 0))
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valid &= append_shader("mm_gouraud", {"mm_gouraud_130.vs", "mm_gouraud_130.fs"});
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else
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valid &= append_shader("mm_gouraud", {"mm_gouraud.vs", "mm_gouraud.fs"});
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//if (GUI::wxGetApp().is_gl_version_greater_or_equal_to(3, 0))
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valid &= append_shader("mm_gouraud", {"mm_gouraud_wireframe.vs", "mm_gouraud_wireframe.fs"});
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//else
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// valid &= append_shader("mm_gouraud", {"mm_gouraud.vs", "mm_gouraud.fs"});
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}
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//BBS: add shader for outline
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