Follow-up of 6194e67e68
- Separated the part that computed triangles normals and lighting inside the fragment shader into a separate shader mm_gouraud, which is only used for the multi-material painting gizmo.
This commit is contained in:
parent
912f73d79c
commit
b45675b4e1
@ -50,8 +50,6 @@ varying float world_pos_z;
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varying float world_normal_z;
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varying vec3 eye_normal;
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uniform bool compute_triangle_normals_in_fs;
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void main()
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{
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if (any(lessThan(clipping_planes_dots, ZERO)))
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@ -59,36 +57,7 @@ void main()
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vec3 color = uniform_color.rgb;
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float alpha = uniform_color.a;
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vec2 intensity_fs = intensity;
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vec3 eye_normal_fs = eye_normal;
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float world_normal_z_fs = world_normal_z;
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if (compute_triangle_normals_in_fs) {
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vec3 triangle_normal = normalize(cross(dFdx(model_pos.xyz), dFdy(model_pos.xyz)));
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#ifdef FLIP_TRIANGLE_NORMALS
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triangle_normal = -triangle_normal;
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#endif
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// First transform the normal into camera space and normalize the result.
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eye_normal_fs = normalize(gl_NormalMatrix * triangle_normal);
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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float NdotL = max(dot(eye_normal_fs, LIGHT_TOP_DIR), 0.0);
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intensity_fs = vec2(0.0, 0.0);
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intensity_fs.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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vec3 position = (gl_ModelViewMatrix * model_pos).xyz;
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intensity_fs.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, eye_normal_fs)), 0.0), LIGHT_TOP_SHININESS);
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// Perform the same lighting calculation for the 2nd light source (no specular applied).
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NdotL = max(dot(eye_normal_fs, LIGHT_FRONT_DIR), 0.0);
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intensity_fs.x += NdotL * LIGHT_FRONT_DIFFUSE;
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// z component of normal vector in world coordinate used for slope shading
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world_normal_z_fs = slope.actived ? (normalize(slope.volume_world_normal_matrix * triangle_normal)).z : 0.0;
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}
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if (slope.actived && world_normal_z_fs < slope.normal_z - EPSILON) {
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if (slope.actived && world_normal_z < slope.normal_z - EPSILON) {
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color = vec3(0.7, 0.7, 1.0);
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alpha = 1.0;
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}
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@ -96,8 +65,8 @@ void main()
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color = (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) ? mix(color, ZERO, 0.3333) : color;
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#ifdef ENABLE_ENVIRONMENT_MAP
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if (use_environment_tex)
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gl_FragColor = vec4(0.45 * texture2D(environment_tex, normalize(eye_normal_fs).xy * 0.5 + 0.5).xyz + 0.8 * color * intensity_fs.x, alpha);
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gl_FragColor = vec4(0.45 * texture2D(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color * intensity.x, alpha);
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else
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#endif
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gl_FragColor = vec4(vec3(intensity_fs.y) + color * intensity_fs.x, alpha);
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gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha);
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}
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@ -54,26 +54,22 @@ varying float world_pos_z;
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varying float world_normal_z;
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varying vec3 eye_normal;
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uniform bool compute_triangle_normals_in_fs;
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void main()
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{
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if (!compute_triangle_normals_in_fs) {
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// First transform the normal into camera space and normalize the result.
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eye_normal = normalize(gl_NormalMatrix * gl_Normal);
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// First transform the normal into camera space and normalize the result.
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eye_normal = normalize(gl_NormalMatrix * gl_Normal);
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
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intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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vec3 position = (gl_ModelViewMatrix * gl_Vertex).xyz;
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intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
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intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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vec3 position = (gl_ModelViewMatrix * gl_Vertex).xyz;
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intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
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// Perform the same lighting calculation for the 2nd light source (no specular applied).
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NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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}
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// Perform the same lighting calculation for the 2nd light source (no specular applied).
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NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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model_pos = gl_Vertex;
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// Point in homogenous coordinates.
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@ -90,8 +86,7 @@ void main()
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}
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// z component of normal vector in world coordinate used for slope shading
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if (!compute_triangle_normals_in_fs)
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world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * gl_Normal)).z : 0.0;
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world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * gl_Normal)).z : 0.0;
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gl_Position = ftransform();
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// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
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55
resources/shaders/mm_gouraud.fs
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55
resources/shaders/mm_gouraud.fs
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@ -0,0 +1,55 @@
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#version 110
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#define INTENSITY_CORRECTION 0.6
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// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
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const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
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#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SHININESS 20.0
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// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
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const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
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#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
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#define INTENSITY_AMBIENT 0.3
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const vec3 ZERO = vec3(0.0, 0.0, 0.0);
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const float EPSILON = 0.0001;
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uniform vec4 uniform_color;
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varying vec3 clipping_planes_dots;
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varying vec4 model_pos;
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void main()
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{
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if (any(lessThan(clipping_planes_dots, ZERO)))
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discard;
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vec3 color = uniform_color.rgb;
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float alpha = uniform_color.a;
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vec3 triangle_normal = normalize(cross(dFdx(model_pos.xyz), dFdy(model_pos.xyz)));
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#ifdef FLIP_TRIANGLE_NORMALS
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triangle_normal = -triangle_normal;
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#endif
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// First transform the normal into camera space and normalize the result.
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vec3 eye_normal = normalize(gl_NormalMatrix * triangle_normal);
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
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// x = diffuse, y = specular;
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vec2 intensity = vec2(0.0, 0.0);
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intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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vec3 position = (gl_ModelViewMatrix * model_pos).xyz;
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intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
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// Perform the same lighting calculation for the 2nd light source (no specular applied).
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NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha);
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}
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23
resources/shaders/mm_gouraud.vs
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23
resources/shaders/mm_gouraud.vs
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@ -0,0 +1,23 @@
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#version 110
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const vec3 ZERO = vec3(0.0, 0.0, 0.0);
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uniform mat4 volume_world_matrix;
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// Clipping plane, x = min z, y = max z. Used by the FFF and SLA previews to clip with a top / bottom plane.
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uniform vec2 z_range;
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// Clipping plane - general orientation. Used by the SLA gizmo.
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uniform vec4 clipping_plane;
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varying vec3 clipping_planes_dots;
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varying vec4 model_pos;
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void main()
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{
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model_pos = gl_Vertex;
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// Point in homogenous coordinates.
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vec4 world_pos = volume_world_matrix * gl_Vertex;
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gl_Position = ftransform();
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// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
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clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
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}
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@ -456,7 +456,7 @@ private:
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GLGizmosManager m_gizmos;
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GLToolbar m_main_toolbar;
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GLToolbar m_undoredo_toolbar;
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ClippingPlane m_clipping_planes[2];
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std::array<ClippingPlane, 2> m_clipping_planes;
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ClippingPlane m_camera_clipping_plane;
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bool m_use_clipping_planes;
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SlaCap m_sla_caps[2];
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@ -651,6 +651,9 @@ public:
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void reset_clipping_planes_cache() { m_sla_caps[0].triangles.clear(); m_sla_caps[1].triangles.clear(); }
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void set_use_clipping_planes(bool use) { m_use_clipping_planes = use; }
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bool get_use_clipping_planes() const { return m_use_clipping_planes; }
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const std::array<ClippingPlane, 2> &get_clipping_planes() const { return m_clipping_planes; };
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void set_color_by(const std::string& value);
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void refresh_camera_scene_box();
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@ -61,25 +61,23 @@ std::pair<bool, std::string> GLShadersManager::init()
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// used to render extrusion and travel paths as lines in gcode preview
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valid &= append_shader("toolpaths_lines", { "toolpaths_lines.vs", "toolpaths_lines.fs" });
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// used to render objects in 3d editor
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// For Apple's on Arm CPU computed triangle normals inside fragment shader using dFdx and dFdy has the opposite direction.
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// Because of this, objects had darker colors inside the multi-material gizmo.
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// Based on https://stackoverflow.com/a/66206648, the similar behavior was also spotted on some other devices with Arm CPU.
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if (platform_flavor() == PlatformFlavor::OSXOnArm)
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valid &= append_shader("gouraud", { "gouraud.vs", "gouraud.fs" }, { "FLIP_TRIANGLE_NORMALS"sv
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valid &= append_shader("gouraud", { "gouraud.vs", "gouraud.fs" }
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#if ENABLE_ENVIRONMENT_MAP
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, "ENABLE_ENVIRONMENT_MAP"sv
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#endif
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});
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else
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valid &= append_shader("gouraud", { "gouraud.vs", "gouraud.fs" }
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#if ENABLE_ENVIRONMENT_MAP
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, { "ENABLE_ENVIRONMENT_MAP"sv }
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, { "ENABLE_ENVIRONMENT_MAP"sv }
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#endif
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);
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// used to render variable layers heights in 3d editor
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valid &= append_shader("variable_layer_height", { "variable_layer_height.vs", "variable_layer_height.fs" });
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// used to render highlight contour around selected triangles inside the multi-material gizmo
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valid &= append_shader("mm_contour", { "mm_contour.vs", "mm_contour.fs" });
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// Used to render painted triangles inside the multi-material gizmo. Triangle normals are computed inside fragment shader.
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// For Apple's on Arm CPU computed triangle normals inside fragment shader using dFdx and dFdy has the opposite direction.
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// Because of this, objects had darker colors inside the multi-material gizmo.
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// Based on https://stackoverflow.com/a/66206648, the similar behavior was also spotted on some other devices with Arm CPU.
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if (platform_flavor() == PlatformFlavor::OSXOnArm)
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valid &= append_shader("mm_gouraud", {"mm_gouraud.vs", "mm_gouraud.fs"}, {"FLIP_TRIANGLE_NORMALS"sv});
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else
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valid &= append_shader("mm_gouraud", {"mm_gouraud.vs", "mm_gouraud.fs"});
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return { valid, error };
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}
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@ -174,6 +174,43 @@ void GLGizmoMmuSegmentation::set_painter_gizmo_data(const Selection &selection)
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}
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}
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void GLGizmoMmuSegmentation::render_triangles(const Selection &selection, const bool use_polygon_offset_fill) const
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{
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ClippingPlaneDataWrapper clp_data = this->get_clipping_plane_data();
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auto *shader = wxGetApp().get_shader("mm_gouraud");
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if (!shader)
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return;
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shader->start_using();
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shader->set_uniform("clipping_plane", clp_data.clp_dataf);
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shader->set_uniform("z_range", clp_data.z_range);
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ScopeGuard guard([shader]() { if (shader) shader->stop_using(); });
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const ModelObject *mo = m_c->selection_info()->model_object();
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int mesh_id = -1;
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for (const ModelVolume *mv : mo->volumes) {
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if (!mv->is_model_part())
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continue;
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++mesh_id;
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const Transform3d trafo_matrix = mo->instances[selection.get_instance_idx()]->get_transformation().get_matrix() * mv->get_matrix();
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bool is_left_handed = trafo_matrix.matrix().determinant() < 0.;
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if (is_left_handed)
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glsafe(::glFrontFace(GL_CW));
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glsafe(::glPushMatrix());
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glsafe(::glMultMatrixd(trafo_matrix.data()));
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shader->set_uniform("volume_world_matrix", trafo_matrix);
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m_triangle_selectors[mesh_id]->render(m_imgui);
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glsafe(::glPopMatrix());
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if (is_left_handed)
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glsafe(::glFrontFace(GL_CCW));
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}
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}
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static void render_extruders_combo(const std::string &label,
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const std::vector<std::string> &extruders,
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const std::vector<std::array<float, 4>> &extruders_colors,
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@ -554,9 +591,7 @@ void TriangleSelectorMmGui::render(ImGuiWrapper *imgui)
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auto *shader = wxGetApp().get_current_shader();
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if (!shader)
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return;
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assert(shader->get_name() == "gouraud");
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ScopeGuard guard([shader]() { if (shader) shader->set_uniform("compute_triangle_normals_in_fs", false);});
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shader->set_uniform("compute_triangle_normals_in_fs", true);
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assert(shader->get_name() == "mm_gouraud");
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for (size_t color_idx = 0; color_idx < m_gizmo_scene.triangle_indices.size(); ++color_idx)
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if (m_gizmo_scene.has_VBOs(color_idx)) {
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@ -569,7 +604,7 @@ void TriangleSelectorMmGui::render(ImGuiWrapper *imgui)
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}
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if (m_paint_contour.has_VBO()) {
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ScopeGuard guard_gouraud([shader]() { shader->start_using(); });
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ScopeGuard guard_mm_gouraud([shader]() { shader->start_using(); });
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shader->stop_using();
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auto *contour_shader = wxGetApp().get_shader("mm_contour");
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void set_painter_gizmo_data(const Selection& selection) override;
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void render_triangles(const Selection& selection, bool use_polygon_offset_fill) const override;
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// TriangleSelector::serialization/deserialization has a limit to store 19 different states.
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// EXTRUDER_LIMIT + 1 states are used to storing the painting because also uncolored triangles are stored.
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// When increasing EXTRUDER_LIMIT, it needs to ensure that TriangleSelector::serialization/deserialization
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@ -43,12 +43,29 @@ void GLGizmoPainterBase::set_painter_gizmo_data(const Selection& selection)
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}
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}
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GLGizmoPainterBase::ClippingPlaneDataWrapper GLGizmoPainterBase::get_clipping_plane_data() const
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{
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ClippingPlaneDataWrapper clp_data_out{{0.f, 0.f, 1.f, FLT_MAX}, {-FLT_MAX, FLT_MAX}};
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// Take care of the clipping plane. The normal of the clipping plane is
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// saved with opposite sign than we need to pass to OpenGL (FIXME)
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if (bool clipping_plane_active = m_c->object_clipper()->get_position() != 0.; clipping_plane_active) {
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const ClippingPlane *clp = m_c->object_clipper()->get_clipping_plane();
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for (size_t i = 0; i < 3; ++i)
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clp_data_out.clp_dataf[i] = -1.f * float(clp->get_data()[i]);
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clp_data_out.clp_dataf[3] = float(clp->get_data()[3]);
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}
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// z_range is calculated in the same way as in GLCanvas3D::_render_objects(GLVolumeCollection::ERenderType type)
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if (m_c->get_canvas()->get_use_clipping_planes()) {
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const std::array<ClippingPlane, 2> &clps = m_c->get_canvas()->get_clipping_planes();
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clp_data_out.z_range = {float(-clps[0].get_data()[3]), float(clps[1].get_data()[3])};
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}
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return clp_data_out;
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}
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void GLGizmoPainterBase::render_triangles(const Selection& selection, const bool use_polygon_offset_fill) const
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{
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const ModelObject* mo = m_c->selection_info()->model_object();
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ScopeGuard offset_fill_guard([&use_polygon_offset_fill]() {
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if (use_polygon_offset_fill)
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glsafe(::glDisable(GL_POLYGON_OFFSET_FILL));
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@ -58,27 +75,17 @@ void GLGizmoPainterBase::render_triangles(const Selection& selection, const bool
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glsafe(::glPolygonOffset(-5.0, -5.0));
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}
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// Take care of the clipping plane. The normal of the clipping plane is
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// saved with opposite sign than we need to pass to OpenGL (FIXME)
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bool clipping_plane_active = m_c->object_clipper()->get_position() != 0.;
|
||||
float clp_dataf[4] = {0.f, 0.f, 1.f, FLT_MAX};
|
||||
if (clipping_plane_active) {
|
||||
const ClippingPlane* clp = m_c->object_clipper()->get_clipping_plane();
|
||||
for (size_t i=0; i<3; ++i)
|
||||
clp_dataf[i] = -1.f * float(clp->get_data()[i]);
|
||||
clp_dataf[3] = float(clp->get_data()[3]);
|
||||
}
|
||||
|
||||
auto *shader = wxGetApp().get_shader("gouraud");
|
||||
if (! shader)
|
||||
return;
|
||||
shader->start_using();
|
||||
shader->set_uniform("slope.actived", false);
|
||||
shader->set_uniform("print_box.actived", false);
|
||||
shader->set_uniform("clipping_plane", clp_dataf, 4);
|
||||
shader->set_uniform("clipping_plane", this->get_clipping_plane_data().clp_dataf);
|
||||
ScopeGuard guard([shader]() { if (shader) shader->stop_using(); });
|
||||
|
||||
int mesh_id = -1;
|
||||
const ModelObject *mo = m_c->selection_info()->model_object();
|
||||
int mesh_id = -1;
|
||||
for (const ModelVolume* mv : mo->volumes) {
|
||||
if (! mv->is_model_part())
|
||||
continue;
|
||||
|
@ -126,7 +126,7 @@ public:
|
||||
virtual bool gizmo_event(SLAGizmoEventType action, const Vec2d& mouse_position, bool shift_down, bool alt_down, bool control_down);
|
||||
|
||||
protected:
|
||||
void render_triangles(const Selection& selection, const bool use_polygon_offset_fill = true) const;
|
||||
virtual void render_triangles(const Selection& selection, bool use_polygon_offset_fill = true) const;
|
||||
void render_cursor() const;
|
||||
void render_cursor_circle() const;
|
||||
void render_cursor_sphere(const Transform3d& trafo) const;
|
||||
@ -176,6 +176,14 @@ protected:
|
||||
Right
|
||||
};
|
||||
|
||||
struct ClippingPlaneDataWrapper
|
||||
{
|
||||
std::array<float, 4> clp_dataf;
|
||||
std::array<float, 2> z_range;
|
||||
};
|
||||
|
||||
ClippingPlaneDataWrapper get_clipping_plane_data() const;
|
||||
|
||||
private:
|
||||
bool is_mesh_point_clipped(const Vec3d& point, const Transform3d& trafo) const;
|
||||
void update_raycast_cache(const Vec2d& mouse_position,
|
||||
|
Loading…
Reference in New Issue
Block a user