Tech ENABLE_COLOR_CLASSES set as default
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fab35e8aa4
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50 changed files with 18 additions and 1500 deletions
src/slic3r/GUI
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@ -19,15 +19,10 @@
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#include <boost/log/trivial.hpp>
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static const float GROUND_Z = -0.02f;
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#if ENABLE_COLOR_CLASSES
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static const Slic3r::ColorRGBA DEFAULT_MODEL_COLOR = Slic3r::ColorRGBA::DARK_GRAY();
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static const Slic3r::ColorRGBA PICKING_MODEL_COLOR = Slic3r::ColorRGBA::BLACK();
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static const Slic3r::ColorRGBA DEFAULT_SOLID_GRID_COLOR = { 0.9f, 0.9f, 0.9f, 1.0f };
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static const Slic3r::ColorRGBA DEFAULT_TRANSPARENT_GRID_COLOR = { 0.9f, 0.9f, 0.9f, 0.6f };
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#else
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static const std::array<float, 4> DEFAULT_MODEL_COLOR = { 0.235f, 0.235f, 0.235f, 1.0f };
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static const std::array<float, 4> PICKING_MODEL_COLOR = { 0.0f, 0.0f, 0.0f, 1.0f };
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#endif // ENABLE_COLOR_CLASSES
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namespace Slic3r {
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namespace GUI {
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@ -128,27 +123,15 @@ void Bed3D::Axes::render() const
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shader->set_uniform("emission_factor", 0.0f);
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// x axis
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#if ENABLE_COLOR_CLASSES
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const_cast<GLModel*>(&m_arrow)->set_color(-1, ColorRGBA::X());
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#else
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const_cast<GLModel*>(&m_arrow)->set_color(-1, { 0.75f, 0.0f, 0.0f, 1.0f });
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#endif // ENABLE_COLOR_CLASSES
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render_axis(Geometry::assemble_transform(m_origin, { 0.0, 0.5 * M_PI, 0.0 }).cast<float>());
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// y axis
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#if ENABLE_COLOR_CLASSES
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const_cast<GLModel*>(&m_arrow)->set_color(-1, ColorRGBA::Y());
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#else
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const_cast<GLModel*>(&m_arrow)->set_color(-1, { 0.0f, 0.75f, 0.0f, 1.0f });
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#endif // ENABLE_COLOR_CLASSES
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render_axis(Geometry::assemble_transform(m_origin, { -0.5 * M_PI, 0.0, 0.0 }).cast<float>());
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// z axis
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#if ENABLE_COLOR_CLASSES
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const_cast<GLModel*>(&m_arrow)->set_color(-1, ColorRGBA::Z());
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#else
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const_cast<GLModel*>(&m_arrow)->set_color(-1, { 0.0f, 0.0f, 0.75f, 1.0f });
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#endif // ENABLE_COLOR_CLASSES
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render_axis(Geometry::assemble_transform(m_origin).cast<float>());
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shader->stop_using();
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@ -559,11 +542,7 @@ void Bed3D::render_default(bool bottom, bool picking) const
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if (!has_model && !bottom) {
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// draw background
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glsafe(::glDepthMask(GL_FALSE));
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#if ENABLE_COLOR_CLASSES
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glsafe(::glColor4fv(picking ? PICKING_MODEL_COLOR.data() : DEFAULT_MODEL_COLOR.data()));
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#else
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glsafe(::glColor4fv(picking ? PICKING_MODEL_COLOR.data() : DEFAULT_MODEL_COLOR.data()));
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#endif // ENABLE_COLOR_CLASSES
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glsafe(::glNormal3d(0.0f, 0.0f, 1.0f));
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glsafe(::glVertexPointer(3, GL_FLOAT, m_triangles.get_vertex_data_size(), (GLvoid*)m_triangles.get_vertices_data()));
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glsafe(::glDrawArrays(GL_TRIANGLES, 0, (GLsizei)triangles_vcount));
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@ -573,14 +552,7 @@ void Bed3D::render_default(bool bottom, bool picking) const
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if (!picking) {
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// draw grid
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glsafe(::glLineWidth(1.5f * m_scale_factor));
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#if ENABLE_COLOR_CLASSES
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glsafe(::glColor4fv(has_model && !bottom ? DEFAULT_SOLID_GRID_COLOR.data() : DEFAULT_TRANSPARENT_GRID_COLOR.data()));
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#else
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if (has_model && !bottom)
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glsafe(::glColor4f(0.9f, 0.9f, 0.9f, 1.0f));
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else
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glsafe(::glColor4f(0.9f, 0.9f, 0.9f, 0.6f));
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#endif // ENABLE_COLOR_CLASSES
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glsafe(::glVertexPointer(3, GL_FLOAT, m_triangles.get_vertex_data_size(), (GLvoid*)m_gridlines.get_vertices_data()));
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glsafe(::glDrawArrays(GL_LINES, 0, (GLsizei)m_gridlines.get_vertices_count()));
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}
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