Follow-up of 033bee6431
- Fixed warnings
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63237ae487
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@ -2955,15 +2955,11 @@ void GCodeViewer::refresh_render_paths(bool keep_sequential_current_first, bool
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void GCodeViewer::render_toolpaths()
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void GCodeViewer::render_toolpaths()
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{
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{
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const float point_size = 0.8f;
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#if !ENABLE_GL_SHADERS_ATTRIBUTES
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#if !ENABLE_GL_SHADERS_ATTRIBUTES
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const std::array<float, 4> light_intensity = { 0.25f, 0.70f, 0.75f, 0.75f };
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const std::array<float, 4> light_intensity = { 0.25f, 0.70f, 0.75f, 0.75f };
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#endif // !ENABLE_GL_SHADERS_ATTRIBUTES
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#endif // !ENABLE_GL_SHADERS_ATTRIBUTES
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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 double zoom = camera.get_zoom();
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const double zoom = camera.get_zoom();
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const std::array<int, 4>& viewport = camera.get_viewport();
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const float near_plane_height = camera.get_type() == Camera::EType::Perspective ? static_cast<float>(viewport[3]) / (2.0f * static_cast<float>(2.0 * std::tan(0.5 * Geometry::deg2rad(camera.get_fov())))) :
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static_cast<float>(viewport[3]) * 0.0005;
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#if !ENABLE_GL_SHADERS_ATTRIBUTES
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#if !ENABLE_GL_SHADERS_ATTRIBUTES
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auto shader_init_as_lines = [light_intensity](GLShaderProgram &shader) {
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auto shader_init_as_lines = [light_intensity](GLShaderProgram &shader) {
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@ -3245,9 +3241,9 @@ void GCodeViewer::render_toolpaths()
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}
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}
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#if ENABLE_GCODE_VIEWER_STATISTICS
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#if ENABLE_GCODE_VIEWER_STATISTICS
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auto render_sequential_range_cap = [this]
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auto render_sequential_range_cap = [this, &camera]
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#else
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#else
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auto render_sequential_range_cap = []
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auto render_sequential_range_cap = [&camera]
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#endif // ENABLE_GCODE_VIEWER_STATISTICS
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#endif // ENABLE_GCODE_VIEWER_STATISTICS
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(const SequentialRangeCap& cap) {
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(const SequentialRangeCap& cap) {
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const TBuffer* buffer = cap.buffer;
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const TBuffer* buffer = cap.buffer;
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@ -3258,7 +3254,6 @@ void GCodeViewer::render_toolpaths()
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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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#if ENABLE_GL_SHADERS_ATTRIBUTES
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const Camera& camera = wxGetApp().plater()->get_camera();
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const Transform3d& view_matrix = camera.get_view_matrix();
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const Transform3d& view_matrix = camera.get_view_matrix();
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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", camera.get_projection_matrix());
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shader->set_uniform("projection_matrix", camera.get_projection_matrix());
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