View dependent order of rendering for layers editing visual hints to keep the correct transparency
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@ -4273,6 +4273,11 @@ void Plater::msw_rescale()
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GetParent()->Layout();
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}
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const Camera& Plater::get_camera() const
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{
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return p->camera;
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}
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bool Plater::can_delete() const { return p->can_delete(); }
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bool Plater::can_delete_all() const { return p->can_delete_all(); }
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bool Plater::can_increase_instances() const { return p->can_increase_instances(); }
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@ -220,6 +220,8 @@ public:
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void msw_rescale();
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const Camera& get_camera() const;
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private:
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struct priv;
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std::unique_ptr<priv> p;
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@ -6,7 +6,8 @@
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#include "GUI_ObjectManipulation.hpp"
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#include "GUI_ObjectList.hpp"
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#include "Gizmos/GLGizmoBase.hpp"
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#include "slic3r/GUI/3DScene.hpp"
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#include "3DScene.hpp"
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#include "Camera.hpp"
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#include <GL/glew.h>
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@ -1761,33 +1762,36 @@ void Selection::render_sidebar_layers_hints(const std::string& sidebar_field) co
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const float min_y = box.min(1) - Margin;
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const float max_y = box.max(1) + Margin;
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// view dependend order of rendering to keep correct transparency
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bool camera_on_top = wxGetApp().plater()->get_camera().get_theta() <= 90.0f;
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float z1 = camera_on_top ? min_z : max_z;
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float z2 = camera_on_top ? max_z : min_z;
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glsafe(::glEnable(GL_DEPTH_TEST));
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glsafe(::glDisable(GL_CULL_FACE));
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glsafe(::glEnable(GL_BLEND));
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glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
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// Draw the min_z plane
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::glBegin(GL_QUADS);
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if (type == 1)
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if ((camera_on_top && (type == 1)) || (!camera_on_top && (type == 2)))
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::glColor4f(1.0f, 0.38f, 0.0f, 1.0f);
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else
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::glColor4f(0.8f, 0.8f, 0.8f, 0.5f);
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::glVertex3f(min_x, min_y, min_z);
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::glVertex3f(max_x, min_y, min_z);
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::glVertex3f(max_x, max_y, min_z);
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::glVertex3f(min_x, max_y, min_z);
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::glVertex3f(min_x, min_y, z1);
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::glVertex3f(max_x, min_y, z1);
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::glVertex3f(max_x, max_y, z1);
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::glVertex3f(min_x, max_y, z1);
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glsafe(::glEnd());
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// Draw the max_z plane
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::glBegin(GL_QUADS);
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if (type == 2)
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if ((camera_on_top && (type == 2)) || (!camera_on_top && (type == 1)))
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::glColor4f(1.0f, 0.38f, 0.0f, 1.0f);
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else
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::glColor4f(0.8f, 0.8f, 0.8f, 0.5f);
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::glVertex3f(min_x, min_y, max_z);
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::glVertex3f(max_x, min_y, max_z);
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::glVertex3f(max_x, max_y, max_z);
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::glVertex3f(min_x, max_y, max_z);
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::glVertex3f(min_x, min_y, z2);
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::glVertex3f(max_x, min_y, z2);
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::glVertex3f(max_x, max_y, z2);
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::glVertex3f(min_x, max_y, z2);
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glsafe(::glEnd());
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glsafe(::glEnable(GL_CULL_FACE));
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