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	Merge branch 'lh_fdm_supports_smart_fill'
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						commit
						c660091bfa
					
				
					 10 changed files with 189 additions and 95 deletions
				
			
		|  | @ -32,6 +32,8 @@ struct SlopeDetection | ||||||
| uniform vec4 uniform_color; | uniform vec4 uniform_color; | ||||||
| uniform SlopeDetection slope; | uniform SlopeDetection slope; | ||||||
| 
 | 
 | ||||||
|  | uniform bool offset_depth_buffer; | ||||||
|  | 
 | ||||||
| #ifdef ENABLE_ENVIRONMENT_MAP | #ifdef ENABLE_ENVIRONMENT_MAP | ||||||
|     uniform sampler2D environment_tex; |     uniform sampler2D environment_tex; | ||||||
|     uniform bool use_environment_tex; |     uniform bool use_environment_tex; | ||||||
|  | @ -50,8 +52,6 @@ varying float world_pos_z; | ||||||
| varying float world_normal_z; | varying float world_normal_z; | ||||||
| varying vec3 eye_normal; | varying vec3 eye_normal; | ||||||
| 
 | 
 | ||||||
| uniform bool compute_triangle_normals_in_fs; |  | ||||||
| 
 |  | ||||||
| void main() | void main() | ||||||
| { | { | ||||||
|     if (any(lessThan(clipping_planes_dots, ZERO))) |     if (any(lessThan(clipping_planes_dots, ZERO))) | ||||||
|  | @ -59,36 +59,7 @@ void main() | ||||||
|     vec3  color = uniform_color.rgb; |     vec3  color = uniform_color.rgb; | ||||||
|     float alpha = uniform_color.a; |     float alpha = uniform_color.a; | ||||||
| 
 | 
 | ||||||
|     vec2  intensity_fs      = intensity; |     if (slope.actived && world_normal_z < slope.normal_z - EPSILON) { | ||||||
|     vec3  eye_normal_fs     = eye_normal; |  | ||||||
|     float world_normal_z_fs = world_normal_z; |  | ||||||
|     if (compute_triangle_normals_in_fs) { |  | ||||||
|         vec3 triangle_normal = normalize(cross(dFdx(model_pos.xyz), dFdy(model_pos.xyz))); |  | ||||||
| #ifdef FLIP_TRIANGLE_NORMALS |  | ||||||
|         triangle_normal = -triangle_normal; |  | ||||||
| #endif |  | ||||||
| 
 |  | ||||||
|         // First transform the normal into camera space and normalize the result. |  | ||||||
|         eye_normal_fs = normalize(gl_NormalMatrix * triangle_normal); |  | ||||||
| 
 |  | ||||||
|         // Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex. |  | ||||||
|         // Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range. |  | ||||||
|         float NdotL = max(dot(eye_normal_fs, LIGHT_TOP_DIR), 0.0); |  | ||||||
| 
 |  | ||||||
|         intensity_fs = vec2(0.0, 0.0); |  | ||||||
|         intensity_fs.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE; |  | ||||||
|         vec3 position = (gl_ModelViewMatrix * model_pos).xyz; |  | ||||||
|         intensity_fs.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, eye_normal_fs)), 0.0), LIGHT_TOP_SHININESS); |  | ||||||
| 
 |  | ||||||
|         // Perform the same lighting calculation for the 2nd light source (no specular applied). |  | ||||||
|         NdotL = max(dot(eye_normal_fs, LIGHT_FRONT_DIR), 0.0); |  | ||||||
|         intensity_fs.x += NdotL * LIGHT_FRONT_DIFFUSE; |  | ||||||
| 
 |  | ||||||
|         // z component of normal vector in world coordinate used for slope shading |  | ||||||
|         world_normal_z_fs = slope.actived ? (normalize(slope.volume_world_normal_matrix * triangle_normal)).z : 0.0; |  | ||||||
|     } |  | ||||||
| 
 |  | ||||||
|     if (slope.actived && world_normal_z_fs < slope.normal_z - EPSILON) { |  | ||||||
|         color = vec3(0.7, 0.7, 1.0); |         color = vec3(0.7, 0.7, 1.0); | ||||||
|         alpha = 1.0; |         alpha = 1.0; | ||||||
|     } |     } | ||||||
|  | @ -96,8 +67,13 @@ void main() | ||||||
| 	color = (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) ? mix(color, ZERO, 0.3333) : color; | 	color = (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) ? mix(color, ZERO, 0.3333) : color; | ||||||
| #ifdef ENABLE_ENVIRONMENT_MAP | #ifdef ENABLE_ENVIRONMENT_MAP | ||||||
|     if (use_environment_tex) |     if (use_environment_tex) | ||||||
|         gl_FragColor = vec4(0.45 * texture2D(environment_tex, normalize(eye_normal_fs).xy * 0.5 + 0.5).xyz + 0.8 * color * intensity_fs.x, alpha); |         gl_FragColor = vec4(0.45 * texture2D(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color * intensity.x, alpha); | ||||||
|     else |     else | ||||||
| #endif | #endif | ||||||
|         gl_FragColor = vec4(vec3(intensity_fs.y) + color * intensity_fs.x, alpha); |         gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha); | ||||||
|  | 
 | ||||||
|  |     // In the support painting gizmo and the seam painting gizmo are painted triangles rendered over the already | ||||||
|  |     // rendered object. To resolved z-fighting between previously rendered object and painted triangles, values | ||||||
|  |     // inside the depth buffer are offset by small epsilon for painted triangles inside those gizmos. | ||||||
|  |     gl_FragDepth = gl_FragCoord.z - (offset_depth_buffer ? EPSILON : 0.0); | ||||||
| } | } | ||||||
|  |  | ||||||
|  | @ -54,11 +54,8 @@ varying float world_pos_z; | ||||||
| varying float world_normal_z; | varying float world_normal_z; | ||||||
| varying vec3 eye_normal; | varying vec3 eye_normal; | ||||||
| 
 | 
 | ||||||
| uniform bool compute_triangle_normals_in_fs; |  | ||||||
| 
 |  | ||||||
| void main() | void main() | ||||||
| { | { | ||||||
|     if (!compute_triangle_normals_in_fs) { |  | ||||||
|     // First transform the normal into camera space and normalize the result. |     // First transform the normal into camera space and normalize the result. | ||||||
|     eye_normal = normalize(gl_NormalMatrix * gl_Normal); |     eye_normal = normalize(gl_NormalMatrix * gl_Normal); | ||||||
| 
 | 
 | ||||||
|  | @ -73,7 +70,6 @@ void main() | ||||||
|     // Perform the same lighting calculation for the 2nd light source (no specular applied). |     // Perform the same lighting calculation for the 2nd light source (no specular applied). | ||||||
|     NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0); |     NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0); | ||||||
|     intensity.x += NdotL * LIGHT_FRONT_DIFFUSE; |     intensity.x += NdotL * LIGHT_FRONT_DIFFUSE; | ||||||
|     } |  | ||||||
| 
 | 
 | ||||||
|     model_pos = gl_Vertex; |     model_pos = gl_Vertex; | ||||||
|     // Point in homogenous coordinates. |     // Point in homogenous coordinates. | ||||||
|  | @ -90,7 +86,6 @@ void main() | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|     // z component of normal vector in world coordinate used for slope shading |     // z component of normal vector in world coordinate used for slope shading | ||||||
|     if (!compute_triangle_normals_in_fs) |  | ||||||
|     world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * gl_Normal)).z : 0.0; |     world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * gl_Normal)).z : 0.0; | ||||||
| 
 | 
 | ||||||
|     gl_Position = ftransform(); |     gl_Position = ftransform(); | ||||||
|  |  | ||||||
							
								
								
									
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							|  | @ -0,0 +1,55 @@ | ||||||
|  | #version 110 | ||||||
|  | 
 | ||||||
|  | #define INTENSITY_CORRECTION 0.6 | ||||||
|  | 
 | ||||||
|  | // normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31) | ||||||
|  | const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929); | ||||||
|  | #define LIGHT_TOP_DIFFUSE    (0.8 * INTENSITY_CORRECTION) | ||||||
|  | #define LIGHT_TOP_SPECULAR   (0.125 * INTENSITY_CORRECTION) | ||||||
|  | #define LIGHT_TOP_SHININESS  20.0 | ||||||
|  | 
 | ||||||
|  | // normalized values for (1./1.43, 0.2/1.43, 1./1.43) | ||||||
|  | const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074); | ||||||
|  | #define LIGHT_FRONT_DIFFUSE  (0.3 * INTENSITY_CORRECTION) | ||||||
|  | 
 | ||||||
|  | #define INTENSITY_AMBIENT    0.3 | ||||||
|  | 
 | ||||||
|  | const vec3  ZERO    = vec3(0.0, 0.0, 0.0); | ||||||
|  | const float EPSILON = 0.0001; | ||||||
|  | 
 | ||||||
|  | uniform vec4 uniform_color; | ||||||
|  | 
 | ||||||
|  | varying vec3 clipping_planes_dots; | ||||||
|  | varying vec4 model_pos; | ||||||
|  | 
 | ||||||
|  | void main() | ||||||
|  | { | ||||||
|  |     if (any(lessThan(clipping_planes_dots, ZERO))) | ||||||
|  |         discard; | ||||||
|  |     vec3  color = uniform_color.rgb; | ||||||
|  |     float alpha = uniform_color.a; | ||||||
|  | 
 | ||||||
|  |     vec3 triangle_normal = normalize(cross(dFdx(model_pos.xyz), dFdy(model_pos.xyz))); | ||||||
|  | #ifdef FLIP_TRIANGLE_NORMALS | ||||||
|  |     triangle_normal = -triangle_normal; | ||||||
|  | #endif | ||||||
|  | 
 | ||||||
|  |     // First transform the normal into camera space and normalize the result. | ||||||
|  |     vec3 eye_normal = normalize(gl_NormalMatrix * triangle_normal); | ||||||
|  | 
 | ||||||
|  |     // Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex. | ||||||
|  |     // Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range. | ||||||
|  |     float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0); | ||||||
|  | 
 | ||||||
|  |     // x = diffuse, y = specular; | ||||||
|  |     vec2 intensity = vec2(0.0, 0.0); | ||||||
|  |     intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE; | ||||||
|  |     vec3 position = (gl_ModelViewMatrix * model_pos).xyz; | ||||||
|  |     intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS); | ||||||
|  | 
 | ||||||
|  |     // Perform the same lighting calculation for the 2nd light source (no specular applied). | ||||||
|  |     NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0); | ||||||
|  |     intensity.x += NdotL * LIGHT_FRONT_DIFFUSE; | ||||||
|  | 
 | ||||||
|  |     gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha); | ||||||
|  | } | ||||||
							
								
								
									
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								resources/shaders/mm_gouraud.vs
									
										
									
									
									
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							|  | @ -0,0 +1,23 @@ | ||||||
|  | #version 110 | ||||||
|  | 
 | ||||||
|  | const vec3 ZERO = vec3(0.0, 0.0, 0.0); | ||||||
|  | 
 | ||||||
|  | uniform mat4 volume_world_matrix; | ||||||
|  | // Clipping plane, x = min z, y = max z. Used by the FFF and SLA previews to clip with a top / bottom plane. | ||||||
|  | uniform vec2 z_range; | ||||||
|  | // Clipping plane - general orientation. Used by the SLA gizmo. | ||||||
|  | uniform vec4 clipping_plane; | ||||||
|  | 
 | ||||||
|  | varying vec3 clipping_planes_dots; | ||||||
|  | varying vec4 model_pos; | ||||||
|  | 
 | ||||||
|  | void main() | ||||||
|  | { | ||||||
|  |     model_pos = gl_Vertex; | ||||||
|  |     // Point in homogenous coordinates. | ||||||
|  |     vec4 world_pos = volume_world_matrix * gl_Vertex; | ||||||
|  | 
 | ||||||
|  |     gl_Position = ftransform(); | ||||||
|  |     // Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded. | ||||||
|  |     clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z); | ||||||
|  | } | ||||||
|  | @ -456,7 +456,7 @@ private: | ||||||
|     GLGizmosManager m_gizmos; |     GLGizmosManager m_gizmos; | ||||||
|     GLToolbar m_main_toolbar; |     GLToolbar m_main_toolbar; | ||||||
|     GLToolbar m_undoredo_toolbar; |     GLToolbar m_undoredo_toolbar; | ||||||
|     ClippingPlane m_clipping_planes[2]; |     std::array<ClippingPlane, 2> m_clipping_planes; | ||||||
|     ClippingPlane m_camera_clipping_plane; |     ClippingPlane m_camera_clipping_plane; | ||||||
|     bool m_use_clipping_planes; |     bool m_use_clipping_planes; | ||||||
|     SlaCap m_sla_caps[2]; |     SlaCap m_sla_caps[2]; | ||||||
|  | @ -651,6 +651,9 @@ public: | ||||||
|     void reset_clipping_planes_cache() { m_sla_caps[0].triangles.clear(); m_sla_caps[1].triangles.clear(); } |     void reset_clipping_planes_cache() { m_sla_caps[0].triangles.clear(); m_sla_caps[1].triangles.clear(); } | ||||||
|     void set_use_clipping_planes(bool use) { m_use_clipping_planes = use; } |     void set_use_clipping_planes(bool use) { m_use_clipping_planes = use; } | ||||||
| 
 | 
 | ||||||
|  |     bool                                get_use_clipping_planes() const { return m_use_clipping_planes; } | ||||||
|  |     const std::array<ClippingPlane, 2> &get_clipping_planes() const { return m_clipping_planes; }; | ||||||
|  | 
 | ||||||
|     void set_color_by(const std::string& value); |     void set_color_by(const std::string& value); | ||||||
| 
 | 
 | ||||||
|     void refresh_camera_scene_box(); |     void refresh_camera_scene_box(); | ||||||
|  |  | ||||||
|  | @ -61,16 +61,6 @@ std::pair<bool, std::string> GLShadersManager::init() | ||||||
|     // used to render extrusion and travel paths as lines in gcode preview
 |     // used to render extrusion and travel paths as lines in gcode preview
 | ||||||
|     valid &= append_shader("toolpaths_lines", { "toolpaths_lines.vs", "toolpaths_lines.fs" }); |     valid &= append_shader("toolpaths_lines", { "toolpaths_lines.vs", "toolpaths_lines.fs" }); | ||||||
|     // used to render objects in 3d editor
 |     // used to render objects in 3d editor
 | ||||||
|     // For Apple's on Arm CPU computed triangle normals inside fragment shader using dFdx and dFdy has the opposite direction.
 |  | ||||||
|     // Because of this, objects had darker colors inside the multi-material gizmo.
 |  | ||||||
|     // Based on https://stackoverflow.com/a/66206648, the similar behavior was also spotted on some other devices with Arm CPU.
 |  | ||||||
|     if (platform_flavor() == PlatformFlavor::OSXOnArm) |  | ||||||
|         valid &= append_shader("gouraud", { "gouraud.vs", "gouraud.fs" }, { "FLIP_TRIANGLE_NORMALS"sv |  | ||||||
| #if ENABLE_ENVIRONMENT_MAP |  | ||||||
|             , "ENABLE_ENVIRONMENT_MAP"sv |  | ||||||
| #endif |  | ||||||
|         }); |  | ||||||
|     else |  | ||||||
|     valid &= append_shader("gouraud", { "gouraud.vs", "gouraud.fs" } |     valid &= append_shader("gouraud", { "gouraud.vs", "gouraud.fs" } | ||||||
| #if ENABLE_ENVIRONMENT_MAP | #if ENABLE_ENVIRONMENT_MAP | ||||||
|         , { "ENABLE_ENVIRONMENT_MAP"sv } |         , { "ENABLE_ENVIRONMENT_MAP"sv } | ||||||
|  | @ -80,6 +70,14 @@ std::pair<bool, std::string> GLShadersManager::init() | ||||||
|     valid &= append_shader("variable_layer_height", { "variable_layer_height.vs", "variable_layer_height.fs" }); |     valid &= append_shader("variable_layer_height", { "variable_layer_height.vs", "variable_layer_height.fs" }); | ||||||
|     // used to render highlight contour around selected triangles inside the multi-material gizmo
 |     // used to render highlight contour around selected triangles inside the multi-material gizmo
 | ||||||
|     valid &= append_shader("mm_contour", { "mm_contour.vs", "mm_contour.fs" }); |     valid &= append_shader("mm_contour", { "mm_contour.vs", "mm_contour.fs" }); | ||||||
|  |     // Used to render painted triangles inside the multi-material gizmo. Triangle normals are computed inside fragment shader.
 | ||||||
|  |     // For Apple's on Arm CPU computed triangle normals inside fragment shader using dFdx and dFdy has the opposite direction.
 | ||||||
|  |     // Because of this, objects had darker colors inside the multi-material gizmo.
 | ||||||
|  |     // Based on https://stackoverflow.com/a/66206648, the similar behavior was also spotted on some other devices with Arm CPU.
 | ||||||
|  |     if (platform_flavor() == PlatformFlavor::OSXOnArm) | ||||||
|  |         valid &= append_shader("mm_gouraud", {"mm_gouraud.vs", "mm_gouraud.fs"}, {"FLIP_TRIANGLE_NORMALS"sv}); | ||||||
|  |     else | ||||||
|  |         valid &= append_shader("mm_gouraud", {"mm_gouraud.vs", "mm_gouraud.fs"}); | ||||||
| 
 | 
 | ||||||
|     return { valid, error }; |     return { valid, error }; | ||||||
| } | } | ||||||
|  |  | ||||||
|  | @ -143,7 +143,7 @@ void GLGizmoMmuSegmentation::render_painter_gizmo() const | ||||||
|     glsafe(::glEnable(GL_BLEND)); |     glsafe(::glEnable(GL_BLEND)); | ||||||
|     glsafe(::glEnable(GL_DEPTH_TEST)); |     glsafe(::glEnable(GL_DEPTH_TEST)); | ||||||
| 
 | 
 | ||||||
|     render_triangles(selection, false); |     render_triangles(selection); | ||||||
| 
 | 
 | ||||||
|     m_c->object_clipper()->render_cut(); |     m_c->object_clipper()->render_cut(); | ||||||
|     m_c->instances_hider()->render_cut(); |     m_c->instances_hider()->render_cut(); | ||||||
|  | @ -174,6 +174,43 @@ void GLGizmoMmuSegmentation::set_painter_gizmo_data(const Selection &selection) | ||||||
|     } |     } | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
|  | void GLGizmoMmuSegmentation::render_triangles(const Selection &selection) const | ||||||
|  | { | ||||||
|  |     ClippingPlaneDataWrapper clp_data = this->get_clipping_plane_data(); | ||||||
|  |     auto                    *shader   = wxGetApp().get_shader("mm_gouraud"); | ||||||
|  |     if (!shader) | ||||||
|  |         return; | ||||||
|  |     shader->start_using(); | ||||||
|  |     shader->set_uniform("clipping_plane", clp_data.clp_dataf); | ||||||
|  |     shader->set_uniform("z_range", clp_data.z_range); | ||||||
|  |     ScopeGuard guard([shader]() { if (shader) shader->stop_using(); }); | ||||||
|  | 
 | ||||||
|  |     const ModelObject *mo      = m_c->selection_info()->model_object(); | ||||||
|  |     int                mesh_id = -1; | ||||||
|  |     for (const ModelVolume *mv : mo->volumes) { | ||||||
|  |         if (!mv->is_model_part()) | ||||||
|  |             continue; | ||||||
|  | 
 | ||||||
|  |         ++mesh_id; | ||||||
|  | 
 | ||||||
|  |         const Transform3d trafo_matrix = mo->instances[selection.get_instance_idx()]->get_transformation().get_matrix() * mv->get_matrix(); | ||||||
|  | 
 | ||||||
|  |         bool is_left_handed = trafo_matrix.matrix().determinant() < 0.; | ||||||
|  |         if (is_left_handed) | ||||||
|  |             glsafe(::glFrontFace(GL_CW)); | ||||||
|  | 
 | ||||||
|  |         glsafe(::glPushMatrix()); | ||||||
|  |         glsafe(::glMultMatrixd(trafo_matrix.data())); | ||||||
|  | 
 | ||||||
|  |         shader->set_uniform("volume_world_matrix", trafo_matrix); | ||||||
|  |         m_triangle_selectors[mesh_id]->render(m_imgui); | ||||||
|  | 
 | ||||||
|  |         glsafe(::glPopMatrix()); | ||||||
|  |         if (is_left_handed) | ||||||
|  |             glsafe(::glFrontFace(GL_CCW)); | ||||||
|  |     } | ||||||
|  | } | ||||||
|  | 
 | ||||||
| static void render_extruders_combo(const std::string                       &label, | static void render_extruders_combo(const std::string                       &label, | ||||||
|                                    const std::vector<std::string>          &extruders, |                                    const std::vector<std::string>          &extruders, | ||||||
|                                    const std::vector<std::array<float, 4>> &extruders_colors, |                                    const std::vector<std::array<float, 4>> &extruders_colors, | ||||||
|  | @ -554,9 +591,7 @@ void TriangleSelectorMmGui::render(ImGuiWrapper *imgui) | ||||||
|     auto *shader = wxGetApp().get_current_shader(); |     auto *shader = wxGetApp().get_current_shader(); | ||||||
|     if (!shader) |     if (!shader) | ||||||
|         return; |         return; | ||||||
|     assert(shader->get_name() == "gouraud"); |     assert(shader->get_name() == "mm_gouraud"); | ||||||
|     ScopeGuard guard([shader]() { if (shader) shader->set_uniform("compute_triangle_normals_in_fs", false);}); |  | ||||||
|     shader->set_uniform("compute_triangle_normals_in_fs", true); |  | ||||||
| 
 | 
 | ||||||
|     for (size_t color_idx = 0; color_idx < m_gizmo_scene.triangle_indices.size(); ++color_idx) |     for (size_t color_idx = 0; color_idx < m_gizmo_scene.triangle_indices.size(); ++color_idx) | ||||||
|         if (m_gizmo_scene.has_VBOs(color_idx)) { |         if (m_gizmo_scene.has_VBOs(color_idx)) { | ||||||
|  | @ -569,7 +604,7 @@ void TriangleSelectorMmGui::render(ImGuiWrapper *imgui) | ||||||
|         } |         } | ||||||
| 
 | 
 | ||||||
|     if (m_paint_contour.has_VBO()) { |     if (m_paint_contour.has_VBO()) { | ||||||
|         ScopeGuard guard_gouraud([shader]() { shader->start_using(); }); |         ScopeGuard guard_mm_gouraud([shader]() { shader->start_using(); }); | ||||||
|         shader->stop_using(); |         shader->stop_using(); | ||||||
| 
 | 
 | ||||||
|         auto *contour_shader = wxGetApp().get_shader("mm_contour"); |         auto *contour_shader = wxGetApp().get_shader("mm_contour"); | ||||||
|  |  | ||||||
|  | @ -89,6 +89,8 @@ public: | ||||||
| 
 | 
 | ||||||
|     void set_painter_gizmo_data(const Selection& selection) override; |     void set_painter_gizmo_data(const Selection& selection) override; | ||||||
| 
 | 
 | ||||||
|  |     void render_triangles(const Selection& selection) const override; | ||||||
|  | 
 | ||||||
|     // TriangleSelector::serialization/deserialization has a limit to store 19 different states.
 |     // TriangleSelector::serialization/deserialization has a limit to store 19 different states.
 | ||||||
|     // EXTRUDER_LIMIT + 1 states are used to storing the painting because also uncolored triangles are stored.
 |     // EXTRUDER_LIMIT + 1 states are used to storing the painting because also uncolored triangles are stored.
 | ||||||
|     // When increasing EXTRUDER_LIMIT, it needs to ensure that TriangleSelector::serialization/deserialization
 |     // When increasing EXTRUDER_LIMIT, it needs to ensure that TriangleSelector::serialization/deserialization
 | ||||||
|  |  | ||||||
|  | @ -43,41 +43,39 @@ void GLGizmoPainterBase::set_painter_gizmo_data(const Selection& selection) | ||||||
|     } |     } | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| 
 | GLGizmoPainterBase::ClippingPlaneDataWrapper GLGizmoPainterBase::get_clipping_plane_data() const | ||||||
| 
 |  | ||||||
| void GLGizmoPainterBase::render_triangles(const Selection& selection, const bool use_polygon_offset_fill) const |  | ||||||
| { | { | ||||||
|     const ModelObject* mo = m_c->selection_info()->model_object(); |     ClippingPlaneDataWrapper clp_data_out{{0.f, 0.f, 1.f, FLT_MAX}, {-FLT_MAX, FLT_MAX}}; | ||||||
| 
 |  | ||||||
|     ScopeGuard offset_fill_guard([&use_polygon_offset_fill]() { |  | ||||||
|         if (use_polygon_offset_fill) |  | ||||||
|             glsafe(::glDisable(GL_POLYGON_OFFSET_FILL)); |  | ||||||
|     }); |  | ||||||
|     if (use_polygon_offset_fill) { |  | ||||||
|         glsafe(::glEnable(GL_POLYGON_OFFSET_FILL)); |  | ||||||
|         glsafe(::glPolygonOffset(-5.0, -5.0)); |  | ||||||
|     } |  | ||||||
| 
 |  | ||||||
|     // Take care of the clipping plane. The normal of the clipping plane is
 |     // Take care of the clipping plane. The normal of the clipping plane is
 | ||||||
|     // saved with opposite sign than we need to pass to OpenGL (FIXME)
 |     // saved with opposite sign than we need to pass to OpenGL (FIXME)
 | ||||||
|     bool clipping_plane_active = m_c->object_clipper()->get_position() != 0.; |     if (bool clipping_plane_active = m_c->object_clipper()->get_position() != 0.; clipping_plane_active) { | ||||||
|     float clp_dataf[4] = {0.f, 0.f, 1.f, FLT_MAX}; |         const ClippingPlane *clp = m_c->object_clipper()->get_clipping_plane(); | ||||||
|     if (clipping_plane_active) { |         for (size_t i = 0; i < 3; ++i) | ||||||
|         const ClippingPlane* clp = m_c->object_clipper()->get_clipping_plane(); |             clp_data_out.clp_dataf[i] = -1.f * float(clp->get_data()[i]); | ||||||
|         for (size_t i=0; i<3; ++i) |         clp_data_out.clp_dataf[3] = float(clp->get_data()[3]); | ||||||
|             clp_dataf[i] = -1.f * float(clp->get_data()[i]); |  | ||||||
|         clp_dataf[3] = float(clp->get_data()[3]); |  | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|  |     // z_range is calculated in the same way as in GLCanvas3D::_render_objects(GLVolumeCollection::ERenderType type)
 | ||||||
|  |     if (m_c->get_canvas()->get_use_clipping_planes()) { | ||||||
|  |         const std::array<ClippingPlane, 2> &clps = m_c->get_canvas()->get_clipping_planes(); | ||||||
|  |         clp_data_out.z_range                     = {float(-clps[0].get_data()[3]), float(clps[1].get_data()[3])}; | ||||||
|  |     } | ||||||
|  | 
 | ||||||
|  |     return clp_data_out; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void GLGizmoPainterBase::render_triangles(const Selection& selection) const | ||||||
|  | { | ||||||
|     auto *shader = wxGetApp().get_shader("gouraud"); |     auto *shader = wxGetApp().get_shader("gouraud"); | ||||||
|     if (! shader) |     if (! shader) | ||||||
|         return; |         return; | ||||||
|     shader->start_using(); |     shader->start_using(); | ||||||
|     shader->set_uniform("slope.actived", false); |     shader->set_uniform("slope.actived", false); | ||||||
|     shader->set_uniform("print_box.actived", false); |     shader->set_uniform("print_box.actived", false); | ||||||
|     shader->set_uniform("clipping_plane", clp_dataf, 4); |     shader->set_uniform("clipping_plane", this->get_clipping_plane_data().clp_dataf); | ||||||
|     ScopeGuard guard([shader]() { if (shader) shader->stop_using(); }); |     ScopeGuard guard([shader]() { if (shader) shader->stop_using(); }); | ||||||
| 
 | 
 | ||||||
|  |     const ModelObject *mo      = m_c->selection_info()->model_object(); | ||||||
|     int                mesh_id = -1; |     int                mesh_id = -1; | ||||||
|     for (const ModelVolume* mv : mo->volumes) { |     for (const ModelVolume* mv : mo->volumes) { | ||||||
|         if (! mv->is_model_part()) |         if (! mv->is_model_part()) | ||||||
|  | @ -578,7 +576,8 @@ void TriangleSelectorGUI::render(ImGuiWrapper* imgui) | ||||||
|     if (! shader) |     if (! shader) | ||||||
|         return; |         return; | ||||||
|     assert(shader->get_name() == "gouraud"); |     assert(shader->get_name() == "gouraud"); | ||||||
| 
 |     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), |     for (auto iva : {std::make_pair(&m_iva_enforcers, enforcers_color), | ||||||
|                      std::make_pair(&m_iva_blockers, blockers_color)}) { |                      std::make_pair(&m_iva_blockers, blockers_color)}) { | ||||||
|         if (iva.first->has_VBOs()) { |         if (iva.first->has_VBOs()) { | ||||||
|  | @ -604,7 +603,7 @@ void TriangleSelectorGUI::render(ImGuiWrapper* imgui) | ||||||
|         auto *contour_shader = wxGetApp().get_shader("mm_contour"); |         auto *contour_shader = wxGetApp().get_shader("mm_contour"); | ||||||
|         contour_shader->start_using(); |         contour_shader->start_using(); | ||||||
| 
 | 
 | ||||||
|         glsafe(::glDepthFunc(GL_GEQUAL)); |         glsafe(::glDepthFunc(GL_LEQUAL)); | ||||||
|         m_paint_contour.render(); |         m_paint_contour.render(); | ||||||
|         glsafe(::glDepthFunc(GL_LESS)); |         glsafe(::glDepthFunc(GL_LESS)); | ||||||
| 
 | 
 | ||||||
|  |  | ||||||
|  | @ -126,7 +126,7 @@ public: | ||||||
|     virtual bool gizmo_event(SLAGizmoEventType action, const Vec2d& mouse_position, bool shift_down, bool alt_down, bool control_down); |     virtual bool gizmo_event(SLAGizmoEventType action, const Vec2d& mouse_position, bool shift_down, bool alt_down, bool control_down); | ||||||
| 
 | 
 | ||||||
| protected: | protected: | ||||||
|     void render_triangles(const Selection& selection, const bool use_polygon_offset_fill = true) const; |     virtual void render_triangles(const Selection& selection) const; | ||||||
|     void render_cursor() const; |     void render_cursor() const; | ||||||
|     void render_cursor_circle() const; |     void render_cursor_circle() const; | ||||||
|     void render_cursor_sphere(const Transform3d& trafo) const; |     void render_cursor_sphere(const Transform3d& trafo) const; | ||||||
|  | @ -176,6 +176,14 @@ protected: | ||||||
|         Right |         Right | ||||||
|     }; |     }; | ||||||
| 
 | 
 | ||||||
|  |     struct ClippingPlaneDataWrapper | ||||||
|  |     { | ||||||
|  |         std::array<float, 4> clp_dataf; | ||||||
|  |         std::array<float, 2> z_range; | ||||||
|  |     }; | ||||||
|  | 
 | ||||||
|  |     ClippingPlaneDataWrapper get_clipping_plane_data() const; | ||||||
|  | 
 | ||||||
| private: | private: | ||||||
|     bool is_mesh_point_clipped(const Vec3d& point, const Transform3d& trafo) const; |     bool is_mesh_point_clipped(const Vec3d& point, const Transform3d& trafo) const; | ||||||
|     void update_raycast_cache(const Vec2d& mouse_position, |     void update_raycast_cache(const Vec2d& mouse_position, | ||||||
|  |  | ||||||
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	 Lukáš Hejl
						Lukáš Hejl