Revert of b140709fa8 and new implementation of fixing picking for sinking objects

This commit is contained in:
enricoturri1966 2021-07-21 11:56:39 +02:00
parent 7cd402dcd0
commit 1f3252dd78
8 changed files with 86 additions and 96 deletions

View File

@ -1,14 +0,0 @@
#version 110
uniform vec4 uniform_color;
uniform bool viewed_from_top;
varying float world_pos_z;
void main()
{
if (viewed_from_top && world_pos_z < 0.0)
discard;
gl_FragColor = uniform_color;
}

View File

@ -1,11 +0,0 @@
#version 110
uniform mat4 world_matrix;
varying float world_pos_z;
void main()
{
world_pos_z = (world_matrix * gl_Vertex).z;
gl_Position = ftransform();
}

View File

@ -20,6 +20,8 @@
#include <boost/log/trivial.hpp> #include <boost/log/trivial.hpp>
static const float GROUND_Z = -0.02f; static const float GROUND_Z = -0.02f;
static const std::array<float, 4> DEFAULT_MODEL_COLOR = { 0.235f, 0.235f, 0.235f, 1.0f };
static const std::array<float, 4> PICKING_MODEL_COLOR = { 0.0f, 0.0f, 0.0f, 1.0f };
namespace Slic3r { namespace Slic3r {
namespace GUI { namespace GUI {
@ -211,8 +213,18 @@ Point Bed3D::point_projection(const Point& point) const
return m_polygon.point_projection(point); return m_polygon.point_projection(point);
} }
void Bed3D::render(GLCanvas3D& canvas, bool bottom, float scale_factor, void Bed3D::render(GLCanvas3D& canvas, bool bottom, float scale_factor, bool show_axes, bool show_texture)
bool show_axes, bool show_texture) const {
render_internal(canvas, bottom, scale_factor, show_axes, show_texture, false);
}
void Bed3D::render_for_picking(GLCanvas3D& canvas, bool bottom, float scale_factor)
{
render_internal(canvas, bottom, scale_factor, false, false, true);
}
void Bed3D::render_internal(GLCanvas3D& canvas, bool bottom, float scale_factor,
bool show_axes, bool show_texture, bool picking)
{ {
float* factor = const_cast<float*>(&m_scale_factor); float* factor = const_cast<float*>(&m_scale_factor);
*factor = scale_factor; *factor = scale_factor;
@ -222,11 +234,13 @@ void Bed3D::render(GLCanvas3D& canvas, bool bottom, float scale_factor,
glsafe(::glEnable(GL_DEPTH_TEST)); glsafe(::glEnable(GL_DEPTH_TEST));
m_model.set_color(-1, picking ? PICKING_MODEL_COLOR : DEFAULT_MODEL_COLOR);
switch (m_type) switch (m_type)
{ {
case System: { render_system(canvas, bottom, show_texture); break; } case System: { render_system(canvas, bottom, show_texture); break; }
default: default:
case Custom: { render_custom(canvas, bottom, show_texture); break; } case Custom: { render_custom(canvas, bottom, show_texture, picking); break; }
} }
glsafe(::glDisable(GL_DEPTH_TEST)); glsafe(::glDisable(GL_DEPTH_TEST));
@ -237,7 +251,7 @@ void Bed3D::calc_bounding_boxes() const
BoundingBoxf3* bounding_box = const_cast<BoundingBoxf3*>(&m_bounding_box); BoundingBoxf3* bounding_box = const_cast<BoundingBoxf3*>(&m_bounding_box);
*bounding_box = BoundingBoxf3(); *bounding_box = BoundingBoxf3();
for (const Vec2d& p : m_shape) { for (const Vec2d& p : m_shape) {
bounding_box->merge({ p(0), p(1), 0.0 }); bounding_box->merge({ p.x(), p.y(), 0.0 });
} }
BoundingBoxf3* extended_bounding_box = const_cast<BoundingBoxf3*>(&m_extended_bounding_box); BoundingBoxf3* extended_bounding_box = const_cast<BoundingBoxf3*>(&m_extended_bounding_box);
@ -264,16 +278,16 @@ void Bed3D::calc_triangles(const ExPolygon& poly)
void Bed3D::calc_gridlines(const ExPolygon& poly, const BoundingBox& bed_bbox) void Bed3D::calc_gridlines(const ExPolygon& poly, const BoundingBox& bed_bbox)
{ {
Polylines axes_lines; Polylines axes_lines;
for (coord_t x = bed_bbox.min(0); x <= bed_bbox.max(0); x += scale_(10.0)) { for (coord_t x = bed_bbox.min.x(); x <= bed_bbox.max.x(); x += scale_(10.0)) {
Polyline line; Polyline line;
line.append(Point(x, bed_bbox.min(1))); line.append(Point(x, bed_bbox.min.y()));
line.append(Point(x, bed_bbox.max(1))); line.append(Point(x, bed_bbox.max.y()));
axes_lines.push_back(line); axes_lines.push_back(line);
} }
for (coord_t y = bed_bbox.min(1); y <= bed_bbox.max(1); y += scale_(10.0)) { for (coord_t y = bed_bbox.min.y(); y <= bed_bbox.max.y(); y += scale_(10.0)) {
Polyline line; Polyline line;
line.append(Point(bed_bbox.min(0), y)); line.append(Point(bed_bbox.min.x(), y));
line.append(Point(bed_bbox.max(0), y)); line.append(Point(bed_bbox.max.x(), y));
axes_lines.push_back(line); axes_lines.push_back(line);
} }
@ -333,7 +347,7 @@ void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas) const
if (m_texture_filename.empty()) { if (m_texture_filename.empty()) {
texture->reset(); texture->reset();
render_default(bottom); render_default(bottom, false);
return; return;
} }
@ -346,7 +360,7 @@ void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas) const
if (temp_texture->get_id() == 0 || temp_texture->get_source() != m_texture_filename) { if (temp_texture->get_id() == 0 || temp_texture->get_source() != m_texture_filename) {
// generate a temporary lower resolution texture to show while no main texture levels have been compressed // generate a temporary lower resolution texture to show while no main texture levels have been compressed
if (!temp_texture->load_from_svg_file(m_texture_filename, false, false, false, max_tex_size / 8)) { if (!temp_texture->load_from_svg_file(m_texture_filename, false, false, false, max_tex_size / 8)) {
render_default(bottom); render_default(bottom, false);
return; return;
} }
canvas.request_extra_frame(); canvas.request_extra_frame();
@ -354,7 +368,7 @@ void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas) const
// starts generating the main texture, compression will run asynchronously // starts generating the main texture, compression will run asynchronously
if (!texture->load_from_svg_file(m_texture_filename, true, true, true, max_tex_size)) { if (!texture->load_from_svg_file(m_texture_filename, true, true, true, max_tex_size)) {
render_default(bottom); render_default(bottom, false);
return; return;
} }
} }
@ -362,7 +376,7 @@ void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas) const
// generate a temporary lower resolution texture to show while no main texture levels have been compressed // generate a temporary lower resolution texture to show while no main texture levels have been compressed
if (temp_texture->get_id() == 0 || temp_texture->get_source() != m_texture_filename) { if (temp_texture->get_id() == 0 || temp_texture->get_source() != m_texture_filename) {
if (!temp_texture->load_from_file(m_texture_filename, false, GLTexture::None, false)) { if (!temp_texture->load_from_file(m_texture_filename, false, GLTexture::None, false)) {
render_default(bottom); render_default(bottom, false);
return; return;
} }
canvas.request_extra_frame(); canvas.request_extra_frame();
@ -370,12 +384,12 @@ void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas) const
// starts generating the main texture, compression will run asynchronously // starts generating the main texture, compression will run asynchronously
if (!texture->load_from_file(m_texture_filename, true, GLTexture::MultiThreaded, true)) { if (!texture->load_from_file(m_texture_filename, true, GLTexture::MultiThreaded, true)) {
render_default(bottom); render_default(bottom, false);
return; return;
} }
} }
else { else {
render_default(bottom); render_default(bottom, false);
return; return;
} }
} }
@ -388,7 +402,6 @@ void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas) const
temp_texture->reset(); temp_texture->reset();
canvas.request_extra_frame(); canvas.request_extra_frame();
} }
if (m_triangles.get_vertices_count() > 0) { if (m_triangles.get_vertices_count() > 0) {
@ -470,7 +483,7 @@ void Bed3D::render_model() const
GLModel* model = const_cast<GLModel*>(&m_model); GLModel* model = const_cast<GLModel*>(&m_model);
if (model->get_filename() != m_model_filename && model->init_from_file(m_model_filename)) { if (model->get_filename() != m_model_filename && model->init_from_file(m_model_filename)) {
model->set_color(-1, m_model_color); model->set_color(-1, DEFAULT_MODEL_COLOR);
// 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 // 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
Vec3d shift = m_bounding_box.center(); Vec3d shift = m_bounding_box.center();
@ -495,10 +508,10 @@ void Bed3D::render_model() const
} }
} }
void Bed3D::render_custom(GLCanvas3D& canvas, bool bottom, bool show_texture) const void Bed3D::render_custom(GLCanvas3D& canvas, bool bottom, bool show_texture, bool picking) const
{ {
if (m_texture_filename.empty() && m_model_filename.empty()) { if (m_texture_filename.empty() && m_model_filename.empty()) {
render_default(bottom); render_default(bottom, picking);
return; return;
} }
@ -509,7 +522,7 @@ void Bed3D::render_custom(GLCanvas3D& canvas, bool bottom, bool show_texture) co
render_texture(bottom, canvas); render_texture(bottom, canvas);
} }
void Bed3D::render_default(bool bottom) const void Bed3D::render_default(bool bottom, bool picking) const
{ {
const_cast<GLTexture*>(&m_texture)->reset(); const_cast<GLTexture*>(&m_texture)->reset();
@ -526,13 +539,14 @@ void Bed3D::render_default(bool bottom) const
if (!has_model && !bottom) { if (!has_model && !bottom) {
// draw background // draw background
glsafe(::glDepthMask(GL_FALSE)); glsafe(::glDepthMask(GL_FALSE));
glsafe(::glColor4fv(m_model_color.data())); glsafe(::glColor4fv(picking ? PICKING_MODEL_COLOR.data() : DEFAULT_MODEL_COLOR.data()));
glsafe(::glNormal3d(0.0f, 0.0f, 1.0f)); glsafe(::glNormal3d(0.0f, 0.0f, 1.0f));
glsafe(::glVertexPointer(3, GL_FLOAT, m_triangles.get_vertex_data_size(), (GLvoid*)m_triangles.get_vertices_data())); glsafe(::glVertexPointer(3, GL_FLOAT, m_triangles.get_vertex_data_size(), (GLvoid*)m_triangles.get_vertices_data()));
glsafe(::glDrawArrays(GL_TRIANGLES, 0, (GLsizei)triangles_vcount)); glsafe(::glDrawArrays(GL_TRIANGLES, 0, (GLsizei)triangles_vcount));
glsafe(::glDepthMask(GL_TRUE)); glsafe(::glDepthMask(GL_TRUE));
} }
if (!picking) {
// draw grid // draw grid
glsafe(::glLineWidth(1.5f * m_scale_factor)); glsafe(::glLineWidth(1.5f * m_scale_factor));
if (has_model && !bottom) if (has_model && !bottom)
@ -541,6 +555,7 @@ void Bed3D::render_default(bool bottom) const
glsafe(::glColor4f(0.9f, 0.9f, 0.9f, 0.6f)); glsafe(::glColor4f(0.9f, 0.9f, 0.9f, 0.6f));
glsafe(::glVertexPointer(3, GL_FLOAT, m_triangles.get_vertex_data_size(), (GLvoid*)m_gridlines.get_vertices_data())); glsafe(::glVertexPointer(3, GL_FLOAT, m_triangles.get_vertex_data_size(), (GLvoid*)m_gridlines.get_vertices_data()));
glsafe(::glDrawArrays(GL_LINES, 0, (GLsizei)m_gridlines.get_vertices_count())); glsafe(::glDrawArrays(GL_LINES, 0, (GLsizei)m_gridlines.get_vertices_count()));
}
glsafe(::glDisableClientState(GL_VERTEX_ARRAY)); glsafe(::glDisableClientState(GL_VERTEX_ARRAY));

View File

@ -84,7 +84,6 @@ private:
GLTexture m_temp_texture; GLTexture m_temp_texture;
GLModel m_model; GLModel m_model;
Vec3d m_model_offset{ Vec3d::Zero() }; Vec3d m_model_offset{ Vec3d::Zero() };
std::array<float, 4> m_model_color{ 0.235f, 0.235f, 0.235f, 1.0f };
unsigned int m_vbo_id{ 0 }; unsigned int m_vbo_id{ 0 };
Axes m_axes; Axes m_axes;
@ -110,19 +109,23 @@ public:
Point point_projection(const Point& point) const; Point point_projection(const Point& point) const;
void render(GLCanvas3D& canvas, bool bottom, float scale_factor, void render(GLCanvas3D& canvas, bool bottom, float scale_factor,
bool show_axes, bool show_texture) const; bool show_axes, bool show_texture);
void render_for_picking(GLCanvas3D& canvas, bool bottom, float scale_factor);
private: private:
void calc_bounding_boxes() const; void calc_bounding_boxes() const;
void calc_triangles(const ExPolygon& poly); void calc_triangles(const ExPolygon& poly);
void calc_gridlines(const ExPolygon& poly, const BoundingBox& bed_bbox); void calc_gridlines(const ExPolygon& poly, const BoundingBox& bed_bbox);
std::tuple<EType, std::string, std::string> detect_type(const Pointfs& shape) const; std::tuple<EType, std::string, std::string> detect_type(const Pointfs& shape) const;
void render_internal(GLCanvas3D& canvas, bool bottom, float scale_factor,
bool show_axes, bool show_texture, bool picking);
void render_axes() const; void render_axes() const;
void render_system(GLCanvas3D& canvas, bool bottom, bool show_texture) const; void render_system(GLCanvas3D& canvas, bool bottom, bool show_texture) const;
void render_texture(bool bottom, GLCanvas3D& canvas) const; void render_texture(bool bottom, GLCanvas3D& canvas) const;
void render_model() const; void render_model() const;
void render_custom(GLCanvas3D& canvas, bool bottom, bool show_texture) const; void render_custom(GLCanvas3D& canvas, bool bottom, bool show_texture, bool picking) const;
void render_default(bool bottom) const; void render_default(bool bottom, bool picking) const;
void reset(); void reset();
}; };

View File

@ -2449,8 +2449,8 @@ void GLCanvas3D::on_char(wxKeyEvent& evt)
case 'O': case 'O':
case 'o': { _update_camera_zoom(-1.0); break; } case 'o': { _update_camera_zoom(-1.0); break; }
#if ENABLE_RENDER_PICKING_PASS #if ENABLE_RENDER_PICKING_PASS
case 'P': case 'T':
case 'p': { case 't': {
m_show_picking_texture = !m_show_picking_texture; m_show_picking_texture = !m_show_picking_texture;
m_dirty = true; m_dirty = true;
break; break;
@ -4842,21 +4842,30 @@ void GLCanvas3D::_picking_pass()
if (m_camera_clipping_plane.is_active()) if (m_camera_clipping_plane.is_active())
::glDisable(GL_CLIP_PLANE0); ::glDisable(GL_CLIP_PLANE0);
_render_bed_for_picking(!wxGetApp().plater()->get_camera().is_looking_downward());
m_gizmos.render_current_gizmo_for_picking_pass(); m_gizmos.render_current_gizmo_for_picking_pass();
if (m_multisample_allowed) if (m_multisample_allowed)
glsafe(::glEnable(GL_MULTISAMPLE)); glsafe(::glEnable(GL_MULTISAMPLE));
int volume_id = -1; int volume_id = -1;
int gizmo_id = -1;
GLubyte color[4] = { 0, 0, 0, 0 }; GLubyte color[4] = { 0, 0, 0, 0 };
const Size& cnv_size = get_canvas_size(); const Size& cnv_size = get_canvas_size();
bool inside = 0 <= m_mouse.position(0) && m_mouse.position(0) < cnv_size.get_width() && 0 <= m_mouse.position(1) && m_mouse.position(1) < cnv_size.get_height(); bool inside = 0 <= m_mouse.position(0) && m_mouse.position(0) < cnv_size.get_width() && 0 <= m_mouse.position(1) && m_mouse.position(1) < cnv_size.get_height();
if (inside) { if (inside) {
glsafe(::glReadPixels(m_mouse.position(0), cnv_size.get_height() - m_mouse.position(1) - 1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, (void*)color)); glsafe(::glReadPixels(m_mouse.position(0), cnv_size.get_height() - m_mouse.position(1) - 1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, (void*)color));
if (picking_checksum_alpha_channel(color[0], color[1], color[2]) == color[3]) if (picking_checksum_alpha_channel(color[0], color[1], color[2]) == color[3]) {
// Only non-interpolated colors are valid, those have their lowest three bits zeroed. // Only non-interpolated colors are valid, those have their lowest three bits zeroed.
volume_id = color[0] + (color[1] << 8) + (color[2] << 16); // we reserve color = (0,0,0) for occluders (as the printbed)
// volumes' id are shifted by 1
// see: _render_volumes_for_picking()
volume_id = color[0] + (color[1] << 8) + (color[2] << 16) - 1;
// gizmos' id are instead properly encoded by the color
gizmo_id = color[0] + (color[1] << 8) + (color[2] << 16);
}
} }
if (0 <= volume_id && volume_id < (int)m_volumes.volumes.size()) { if (0 <= volume_id && volume_id < (int)m_volumes.volumes.size()) {
// do not add the volume id if any gizmo is active and CTRL is pressed // do not add the volume id if any gizmo is active and CTRL is pressed
@ -4865,7 +4874,7 @@ void GLCanvas3D::_picking_pass()
m_gizmos.set_hover_id(-1); m_gizmos.set_hover_id(-1);
} }
else else
m_gizmos.set_hover_id(inside && (unsigned int)volume_id <= GLGizmoBase::BASE_ID ? ((int)GLGizmoBase::BASE_ID - volume_id) : -1); m_gizmos.set_hover_id(inside && (unsigned int)gizmo_id <= GLGizmoBase::BASE_ID ? ((int)GLGizmoBase::BASE_ID - gizmo_id) : -1);
_update_volumes_hover_state(); _update_volumes_hover_state();
} }
@ -5028,6 +5037,17 @@ void GLCanvas3D::_render_bed(bool bottom, bool show_axes)
wxGetApp().plater()->get_bed().render(*this, bottom, scale_factor, show_axes, show_texture); wxGetApp().plater()->get_bed().render(*this, bottom, scale_factor, show_axes, show_texture);
} }
void GLCanvas3D::_render_bed_for_picking(bool bottom)
{
float scale_factor = 1.0;
#if ENABLE_RETINA_GL
scale_factor = m_retina_helper->get_scale_factor();
#endif // ENABLE_RETINA_GL
wxGetApp().plater()->get_bed().render_for_picking(*this, bottom, scale_factor);
}
#if ENABLE_DELAYED_TRANSPARENT_VOLUMES_RENDERING #if ENABLE_DELAYED_TRANSPARENT_VOLUMES_RENDERING
void GLCanvas3D::_render_objects(GLVolumeCollection::ERenderType type) void GLCanvas3D::_render_objects(GLVolumeCollection::ERenderType type)
#else #else
@ -5270,50 +5290,30 @@ void GLCanvas3D::_render_volumes_for_picking() const
{ {
static const GLfloat INV_255 = 1.0f / 255.0f; static const GLfloat INV_255 = 1.0f / 255.0f;
#if ENABLE_ALLOW_NEGATIVE_Z
auto* shader = wxGetApp().get_shader("picking");
if (!shader)
return;
#endif // ENABLE_ALLOW_NEGATIVE_Z
// do not cull backfaces to show broken geometry, if any // do not cull backfaces to show broken geometry, if any
glsafe(::glDisable(GL_CULL_FACE)); glsafe(::glDisable(GL_CULL_FACE));
glsafe(::glEnableClientState(GL_VERTEX_ARRAY)); glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
glsafe(::glEnableClientState(GL_NORMAL_ARRAY)); glsafe(::glEnableClientState(GL_NORMAL_ARRAY));
#if ENABLE_ALLOW_NEGATIVE_Z
shader->start_using();
shader->set_uniform("viewed_from_top", wxGetApp().plater()->get_camera().is_looking_downward());
#endif // ENABLE_ALLOW_NEGATIVE_Z
const Transform3d& view_matrix = wxGetApp().plater()->get_camera().get_view_matrix(); const Transform3d& view_matrix = wxGetApp().plater()->get_camera().get_view_matrix();
for (size_t type = 0; type < 2; ++ type) { for (size_t type = 0; type < 2; ++ type) {
GLVolumeWithIdAndZList to_render = volumes_to_render(m_volumes.volumes, (type == 0) ? GLVolumeCollection::ERenderType::Opaque : GLVolumeCollection::ERenderType::Transparent, view_matrix); GLVolumeWithIdAndZList to_render = volumes_to_render(m_volumes.volumes, (type == 0) ? GLVolumeCollection::ERenderType::Opaque : GLVolumeCollection::ERenderType::Transparent, view_matrix);
for (const GLVolumeWithIdAndZ& volume : to_render) for (const GLVolumeWithIdAndZ& volume : to_render)
if (!volume.first->disabled && (volume.first->composite_id.volume_id >= 0 || m_render_sla_auxiliaries)) { if (!volume.first->disabled && (volume.first->composite_id.volume_id >= 0 || m_render_sla_auxiliaries)) {
// Object picking mode. Render the object with a color encoding the object index. // Object picking mode. Render the object with a color encoding the object index.
unsigned int id = volume.second.first; // we reserve color = (0,0,0) for occluders (as the printbed)
// so we shift volumes' id by 1 to get the proper color
unsigned int id = 1 + volume.second.first;
unsigned int r = (id & (0x000000FF << 0)) << 0; unsigned int r = (id & (0x000000FF << 0)) << 0;
unsigned int g = (id & (0x000000FF << 8)) >> 8; unsigned int g = (id & (0x000000FF << 8)) >> 8;
unsigned int b = (id & (0x000000FF << 16)) >> 16; unsigned int b = (id & (0x000000FF << 16)) >> 16;
unsigned int a = picking_checksum_alpha_channel(r, g, b); unsigned int a = picking_checksum_alpha_channel(r, g, b);
#if ENABLE_ALLOW_NEGATIVE_Z
std::array<float, 4> color = { (float)r * INV_255, (float)g * INV_255, (float)b * INV_255, (float)a * INV_255 };
shader->set_uniform("uniform_color", color);
shader->set_uniform("world_matrix", volume.first->world_matrix());
#else
glsafe(::glColor4f((GLfloat)r * INV_255, (GLfloat)g * INV_255, (GLfloat)b * INV_255, (GLfloat)a * INV_255)); glsafe(::glColor4f((GLfloat)r * INV_255, (GLfloat)g * INV_255, (GLfloat)b * INV_255, (GLfloat)a * INV_255));
#endif // ENABLE_ALLOW_NEGATIVE_Z
volume.first->render(); volume.first->render();
} }
} }
#if ENABLE_ALLOW_NEGATIVE_Z
shader->stop_using();
#endif // ENABLE_ALLOW_NEGATIVE_Z
glsafe(::glDisableClientState(GL_NORMAL_ARRAY)); glsafe(::glDisableClientState(GL_NORMAL_ARRAY));
glsafe(::glDisableClientState(GL_VERTEX_ARRAY)); glsafe(::glDisableClientState(GL_VERTEX_ARRAY));

View File

@ -816,6 +816,7 @@ private:
void _rectangular_selection_picking_pass(); void _rectangular_selection_picking_pass();
void _render_background() const; void _render_background() const;
void _render_bed(bool bottom, bool show_axes); void _render_bed(bool bottom, bool show_axes);
void _render_bed_for_picking(bool bottom);
#if ENABLE_DELAYED_TRANSPARENT_VOLUMES_RENDERING #if ENABLE_DELAYED_TRANSPARENT_VOLUMES_RENDERING
void _render_objects(GLVolumeCollection::ERenderType type); void _render_objects(GLVolumeCollection::ERenderType type);
#else #else

View File

@ -50,10 +50,6 @@ std::pair<bool, std::string> GLShadersManager::init()
); );
// used to render variable layers heights in 3d editor // used to render variable layers heights in 3d editor
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" });
#if ENABLE_ALLOW_NEGATIVE_Z
// used to render volumes during picking pass
valid &= append_shader("picking", { "picking.vs", "picking.fs" });
#endif // ENABLE_ALLOW_NEGATIVE_Z
return { valid, error }; return { valid, error };
} }

View File

@ -91,9 +91,9 @@ void GLGizmoHollow::on_render() const
void GLGizmoHollow::on_render_for_picking() const void GLGizmoHollow::on_render_for_picking() const
{ {
const Selection& selection = m_parent.get_selection(); const Selection& selection = m_parent.get_selection();
#if ENABLE_RENDER_PICKING_PASS //#if ENABLE_RENDER_PICKING_PASS
m_z_shift = selection.get_volume(*selection.get_volume_idxs().begin())->get_sla_shift_z(); // m_z_shift = selection.get_volume(*selection.get_volume_idxs().begin())->get_sla_shift_z();
#endif //#endif
glsafe(::glEnable(GL_DEPTH_TEST)); glsafe(::glEnable(GL_DEPTH_TEST));
render_points(selection, true); render_points(selection, true);