Restored correct transparency of the cutting plane
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b085710a4b
commit
06aaf83cfe
@ -729,81 +729,60 @@ sub Render {
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# draw ground and axes
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glDisable(GL_LIGHTING);
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my $z0 = 0;
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# draw ground
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my $ground_z = GROUND_Z;
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if ($self->bed_triangles) {
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnableClientState(GL_VERTEX_ARRAY);
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glColor4f(0.8, 0.6, 0.5, 0.4);
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glNormal3d(0,0,1);
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glVertexPointer_p(3, $self->bed_triangles);
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glDrawArrays(GL_TRIANGLES, 0, $self->bed_triangles->elements / 3);
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glDisableClientState(GL_VERTEX_ARRAY);
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glEnable(GL_DEPTH_TEST);
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# draw grid
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glLineWidth(3);
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glColor4f(0.2, 0.2, 0.2, 0.4);
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer_p(3, $self->bed_grid_lines);
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glDrawArrays(GL_LINES, 0, $self->bed_grid_lines->elements / 3);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisable(GL_BLEND);
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}
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my $volumes_bb = $self->volumes_bounding_box;
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{
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# draw ground
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my $ground_z = GROUND_Z;
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if ($self->bed_triangles) {
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnableClientState(GL_VERTEX_ARRAY);
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glColor4f(0.8, 0.6, 0.5, 0.4);
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glNormal3d(0,0,1);
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glVertexPointer_p(3, $self->bed_triangles);
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glDrawArrays(GL_TRIANGLES, 0, $self->bed_triangles->elements / 3);
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glDisableClientState(GL_VERTEX_ARRAY);
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glEnable(GL_DEPTH_TEST);
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# draw grid
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glLineWidth(3);
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glColor4f(0.2, 0.2, 0.2, 0.4);
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer_p(3, $self->bed_grid_lines);
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glDrawArrays(GL_LINES, 0, $self->bed_grid_lines->elements / 3);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisable(GL_BLEND);
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}
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my $volumes_bb = $self->volumes_bounding_box;
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{
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# draw axes
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$ground_z += 0.02;
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my $origin = $self->origin;
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my $axis_len = max(
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0.3 * max(@{ $self->bed_bounding_box->size }),
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2 * max(@{ $volumes_bb->size }),
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);
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glLineWidth(2);
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glBegin(GL_LINES);
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# draw line for x axis
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glColor3f(1, 0, 0);
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glVertex3f(@$origin, $ground_z);
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glVertex3f($origin->x + $axis_len, $origin->y, $ground_z); #,,
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# draw line for y axis
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glColor3f(0, 1, 0);
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glVertex3f(@$origin, $ground_z);
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glVertex3f($origin->x, $origin->y + $axis_len, $ground_z); #++
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# draw line for Z axis
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glColor3f(0, 0, 1);
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glVertex3f(@$origin, $ground_z);
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glVertex3f(@$origin, $ground_z+$axis_len);
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glEnd();
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}
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# draw cutting plane
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if (defined $self->cutting_plane_z) {
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my $plane_z = $z0 + $self->cutting_plane_z;
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my $bb = $volumes_bb;
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glDisable(GL_CULL_FACE);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBegin(GL_QUADS);
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glColor4f(0.8, 0.8, 0.8, 0.5);
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glVertex3f($bb->x_min-20, $bb->y_min-20, $plane_z);
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glVertex3f($bb->x_max+20, $bb->y_min-20, $plane_z);
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glVertex3f($bb->x_max+20, $bb->y_max+20, $plane_z);
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glVertex3f($bb->x_min-20, $bb->y_max+20, $plane_z);
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glEnd();
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glEnable(GL_CULL_FACE);
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glDisable(GL_BLEND);
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}
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# draw axes
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$ground_z += 0.02;
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my $origin = $self->origin;
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my $axis_len = max(
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0.3 * max(@{ $self->bed_bounding_box->size }),
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2 * max(@{ $volumes_bb->size }),
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);
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glLineWidth(2);
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glBegin(GL_LINES);
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# draw line for x axis
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glColor3f(1, 0, 0);
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glVertex3f(@$origin, $ground_z);
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glVertex3f($origin->x + $axis_len, $origin->y, $ground_z); #,,
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# draw line for y axis
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glColor3f(0, 1, 0);
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glVertex3f(@$origin, $ground_z);
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glVertex3f($origin->x, $origin->y + $axis_len, $ground_z); #++
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# draw line for Z axis
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glColor3f(0, 0, 1);
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glVertex3f(@$origin, $ground_z);
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glVertex3f(@$origin, $ground_z+$axis_len);
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glEnd();
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}
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glEnable(GL_LIGHTING);
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@ -811,6 +790,25 @@ sub Render {
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# draw objects
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$self->draw_volumes;
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# draw cutting plane
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if (defined $self->cutting_plane_z) {
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my $plane_z = $self->cutting_plane_z;
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my $bb = $volumes_bb;
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glDisable(GL_CULL_FACE);
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glDisable(GL_LIGHTING);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBegin(GL_QUADS);
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glColor4f(0.8, 0.8, 0.8, 0.5);
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glVertex3f($bb->x_min-20, $bb->y_min-20, $plane_z);
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glVertex3f($bb->x_max+20, $bb->y_min-20, $plane_z);
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glVertex3f($bb->x_max+20, $bb->y_max+20, $plane_z);
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glVertex3f($bb->x_min-20, $bb->y_max+20, $plane_z);
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glEnd();
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glEnable(GL_CULL_FACE);
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glDisable(GL_BLEND);
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}
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glFlush();
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$self->SwapBuffers();
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