Tech ENABLE_GLBEGIN_GLEND_REMOVAL - Adapt GLModel::Geometry index format in dependence of data size, where possible

This commit is contained in:
enricoturri1966 2022-02-09 10:05:49 +01:00
parent be6b6590be
commit 4d2d77e99c
4 changed files with 23 additions and 10 deletions

View file

@ -447,7 +447,8 @@ void GLCanvas3D::LayersEditing::render_profile(const Rect& bar_rect)
m_profile.profile.reset();
GLModel::Geometry init_data;
init_data.format = { GLModel::Geometry::EPrimitiveType::LineStrip, GLModel::Geometry::EVertexLayout::P2, GLModel::Geometry::EIndexType::UINT };
const GLModel::Geometry::EIndexType index_type = (m_layer_height_profile.size() / 2 < 65536) ? GLModel::Geometry::EIndexType::USHORT : GLModel::Geometry::EIndexType::UINT;
init_data.format = { GLModel::Geometry::EPrimitiveType::LineStrip, GLModel::Geometry::EVertexLayout::P2, index_type };
init_data.color = ColorRGBA::BLUE();
init_data.reserve_vertices(m_layer_height_profile.size() / 2);
init_data.reserve_indices(m_layer_height_profile.size() / 2);
@ -456,7 +457,10 @@ void GLCanvas3D::LayersEditing::render_profile(const Rect& bar_rect)
for (unsigned int i = 0; i < (unsigned int)m_layer_height_profile.size(); i += 2) {
init_data.add_vertex(Vec2f(bar_rect.get_left() + float(m_layer_height_profile[i + 1]) * scale_x,
bar_rect.get_bottom() + float(m_layer_height_profile[i]) * scale_y));
init_data.add_uint_index(i / 2);
if (index_type == GLModel::Geometry::EIndexType::USHORT)
init_data.add_ushort_index((unsigned short)i / 2);
else
init_data.add_uint_index(i / 2);
}
m_profile.profile.init_from(std::move(init_data));
@ -898,6 +902,8 @@ void GLCanvas3D::SequentialPrintClearance::set_polygons(const Polygons& polygons
unsigned int vertices_counter = 0;
for (const ExPolygon& poly : polygons_union) {
const std::vector<Vec3d> triangulation = triangulate_expolygon_3d(poly);
fill_data.reserve_vertices(fill_data.vertices_count() + triangulation.size());
fill_data.reserve_indices(fill_data.indices_count() + triangulation.size());
for (const Vec3d& v : triangulation) {
fill_data.add_vertex((Vec3f)(v.cast<float>() + 0.0125f * Vec3f::UnitZ())); // add a small positive z to avoid z-fighting
++vertices_counter;