Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES renamed as ENABLE_GL_SHADERS_ATTRIBUTES
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5ffe010a9d
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37 changed files with 706 additions and 735 deletions
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@ -245,15 +245,15 @@ class GLCanvas3D
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GLModel baseline;
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GLModel profile;
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GLModel background;
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#if ENABLE_GL_SHADERS_ATTRIBUTES
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float old_canvas_width{ 0.0f };
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#else
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Rect old_bar_rect;
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#endif // ENABLE_GL_SHADERS_ATTRIBUTES
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std::vector<double> old_layer_height_profile;
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#if !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#if !ENABLE_GL_SHADERS_ATTRIBUTES
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bool dirty{ false };
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#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#endif // !ENABLE_GL_SHADERS_ATTRIBUTES
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};
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Profile m_profile;
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#endif // ENABLE_LEGACY_OPENGL_REMOVAL
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@ -283,9 +283,9 @@ class GLCanvas3D
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static float get_cursor_z_relative(const GLCanvas3D& canvas);
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static bool bar_rect_contains(const GLCanvas3D& canvas, float x, float y);
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static Rect get_bar_rect_screen(const GLCanvas3D& canvas);
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#if !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#if !ENABLE_GL_SHADERS_ATTRIBUTES
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static Rect get_bar_rect_viewport(const GLCanvas3D& canvas);
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#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#endif // !ENABLE_GL_SHADERS_ATTRIBUTES
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static float get_overlay_window_width() { return LayersEditing::s_overlay_window_width; }
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float object_max_z() const { return m_object_max_z; }
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@ -295,13 +295,13 @@ class GLCanvas3D
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private:
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bool is_initialized() const;
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void generate_layer_height_texture();
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#if ENABLE_GL_SHADERS_ATTRIBUTES
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void render_active_object_annotations(const GLCanvas3D& canvas);
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void render_profile(const GLCanvas3D& canvas);
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#else
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void render_active_object_annotations(const GLCanvas3D& canvas, const Rect& bar_rect);
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void render_profile(const Rect& bar_rect);
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#endif // ENABLE_GL_SHADERS_ATTRIBUTES
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void update_slicing_parameters();
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static float thickness_bar_width(const GLCanvas3D &canvas);
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@ -953,13 +953,13 @@ private:
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void _picking_pass();
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void _rectangular_selection_picking_pass();
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void _render_background();
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#if ENABLE_GL_SHADERS_ATTRIBUTES
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void _render_bed(const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom, bool show_axes);
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void _render_bed_for_picking(const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom);
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#else
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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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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#endif // ENABLE_GL_SHADERS_ATTRIBUTES
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void _render_objects(GLVolumeCollection::ERenderType type);
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void _render_gcode();
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#if ENABLE_SHOW_TOOLPATHS_COG
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