Gizmo measure - Render dimensioning thicker main lines
This commit is contained in:
parent
62d683b50c
commit
cf2a7608d3
@ -1006,7 +1006,7 @@ void GLGizmoMeasure::render_dimensioning()
|
|||||||
if (shader == nullptr)
|
if (shader == nullptr)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
auto point_point = [this, shader](const Vec3d& v1, const Vec3d& v2, float distance) {
|
auto point_point = [this, &shader](const Vec3d& v1, const Vec3d& v2, float distance) {
|
||||||
if ((v2 - v1).squaredNorm() < 0.000001 || distance < 0.001f)
|
if ((v2 - v1).squaredNorm() < 0.000001 || distance < 0.001f)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
@ -1036,6 +1036,25 @@ void GLGizmoMeasure::render_dimensioning()
|
|||||||
|
|
||||||
const Transform3d ss_to_ndc_matrix = TransformHelper::ndc_to_ss_matrix_inverse(viewport);
|
const Transform3d ss_to_ndc_matrix = TransformHelper::ndc_to_ss_matrix_inverse(viewport);
|
||||||
|
|
||||||
|
#if ENABLE_GL_CORE_PROFILE
|
||||||
|
if (OpenGLManager::get_gl_info().is_core_profile()) {
|
||||||
|
shader->stop_using();
|
||||||
|
|
||||||
|
shader = wxGetApp().get_shader("dashed_thick_lines");
|
||||||
|
if (shader == nullptr)
|
||||||
|
return;
|
||||||
|
|
||||||
|
shader->start_using();
|
||||||
|
shader->set_uniform("projection_matrix", Transform3d::Identity());
|
||||||
|
const std::array<int, 4>& viewport = camera.get_viewport();
|
||||||
|
shader->set_uniform("viewport_size", Vec2d(double(viewport[2]), double(viewport[3])));
|
||||||
|
shader->set_uniform("width", 1.0f);
|
||||||
|
shader->set_uniform("gap_size", 0.0f);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
#endif // ENABLE_GL_CORE_PROFILE
|
||||||
|
glsafe(::glLineWidth(2.0f));
|
||||||
|
|
||||||
// stem
|
// stem
|
||||||
shader->set_uniform("view_model_matrix", overlap ?
|
shader->set_uniform("view_model_matrix", overlap ?
|
||||||
ss_to_ndc_matrix * Geometry::translation_transform(v1ss_3) * q12ss * Geometry::translation_transform(-2.0 * TRIANGLE_HEIGHT * Vec3d::UnitX()) * Geometry::scale_transform({ v12ss_len + 4.0 * TRIANGLE_HEIGHT, 1.0f, 1.0f }) :
|
ss_to_ndc_matrix * Geometry::translation_transform(v1ss_3) * q12ss * Geometry::translation_transform(-2.0 * TRIANGLE_HEIGHT * Vec3d::UnitX()) * Geometry::scale_transform({ v12ss_len + 4.0 * TRIANGLE_HEIGHT, 1.0f, 1.0f }) :
|
||||||
@ -1043,6 +1062,20 @@ void GLGizmoMeasure::render_dimensioning()
|
|||||||
m_dimensioning.line.set_color(ColorRGBA::WHITE());
|
m_dimensioning.line.set_color(ColorRGBA::WHITE());
|
||||||
m_dimensioning.line.render();
|
m_dimensioning.line.render();
|
||||||
|
|
||||||
|
#if ENABLE_GL_CORE_PROFILE
|
||||||
|
if (OpenGLManager::get_gl_info().is_core_profile()) {
|
||||||
|
shader->stop_using();
|
||||||
|
|
||||||
|
shader = wxGetApp().get_shader("flat");
|
||||||
|
if (shader == nullptr)
|
||||||
|
return;
|
||||||
|
|
||||||
|
shader->start_using();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
#endif // ENABLE_GL_CORE_PROFILE
|
||||||
|
glsafe(::glLineWidth(1.0f));
|
||||||
|
|
||||||
// arrow 1
|
// arrow 1
|
||||||
shader->set_uniform("view_model_matrix", overlap ?
|
shader->set_uniform("view_model_matrix", overlap ?
|
||||||
ss_to_ndc_matrix * Geometry::translation_transform(v1ss_3) * q12ss :
|
ss_to_ndc_matrix * Geometry::translation_transform(v1ss_3) * q12ss :
|
||||||
@ -1251,7 +1284,7 @@ void GLGizmoMeasure::render_dimensioning()
|
|||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
auto arc_edge_edge = [this, shader](const Measure::SurfaceFeature& f1, const Measure::SurfaceFeature& f2, double radius = 0.0) {
|
auto arc_edge_edge = [this, &shader](const Measure::SurfaceFeature& f1, const Measure::SurfaceFeature& f2, double radius = 0.0) {
|
||||||
assert(f1.get_type() == Measure::SurfaceFeatureType::Edge && f2.get_type() == Measure::SurfaceFeatureType::Edge);
|
assert(f1.get_type() == Measure::SurfaceFeatureType::Edge && f2.get_type() == Measure::SurfaceFeatureType::Edge);
|
||||||
if (!m_measurement_result.angle.has_value())
|
if (!m_measurement_result.angle.has_value())
|
||||||
return;
|
return;
|
||||||
@ -1293,12 +1326,45 @@ void GLGizmoMeasure::render_dimensioning()
|
|||||||
m_dimensioning.arc.init_from(std::move(init_data));
|
m_dimensioning.arc.init_from(std::move(init_data));
|
||||||
}
|
}
|
||||||
|
|
||||||
// arc
|
|
||||||
const Camera& camera = wxGetApp().plater()->get_camera();
|
const Camera& camera = wxGetApp().plater()->get_camera();
|
||||||
|
#if ENABLE_GL_CORE_PROFILE
|
||||||
|
if (OpenGLManager::get_gl_info().is_core_profile()) {
|
||||||
|
shader->stop_using();
|
||||||
|
|
||||||
|
shader = wxGetApp().get_shader("dashed_thick_lines");
|
||||||
|
if (shader == nullptr)
|
||||||
|
return;
|
||||||
|
|
||||||
|
shader->start_using();
|
||||||
|
shader->set_uniform("projection_matrix", Transform3d::Identity());
|
||||||
|
const std::array<int, 4>& viewport = camera.get_viewport();
|
||||||
|
shader->set_uniform("viewport_size", Vec2d(double(viewport[2]), double(viewport[3])));
|
||||||
|
shader->set_uniform("width", 1.0f);
|
||||||
|
shader->set_uniform("gap_size", 0.0f);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
#endif // ENABLE_GL_CORE_PROFILE
|
||||||
|
glsafe(::glLineWidth(2.0f));
|
||||||
|
|
||||||
|
// arc
|
||||||
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
|
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
|
||||||
shader->set_uniform("view_model_matrix", camera.get_view_matrix() * Geometry::translation_transform(center));
|
shader->set_uniform("view_model_matrix", camera.get_view_matrix() * Geometry::translation_transform(center));
|
||||||
m_dimensioning.arc.render();
|
m_dimensioning.arc.render();
|
||||||
|
|
||||||
|
#if ENABLE_GL_CORE_PROFILE
|
||||||
|
if (OpenGLManager::get_gl_info().is_core_profile()) {
|
||||||
|
shader->stop_using();
|
||||||
|
|
||||||
|
shader = wxGetApp().get_shader("flat");
|
||||||
|
if (shader == nullptr)
|
||||||
|
return;
|
||||||
|
|
||||||
|
shader->start_using();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
#endif // ENABLE_GL_CORE_PROFILE
|
||||||
|
glsafe(::glLineWidth(1.0f));
|
||||||
|
|
||||||
// arrows
|
// arrows
|
||||||
auto render_arrow = [this, shader, &camera, &normal, ¢er, &e1_unit, draw_radius, step, resolution](unsigned int endpoint_id) {
|
auto render_arrow = [this, shader, &camera, &normal, ¢er, &e1_unit, draw_radius, step, resolution](unsigned int endpoint_id) {
|
||||||
const double angle = (endpoint_id == 1) ? 0.0 : step * double(resolution);
|
const double angle = (endpoint_id == 1) ? 0.0 : step * double(resolution);
|
||||||
|
Loading…
Reference in New Issue
Block a user