Merge remote-tracking branch 'origin/et_seams_as_models'

This commit is contained in:
enricoturri1966 2021-08-30 13:27:07 +02:00
commit 2a42cf4fda
18 changed files with 961 additions and 365 deletions

View File

@ -0,0 +1,12 @@
#version 110
uniform vec4 uniform_color;
uniform float emission_factor;
// x = tainted, y = specular;
varying vec2 intensity;
void main()
{
gl_FragColor = vec4(vec3(intensity.y) + uniform_color.rgb * (intensity.x + emission_factor), uniform_color.a);
}

View File

@ -0,0 +1,46 @@
#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
// vertex attributes
in vec3 v_position;
in vec3 v_normal;
// instance attributes
in vec3 i_offset;
in vec2 i_scales;
// x = tainted, y = specular;
varying vec2 intensity;
void main()
{
// First transform the normal into camera space and normalize the result.
vec3 eye_normal = normalize(gl_NormalMatrix * v_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);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
vec4 world_position = vec4(v_position * vec3(vec2(i_scales.x), i_scales.y) + i_offset, 1.0);
vec3 eye_position = (gl_ModelViewMatrix * world_position).xyz;
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_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_Position = gl_ProjectionMatrix * vec4(eye_position, 1.0);
}

View File

@ -51,6 +51,8 @@
#define ENABLE_RETRACT_ACCELERATION (1 && ENABLE_2_4_0_ALPHA0)
// Enable the fix for exporting and importing to/from 3mf file of mirrored volumes
#define ENABLE_FIX_MIRRORED_VOLUMES_3MF_IMPORT_EXPORT (1 && ENABLE_2_4_0_ALPHA0)
// Enable rendering seams (and other options) in preview using models
#define ENABLE_SEAMS_USING_MODELS (1 && ENABLE_2_4_0_ALPHA0)
#endif // _prusaslicer_technologies_h_

View File

@ -119,7 +119,7 @@ void Bed3D::Axes::render() const
glsafe(::glEnable(GL_DEPTH_TEST));
shader->start_using();
shader->set_uniform("emission_factor", 0.0);
shader->set_uniform("emission_factor", 0.0f);
// x axis
const_cast<GLModel*>(&m_arrow)->set_color(-1, { 0.75f, 0.0f, 0.0f, 1.0f });
@ -498,7 +498,7 @@ void Bed3D::render_model() const
GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
if (shader != nullptr) {
shader->start_using();
shader->set_uniform("emission_factor", 0.0);
shader->set_uniform("emission_factor", 0.0f);
glsafe(::glPushMatrix());
glsafe(::glTranslated(m_model_offset.x(), m_model_offset.y(), m_model_offset.z()));
model->render();

File diff suppressed because it is too large Load Diff

View File

@ -22,17 +22,22 @@ namespace GUI {
class GCodeViewer
{
using IBufferType = unsigned short;
using Color = std::array<float, 3>;
using Color = std::array<float, 4>;
using VertexBuffer = std::vector<float>;
using MultiVertexBuffer = std::vector<VertexBuffer>;
using IndexBuffer = std::vector<IBufferType>;
using MultiIndexBuffer = std::vector<IndexBuffer>;
#if ENABLE_SEAMS_USING_MODELS
using InstanceBuffer = std::vector<float>;
using InstanceIdBuffer = std::vector<size_t>;
#endif // ENABLE_SEAMS_USING_MODELS
static const std::vector<Color> Extrusion_Role_Colors;
static const std::vector<Color> Options_Colors;
static const std::vector<Color> Travel_Colors;
static const Color Wipe_Color;
static const std::vector<Color> Range_Colors;
static const Color Wipe_Color;
static const Color Neutral_Color;
enum class EOptionsColors : unsigned char
{
@ -80,7 +85,10 @@ class GCodeViewer
size_t position_size_floats() const { return 3; }
size_t position_size_bytes() const { return position_size_floats() * sizeof(float); }
size_t normal_offset_floats() const { return position_size_floats(); }
size_t normal_offset_floats() const {
assert(format == EFormat::PositionNormal1 || format == EFormat::PositionNormal3);
return position_size_floats();
}
size_t normal_offset_bytes() const { return normal_offset_floats() * sizeof(float); }
size_t normal_size_floats() const {
@ -96,6 +104,47 @@ class GCodeViewer
void reset();
};
#if ENABLE_SEAMS_USING_MODELS
// buffer containing instances data used to render a toolpaths using instanced models
// instance record format: 5 floats -> position.x|position.y|position.z|width|height
// which is sent to the shader as -> vec3 (offset) + vec2 (scales) in GLModel::render_instanced()
struct InstanceVBuffer
{
// ranges used to render only subparts of the intances
struct Ranges
{
struct Range
{
// offset in bytes of the 1st instance to render
unsigned int offset;
// count of instances to render
unsigned int count;
// vbo id
unsigned int vbo{ 0 };
// Color to apply to the instances
Color color;
};
std::vector<Range> ranges;
void reset();
};
// cpu-side buffer containing all instances data
InstanceBuffer buffer;
// indices of the moves for all instances
std::vector<size_t> s_ids;
Ranges render_ranges;
size_t data_size_bytes() const { return s_ids.size() * instance_size_bytes(); }
size_t instance_size_floats() const { return 5; }
size_t instance_size_bytes() const { return instance_size_floats() * sizeof(float); }
void reset();
};
#endif // ENABLE_SEAMS_USING_MODELS
// ibo buffer containing indices data (for lines/triangles) used to render a specific toolpath type
struct IBuffer
{
@ -229,13 +278,34 @@ class GCodeViewer
{
Point,
Line,
#if ENABLE_SEAMS_USING_MODELS
Triangle,
Model
#else
Triangle
#endif // ENABLE_SEAMS_USING_MODELS
};
ERenderPrimitiveType render_primitive_type;
// buffers for point, line and triangle primitive types
VBuffer vertices;
std::vector<IBuffer> indices;
#if ENABLE_SEAMS_USING_MODELS
struct Model
{
GLModel model;
Color color;
InstanceVBuffer instances;
void reset();
};
// contain the buffer for model primitive types
Model model;
#endif // ENABLE_SEAMS_USING_MODELS
std::string shader;
std::vector<Path> paths;
// std::set seems to perform significantly better, at least on Windows.
@ -283,9 +353,24 @@ class GCodeViewer
}
size_t max_indices_per_segment_size_bytes() const { return max_indices_per_segment() * sizeof(IBufferType); }
#if ENABLE_SEAMS_USING_MODELS
bool has_data() const {
switch (render_primitive_type)
{
case ERenderPrimitiveType::Point:
case ERenderPrimitiveType::Line:
case ERenderPrimitiveType::Triangle: {
return !vertices.vbos.empty() && vertices.vbos.front() != 0 && !indices.empty() && indices.front().ibo != 0;
}
case ERenderPrimitiveType::Model: { return model.model.is_initialized() && !model.instances.buffer.empty(); }
default: { return false; }
}
}
#else
bool has_data() const {
return !vertices.vbos.empty() && vertices.vbos.front() != 0 && !indices.empty() && indices.front().ibo != 0;
}
#endif // ENABLE_SEAMS_USING_MODELS
};
// helper to render shells
@ -433,18 +518,30 @@ class GCodeViewer
int64_t gl_multi_lines_calls_count{ 0 };
int64_t gl_multi_triangles_calls_count{ 0 };
int64_t gl_triangles_calls_count{ 0 };
#if ENABLE_SEAMS_USING_MODELS
int64_t gl_instanced_models_calls_count{ 0 };
#endif // ENABLE_SEAMS_USING_MODELS
// memory
int64_t results_size{ 0 };
int64_t total_vertices_gpu_size{ 0 };
int64_t total_indices_gpu_size{ 0 };
#if ENABLE_SEAMS_USING_MODELS
int64_t total_instances_gpu_size{ 0 };
#endif // ENABLE_SEAMS_USING_MODELS
int64_t max_vbuffer_gpu_size{ 0 };
int64_t max_ibuffer_gpu_size{ 0 };
int64_t paths_size{ 0 };
int64_t render_paths_size{ 0 };
#if ENABLE_SEAMS_USING_MODELS
int64_t models_instances_size{ 0 };
#endif // ENABLE_SEAMS_USING_MODELS
// other
int64_t travel_segments_count{ 0 };
int64_t wipe_segments_count{ 0 };
int64_t extrude_segments_count{ 0 };
#if ENABLE_SEAMS_USING_MODELS
int64_t instances_count{ 0 };
#endif // ENABLE_SEAMS_USING_MODELS
int64_t vbuffers_count{ 0 };
int64_t ibuffers_count{ 0 };
@ -470,22 +567,34 @@ class GCodeViewer
gl_multi_lines_calls_count = 0;
gl_multi_triangles_calls_count = 0;
gl_triangles_calls_count = 0;
#if ENABLE_SEAMS_USING_MODELS
gl_instanced_models_calls_count = 0;
#endif // ENABLE_SEAMS_USING_MODELS
}
void reset_sizes() {
results_size = 0;
total_vertices_gpu_size = 0;
total_indices_gpu_size = 0;
#if ENABLE_SEAMS_USING_MODELS
total_instances_gpu_size = 0;
#endif // ENABLE_SEAMS_USING_MODELS
max_vbuffer_gpu_size = 0;
max_ibuffer_gpu_size = 0;
paths_size = 0;
render_paths_size = 0;
#if ENABLE_SEAMS_USING_MODELS
models_instances_size = 0;
#endif // ENABLE_SEAMS_USING_MODELS
}
void reset_others() {
travel_segments_count = 0;
wipe_segments_count = 0;
extrude_segments_count = 0;
#if ENABLE_SEAMS_USING_MODELS
instances_count = 0;
#endif // ENABLE_SEAMS_USING_MODELS
vbuffers_count = 0;
ibuffers_count = 0;
}
@ -563,6 +672,9 @@ public:
Endpoints endpoints;
Endpoints current;
Endpoints last_current;
#if ENABLE_SEAMS_USING_MODELS
Endpoints global;
#endif // ENABLE_SEAMS_USING_MODELS
Vec3f current_position{ Vec3f::Zero() };
Marker marker;
GCodeWindow gcode_window;
@ -632,7 +744,7 @@ public:
void update_shells_color_by_extruder(const DynamicPrintConfig* config);
void reset();
void render() const;
void render();
bool has_data() const { return !m_roles.empty(); }
bool can_export_toolpaths() const;
@ -678,17 +790,18 @@ private:
void load_toolpaths(const GCodeProcessor::Result& gcode_result);
void load_shells(const Print& print, bool initialized);
void refresh_render_paths(bool keep_sequential_current_first, bool keep_sequential_current_last) const;
void render_toolpaths() const;
void render_shells() const;
void render_legend(float& legend_height) const;
void render_toolpaths();
void render_shells();
void render_legend(float& legend_height);
#if ENABLE_GCODE_VIEWER_STATISTICS
void render_statistics() const;
void render_statistics();
#endif // ENABLE_GCODE_VIEWER_STATISTICS
bool is_visible(ExtrusionRole role) const {
return role < erCount && (m_extrusions.role_visibility_flags & (1 << role)) != 0;
}
bool is_visible(const Path& path) const { return is_visible(path.role); }
void log_memory_used(const std::string& label, int64_t additional = 0) const;
Color option_color(EMoveType move_type) const;
};
} // namespace GUI

View File

@ -4148,7 +4148,7 @@ void GLCanvas3D::_render_thumbnail_internal(ThumbnailData& thumbnail_data, const
glsafe(::glEnable(GL_DEPTH_TEST));
shader->start_using();
shader->set_uniform("emission_factor", 0.0);
shader->set_uniform("emission_factor", 0.0f);
for (GLVolume* vol : visible_volumes) {
shader->set_uniform("uniform_color", (vol->printable && !vol->is_outside) ? orange : gray);
@ -5170,7 +5170,7 @@ void GLCanvas3D::_render_objects()
m_camera_clipping_plane = ClippingPlane::ClipsNothing();
}
void GLCanvas3D::_render_gcode() const
void GLCanvas3D::_render_gcode()
{
m_gcode_viewer.render();
}

View File

@ -904,7 +904,7 @@ private:
#else
void _render_objects();
#endif // ENABLE_DELAYED_TRANSPARENT_VOLUMES_RENDERING
void _render_gcode() const;
void _render_gcode();
void _render_selection() const;
void _render_sequential_clearance();
#if ENABLE_RENDER_SELECTION_CENTER

View File

@ -208,6 +208,85 @@ void GLModel::render() const
}
}
#if ENABLE_SEAMS_USING_MODELS
void GLModel::render_instanced(unsigned int instances_vbo, unsigned int instances_count) const
{
if (instances_vbo == 0)
return;
GLShaderProgram* shader = wxGetApp().get_current_shader();
assert(shader == nullptr || boost::algorithm::iends_with(shader->get_name(), "_instanced"));
// vertex attributes
GLint position_id = (shader != nullptr) ? shader->get_attrib_location("v_position") : -1;
GLint normal_id = (shader != nullptr) ? shader->get_attrib_location("v_normal") : -1;
assert(position_id != -1 && normal_id != -1);
// instance attributes
GLint offset_id = (shader != nullptr) ? shader->get_attrib_location("i_offset") : -1;
GLint scales_id = (shader != nullptr) ? shader->get_attrib_location("i_scales") : -1;
assert(offset_id != -1 && scales_id != -1);
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, instances_vbo));
if (offset_id != -1) {
glsafe(::glVertexAttribPointer(offset_id, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (GLvoid*)0));
glsafe(::glEnableVertexAttribArray(offset_id));
glsafe(::glVertexAttribDivisor(offset_id, 1));
}
if (scales_id != -1) {
glsafe(::glVertexAttribPointer(scales_id, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (GLvoid*)(3 * sizeof(float))));
glsafe(::glEnableVertexAttribArray(scales_id));
glsafe(::glVertexAttribDivisor(scales_id, 1));
}
for (const RenderData& data : m_render_data) {
if (data.vbo_id == 0 || data.ibo_id == 0)
continue;
GLenum mode;
switch (data.type)
{
default:
case PrimitiveType::Triangles: { mode = GL_TRIANGLES; break; }
case PrimitiveType::Lines: { mode = GL_LINES; break; }
case PrimitiveType::LineStrip: { mode = GL_LINE_STRIP; break; }
case PrimitiveType::LineLoop: { mode = GL_LINE_LOOP; break; }
}
if (shader != nullptr)
shader->set_uniform("uniform_color", data.color);
else
glsafe(::glColor4fv(data.color.data()));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, data.vbo_id));
if (position_id != -1) {
glsafe(::glVertexAttribPointer(position_id, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (GLvoid*)0));
glsafe(::glEnableVertexAttribArray(position_id));
}
if (normal_id != -1) {
glsafe(::glVertexAttribPointer(normal_id, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (GLvoid*)(3 * sizeof(float))));
glsafe(::glEnableVertexAttribArray(normal_id));
}
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.ibo_id));
glsafe(::glDrawElementsInstanced(mode, static_cast<GLsizei>(data.indices_count), GL_UNSIGNED_INT, (const void*)0, instances_count));
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
if (normal_id != -1)
glsafe(::glDisableVertexAttribArray(normal_id));
if (position_id != -1)
glsafe(::glDisableVertexAttribArray(position_id));
}
if (scales_id != -1)
glsafe(::glDisableVertexAttribArray(scales_id));
if (offset_id != -1)
glsafe(::glDisableVertexAttribArray(offset_id));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
}
#endif // ENABLE_SEAMS_USING_MODELS
void GLModel::send_to_gpu(RenderData& data, const std::vector<float>& vertices, const std::vector<unsigned int>& indices)
{
assert(data.vbo_id == 0);
@ -598,5 +677,53 @@ GLModel::InitializationData straight_arrow(float tip_width, float tip_height, fl
return data;
}
GLModel::InitializationData diamond(int resolution)
{
resolution = std::max(4, resolution);
GLModel::InitializationData data;
GLModel::InitializationData::Entity entity;
entity.type = GLModel::PrimitiveType::Triangles;
const float step = 2.0f * float(PI) / float(resolution);
// positions
for (int i = 0; i < resolution; ++i) {
float ii = float(i) * step;
entity.positions.emplace_back(0.5f * ::cos(ii), 0.5f * ::sin(ii), 0.0f);
}
entity.positions.emplace_back(0.0f, 0.0f, 0.5f);
entity.positions.emplace_back(0.0f, 0.0f, -0.5f);
// normals
for (const Vec3f& v : entity.positions) {
entity.normals.emplace_back(v.normalized());
}
// triangles
// top
for (int i = 0; i < resolution; ++i) {
entity.indices.push_back(i + 0);
entity.indices.push_back(i + 1);
entity.indices.push_back(resolution);
}
entity.indices.push_back(resolution - 1);
entity.indices.push_back(0);
entity.indices.push_back(resolution);
// bottom
for (int i = 0; i < resolution; ++i) {
entity.indices.push_back(i + 0);
entity.indices.push_back(resolution + 1);
entity.indices.push_back(i + 1);
}
entity.indices.push_back(resolution - 1);
entity.indices.push_back(resolution + 1);
entity.indices.push_back(0);
data.entities.emplace_back(entity);
return data;
}
} // namespace GUI
} // namespace Slic3r

View File

@ -72,6 +72,9 @@ namespace GUI {
void reset();
void render() const;
#if ENABLE_SEAMS_USING_MODELS
void render_instanced(unsigned int instances_vbo, unsigned int instances_count) const;
#endif // ENABLE_SEAMS_USING_MODELS
bool is_initialized() const { return !m_render_data.empty(); }
@ -100,6 +103,11 @@ namespace GUI {
// used to render sidebar hints for position and scale
GLModel::InitializationData straight_arrow(float tip_width, float tip_height, float stem_width, float stem_height, float thickness);
// create a diamond with the given resolution
// the origin of the diamond is in its center
// the diamond is contained into a box with size [1, 1, 1]
GLModel::InitializationData diamond(int resolution);
} // namespace GUI
} // namespace Slic3r

View File

@ -38,9 +38,17 @@ std::pair<bool, std::string> GLShadersManager::init()
// used to render printbed
valid &= append_shader("printbed", { "printbed.vs", "printbed.fs" });
// used to render options in gcode preview
valid &= append_shader("options_110", { "options_110.vs", "options_110.fs" });
if (GUI::wxGetApp().is_glsl_version_greater_or_equal_to(1, 20))
valid &= append_shader("options_120", { "options_120.vs", "options_120.fs" });
#if ENABLE_SEAMS_USING_MODELS
if (GUI::wxGetApp().is_gl_version_greater_or_equal_to(3, 1))
valid &= append_shader("gouraud_light_instanced", { "gouraud_light_instanced.vs", "gouraud_light_instanced.fs" });
else {
#endif // ENABLE_SEAMS_USING_MODELS
valid &= append_shader("options_110", { "options_110.vs", "options_110.fs" });
if (GUI::wxGetApp().is_glsl_version_greater_or_equal_to(1, 20))
valid &= append_shader("options_120", { "options_120.vs", "options_120.fs" });
#if ENABLE_SEAMS_USING_MODELS
}
#endif // ENABLE_SEAMS_USING_MODELS
// used to render extrusion and travel paths as lines in gcode preview
valid &= append_shader("toolpaths_lines", { "toolpaths_lines.vs", "toolpaths_lines.fs" });
// used to render objects in 3d editor

View File

@ -191,7 +191,7 @@ void GLGizmoBase::render_grabbers(float size) const
if (shader == nullptr)
return;
shader->start_using();
shader->set_uniform("emission_factor", 0.1);
shader->set_uniform("emission_factor", 0.1f);
for (int i = 0; i < (int)m_grabbers.size(); ++i) {
if (m_grabbers[i].enabled)
m_grabbers[i].render(m_hover_id == i, size);

View File

@ -136,7 +136,7 @@ void GLGizmoCut::on_render()
if (shader == nullptr)
return;
shader->start_using();
shader->set_uniform("emission_factor", 0.1);
shader->set_uniform("emission_factor", 0.1f);
m_grabbers[0].color = GrabberColor;
m_grabbers[0].render(m_hover_id == 0, (float)((box.size().x() + box.size().y() + box.size().z()) / 3.0));

View File

@ -141,7 +141,7 @@ void GLGizmoMove3D::on_render()
GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
if (shader != nullptr) {
shader->start_using();
shader->set_uniform("emission_factor", 0.1);
shader->set_uniform("emission_factor", 0.1f);
// draw grabber
float mean_size = (float)((box.size().x() + box.size().y() + box.size().z()) / 3.0);
m_grabbers[m_hover_id].render(true, mean_size);
@ -208,7 +208,7 @@ void GLGizmoMove3D::render_grabber_extension(Axis axis, const BoundingBoxf3& box
const_cast<GLModel*>(&m_vbo_cone)->set_color(-1, color);
if (!picking) {
shader->start_using();
shader->set_uniform("emission_factor", 0.1);
shader->set_uniform("emission_factor", 0.1f);
}
glsafe(::glPushMatrix());

View File

@ -339,7 +339,7 @@ void GLGizmoRotate::render_grabber_extension(const BoundingBoxf3& box, bool pick
const_cast<GLModel*>(&m_cone)->set_color(-1, color);
if (!picking) {
shader->start_using();
shader->set_uniform("emission_factor", 0.1);
shader->set_uniform("emission_factor", 0.1f);
}
glsafe(::glPushMatrix());

View File

@ -236,7 +236,7 @@ void GLGizmoScale3D::on_render()
GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
if (shader != nullptr) {
shader->start_using();
shader->set_uniform("emission_factor", 0.1);
shader->set_uniform("emission_factor", 0.1f);
// draw grabbers
m_grabbers[0].render(true, grabber_mean_size);
m_grabbers[1].render(true, grabber_mean_size);
@ -251,7 +251,7 @@ void GLGizmoScale3D::on_render()
GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
if (shader != nullptr) {
shader->start_using();
shader->set_uniform("emission_factor", 0.1);
shader->set_uniform("emission_factor", 0.1f);
// draw grabbers
m_grabbers[2].render(true, grabber_mean_size);
m_grabbers[3].render(true, grabber_mean_size);
@ -266,7 +266,7 @@ void GLGizmoScale3D::on_render()
GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
if (shader != nullptr) {
shader->start_using();
shader->set_uniform("emission_factor", 0.1);
shader->set_uniform("emission_factor", 0.1f);
// draw grabbers
m_grabbers[4].render(true, grabber_mean_size);
m_grabbers[5].render(true, grabber_mean_size);
@ -284,7 +284,7 @@ void GLGizmoScale3D::on_render()
GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
if (shader != nullptr) {
shader->start_using();
shader->set_uniform("emission_factor", 0.1);
shader->set_uniform("emission_factor", 0.1f);
// draw grabbers
for (int i = 6; i < 10; ++i) {
m_grabbers[i].render(true, grabber_mean_size);

View File

@ -169,7 +169,7 @@ void GLGizmoSlaSupports::render_points(const Selection& selection, bool picking)
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);
shader->set_uniform("emission_factor", 0.5f);
// Inverse matrix of the instance scaling is applied so that the mark does not scale with the object.
glsafe(::glPushMatrix());
@ -224,7 +224,7 @@ void GLGizmoSlaSupports::render_points(const Selection& selection, bool picking)
render_color[3] = 0.7f;
const_cast<GLModel*>(&m_cylinder)->set_color(-1, render_color);
if (shader)
shader->set_uniform("emission_factor", 0.5);
shader->set_uniform("emission_factor", 0.5f);
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;

View File

@ -1874,7 +1874,7 @@ void Selection::render_sidebar_scale_hints(const std::string& sidebar_field) con
const_cast<GLModel*>(&m_arrow)->set_color(-1, uniform_scale ? UNIFORM_SCALE_COLOR : get_color(axis));
GLShaderProgram* shader = wxGetApp().get_current_shader();
if (shader != nullptr)
shader->set_uniform("emission_factor", 0.0);
shader->set_uniform("emission_factor", 0.0f);
glsafe(::glTranslated(0.0, 5.0, 0.0));
m_arrow.render();