Small optimizations in rendering functions

This commit is contained in:
Lukas Matena 2023-02-07 10:01:09 +01:00
parent a167d43c1d
commit aa83b20b8e
2 changed files with 13 additions and 7 deletions

View File

@ -385,8 +385,10 @@ void GLVolume::render()
GLShaderProgram* shader = GUI::wxGetApp().get_current_shader();
if (shader == nullptr)
return;
const bool is_left_handed = this->is_left_handed();
if (this->is_left_handed())
if (is_left_handed)
glsafe(::glFrontFace(GL_CW));
glsafe(::glCullFace(GL_BACK));
@ -395,7 +397,7 @@ void GLVolume::render()
else
model.render(this->tverts_range);
if (this->is_left_handed())
if (is_left_handed)
glsafe(::glFrontFace(GL_CCW));
}
@ -793,6 +795,7 @@ void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disab
glsafe(::glDisable(GL_CULL_FACE));
for (GLVolumeWithIdAndZ& volume : to_render) {
const Transform3d& world_matrix = volume.first->world_matrix();
volume.first->set_render_color(true);
// render sinking contours of non-hovered volumes
@ -814,9 +817,9 @@ void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disab
shader->set_uniform("print_volume.type", static_cast<int>(m_print_volume.type));
shader->set_uniform("print_volume.xy_data", m_print_volume.data);
shader->set_uniform("print_volume.z_data", m_print_volume.zs);
shader->set_uniform("volume_world_matrix", volume.first->world_matrix());
shader->set_uniform("volume_world_matrix", world_matrix);
shader->set_uniform("slope.actived", m_slope.active && !volume.first->is_modifier && !volume.first->is_wipe_tower);
shader->set_uniform("slope.volume_world_normal_matrix", static_cast<Matrix3f>(volume.first->world_matrix().matrix().block(0, 0, 3, 3).inverse().transpose().cast<float>()));
shader->set_uniform("slope.volume_world_normal_matrix", static_cast<Matrix3f>(world_matrix.matrix().block(0, 0, 3, 3).inverse().transpose().cast<float>()));
shader->set_uniform("slope.normal_z", m_slope.normal_z);
#if ENABLE_ENVIRONMENT_MAP
@ -829,7 +832,7 @@ void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disab
glcheck();
volume.first->model.set_color(volume.first->render_color);
const Transform3d model_matrix = volume.first->world_matrix();
const Transform3d model_matrix = world_matrix;
shader->set_uniform("view_model_matrix", view_matrix * model_matrix);
shader->set_uniform("projection_matrix", projection_matrix);
const Matrix3d view_normal_matrix = view_matrix.matrix().block(0, 0, 3, 3) * model_matrix.matrix().block(0, 0, 3, 3).inverse().transpose();

View File

@ -818,8 +818,11 @@ static float get_cursor_height()
void GLCanvas3D::Tooltip::set_text(const std::string& text)
{
// If the mouse is inside an ImGUI dialog, then the tooltip is suppressed.
m_text = m_in_imgui ? std::string() : text;
m_cursor_height = get_cursor_height();
const std::string& new_text = m_in_imgui ? std::string() : text;
if (m_text != new_text) { // To avoid calling the expensive call to get_cursor_height.
m_text = new_text;
m_cursor_height = get_cursor_height();
}
}
void GLCanvas3D::Tooltip::render(const Vec2d& mouse_position, GLCanvas3D& canvas)