Fixed rendering of printbed while the camera is below it
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parent
43d306260f
commit
bea50dce7c
@ -30,5 +30,7 @@ vec4 non_svg_color()
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void main()
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{
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gl_FragColor = svg_source ? svg_color() : non_svg_color();
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vec4 color = svg_source ? svg_color() : non_svg_color();
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color.a = transparent_background ? color.a * 0.5 : color.a;
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gl_FragColor = color;
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}
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@ -31,5 +31,7 @@ vec4 non_svg_color()
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void main()
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{
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frag_color = svg_source ? svg_color() : non_svg_color();
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vec4 color = svg_source ? svg_color() : non_svg_color();
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color.a = transparent_background ? color.a * 0.5 : color.a;
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frag_color = color;
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}
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@ -30,5 +30,7 @@ vec4 non_svg_color()
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void main()
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{
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gl_FragColor = svg_source ? svg_color() : non_svg_color();
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vec4 color = svg_source ? svg_color() : non_svg_color();
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color.a = transparent_background ? color.a * 0.5 : color.a;
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gl_FragColor = color;
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}
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@ -233,6 +233,7 @@ bool Bed3D::set_shape(const Pointfs& bed_shape, const double max_print_height, c
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m_triangles.reset();
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m_gridlines.reset();
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m_contourlines.reset();
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#else
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ExPolygon poly{ Polygon::new_scale(bed_shape) };
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@ -241,6 +242,8 @@ bool Bed3D::set_shape(const Pointfs& bed_shape, const double max_print_height, c
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const BoundingBox& bed_bbox = poly.contour.bounding_box();
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calc_gridlines(poly, bed_bbox);
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calc_contourlines(poly);
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m_polygon = offset(poly.contour, (float)bed_bbox.radius() * 1.7f, jtRound, scale_(0.5)).front();
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this->release_VBOs();
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@ -474,6 +477,41 @@ void Bed3D::calc_gridlines(const ExPolygon& poly, const BoundingBox& bed_bbox)
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}
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#endif // ENABLE_LEGACY_OPENGL_REMOVAL
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#if ENABLE_LEGACY_OPENGL_REMOVAL
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void Bed3D::init_contourlines()
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{
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if (m_contourlines.is_initialized())
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return;
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if (m_contour.empty())
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return;
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const Lines contour_lines = to_lines(m_contour);
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GLModel::Geometry init_data;
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init_data.format = { GLModel::Geometry::EPrimitiveType::Lines, GLModel::Geometry::EVertexLayout::P3 };
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init_data.reserve_vertices(2 * contour_lines.size());
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init_data.reserve_indices(2 * contour_lines.size());
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for (const Slic3r::Line& l : contour_lines) {
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init_data.add_vertex(Vec3f(unscale<float>(l.a.x()), unscale<float>(l.a.y()), GROUND_Z));
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init_data.add_vertex(Vec3f(unscale<float>(l.b.x()), unscale<float>(l.b.y()), GROUND_Z));
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const unsigned int vertices_counter = (unsigned int)init_data.vertices_count();
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init_data.add_line(vertices_counter - 2, vertices_counter - 1);
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}
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m_contourlines.init_from(std::move(init_data));
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m_contourlines.set_color({ 1.0f, 1.0f, 1.0f, 0.5f });
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}
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#else
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void Bed3D::calc_contourlines(const ExPolygon& poly)
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{
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const Lines contour_lines = to_lines(poly);
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if (!m_contourlines.set_from_lines(contour_lines, GROUND_Z))
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BOOST_LOG_TRIVIAL(error) << "Unable to create bed contour lines\n";
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}
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#endif // ENABLE_LEGACY_OPENGL_REMOVAL
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// Try to match the print bed shape with the shape of an active profile. If such a match exists,
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// return the print bed model.
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std::tuple<Bed3D::Type, std::string, std::string> Bed3D::detect_type(const Pointfs& shape)
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@ -512,6 +550,8 @@ void Bed3D::render_system(GLCanvas3D& canvas, const Transform3d& view_matrix, co
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if (show_texture)
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render_texture(bottom, canvas, view_matrix, projection_matrix);
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else if (bottom)
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render_contour(view_matrix, projection_matrix);
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}
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#else
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void Bed3D::render_system(GLCanvas3D& canvas, bool bottom, bool show_texture)
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@ -521,6 +561,8 @@ void Bed3D::render_system(GLCanvas3D& canvas, bool bottom, bool show_texture)
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if (show_texture)
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render_texture(bottom, canvas);
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else if (bottom)
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render_contour();
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}
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#endif // ENABLE_GL_SHADERS_ATTRIBUTES
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@ -533,9 +575,9 @@ void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas)
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if (m_texture_filename.empty()) {
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m_texture.reset();
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#if ENABLE_GL_SHADERS_ATTRIBUTES
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render_default(bottom, false, view_matrix, projection_matrix);
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render_default(bottom, false, true, view_matrix, projection_matrix);
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#else
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render_default(bottom, false);
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render_default(bottom, false, true);
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#endif // ENABLE_GL_SHADERS_ATTRIBUTES
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return;
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}
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@ -550,9 +592,9 @@ void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas)
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// generate a temporary lower resolution texture to show while no main texture levels have been compressed
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if (!m_temp_texture.load_from_svg_file(m_texture_filename, false, false, false, max_tex_size / 8)) {
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#if ENABLE_GL_SHADERS_ATTRIBUTES
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render_default(bottom, false, view_matrix, projection_matrix);
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render_default(bottom, false, true, view_matrix, projection_matrix);
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#else
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render_default(bottom, false);
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render_default(bottom, false, true);
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#endif // ENABLE_GL_SHADERS_ATTRIBUTES
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return;
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}
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@ -562,9 +604,9 @@ void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas)
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// starts generating the main texture, compression will run asynchronously
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if (!m_texture.load_from_svg_file(m_texture_filename, true, true, true, max_tex_size)) {
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#if ENABLE_GL_SHADERS_ATTRIBUTES
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render_default(bottom, false, view_matrix, projection_matrix);
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render_default(bottom, false, true, view_matrix, projection_matrix);
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#else
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render_default(bottom, false);
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render_default(bottom, false, true);
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#endif // ENABLE_GL_SHADERS_ATTRIBUTES
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return;
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}
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@ -574,9 +616,9 @@ void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas)
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if (m_temp_texture.get_id() == 0 || m_temp_texture.get_source() != m_texture_filename) {
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if (!m_temp_texture.load_from_file(m_texture_filename, false, GLTexture::None, false)) {
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#if ENABLE_GL_SHADERS_ATTRIBUTES
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render_default(bottom, false, view_matrix, projection_matrix);
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render_default(bottom, false, true, view_matrix, projection_matrix);
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#else
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render_default(bottom, false);
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render_default(bottom, false, true);
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#endif // ENABLE_GL_SHADERS_ATTRIBUTES
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return;
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}
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@ -586,18 +628,18 @@ void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas)
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// starts generating the main texture, compression will run asynchronously
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if (!m_texture.load_from_file(m_texture_filename, true, GLTexture::MultiThreaded, true)) {
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#if ENABLE_GL_SHADERS_ATTRIBUTES
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render_default(bottom, false, view_matrix, projection_matrix);
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render_default(bottom, false, true, view_matrix, projection_matrix);
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#else
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render_default(bottom, false);
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render_default(bottom, false, true);
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#endif // ENABLE_GL_SHADERS_ATTRIBUTES
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return;
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}
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}
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else {
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#if ENABLE_GL_SHADERS_ATTRIBUTES
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render_default(bottom, false, view_matrix, projection_matrix);
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render_default(bottom, false, true, view_matrix, projection_matrix);
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#else
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render_default(bottom, false);
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render_default(bottom, false, true);
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#endif // ENABLE_GL_SHADERS_ATTRIBUTES
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return;
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}
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@ -770,9 +812,9 @@ void Bed3D::render_custom(GLCanvas3D& canvas, bool bottom, bool show_texture, bo
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{
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if (m_texture_filename.empty() && m_model_filename.empty()) {
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#if ENABLE_GL_SHADERS_ATTRIBUTES
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render_default(bottom, picking, view_matrix, projection_matrix);
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render_default(bottom, picking, show_texture, view_matrix, projection_matrix);
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#else
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render_default(bottom, picking);
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render_default(bottom, picking, show_texture);
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#endif // ENABLE_GL_SHADERS_ATTRIBUTES
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return;
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}
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@ -787,15 +829,19 @@ void Bed3D::render_custom(GLCanvas3D& canvas, bool bottom, bool show_texture, bo
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if (show_texture)
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#if ENABLE_GL_SHADERS_ATTRIBUTES
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render_texture(bottom, canvas, view_matrix, projection_matrix);
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else if (bottom)
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render_contour(view_matrix, projection_matrix);
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#else
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render_texture(bottom, canvas);
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else if (bottom)
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render_contour();
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#endif // ENABLE_GL_SHADERS_ATTRIBUTES
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}
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#if ENABLE_GL_SHADERS_ATTRIBUTES
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void Bed3D::render_default(bool bottom, bool picking, const Transform3d& view_matrix, const Transform3d& projection_matrix)
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void Bed3D::render_default(bool bottom, bool picking, bool show_texture, const Transform3d& view_matrix, const Transform3d& projection_matrix)
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#else
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void Bed3D::render_default(bool bottom, bool picking)
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void Bed3D::render_default(bool bottom, bool picking, bool show_texture)
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#endif // ENABLE_GL_SHADERS_ATTRIBUTES
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{
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m_texture.reset();
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@ -827,12 +873,14 @@ void Bed3D::render_default(bool bottom, bool picking)
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glsafe(::glDepthMask(GL_TRUE));
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}
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if (!picking) {
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if (!picking && show_texture) {
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// draw grid
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glsafe(::glLineWidth(1.5f * m_scale_factor));
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m_gridlines.set_color(has_model && !bottom ? DEFAULT_SOLID_GRID_COLOR : DEFAULT_TRANSPARENT_GRID_COLOR);
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m_gridlines.render();
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}
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else if (!show_texture)
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render_contour(view_matrix, projection_matrix);
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glsafe(::glDisable(GL_BLEND));
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@ -859,13 +907,15 @@ void Bed3D::render_default(bool bottom, bool picking)
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glsafe(::glDepthMask(GL_TRUE));
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}
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if (!picking) {
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if (!picking && show_texture) {
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// draw grid
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glsafe(::glLineWidth(1.5f * m_scale_factor));
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glsafe(::glColor4fv(has_model && !bottom ? DEFAULT_SOLID_GRID_COLOR.data() : DEFAULT_TRANSPARENT_GRID_COLOR.data()));
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glsafe(::glVertexPointer(3, GL_FLOAT, m_triangles.get_vertex_data_size(), (GLvoid*)m_gridlines.get_vertices_data()));
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glsafe(::glVertexPointer(3, GL_FLOAT, m_gridlines.get_vertex_data_size(), (GLvoid*)m_gridlines.get_vertices_data()));
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glsafe(::glDrawArrays(GL_LINES, 0, (GLsizei)m_gridlines.get_vertices_count()));
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}
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else if (!show_texture)
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render_contour();
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glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
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@ -874,6 +924,45 @@ void Bed3D::render_default(bool bottom, bool picking)
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#endif // ENABLE_LEGACY_OPENGL_REMOVAL
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}
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#if ENABLE_LEGACY_OPENGL_REMOVAL
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void Bed3D::render_contour(const Transform3d& view_matrix, const Transform3d& projection_matrix)
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{
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init_contourlines();
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GLShaderProgram* shader = wxGetApp().get_shader("flat");
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if (shader != nullptr) {
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shader->start_using();
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#if ENABLE_GL_SHADERS_ATTRIBUTES
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shader->set_uniform("view_model_matrix", view_matrix);
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shader->set_uniform("projection_matrix", projection_matrix);
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#endif // ENABLE_GL_SHADERS_ATTRIBUTES
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glsafe(::glEnable(GL_DEPTH_TEST));
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glsafe(::glEnable(GL_BLEND));
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glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
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// draw contour
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glsafe(::glLineWidth(1.5f * m_scale_factor));
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m_contourlines.render();
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glsafe(::glDisable(GL_BLEND));
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shader->stop_using();
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}
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}
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#else
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void Bed3D::render_contour()
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{
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glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
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glsafe(::glLineWidth(1.5f * m_scale_factor));
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glsafe(::glColor4f(1.0f, 1.0f, 1.0f, 0.5f));
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glsafe(::glVertexPointer(3, GL_FLOAT, m_contourlines.get_vertex_data_size(), (GLvoid*)m_contourlines.get_vertices_data()));
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glsafe(::glDrawArrays(GL_LINES, 0, (GLsizei)m_contourlines.get_vertices_count()));
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glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
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}
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#endif // ENABLE_LEGACY_OPENGL_REMOVAL
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#if !ENABLE_LEGACY_OPENGL_REMOVAL
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void Bed3D::release_VBOs()
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{
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@ -93,9 +93,11 @@ private:
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#if ENABLE_LEGACY_OPENGL_REMOVAL
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GLModel m_triangles;
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GLModel m_gridlines;
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GLModel m_contourlines;
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#else
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GeometryBuffer m_triangles;
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GeometryBuffer m_gridlines;
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GeometryBuffer m_contourlines;
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#endif // ENABLE_LEGACY_OPENGL_REMOVAL
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GLTexture m_texture;
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// temporary texture shown until the main texture has still no levels compressed
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@ -153,9 +155,11 @@ private:
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#if ENABLE_LEGACY_OPENGL_REMOVAL
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void init_triangles();
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void init_gridlines();
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void init_contourlines();
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#else
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void calc_triangles(const ExPolygon& poly);
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void calc_gridlines(const ExPolygon& poly, const BoundingBox& bed_bbox);
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void calc_contourlines(const ExPolygon& poly);
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#endif // ENABLE_LEGACY_OPENGL_REMOVAL
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static std::tuple<Type, std::string, std::string> detect_type(const Pointfs& shape);
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#if ENABLE_GL_SHADERS_ATTRIBUTES
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@ -171,13 +175,15 @@ private:
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void render_texture(bool bottom, GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix);
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void render_model(const Transform3d& view_matrix, const Transform3d& projection_matrix);
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void render_custom(GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom, bool show_texture, bool picking);
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void render_default(bool bottom, bool picking, const Transform3d& view_matrix, const Transform3d& projection_matrix);
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void render_default(bool bottom, bool picking, bool show_texture, const Transform3d& view_matrix, const Transform3d& projection_matrix);
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void render_contour(const Transform3d& view_matrix, const Transform3d& projection_matrix);
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#else
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void render_system(GLCanvas3D& canvas, bool bottom, bool show_texture);
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void render_texture(bool bottom, GLCanvas3D& canvas);
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void render_model();
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void render_custom(GLCanvas3D& canvas, bool bottom, bool show_texture, bool picking);
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void render_default(bool bottom, bool picking);
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void render_default(bool bottom, bool picking, bool show_texture);
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void render_contour();
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#endif // ENABLE_GL_SHADERS_ATTRIBUTES
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#if !ENABLE_LEGACY_OPENGL_REMOVAL
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@ -1692,6 +1692,9 @@ void GLCanvas3D::render()
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#if ENABLE_RENDER_PICKING_PASS
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if (!m_picking_enabled || !m_show_picking_texture) {
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#endif // ENABLE_RENDER_PICKING_PASS
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const bool is_looking_downward = camera.is_looking_downward();
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// draw scene
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glsafe(::glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT));
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_render_background();
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@ -1701,10 +1704,11 @@ void GLCanvas3D::render()
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_render_gcode();
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_render_sla_slices();
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_render_selection();
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if (is_looking_downward)
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#if ENABLE_GL_SHADERS_ATTRIBUTES
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_render_bed(camera.get_view_matrix(), camera.get_projection_matrix(), !camera.is_looking_downward(), true);
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_render_bed(camera.get_view_matrix(), camera.get_projection_matrix(), false, true);
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#else
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_render_bed(!camera.is_looking_downward(), true);
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_render_bed(false, true);
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#endif // ENABLE_GL_SHADERS_ATTRIBUTES
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_render_objects(GLVolumeCollection::ERenderType::Transparent);
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@ -1727,6 +1731,12 @@ void GLCanvas3D::render()
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// could be invalidated by the following gizmo render methods
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_render_selection_sidebar_hints();
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_render_current_gizmo();
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if (!is_looking_downward)
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#if ENABLE_GL_SHADERS_ATTRIBUTES
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_render_bed(camera.get_view_matrix(), camera.get_projection_matrix(), true, true);
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#else
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_render_bed(true, true);
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#endif // ENABLE_GL_SHADERS_ATTRIBUTES
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#if ENABLE_RENDER_PICKING_PASS
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}
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#endif // ENABLE_RENDER_PICKING_PASS
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