Refactoring - Removed member variable GLVolume::force_transparent
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@ -377,7 +377,6 @@ GLVolume::GLVolume(float r, float g, float b, float a)
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, is_modifier(false)
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, is_wipe_tower(false)
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, is_extrusion_path(false)
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, force_transparent(false)
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, force_native_color(false)
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, force_neutral_color(false)
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, force_sinking_contours(false)
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@ -388,7 +387,7 @@ GLVolume::GLVolume(float r, float g, float b, float a)
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set_render_color(color);
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}
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void GLVolume::set_render_color()
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void GLVolume::set_render_color(bool force_transparent)
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{
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bool outside = is_outside || is_below_printbed();
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@ -812,11 +811,7 @@ void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disab
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glsafe(::glDisable(GL_CULL_FACE));
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for (GLVolumeWithIdAndZ& volume : to_render) {
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if (type == ERenderType::Transparent)
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volume.first->force_transparent = true;
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volume.first->set_render_color();
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if (type == ERenderType::Transparent)
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volume.first->force_transparent = false;
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volume.first->set_render_color(true);
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// render sinking contours of non-hovered volumes
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if (m_show_sinking_contours)
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@ -358,9 +358,7 @@ public:
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bool is_wipe_tower : 1;
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// Wheter or not this volume has been generated from an extrusion path
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bool is_extrusion_path : 1;
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// Wheter or not to always render this volume using its own alpha
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bool force_transparent : 1;
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// Whether or not always use the volume's own color (not using SELECTED/HOVER/DISABLED/OUTSIDE)
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// Whether or not always use the volume's own color (not using SELECTED/HOVER/DISABLED/OUTSIDE)
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bool force_native_color : 1;
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// Whether or not render this volume in neutral
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bool force_neutral_color : 1;
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@ -397,7 +395,7 @@ public:
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void set_color(const ColorRGBA& rgba) { color = rgba; }
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void set_render_color(const ColorRGBA& rgba) { render_color = rgba; }
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// Sets render color in dependence of current state
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void set_render_color();
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void set_render_color(bool force_transparent);
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// set color according to model volume
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void set_color_from_model_volume(const ModelVolume& model_volume);
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@ -2155,7 +2155,7 @@ void GCodeViewer::load_shells(const Print& print, bool initialized)
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volume->zoom_to_volumes = false;
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volume->color.a(0.25f);
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volume->force_native_color = true;
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volume->set_render_color();
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volume->set_render_color(true);
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}
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}
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@ -1845,12 +1845,7 @@ void GLCanvas3D::reload_scene(bool refresh_immediately, bool force_full_scene_re
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volume->is_modifier = !mvs->model_volume->is_model_part();
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volume->set_color(color_from_model_volume(*mvs->model_volume));
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// force update of render_color alpha channel
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bool transparent = volume->color.is_transparent();
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if (transparent)
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volume->force_transparent = true;
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volume->set_render_color();
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if (transparent)
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volume->force_transparent = false;
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volume->set_render_color(volume->color.is_transparent());
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// updates volumes transformations
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volume->set_instance_transformation(mvs->model_volume->get_object()->instances[mvs->composite_id.instance_id]->get_transformation());
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@ -452,12 +452,7 @@ void Selection::clear()
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for (unsigned int i : m_list) {
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GLVolume& volume = *(*m_volumes)[i];
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volume.selected = false;
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bool is_transparent = volume.color.is_transparent();
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if (is_transparent)
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volume.force_transparent = true;
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volume.set_render_color();
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if (is_transparent)
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volume.force_transparent = false;
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volume.set_render_color(volume.color.is_transparent());
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}
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m_list.clear();
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