Printbed axes renderable on demand

This commit is contained in:
Enrico Turri 2019-11-28 11:51:00 +01:00
parent a3ff1b4282
commit 3537f74936
4 changed files with 13 additions and 7 deletions

View File

@ -171,6 +171,7 @@ void Bed3D::Axes::render() const
glsafe(::glPopMatrix());
glsafe(::glDisable(GL_LIGHTING));
glsafe(::glDisable(GL_DEPTH_TEST));
}
void Bed3D::Axes::render_axis(double length) const
@ -264,11 +265,14 @@ Point Bed3D::point_projection(const Point& point) const
return m_polygon.point_projection(point);
}
void Bed3D::render(GLCanvas3D& canvas, float theta, float scale_factor) const
void Bed3D::render(GLCanvas3D& canvas, float theta, float scale_factor, bool show_axes) const
{
m_scale_factor = scale_factor;
render_axes();
if (show_axes)
render_axes();
glsafe(::glEnable(GL_DEPTH_TEST));
switch (m_type)
{
@ -280,6 +284,8 @@ void Bed3D::render(GLCanvas3D& canvas, float theta, float scale_factor) const
default:
case Custom: { render_custom(canvas, theta > 90.0f); break; }
}
glsafe(::glDisable(GL_DEPTH_TEST));
}
void Bed3D::calc_bounding_boxes() const

View File

@ -112,7 +112,7 @@ public:
bool contains(const Point& point) const;
Point point_projection(const Point& point) const;
void render(GLCanvas3D& canvas, float theta, float scale_factor) const;
void render(GLCanvas3D& canvas, float theta, float scale_factor, bool show_axes) const;
private:
void calc_bounding_boxes() const;

View File

@ -1861,7 +1861,7 @@ void GLCanvas3D::render()
_render_objects();
_render_sla_slices();
_render_selection();
_render_bed(theta);
_render_bed(theta, true);
#if ENABLE_RENDER_SELECTION_CENTER
_render_selection_center();
@ -4707,13 +4707,13 @@ void GLCanvas3D::_render_background() const
glsafe(::glPopMatrix());
}
void GLCanvas3D::_render_bed(float theta) const
void GLCanvas3D::_render_bed(float theta, bool show_axes) const
{
float scale_factor = 1.0;
#if ENABLE_RETINA_GL
scale_factor = m_retina_helper->get_scale_factor();
#endif // ENABLE_RETINA_GL
m_bed.render(const_cast<GLCanvas3D&>(*this), theta, scale_factor);
m_bed.render(const_cast<GLCanvas3D&>(*this), theta, scale_factor, show_axes);
}
void GLCanvas3D::_render_objects() const

View File

@ -703,7 +703,7 @@ private:
void _picking_pass() const;
void _rectangular_selection_picking_pass() const;
void _render_background() const;
void _render_bed(float theta) const;
void _render_bed(float theta, bool show_axes) const;
void _render_objects() const;
void _render_selection() const;
#if ENABLE_RENDER_SELECTION_CENTER