Tech ENABLE_DELAYED_TRANSPARENT_VOLUMES_RENDERING set as default
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3 changed files with 0 additions and 31 deletions
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@ -41,8 +41,6 @@
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//====================
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#define ENABLE_2_4_0_ALPHA1 1
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// Enable delayed rendering of transparent volumes
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#define ENABLE_DELAYED_TRANSPARENT_VOLUMES_RENDERING (1 && ENABLE_2_4_0_ALPHA1)
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// Enable the fix of importing color print view from gcode files into GCodeViewer
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#define ENABLE_FIX_IMPORTING_COLOR_PRINT_VIEW_INTO_GCODEVIEWER (1 && ENABLE_2_4_0_ALPHA1)
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// Enable drawing contours, at cut level, for sinking volumes
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@ -1450,19 +1450,13 @@ void GLCanvas3D::render()
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glsafe(::glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT));
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_render_background();
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#if ENABLE_DELAYED_TRANSPARENT_VOLUMES_RENDERING
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_render_objects(GLVolumeCollection::ERenderType::Opaque);
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#else
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_render_objects();
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#endif // ENABLE_DELAYED_TRANSPARENT_VOLUMES_RENDERING
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if (!m_main_toolbar.is_enabled())
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_render_gcode();
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_render_sla_slices();
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_render_selection();
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_render_bed(!camera.is_looking_downward(), true);
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#if ENABLE_DELAYED_TRANSPARENT_VOLUMES_RENDERING
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_render_objects(GLVolumeCollection::ERenderType::Transparent);
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#endif // ENABLE_DELAYED_TRANSPARENT_VOLUMES_RENDERING
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_render_sequential_clearance();
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#if ENABLE_RENDER_SELECTION_CENTER
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@ -5071,12 +5065,7 @@ void GLCanvas3D::_render_bed_for_picking(bool bottom)
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wxGetApp().plater()->get_bed().render_for_picking(*this, bottom, scale_factor);
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}
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#if ENABLE_DELAYED_TRANSPARENT_VOLUMES_RENDERING
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void GLCanvas3D::_render_objects(GLVolumeCollection::ERenderType type)
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#else
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void GLCanvas3D::_render_objects()
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#endif // ENABLE_DELAYED_TRANSPARENT_VOLUMES_RENDERING
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{
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if (m_volumes.empty())
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return;
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@ -5108,20 +5097,14 @@ void GLCanvas3D::_render_objects()
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if (shader != nullptr) {
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shader->start_using();
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#if ENABLE_DELAYED_TRANSPARENT_VOLUMES_RENDERING
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switch (type)
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{
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default:
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case GLVolumeCollection::ERenderType::Opaque:
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{
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#endif // ENABLE_DELAYED_TRANSPARENT_VOLUMES_RENDERING
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if (m_picking_enabled && !m_gizmos.is_dragging() && m_layers_editing.is_enabled() && (m_layers_editing.last_object_id != -1) && (m_layers_editing.object_max_z() > 0.0f)) {
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int object_id = m_layers_editing.last_object_id;
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#if ENABLE_DELAYED_TRANSPARENT_VOLUMES_RENDERING
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m_volumes.render(type, false, wxGetApp().plater()->get_camera().get_view_matrix(), [object_id](const GLVolume& volume) {
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#else
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m_volumes.render(GLVolumeCollection::ERenderType::Opaque, false, wxGetApp().plater()->get_camera().get_view_matrix(), [object_id](const GLVolume& volume) {
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#endif // ENABLE_DELAYED_TRANSPARENT_VOLUMES_RENDERING
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// Which volume to paint without the layer height profile shader?
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return volume.is_active && (volume.is_modifier || volume.composite_id.object_id != object_id);
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});
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@ -5130,11 +5113,7 @@ void GLCanvas3D::_render_objects()
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}
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else {
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// do not cull backfaces to show broken geometry, if any
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#if ENABLE_DELAYED_TRANSPARENT_VOLUMES_RENDERING
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m_volumes.render(type, m_picking_enabled, wxGetApp().plater()->get_camera().get_view_matrix(), [this](const GLVolume& volume) {
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#else
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m_volumes.render(GLVolumeCollection::ERenderType::Opaque, m_picking_enabled, wxGetApp().plater()->get_camera().get_view_matrix(), [this](const GLVolume& volume) {
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#endif // ENABLE_DELAYED_TRANSPARENT_VOLUMES_RENDERING
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return (m_render_sla_auxiliaries || volume.composite_id.volume_id >= 0);
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});
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}
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@ -5153,7 +5132,6 @@ void GLCanvas3D::_render_objects()
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shader->start_using();
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}
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}
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#if ENABLE_DELAYED_TRANSPARENT_VOLUMES_RENDERING
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break;
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}
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case GLVolumeCollection::ERenderType::Transparent:
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@ -5162,9 +5140,6 @@ void GLCanvas3D::_render_objects()
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break;
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}
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}
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#else
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m_volumes.render(GLVolumeCollection::ERenderType::Transparent, false, wxGetApp().plater()->get_camera().get_view_matrix());
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#endif // ENABLE_DELAYED_TRANSPARENT_VOLUMES_RENDERING
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shader->stop_using();
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}
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@ -895,11 +895,7 @@ private:
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void _render_background() const;
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void _render_bed(bool bottom, bool show_axes);
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void _render_bed_for_picking(bool bottom);
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#if ENABLE_DELAYED_TRANSPARENT_VOLUMES_RENDERING
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void _render_objects(GLVolumeCollection::ERenderType type);
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#else
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void _render_objects();
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#endif // ENABLE_DELAYED_TRANSPARENT_VOLUMES_RENDERING
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void _render_gcode();
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void _render_selection() const;
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void _render_sequential_clearance();
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