Fixed rendering of thumbnails

This commit is contained in:
enricoturri1966 2020-10-15 12:20:38 +02:00
parent c388c42055
commit 77d292283b

View File

@ -4472,8 +4472,7 @@ static void debug_output_thumbnail(const ThumbnailData& thumbnail_data)
void GLCanvas3D::_render_thumbnail_internal(ThumbnailData& thumbnail_data, bool printable_only, bool parts_only, bool show_bed, bool transparent_background) const
{
auto is_visible = [](const GLVolume& v) -> bool
{
auto is_visible = [](const GLVolume& v) {
bool ret = v.printable;
ret &= (!v.shader_outside_printer_detection_enabled || !v.is_outside);
return ret;
@ -4484,10 +4483,8 @@ void GLCanvas3D::_render_thumbnail_internal(ThumbnailData& thumbnail_data, bool
GLVolumePtrs visible_volumes;
for (GLVolume* vol : m_volumes.volumes)
{
if (!vol->is_modifier && !vol->is_wipe_tower && (!parts_only || (vol->composite_id.volume_id >= 0)))
{
for (GLVolume* vol : m_volumes.volumes) {
if (!vol->is_modifier && !vol->is_wipe_tower && (!parts_only || (vol->composite_id.volume_id >= 0))) {
if (!printable_only || is_visible(*vol))
visible_volumes.emplace_back(vol);
}
@ -4497,8 +4494,7 @@ void GLCanvas3D::_render_thumbnail_internal(ThumbnailData& thumbnail_data, bool
return;
BoundingBoxf3 box;
for (const GLVolume* vol : visible_volumes)
{
for (const GLVolume* vol : visible_volumes) {
box.merge(vol->transformed_bounding_box());
}
@ -4512,8 +4508,7 @@ void GLCanvas3D::_render_thumbnail_internal(ThumbnailData& thumbnail_data, bool
double near_z = -1.0;
double far_z = -1.0;
if (show_bed)
{
if (show_bed) {
// extends the near and far z of the frustrum to avoid the bed being clipped
// box in eye space
@ -4524,7 +4519,7 @@ void GLCanvas3D::_render_thumbnail_internal(ThumbnailData& thumbnail_data, bool
camera.apply_projection(box, near_z, far_z);
GLShaderProgram* shader = wxGetApp().get_shader("gouraud");
GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
if (shader == nullptr)
return;
@ -4537,8 +4532,7 @@ void GLCanvas3D::_render_thumbnail_internal(ThumbnailData& thumbnail_data, bool
shader->start_using();
shader->set_uniform("print_box.volume_detection", 0);
for (const GLVolume* vol : visible_volumes)
{
for (const GLVolume* vol : visible_volumes) {
shader->set_uniform("uniform_color", (vol->printable && !vol->is_outside) ? orange : gray);
vol->render();
}