Triangle normals and lighting are computed inside the fragment shader for the multi-material painting gizmo.
It results in a six-fold reduction of the amount of data transferred into GPU because there is no need to duplicate vertices for every triangle. Also, normals aren't needed to be transferred to GPU.
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a467d0e30e
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6194e67e68
@ -1,5 +1,19 @@
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#version 110
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#define INTENSITY_CORRECTION 0.6
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// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
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const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
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#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SHININESS 20.0
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// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
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const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
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#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
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#define INTENSITY_AMBIENT 0.3
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const vec3 ZERO = vec3(0.0, 0.0, 0.0);
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const vec3 GREEN = vec3(0.0, 0.7, 0.0);
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const vec3 YELLOW = vec3(0.5, 0.7, 0.0);
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@ -42,14 +56,42 @@ vec3 sinking_color(vec3 color)
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return (mod(model_pos.x + model_pos.y + model_pos.z, BANDS_WIDTH) < (0.5 * BANDS_WIDTH)) ? mix(color, ZERO, 0.6666) : color;
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}
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uniform bool compute_triangle_normals_in_fs;
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void main()
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{
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if (any(lessThan(clipping_planes_dots, ZERO)))
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discard;
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vec3 color = uniform_color.rgb;
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vec3 color = uniform_color.rgb;
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float alpha = uniform_color.a;
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if (slope.actived && world_normal_z < slope.normal_z - EPSILON)
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{
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vec2 intensity_fs = intensity;
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vec3 eye_normal_fs = eye_normal;
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float world_normal_z_fs = world_normal_z;
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if (compute_triangle_normals_in_fs) {
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vec3 triangle_normal = normalize(cross(dFdx(model_pos.xyz), dFdy(model_pos.xyz)));
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// First transform the normal into camera space and normalize the result.
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eye_normal_fs = normalize(gl_NormalMatrix * triangle_normal);
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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float NdotL = max(dot(eye_normal_fs, LIGHT_TOP_DIR), 0.0);
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intensity_fs = vec2(0.0, 0.0);
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intensity_fs.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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vec3 position = (gl_ModelViewMatrix * model_pos).xyz;
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intensity_fs.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, eye_normal_fs)), 0.0), LIGHT_TOP_SHININESS);
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// Perform the same lighting calculation for the 2nd light source (no specular applied).
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NdotL = max(dot(eye_normal_fs, LIGHT_FRONT_DIR), 0.0);
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intensity_fs.x += NdotL * LIGHT_FRONT_DIFFUSE;
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// z component of normal vector in world coordinate used for slope shading
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world_normal_z_fs = slope.actived ? (normalize(slope.volume_world_normal_matrix * triangle_normal)).z : 0.0;
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}
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if (slope.actived && world_normal_z_fs < slope.normal_z - EPSILON) {
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color = vec3(0.7, 0.7, 1.0);
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alpha = 1.0;
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}
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@ -60,8 +102,8 @@ void main()
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color = (abs(world_pos_z) < 0.05) ? WHITE : sinking_color(color);
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#ifdef ENABLE_ENVIRONMENT_MAP
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if (use_environment_tex)
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gl_FragColor = vec4(0.45 * texture2D(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color * intensity.x, alpha);
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gl_FragColor = vec4(0.45 * texture2D(environment_tex, normalize(eye_normal_fs).xy * 0.5 + 0.5).xyz + 0.8 * color * intensity_fs.x, alpha);
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else
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#endif
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gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha);
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gl_FragColor = vec4(vec3(intensity_fs.y) + color * intensity_fs.x, alpha);
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}
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@ -54,22 +54,26 @@ varying float world_pos_z;
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varying float world_normal_z;
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varying vec3 eye_normal;
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uniform bool compute_triangle_normals_in_fs;
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void main()
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{
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// First transform the normal into camera space and normalize the result.
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eye_normal = normalize(gl_NormalMatrix * gl_Normal);
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
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if (!compute_triangle_normals_in_fs) {
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// First transform the normal into camera space and normalize the result.
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eye_normal = normalize(gl_NormalMatrix * gl_Normal);
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intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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vec3 position = (gl_ModelViewMatrix * gl_Vertex).xyz;
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intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
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// Perform the same lighting calculation for the 2nd light source (no specular applied).
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NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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vec3 position = (gl_ModelViewMatrix * gl_Vertex).xyz;
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intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
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// Perform the same lighting calculation for the 2nd light source (no specular applied).
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NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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}
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model_pos = gl_Vertex;
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// Point in homogenous coordinates.
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@ -77,19 +81,17 @@ void main()
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world_pos_z = world_pos.z;
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// compute deltas for out of print volume detection (world coordinates)
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if (print_box.actived)
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{
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if (print_box.actived) {
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delta_box_min = world_pos.xyz - print_box.min;
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delta_box_max = world_pos.xyz - print_box.max;
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}
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else
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{
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} else {
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delta_box_min = ZERO;
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delta_box_max = ZERO;
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}
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// z component of normal vector in world coordinate used for slope shading
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world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * gl_Normal)).z : 0.0;
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if (!compute_triangle_normals_in_fs)
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world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * gl_Normal)).z : 0.0;
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gl_Position = ftransform();
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// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
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@ -481,55 +481,49 @@ void TriangleSelectorMmGui::render(ImGuiWrapper *imgui)
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if (!shader)
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return;
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assert(shader->get_name() == "gouraud");
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ScopeGuard guard([shader]() { if (shader) shader->set_uniform("compute_triangle_normals_in_fs", false);});
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shader->set_uniform("compute_triangle_normals_in_fs", true);
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for (size_t i = 0; i <= m_iva_colors.size(); ++i) {
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GLIndexedVertexArray &iva = i == m_iva_colors.size() ? m_iva_seed_fill : m_iva_colors[i];
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if (!iva.vertices_and_normals_interleaved.empty() && m_update_render_data) {
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iva.vertices_and_normals_interleaved_size = iva.vertices_and_normals_interleaved.size();
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iva.triangle_indices.assign(iva.vertices_and_normals_interleaved_size / 6, 0);
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std::iota(iva.triangle_indices.begin(), iva.triangle_indices.end(), 0);
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iva.triangle_indices_size = iva.triangle_indices.size();
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iva.finalize_geometry(true);
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for (size_t color_idx = 0; color_idx < m_gizmo_scene.triangle_indices.size(); ++color_idx)
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if (m_gizmo_scene.has_VBOs(color_idx)) {
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shader->set_uniform("uniform_color", color_idx == 0 ? m_default_volume_color :
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color_idx == (m_gizmo_scene.triangle_indices.size() - 1) ? seed_fill_color :
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m_colors[color_idx - 1]);
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m_gizmo_scene.render(color_idx);
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}
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if (iva.has_VBOs()) {
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shader->set_uniform("uniform_color", (i == 0) ? m_default_volume_color : i == m_iva_colors.size() ? seed_fill_color : m_colors[i - 1]);
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iva.render();
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}
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}
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m_update_render_data = false;
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}
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void TriangleSelectorMmGui::update_render_data()
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{
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for (auto &iva_color : m_iva_colors)
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iva_color.release_geometry();
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m_iva_seed_fill.release_geometry();
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m_gizmo_scene.release_geometry();
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m_vertices.reserve(m_vertices.size() * 3);
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for (const Vertex &vr : m_vertices) {
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m_gizmo_scene.vertices.emplace_back(vr.v.x());
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m_gizmo_scene.vertices.emplace_back(vr.v.y());
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m_gizmo_scene.vertices.emplace_back(vr.v.z());
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}
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m_gizmo_scene.finalize_vertices();
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for (const Triangle &tr : m_triangles)
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if (tr.valid() && ! tr.is_split()) {
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GLIndexedVertexArray *iva = nullptr;
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if (tr.is_selected_by_seed_fill())
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iva = &m_iva_seed_fill;
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else if (int color = int(tr.get_state()); color < int(m_iva_colors.size()))
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iva = &m_iva_colors[color];
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else
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iva = &m_iva_colors[0];
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if (iva) {
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if (iva->vertices_and_normals_interleaved.size() + 18 > iva->vertices_and_normals_interleaved.capacity())
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iva->vertices_and_normals_interleaved.reserve(next_highest_power_of_2(iva->vertices_and_normals_interleaved.size() + 18));
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const Vec3f &n = m_mesh->stl.facet_start[tr.source_triangle].normal;
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for (int i = 0; i < 3; ++ i) {
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const Vec3f &v = m_vertices[tr.verts_idxs[i]].v;
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iva->vertices_and_normals_interleaved.emplace_back(n.x());
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iva->vertices_and_normals_interleaved.emplace_back(n.y());
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iva->vertices_and_normals_interleaved.emplace_back(n.z());
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iva->vertices_and_normals_interleaved.emplace_back(v.x());
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iva->vertices_and_normals_interleaved.emplace_back(v.y());
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iva->vertices_and_normals_interleaved.emplace_back(v.z());
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}
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}
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if (tr.valid() && !tr.is_split()) {
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int color = int(tr.get_state());
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std::vector<int> &iva = tr.is_selected_by_seed_fill() ? m_gizmo_scene.triangle_indices.back() :
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color < int(m_gizmo_scene.triangle_indices.size() - 1) ? m_gizmo_scene.triangle_indices[color] :
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m_gizmo_scene.triangle_indices.front();
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if (iva.size() + 3 > iva.capacity())
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iva.reserve(next_highest_power_of_2(iva.size() + 3));
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iva.emplace_back(tr.verts_idxs[0]);
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iva.emplace_back(tr.verts_idxs[1]);
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iva.emplace_back(tr.verts_idxs[2]);
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}
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for (size_t color_idx = 0; color_idx < m_gizmo_scene.triangle_indices.size(); ++color_idx)
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m_gizmo_scene.triangle_indices_sizes[color_idx] = m_gizmo_scene.triangle_indices[color_idx].size();
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m_gizmo_scene.finalize_triangle_indices();
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}
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wxString GLGizmoMmuSegmentation::handle_snapshot_action_name(bool shift_down, GLGizmoPainterBase::Button button_down) const
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@ -544,4 +538,77 @@ wxString GLGizmoMmuSegmentation::handle_snapshot_action_name(bool shift_down, GL
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return action_name;
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}
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void GLMmSegmentationGizmo3DScene::release_geometry() {
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if (this->vertices_VBO_id) {
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glsafe(::glDeleteBuffers(1, &this->vertices_VBO_id));
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this->vertices_VBO_id = 0;
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}
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for(auto &triangle_indices_VBO_id : triangle_indices_VBO_ids) {
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glsafe(::glDeleteBuffers(1, &triangle_indices_VBO_id));
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triangle_indices_VBO_id = 0;
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}
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this->clear();
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}
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void GLMmSegmentationGizmo3DScene::render(size_t triangle_indices_idx) const
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{
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assert(triangle_indices_idx < this->triangle_indices_VBO_ids.size());
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assert(this->triangle_indices_sizes.size() == this->triangle_indices_VBO_ids.size());
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assert(this->vertices_VBO_id != 0);
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assert(this->triangle_indices_VBO_ids[triangle_indices_idx] != 0);
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, this->vertices_VBO_id));
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glsafe(::glVertexPointer(3, GL_FLOAT, 3 * sizeof(float), (const void*)(0 * sizeof(float))));
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glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
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// Render using the Vertex Buffer Objects.
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if (this->triangle_indices_sizes[triangle_indices_idx] > 0) {
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glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->triangle_indices_VBO_ids[triangle_indices_idx]));
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glsafe(::glDrawElements(GL_TRIANGLES, GLsizei(this->triangle_indices_sizes[triangle_indices_idx]), GL_UNSIGNED_INT, nullptr));
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glsafe(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
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}
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glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
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}
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void GLMmSegmentationGizmo3DScene::finalize_vertices()
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{
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assert(this->vertices_VBO_id == 0);
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if (!this->vertices.empty()) {
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glsafe(::glGenBuffers(1, &this->vertices_VBO_id));
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, this->vertices_VBO_id));
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glsafe(::glBufferData(GL_ARRAY_BUFFER, this->vertices.size() * 4, this->vertices.data(), GL_STATIC_DRAW));
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
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this->vertices.clear();
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}
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}
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void GLMmSegmentationGizmo3DScene::finalize_triangle_indices()
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{
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assert(triangle_indices_idx < this->triangle_indices.size());
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assert(std::all_of(triangle_indices_VBO_ids.cbegin(), triangle_indices_VBO_ids.cend(), [](const auto &ti_VBO_id) { return ti_VBO_id == 0; }));
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assert(this->triangle_indices.size() == this->triangle_indices_VBO_ids.size());
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for (size_t buffer_idx = 0; buffer_idx < this->triangle_indices.size(); ++buffer_idx)
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if (!this->triangle_indices[buffer_idx].empty()) {
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glsafe(::glGenBuffers(1, &this->triangle_indices_VBO_ids[buffer_idx]));
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glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->triangle_indices_VBO_ids[buffer_idx]));
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glsafe(::glBufferData(GL_ELEMENT_ARRAY_BUFFER, this->triangle_indices[buffer_idx].size() * 4, this->triangle_indices[buffer_idx].data(),
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GL_STATIC_DRAW));
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glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
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this->triangle_indices[buffer_idx].clear();
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}
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}
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void GLMmSegmentationGizmo3DScene::finalize_geometry()
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{
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assert(this->vertices_VBO_id == 0);
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assert(this->triangle_indices.size() == this->triangle_indices_VBO_ids.size());
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finalize_vertices();
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finalize_triangle_indices();
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}
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} // namespace Slic3r
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@ -5,13 +5,68 @@
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namespace Slic3r::GUI {
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class GLMmSegmentationGizmo3DScene
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{
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public:
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GLMmSegmentationGizmo3DScene() = delete;
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explicit GLMmSegmentationGizmo3DScene(size_t triangle_indices_buffers_count)
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{
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this->triangle_indices = std::vector<std::vector<int>>(triangle_indices_buffers_count);
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this->triangle_indices_sizes = std::vector<size_t>(triangle_indices_buffers_count);
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this->triangle_indices_VBO_ids = std::vector<unsigned int>(triangle_indices_buffers_count);
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}
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virtual ~GLMmSegmentationGizmo3DScene() { release_geometry(); }
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[[nodiscard]] inline bool has_VBOs(size_t triangle_indices_idx) const
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{
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assert(triangle_indices_idx < this->triangle_indices.size());
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return this->triangle_indices_VBO_ids[triangle_indices_idx] != 0;
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}
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// Finalize the initialization of the geometry and indices, upload the geometry and indices to OpenGL VBO objects
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// and possibly releasing it if it has been loaded into the VBOs.
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void finalize_geometry();
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// Release the geometry data, release OpenGL VBOs.
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void release_geometry();
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// Finalize the initialization of the geometry, upload the geometry to OpenGL VBO objects
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// and possibly releasing it if it has been loaded into the VBOs.
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void finalize_vertices();
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// Finalize the initialization of the indices, upload the indices to OpenGL VBO objects
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// and possibly releasing it if it has been loaded into the VBOs.
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void finalize_triangle_indices();
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void clear()
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{
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this->vertices.clear();
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for (std::vector<int> &ti : this->triangle_indices)
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ti.clear();
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for (size_t &triangle_indices_size : this->triangle_indices_sizes)
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triangle_indices_size = 0;
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}
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void render(size_t triangle_indices_idx) const;
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std::vector<float> vertices;
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std::vector<std::vector<int>> triangle_indices;
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// When the triangle indices are loaded into the graphics card as Vertex Buffer Objects,
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// the above mentioned std::vectors are cleared and the following variables keep their original length.
|
||||
std::vector<size_t> triangle_indices_sizes;
|
||||
|
||||
// IDs of the Vertex Array Objects, into which the geometry has been loaded.
|
||||
// Zero if the VBOs are not sent to GPU yet.
|
||||
unsigned int vertices_VBO_id{0};
|
||||
std::vector<unsigned int> triangle_indices_VBO_ids;
|
||||
};
|
||||
|
||||
class TriangleSelectorMmGui : public TriangleSelectorGUI {
|
||||
public:
|
||||
explicit TriangleSelectorMmGui(const TriangleMesh& mesh, const std::vector<std::array<float, 4>> &colors, const std::array<float, 4> &default_volume_color)
|
||||
: TriangleSelectorGUI(mesh), m_colors(colors), m_default_volume_color(default_volume_color) {
|
||||
// Plus 1 is because the first position is allocated for non-painted triangles.
|
||||
m_iva_colors = std::vector<GLIndexedVertexArray>(colors.size() + 1);
|
||||
}
|
||||
// Plus 2 in the initialization of m_gizmo_scene is because the first position is allocated for non-painted triangles, and the last position is allocated for seed fill.
|
||||
explicit TriangleSelectorMmGui(const TriangleMesh &mesh, const std::vector<std::array<float, 4>> &colors, const std::array<float, 4> &default_volume_color)
|
||||
: TriangleSelectorGUI(mesh), m_colors(colors), m_default_volume_color(default_volume_color), m_gizmo_scene(colors.size() + 2) {}
|
||||
~TriangleSelectorMmGui() override = default;
|
||||
|
||||
// Render current selection. Transformation matrices are supposed
|
||||
@ -22,9 +77,8 @@ private:
|
||||
void update_render_data();
|
||||
|
||||
const std::vector<std::array<float, 4>> &m_colors;
|
||||
std::vector<GLIndexedVertexArray> m_iva_colors;
|
||||
const std::array<float, 4> m_default_volume_color;
|
||||
GLIndexedVertexArray m_iva_seed_fill;
|
||||
GLMmSegmentationGizmo3DScene m_gizmo_scene;
|
||||
};
|
||||
|
||||
class GLGizmoMmuSegmentation : public GLGizmoPainterBase
|
||||
|
Loading…
Reference in New Issue
Block a user