ENABLE_ALLOW_NEGATIVE_Z -> Fixed picking of sinking object

This commit is contained in:
enricoturri1966 2021-07-20 11:02:04 +02:00
parent bf981ae049
commit b140709fa8
4 changed files with 53 additions and 2 deletions

View File

@ -0,0 +1,14 @@
#version 110
uniform vec4 uniform_color;
uniform bool viewed_from_top;
varying float world_pos_z;
void main()
{
if (viewed_from_top && world_pos_z < 0.0)
discard;
gl_FragColor = uniform_color;
}

View File

@ -0,0 +1,11 @@
#version 110
uniform mat4 world_matrix;
varying float world_pos_z;
void main()
{
world_pos_z = (world_matrix * gl_Vertex).z;
gl_Position = ftransform();
}

View File

@ -5288,28 +5288,50 @@ void GLCanvas3D::_render_volumes_for_picking() const
{
static const GLfloat INV_255 = 1.0f / 255.0f;
#if ENABLE_ALLOW_NEGATIVE_Z
auto* shader = wxGetApp().get_shader("picking");
if (!shader)
return;
#endif // ENABLE_ALLOW_NEGATIVE_Z
// do not cull backfaces to show broken geometry, if any
glsafe(::glDisable(GL_CULL_FACE));
glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
glsafe(::glEnableClientState(GL_NORMAL_ARRAY));
#if ENABLE_ALLOW_NEGATIVE_Z
shader->start_using();
shader->set_uniform("viewed_from_top", wxGetApp().plater()->get_camera().is_looking_downward());
#endif // ENABLE_ALLOW_NEGATIVE_Z
const Transform3d& view_matrix = wxGetApp().plater()->get_camera().get_view_matrix();
for (size_t type = 0; type < 2; ++ type) {
GLVolumeWithIdAndZList to_render = volumes_to_render(m_volumes.volumes, (type == 0) ? GLVolumeCollection::ERenderType::Opaque : GLVolumeCollection::ERenderType::Transparent, view_matrix);
for (const GLVolumeWithIdAndZ& volume : to_render)
if (!volume.first->disabled && ((volume.first->composite_id.volume_id >= 0) || m_render_sla_auxiliaries)) {
if (!volume.first->disabled && (volume.first->composite_id.volume_id >= 0 || m_render_sla_auxiliaries)) {
// Object picking mode. Render the object with a color encoding the object index.
unsigned int id = volume.second.first;
unsigned int r = (id & (0x000000FF << 0)) << 0;
unsigned int g = (id & (0x000000FF << 8)) >> 8;
unsigned int b = (id & (0x000000FF << 16)) >> 16;
unsigned int a = picking_checksum_alpha_channel(r, g, b);
glsafe(::glColor4f((GLfloat)r * INV_255, (GLfloat)g * INV_255, (GLfloat)b * INV_255, (GLfloat)a * INV_255));
#if ENABLE_ALLOW_NEGATIVE_Z
std::array<float, 4> color = { (float)r * INV_255, (float)g * INV_255, (float)b * INV_255, (float)a * INV_255 };
shader->set_uniform("uniform_color", color);
shader->set_uniform("world_matrix", volume.first->world_matrix());
#else
glsafe(::glColor4f((GLfloat)r * INV_255, (GLfloat)g * INV_255, (GLfloat)b * INV_255, (GLfloat)a * INV_255));
#endif // ENABLE_ALLOW_NEGATIVE_Z
volume.first->render();
}
}
#if ENABLE_ALLOW_NEGATIVE_Z
shader->stop_using();
#endif // ENABLE_ALLOW_NEGATIVE_Z
glsafe(::glDisableClientState(GL_NORMAL_ARRAY));
glsafe(::glDisableClientState(GL_VERTEX_ARRAY));

View File

@ -50,6 +50,10 @@ std::pair<bool, std::string> GLShadersManager::init()
);
// used to render variable layers heights in 3d editor
valid &= append_shader("variable_layer_height", { "variable_layer_height.vs", "variable_layer_height.fs" });
#if ENABLE_ALLOW_NEGATIVE_Z
// used to render volumes during picking pass
valid &= append_shader("picking", { "picking.vs", "picking.fs" });
#endif // ENABLE_ALLOW_NEGATIVE_Z
return { valid, error };
}