Small optimizations in rendering functions
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@ -386,7 +386,9 @@ void GLVolume::render()
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if (shader == nullptr)
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return;
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if (this->is_left_handed())
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const bool is_left_handed = this->is_left_handed();
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if (is_left_handed)
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glsafe(::glFrontFace(GL_CW));
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glsafe(::glCullFace(GL_BACK));
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@ -395,7 +397,7 @@ void GLVolume::render()
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else
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model.render(this->tverts_range);
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if (this->is_left_handed())
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if (is_left_handed)
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glsafe(::glFrontFace(GL_CCW));
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}
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@ -793,6 +795,7 @@ void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disab
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glsafe(::glDisable(GL_CULL_FACE));
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for (GLVolumeWithIdAndZ& volume : to_render) {
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const Transform3d& world_matrix = volume.first->world_matrix();
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volume.first->set_render_color(true);
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// render sinking contours of non-hovered volumes
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@ -814,9 +817,9 @@ void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disab
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shader->set_uniform("print_volume.type", static_cast<int>(m_print_volume.type));
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shader->set_uniform("print_volume.xy_data", m_print_volume.data);
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shader->set_uniform("print_volume.z_data", m_print_volume.zs);
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shader->set_uniform("volume_world_matrix", volume.first->world_matrix());
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shader->set_uniform("volume_world_matrix", world_matrix);
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shader->set_uniform("slope.actived", m_slope.active && !volume.first->is_modifier && !volume.first->is_wipe_tower);
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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>()));
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shader->set_uniform("slope.volume_world_normal_matrix", static_cast<Matrix3f>(world_matrix.matrix().block(0, 0, 3, 3).inverse().transpose().cast<float>()));
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shader->set_uniform("slope.normal_z", m_slope.normal_z);
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#if ENABLE_ENVIRONMENT_MAP
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@ -829,7 +832,7 @@ void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disab
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glcheck();
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volume.first->model.set_color(volume.first->render_color);
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const Transform3d model_matrix = volume.first->world_matrix();
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const Transform3d model_matrix = world_matrix;
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shader->set_uniform("view_model_matrix", view_matrix * model_matrix);
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shader->set_uniform("projection_matrix", projection_matrix);
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const Matrix3d view_normal_matrix = view_matrix.matrix().block(0, 0, 3, 3) * model_matrix.matrix().block(0, 0, 3, 3).inverse().transpose();
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@ -818,8 +818,11 @@ static float get_cursor_height()
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void GLCanvas3D::Tooltip::set_text(const std::string& text)
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{
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// If the mouse is inside an ImGUI dialog, then the tooltip is suppressed.
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m_text = m_in_imgui ? std::string() : text;
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m_cursor_height = get_cursor_height();
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const std::string& new_text = m_in_imgui ? std::string() : text;
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if (m_text != new_text) { // To avoid calling the expensive call to get_cursor_height.
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m_text = new_text;
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m_cursor_height = get_cursor_height();
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}
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}
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void GLCanvas3D::Tooltip::render(const Vec2d& mouse_position, GLCanvas3D& canvas)
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