Refactoring in GLModel::render() to simplify client code

This commit is contained in:
enricoturri1966 2021-07-20 12:36:56 +02:00
parent c61785f775
commit fd5cf8d0cc
6 changed files with 20 additions and 34 deletions

View file

@ -137,8 +137,7 @@ void GLGizmoSlaSupports::render_points(const Selection& selection, bool picking)
glsafe(::glMultMatrixd(instance_matrix.data()));
std::array<float, 4> render_color;
for (size_t i = 0; i < cache_size; ++i)
{
for (size_t i = 0; i < cache_size; ++i) {
const sla::SupportPoint& support_point = m_editing_mode ? m_editing_cache[i].support_point : m_normal_cache[i];
const bool& point_selected = m_editing_mode ? m_editing_cache[i].selected : false;
@ -149,7 +148,7 @@ void GLGizmoSlaSupports::render_points(const Selection& selection, bool picking)
if (picking)
render_color = picking_color_component(i);
else {
if ((size_t(m_hover_id) == i && m_editing_mode)) // ignore hover state unless editing mode is active
if (size_t(m_hover_id) == i && m_editing_mode) // ignore hover state unless editing mode is active
render_color = { 0.f, 1.f, 1.f, 1.f };
else { // neigher hover nor picking
bool supports_new_island = m_lock_unique_islands && support_point.is_new_island;
@ -166,14 +165,11 @@ void GLGizmoSlaSupports::render_points(const Selection& selection, bool picking)
render_color = { 0.5f, 0.5f, 0.5f, 1.f };
}
}
if (shader && ! picking) {
const_cast<GLModel*>(&m_cone)->set_color(-1, render_color);
const_cast<GLModel*>(&m_sphere)->set_color(-1, render_color);
shader->set_uniform("emission_factor", 0.5);
}
else // picking
glsafe(::glColor4fv(render_color.data()));
const_cast<GLModel*>(&m_cone)->set_color(-1, render_color);
const_cast<GLModel*>(&m_sphere)->set_color(-1, render_color);
if (shader && !picking)
shader->set_uniform("emission_factor", 0.5);
// Inverse matrix of the instance scaling is applied so that the mark does not scale with the object.
glsafe(::glPushMatrix());
@ -226,10 +222,9 @@ void GLGizmoSlaSupports::render_points(const Selection& selection, bool picking)
render_color[1] = 0.7f;
render_color[2] = 0.7f;
render_color[3] = 0.7f;
if (shader) {
const_cast<GLModel*>(&m_cylinder)->set_color(-1, render_color);
const_cast<GLModel*>(&m_cylinder)->set_color(-1, render_color);
if (shader)
shader->set_uniform("emission_factor", 0.5);
}
for (const sla::DrainHole& drain_hole : m_c->selection_info()->model_object()->sla_drain_holes) {
if (is_mesh_point_clipped(drain_hole.pos.cast<double>()))
continue;