Printbed axes renderable on demand
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@ -171,6 +171,7 @@ void Bed3D::Axes::render() const
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glsafe(::glPopMatrix());
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glsafe(::glDisable(GL_LIGHTING));
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glsafe(::glDisable(GL_DEPTH_TEST));
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}
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void Bed3D::Axes::render_axis(double length) const
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@ -264,11 +265,14 @@ Point Bed3D::point_projection(const Point& point) const
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return m_polygon.point_projection(point);
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}
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void Bed3D::render(GLCanvas3D& canvas, float theta, float scale_factor) const
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void Bed3D::render(GLCanvas3D& canvas, float theta, float scale_factor, bool show_axes) const
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{
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m_scale_factor = scale_factor;
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render_axes();
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if (show_axes)
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render_axes();
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glsafe(::glEnable(GL_DEPTH_TEST));
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switch (m_type)
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{
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@ -280,6 +284,8 @@ void Bed3D::render(GLCanvas3D& canvas, float theta, float scale_factor) const
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default:
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case Custom: { render_custom(canvas, theta > 90.0f); break; }
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}
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glsafe(::glDisable(GL_DEPTH_TEST));
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}
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void Bed3D::calc_bounding_boxes() const
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@ -112,7 +112,7 @@ public:
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bool contains(const Point& point) const;
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Point point_projection(const Point& point) const;
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void render(GLCanvas3D& canvas, float theta, float scale_factor) const;
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void render(GLCanvas3D& canvas, float theta, float scale_factor, bool show_axes) const;
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private:
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void calc_bounding_boxes() const;
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@ -1861,7 +1861,7 @@ void GLCanvas3D::render()
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_render_objects();
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_render_sla_slices();
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_render_selection();
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_render_bed(theta);
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_render_bed(theta, true);
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#if ENABLE_RENDER_SELECTION_CENTER
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_render_selection_center();
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@ -4707,13 +4707,13 @@ void GLCanvas3D::_render_background() const
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glsafe(::glPopMatrix());
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}
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void GLCanvas3D::_render_bed(float theta) const
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void GLCanvas3D::_render_bed(float theta, bool show_axes) const
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{
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float scale_factor = 1.0;
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#if ENABLE_RETINA_GL
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scale_factor = m_retina_helper->get_scale_factor();
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#endif // ENABLE_RETINA_GL
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m_bed.render(const_cast<GLCanvas3D&>(*this), theta, scale_factor);
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m_bed.render(const_cast<GLCanvas3D&>(*this), theta, scale_factor, show_axes);
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}
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void GLCanvas3D::_render_objects() const
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@ -703,7 +703,7 @@ private:
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void _picking_pass() const;
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void _rectangular_selection_picking_pass() const;
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void _render_background() const;
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void _render_bed(float theta) const;
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void _render_bed(float theta, bool show_axes) const;
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void _render_objects() const;
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void _render_selection() const;
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#if ENABLE_RENDER_SELECTION_CENTER
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