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https://github.com/SoftFever/OrcaSlicer.git
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Tech ENABLE_SEQUENTIAL_LIMITS set as default
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e6c361ec5e
commit
c61785f775
18 changed files with 6 additions and 668 deletions
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@ -107,9 +107,7 @@ void Bed3D::Axes::render() const
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glsafe(::glPopMatrix());
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};
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#if ENABLE_SEQUENTIAL_LIMITS
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if (!m_arrow.is_initialized())
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#endif // ENABLE_SEQUENTIAL_LIMITS
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const_cast<GLModel*>(&m_arrow)->init_from(stilized_arrow(16, DefaultTipRadius, DefaultTipLength, DefaultStemRadius, m_stem_length));
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GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
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@ -122,30 +120,15 @@ void Bed3D::Axes::render() const
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shader->set_uniform("emission_factor", 0.0);
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// x axis
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#if ENABLE_SEQUENTIAL_LIMITS
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const_cast<GLModel*>(&m_arrow)->set_color(-1, { 0.75f, 0.0f, 0.0f, 1.0f });
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#else
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std::array<float, 4> color = { 0.75f, 0.0f, 0.0f, 1.0f };
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shader->set_uniform("uniform_color", color);
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#endif // ENABLE_SEQUENTIAL_LIMITS
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render_axis(Geometry::assemble_transform(m_origin, { 0.0, 0.5 * M_PI, 0.0 }).cast<float>());
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// y axis
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#if ENABLE_SEQUENTIAL_LIMITS
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const_cast<GLModel*>(&m_arrow)->set_color(-1, { 0.0f, 0.75f, 0.0f, 1.0f });
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#else
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color = { 0.0f, 0.75f, 0.0f, 1.0f };
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shader->set_uniform("uniform_color", color);
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#endif // ENABLE_SEQUENTIAL_LIMITS
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render_axis(Geometry::assemble_transform(m_origin, { -0.5 * M_PI, 0.0, 0.0 }).cast<float>());
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// z axis
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#if ENABLE_SEQUENTIAL_LIMITS
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const_cast<GLModel*>(&m_arrow)->set_color(-1, { 0.0f, 0.0f, 0.75f, 1.0f });
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#else
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color = { 0.0f, 0.0f, 0.75f, 1.0f };
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shader->set_uniform("uniform_color", color);
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#endif // ENABLE_SEQUENTIAL_LIMITS
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render_axis(Geometry::assemble_transform(m_origin).cast<float>());
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shader->stop_using();
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@ -425,9 +408,7 @@ void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas) const
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}
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glsafe(::glEnable(GL_DEPTH_TEST));
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#if ENABLE_SEQUENTIAL_LIMITS
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if (bottom)
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#endif // ENABLE_SEQUENTIAL_LIMITS
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glsafe(::glDepthMask(GL_FALSE));
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glsafe(::glEnable(GL_BLEND));
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@ -473,9 +454,7 @@ void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas) const
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glsafe(::glFrontFace(GL_CCW));
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glsafe(::glDisable(GL_BLEND));
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#if ENABLE_SEQUENTIAL_LIMITS
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if (bottom)
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#endif // ENABLE_SEQUENTIAL_LIMITS
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glsafe(::glDepthMask(GL_TRUE));
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shader->stop_using();
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@ -491,9 +470,7 @@ void Bed3D::render_model() const
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GLModel* model = const_cast<GLModel*>(&m_model);
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if (model->get_filename() != m_model_filename && model->init_from_file(m_model_filename)) {
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#if ENABLE_SEQUENTIAL_LIMITS
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model->set_color(-1, m_model_color);
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#endif // ENABLE_SEQUENTIAL_LIMITS
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// move the model so that its origin (0.0, 0.0, 0.0) goes into the bed shape center and a bit down to avoid z-fighting with the texture quad
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Vec3d shift = m_bounding_box.center();
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@ -508,9 +485,6 @@ void Bed3D::render_model() const
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GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
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if (shader != nullptr) {
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shader->start_using();
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#if !ENABLE_SEQUENTIAL_LIMITS
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shader->set_uniform("uniform_color", m_model_color);
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#endif // !ENABLE_SEQUENTIAL_LIMITS
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shader->set_uniform("emission_factor", 0.0);
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::glPushMatrix();
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::glTranslated(m_model_offset.x(), m_model_offset.y(), m_model_offset.z());
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