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https://github.com/SoftFever/OrcaSlicer.git
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Tech ENABLE_RAYCAST_PICKING - Rendering for rectangle selection made only inside the rectangle, on systems supporting framebuffers
Various other refactorings & fixes (cherry picked from commit prusa3d/PrusaSlicer@39b1222b22)
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f0199159e7
commit
d2d77456ac
12 changed files with 289 additions and 105 deletions
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@ -1787,7 +1787,8 @@ void GLCanvas3D::render(bool only_init)
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// and the viewport was set incorrectly, leading to tripping glAsserts further down
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// the road (in apply_projection). That's why the minimum size is forced to 10.
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Camera& camera = wxGetApp().plater()->get_camera();
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camera.apply_viewport(0, 0, std::max(10u, (unsigned int)cnv_size.get_width()), std::max(10u, (unsigned int)cnv_size.get_height()));
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camera.set_viewport(0, 0, std::max(10u, (unsigned int)cnv_size.get_width()), std::max(10u, (unsigned int)cnv_size.get_height()));
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camera.apply_viewport();
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if (camera.requires_zoom_to_bed) {
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zoom_to_bed();
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@ -1896,7 +1897,7 @@ void GLCanvas3D::render(bool only_init)
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_render_current_gizmo();
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#if ENABLE_RAYCAST_PICKING_DEBUG
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if (m_picking_enabled && !m_mouse.dragging)
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if (m_picking_enabled && !m_mouse.dragging && !m_gizmos.is_dragging() && !m_rectangle_selection.is_dragging())
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m_scene_raycaster.render_hit(camera);
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#endif // ENABLE_RAYCAST_PICKING_DEBUG
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@ -5540,7 +5541,8 @@ void GLCanvas3D::render_thumbnail_internal(ThumbnailData& thumbnail_data, const
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//BBS modify scene box to plate scene bounding box
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//plate_build_volume.min(2) = - plate_build_volume.max(2);
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camera.set_scene_box(plate_build_volume);
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camera.apply_viewport(0, 0, thumbnail_data.width, thumbnail_data.height);
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camera.set_viewport(0, 0, thumbnail_data.width, thumbnail_data.height);
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camera.apply_viewport();
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//BoundingBoxf3 plate_box = plate->get_bounding_box(false);
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//plate_box.min.z() = 0.0;
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@ -5911,7 +5913,7 @@ void GLCanvas3D::render_thumbnail_legacy(ThumbnailData& thumbnail_data, unsigned
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#endif // ENABLE_THUMBNAIL_GENERATOR_DEBUG_OUTPUT
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// restore the default framebuffer size to avoid flickering on the 3D scene
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//wxGetApp().plater()->get_camera().apply_viewport(0, 0, cnv_size.get_width(), cnv_size.get_height());
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//wxGetApp().plater()->get_camera().apply_viewport();
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}
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//BBS: GUI refractor
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@ -6412,11 +6414,13 @@ void GLCanvas3D::_refresh_if_shown_on_screen()
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void GLCanvas3D::_picking_pass()
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{
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if (!m_picking_enabled || m_mouse.dragging || m_mouse.position == Vec2d(DBL_MAX, DBL_MAX)) {
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if (!m_picking_enabled || m_mouse.dragging || m_mouse.position == Vec2d(DBL_MAX, DBL_MAX) && !m_gizmos.is_dragging()) {
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#if ENABLE_RAYCAST_PICKING_DEBUG
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ImGuiWrapper& imgui = *wxGetApp().imgui();
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imgui.begin(std::string("Hit result"), ImGuiWindowFlags_AlwaysAutoResize);
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imgui.text("Picking disabled");
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imgui.end();
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#endif // ENABLE_RAYCAST_PICKING_DEBUG
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return;
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}
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@ -6502,6 +6506,7 @@ void GLCanvas3D::_picking_pass()
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object_type = "Volume";
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break;
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}
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default: { break; }
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}
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char buf[1024];
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if (hit.type != SceneRaycaster::EType::None) {
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@ -6536,6 +6541,56 @@ void GLCanvas3D::_rectangular_selection_picking_pass()
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std::set<int> idxs;
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if (m_picking_enabled) {
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const size_t width = std::max<size_t>(m_rectangle_selection.get_width(), 1);
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const size_t height = std::max<size_t>(m_rectangle_selection.get_height(), 1);
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const OpenGLManager::EFramebufferType framebuffers_type = OpenGLManager::get_framebuffers_type();
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bool use_framebuffer = framebuffers_type != OpenGLManager::EFramebufferType::Unknown;
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GLuint render_fbo = 0;
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GLuint render_tex = 0;
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GLuint render_depth = 0;
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if (use_framebuffer) {
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// setup a framebuffer which covers only the selection rectangle
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if (framebuffers_type == OpenGLManager::EFramebufferType::Arb) {
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glsafe(::glGenFramebuffers(1, &render_fbo));
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glsafe(::glBindFramebuffer(GL_FRAMEBUFFER, render_fbo));
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}
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else {
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glsafe(::glGenFramebuffersEXT(1, &render_fbo));
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glsafe(::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, render_fbo));
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}
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glsafe(::glGenTextures(1, &render_tex));
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glsafe(::glBindTexture(GL_TEXTURE_2D, render_tex));
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glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr));
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST));
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST));
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if (framebuffers_type == OpenGLManager::EFramebufferType::Arb) {
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glsafe(::glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, render_tex, 0));
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glsafe(::glGenRenderbuffers(1, &render_depth));
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glsafe(::glBindRenderbuffer(GL_RENDERBUFFER, render_depth));
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glsafe(::glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height));
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glsafe(::glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, render_depth));
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}
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else {
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glsafe(::glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, render_tex, 0));
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glsafe(::glGenRenderbuffersEXT(1, &render_depth));
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glsafe(::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, render_depth));
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glsafe(::glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, width, height));
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glsafe(::glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, render_depth));
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}
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const GLenum drawBufs[] = { GL_COLOR_ATTACHMENT0 };
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glsafe(::glDrawBuffers(1, drawBufs));
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if (framebuffers_type == OpenGLManager::EFramebufferType::Arb) {
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if (::glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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use_framebuffer = false;
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}
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else {
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if (::glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT)
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use_framebuffer = false;
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}
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}
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if (m_multisample_allowed)
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// This flag is often ignored by NVIDIA drivers if rendering into a screen buffer.
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glsafe(::glDisable(GL_MULTISAMPLE));
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@ -6545,20 +6600,48 @@ void GLCanvas3D::_rectangular_selection_picking_pass()
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glsafe(::glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT));
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_render_volumes_for_picking();
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Camera& main_camera = wxGetApp().plater()->get_camera();
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Camera framebuffer_camera;
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Camera* camera = &main_camera;
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if (use_framebuffer) {
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// setup a camera which covers only the selection rectangle
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const std::array<int, 4>& viewport = camera->get_viewport();
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const double near_left = camera->get_near_left();
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const double near_bottom = camera->get_near_bottom();
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const double near_width = camera->get_near_width();
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const double near_height = camera->get_near_height();
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const double ratio_x = near_width / double(viewport[2]);
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const double ratio_y = near_height / double(viewport[3]);
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const double rect_near_left = near_left + double(m_rectangle_selection.get_left()) * ratio_x;
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const double rect_near_bottom = near_bottom + (double(viewport[3]) - double(m_rectangle_selection.get_bottom())) * ratio_y;
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double rect_near_right = near_left + double(m_rectangle_selection.get_right()) * ratio_x;
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double rect_near_top = near_bottom + (double(viewport[3]) - double(m_rectangle_selection.get_top())) * ratio_y;
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if (rect_near_left == rect_near_right)
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rect_near_right = rect_near_left + ratio_x;
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if (rect_near_bottom == rect_near_top)
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rect_near_top = rect_near_bottom + ratio_y;
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framebuffer_camera.look_at(camera->get_position(), camera->get_target(), camera->get_dir_up());
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framebuffer_camera.apply_projection(rect_near_left, rect_near_right, rect_near_bottom, rect_near_top, camera->get_near_z(), camera->get_far_z());
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framebuffer_camera.set_viewport(0, 0, width, height);
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framebuffer_camera.apply_viewport();
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camera = &framebuffer_camera;
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}
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_render_volumes_for_picking(*camera);
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//BBS: remove the bed picking logic
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//_render_bed_for_picking(!wxGetApp().plater()->get_camera().is_looking_downward());
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if (m_multisample_allowed)
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glsafe(::glEnable(GL_MULTISAMPLE));
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int width = std::max((int)m_rectangle_selection.get_width(), 1);
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int height = std::max((int)m_rectangle_selection.get_height(), 1);
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int px_count = width * height;
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const size_t px_count = width * height;
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int left = (int)m_rectangle_selection.get_left();
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int top = get_canvas_size().get_height() - (int)m_rectangle_selection.get_top();
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if (left >= 0 && top >= 0) {
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const size_t left = use_framebuffer ? 0 : (size_t)m_rectangle_selection.get_left();
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const size_t top = use_framebuffer ? 0 : (size_t)get_canvas_size().get_height() - (size_t)m_rectangle_selection.get_top();
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#define USE_PARALLEL 1
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#if USE_PARALLEL
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struct Pixel
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@ -6602,7 +6685,26 @@ void GLCanvas3D::_rectangular_selection_picking_pass()
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idxs.insert(volume_id);
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}
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#endif // USE_PARALLEL
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}
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if (camera != &main_camera)
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main_camera.apply_viewport();
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if (framebuffers_type == OpenGLManager::EFramebufferType::Arb) {
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glsafe(::glBindFramebuffer(GL_FRAMEBUFFER, 0));
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if (render_depth != 0)
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glsafe(::glDeleteRenderbuffers(1, &render_depth));
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if (render_fbo != 0)
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glsafe(::glDeleteFramebuffers(1, &render_fbo));
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}
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else if (framebuffers_type == OpenGLManager::EFramebufferType::Ext) {
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glsafe(::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
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if (render_depth != 0)
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glsafe(::glDeleteRenderbuffersEXT(1, &render_depth));
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if (render_fbo != 0)
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glsafe(::glDeleteFramebuffersEXT(1, &render_fbo));
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}
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if (render_tex != 0)
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glsafe(::glDeleteTextures(1, &render_tex));
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}
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m_hover_volume_idxs.assign(idxs.begin(), idxs.end());
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@ -7194,7 +7296,7 @@ void GLCanvas3D::_render_style_editor()
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ImGui::End();
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}
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void GLCanvas3D::_render_volumes_for_picking() const
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void GLCanvas3D::_render_volumes_for_picking(const Camera& camera) const
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{
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GLShaderProgram* shader = wxGetApp().get_shader("flat_clip");
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if (shader == nullptr)
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@ -7203,7 +7305,7 @@ void GLCanvas3D::_render_volumes_for_picking() const
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// do not cull backfaces to show broken geometry, if any
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glsafe(::glDisable(GL_CULL_FACE));
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const Transform3d& view_matrix = wxGetApp().plater()->get_camera().get_view_matrix();
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const Transform3d& view_matrix = camera.get_view_matrix();
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for (size_t type = 0; type < 2; ++ type) {
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GLVolumeWithIdAndZList to_render = volumes_to_render(m_volumes.volumes, (type == 0) ? GLVolumeCollection::ERenderType::Opaque : GLVolumeCollection::ERenderType::Transparent, view_matrix);
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for (const GLVolumeWithIdAndZ& volume : to_render)
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@ -7216,8 +7318,7 @@ void GLCanvas3D::_render_volumes_for_picking() const
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//const unsigned int id = 1 + volume.second.first;
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volume.first->model.set_color(picking_decode(id));
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shader->start_using();
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const Camera& camera = wxGetApp().plater()->get_camera();
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shader->set_uniform("view_model_matrix", camera.get_view_matrix() * volume.first->world_matrix());
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shader->set_uniform("view_model_matrix", view_matrix * volume.first->world_matrix());
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shader->set_uniform("projection_matrix", camera.get_projection_matrix());
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shader->set_uniform("volume_world_matrix", volume.first->world_matrix());
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shader->set_uniform("z_range", m_volumes.get_z_range());
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