Fixed differences after rebase with master
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@ -923,11 +923,8 @@ void Bed3D::render_contour(const Transform3d& view_matrix, const Transform3d& pr
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GLShaderProgram* shader = wxGetApp().get_shader("flat");
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GLShaderProgram* shader = wxGetApp().get_shader("flat");
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if (shader != nullptr) {
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if (shader != nullptr) {
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shader->start_using();
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shader->start_using();
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#if ENABLE_GL_SHADERS_ATTRIBUTES
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shader->set_uniform("view_model_matrix", view_matrix);
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shader->set_uniform("view_model_matrix", view_matrix);
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shader->set_uniform("projection_matrix", projection_matrix);
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shader->set_uniform("projection_matrix", projection_matrix);
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#endif // ENABLE_GL_SHADERS_ATTRIBUTES
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glsafe(::glEnable(GL_DEPTH_TEST));
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glsafe(::glEnable(GL_DEPTH_TEST));
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glsafe(::glEnable(GL_BLEND));
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glsafe(::glEnable(GL_BLEND));
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@ -3025,9 +3025,9 @@ void GCodeViewer::render_toolpaths()
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#if ENABLE_GL_CORE_PROFILE
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#if ENABLE_GL_CORE_PROFILE
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const Camera& camera = wxGetApp().plater()->get_camera();
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const Camera& camera = wxGetApp().plater()->get_camera();
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const std::array<int, 4>& viewport = camera.get_viewport();
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const std::array<int, 4>& viewport = camera.get_viewport();
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const double zoom = camera.get_zoom();
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const float zoom = float(camera.get_zoom());
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shader.set_uniform("viewport_size", Vec2d(double(viewport[2]), double(viewport[3])));
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shader.set_uniform("viewport_size", Vec2d(double(viewport[2]), double(viewport[3])));
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shader.set_uniform("width", (zoom < 5.0) ? 1.0 : (1.0 + 5.0 * (zoom - 5.0) / (100.0 - 5.0)));
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shader.set_uniform("width", (zoom < 5.0f) ? 0.5f : (0.5f + 5.0f * (zoom - 5.0f) / (100.0f - 5.0f)));
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shader.set_uniform("gap_size", 0.0f);
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shader.set_uniform("gap_size", 0.0f);
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#endif // ENABLE_GL_CORE_PROFILE
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#endif // ENABLE_GL_CORE_PROFILE
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@ -3325,7 +3325,7 @@ void GCodeViewer::render_toolpaths()
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shader->set_uniform("view_normal_matrix", (Matrix3d)Matrix3d::Identity());
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shader->set_uniform("view_normal_matrix", (Matrix3d)Matrix3d::Identity());
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const int position_id = shader->get_attrib_location("v_position");
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const int position_id = shader->get_attrib_location("v_position");
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const int normal_id = shader->get_attrib_location("v_normal");
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const int normal_id = shader->get_attrib_location("v_normal");
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#endif // ENABLE_LEGACY_OPENGL_REMOVAL
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#endif // ENABLE_LEGACY_OPENGL_REMOVAL
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#if ENABLE_GL_CORE_PROFILE
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#if ENABLE_GL_CORE_PROFILE
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@ -112,20 +112,6 @@ void GLGizmoBase::Grabber::render(float size, const ColorRGBA& render_color, boo
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#else
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#else
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m_cube.set_color(-1, render_color);
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m_cube.set_color(-1, render_color);
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#endif // ENABLE_GIZMO_GRABBER_REFACTOR
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#endif // ENABLE_GIZMO_GRABBER_REFACTOR
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#endif // ENABLE_LEGACY_OPENGL_REMOVAL
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const Camera& camera = wxGetApp().plater()->get_camera();
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#if ENABLE_GIZMO_GRABBER_REFACTOR
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const Transform3d view_model_matrix = camera.get_view_matrix() * matrix * Geometry::assemble_transform(center, angles, 2.0 * half_size * Vec3d::Ones());
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#else
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const Transform3d view_model_matrix = camera.get_view_matrix() * matrix * Geometry::assemble_transform(center, angles, fullsize * Vec3d::Ones());
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#endif // ENABLE_GIZMO_GRABBER_REFACTOR
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const Transform3d& projection_matrix = camera.get_projection_matrix();
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shader->set_uniform("view_model_matrix", view_model_matrix);
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shader->set_uniform("projection_matrix", projection_matrix);
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shader->set_uniform("normal_matrix", (Matrix3d)view_model_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
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#else
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glsafe(::glPushMatrix());
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glsafe(::glPushMatrix());
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glsafe(::glTranslated(center.x(), center.y(), center.z()));
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glsafe(::glTranslated(center.x(), center.y(), center.z()));
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glsafe(::glRotated(Geometry::rad2deg(angles.z()), 0.0, 0.0, 1.0));
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glsafe(::glRotated(Geometry::rad2deg(angles.z()), 0.0, 0.0, 1.0));
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@ -136,6 +122,7 @@ void GLGizmoBase::Grabber::render(float size, const ColorRGBA& render_color, boo
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#else
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#else
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glsafe(::glScaled(fullsize, fullsize, fullsize));
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glsafe(::glScaled(fullsize, fullsize, fullsize));
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#endif // ENABLE_GIZMO_GRABBER_REFACTOR
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#endif // ENABLE_GIZMO_GRABBER_REFACTOR
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#endif // ENABLE_LEGACY_OPENGL_REMOVAL
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#if ENABLE_GIZMO_GRABBER_REFACTOR
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#if ENABLE_GIZMO_GRABBER_REFACTOR
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s_cube.render();
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s_cube.render();
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