mirror of
https://git.mirrors.martin98.com/https://github.com/prusa3d/PrusaSlicer.git
synced 2025-09-16 00:03:17 +08:00
SPE-2678 - Fixed rendering of tool marker model for sequential prints in preview
This commit is contained in:
parent
d36a0cd5bb
commit
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18
resources/shaders/110/tool_marker.fs
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18
resources/shaders/110/tool_marker.fs
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#version 110
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const vec2 ZERO = vec2(0.0, 0.0);
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uniform vec4 uniform_color;
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// x = diffuse, y = specular;
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varying vec2 intensity;
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varying vec2 clipping_planes_dots;
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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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gl_FragColor = vec4(vec3(intensity.y) + uniform_color.rgb * intensity.x, uniform_color.a);
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}
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58
resources/shaders/110/tool_marker.vs
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resources/shaders/110/tool_marker.vs
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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 LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
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//#define LIGHT_FRONT_SHININESS 5.0
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#define INTENSITY_AMBIENT 0.3
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uniform mat4 view_model_matrix;
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uniform mat4 projection_matrix;
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uniform mat3 view_normal_matrix;
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uniform mat4 volume_world_matrix;
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// Clipping planes used to clip the tool marker model.
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uniform vec4 clipping_planes[2];
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attribute vec3 v_position;
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attribute vec3 v_normal;
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// x = diffuse, y = specular;
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varying vec2 intensity;
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varying vec2 clipping_planes_dots;
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void main()
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{
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// First transform the normal into camera space and normalize the result.
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vec3 eye_normal = normalize(view_normal_matrix * v_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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intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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vec4 position = view_model_matrix * vec4(v_position, 1.0);
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intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), 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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// Point in homogenous coordinates.
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vec4 world_pos = volume_world_matrix * vec4(v_position, 1.0);
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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.x = dot(world_pos, clipping_planes[0]);
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clipping_planes_dots.y = dot(world_pos, clipping_planes[1]);
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gl_Position = projection_matrix * position;
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}
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19
resources/shaders/140/tool_marker.fs
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resources/shaders/140/tool_marker.fs
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#version 140
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const vec2 ZERO = vec2(0.0, 0.0);
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uniform vec4 uniform_color;
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// x = diffuse, y = specular;
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in vec2 intensity;
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in vec2 clipping_planes_dots;
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out vec4 out_color;
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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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out_color = vec4(vec3(intensity.y) + uniform_color.rgb * intensity.x, uniform_color.a);
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}
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58
resources/shaders/140/tool_marker.vs
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resources/shaders/140/tool_marker.vs
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#version 140
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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 LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
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//#define LIGHT_FRONT_SHININESS 5.0
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#define INTENSITY_AMBIENT 0.3
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uniform mat4 view_model_matrix;
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uniform mat4 projection_matrix;
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uniform mat3 view_normal_matrix;
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uniform mat4 volume_world_matrix;
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// Clipping planes used to clip the tool marker model.
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uniform vec4 clipping_planes[2];
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in vec3 v_position;
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in vec3 v_normal;
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// x = diffuse, y = specular;
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out vec2 intensity;
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out vec2 clipping_planes_dots;
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void main()
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{
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// First transform the normal into camera space and normalize the result.
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vec3 eye_normal = normalize(view_normal_matrix * v_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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intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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vec4 position = view_model_matrix * vec4(v_position, 1.0);
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intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), 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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// Point in homogenous coordinates.
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vec4 world_pos = volume_world_matrix * vec4(v_position, 1.0);
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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.x = dot(world_pos, clipping_planes[0]);
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clipping_planes_dots.y = dot(world_pos, clipping_planes[1]);
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gl_Position = projection_matrix * position;
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}
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19
resources/shaders/ES/tool_marker.fs
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resources/shaders/ES/tool_marker.fs
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#version 100
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precision highp float;
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const vec2 ZERO = vec2(0.0, 0.0);
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uniform vec4 uniform_color;
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// x = diffuse, y = specular;
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varying vec2 intensity;
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varying vec2 clipping_planes_dots;
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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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gl_FragColor = vec4(vec3(intensity.y) + uniform_color.rgb * intensity.x, uniform_color.a);
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}
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58
resources/shaders/ES/tool_marker.vs
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resources/shaders/ES/tool_marker.vs
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#version 100
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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 LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
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//#define LIGHT_FRONT_SHININESS 5.0
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#define INTENSITY_AMBIENT 0.3
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uniform mat4 view_model_matrix;
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uniform mat4 projection_matrix;
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uniform mat3 view_normal_matrix;
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uniform mat4 volume_world_matrix;
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// Clipping planes used to clip the tool marker model.
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uniform vec4 clipping_planes[2];
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attribute vec3 v_position;
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attribute vec3 v_normal;
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// x = diffuse, y = specular;
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varying vec2 intensity;
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varying vec2 clipping_planes_dots;
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void main()
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{
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// First transform the normal into camera space and normalize the result.
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vec3 eye_normal = normalize(view_normal_matrix * v_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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intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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vec4 position = view_model_matrix * vec4(v_position, 1.0);
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intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), 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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// Point in homogenous coordinates.
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vec4 world_pos = volume_world_matrix * vec4(v_position, 1.0);
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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.x = dot(world_pos, clipping_planes[0]);
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clipping_planes_dots.y = dot(world_pos, clipping_planes[1]);
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gl_Position = projection_matrix * position;
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}
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m_build_volume_bb = build_volume_bb;
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m_build_volume_bb = build_volume_bb;
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}
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}
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Vec2d get_bed_size() const { return m_build_volume_bb.size(); }
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Vec2d get_bed_size() const { return m_build_volume_bb.size(); }
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BoundingBoxf get_build_volume_box() const { return m_build_volume_bb; }
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BoundingBox get_bed_box() const { return BoundingBox({m_build_volume_bb.min.x(), m_build_volume_bb.min.y()},
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BoundingBox get_bed_box() const { return BoundingBox({m_build_volume_bb.min.x(), m_build_volume_bb.min.y()},
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{m_build_volume_bb.max.x(), m_build_volume_bb.max.y()}); }
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{m_build_volume_bb.max.x(), m_build_volume_bb.max.y()}); }
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Vec2d bed_gap() const;
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Vec2d bed_gap() const;
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@ -217,21 +217,28 @@ int GCodeViewer::SequentialView::ActualSpeedImguiWidget::plot(const char* label,
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}
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}
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#endif // ENABLE_ACTUAL_SPEED_DEBUG
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#endif // ENABLE_ACTUAL_SPEED_DEBUG
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void GCodeViewer::SequentialView::Marker::init(std::optional<std::unique_ptr<GLModel>>& model_opt)
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bool GCodeViewer::SequentialView::Marker::init(std::optional<std::unique_ptr<GLModel>>& model_opt)
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{
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{
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if (! model_opt.has_value())
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if (! model_opt.has_value())
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return;
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return false;
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if (m_generic_marker != (model_opt->get() == nullptr))
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m_model.reset();
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m_model.reset();
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m_generic_marker = (model_opt->get() == nullptr);
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m_generic_marker = (model_opt->get() == nullptr);
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bool ret = false;
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if (!m_model.is_initialized()) {
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if (m_generic_marker)
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if (m_generic_marker)
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m_model.init_from(stilized_arrow(16, 2.0f, 4.0f, 1.0f, 8.0f));
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m_model.init_from(stilized_arrow(16, 2.0f, 4.0f, 1.0f, 8.0f));
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else
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else {
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m_model = **model_opt;
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m_model = **model_opt;
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model_opt.reset();
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model_opt.reset();
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}
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ret = true;
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}
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m_model.set_color({ 1.0f, 1.0f, 1.0f, 0.5f });
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m_model.set_color({ 1.0f, 1.0f, 1.0f, 0.5f });
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return ret;
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}
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}
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void GCodeViewer::SequentialView::Marker::render()
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void GCodeViewer::SequentialView::Marker::render()
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@ -239,37 +246,62 @@ void GCodeViewer::SequentialView::Marker::render()
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if (!m_visible)
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if (!m_visible)
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return;
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return;
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GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
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GLShaderProgram* shader = wxGetApp().get_shader("tool_marker");
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if (shader == nullptr)
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if (shader == nullptr)
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return;
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return;
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glsafe(::glEnable(GL_BLEND));
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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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glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
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const bool curr_cull_face = glIsEnabled(GL_CULL_FACE);
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glsafe(::glDisable(GL_CULL_FACE));
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shader->start_using();
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shader->start_using();
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shader->set_uniform("emission_factor", 0.0f);
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const Camera& camera = wxGetApp().plater()->get_camera();
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const Camera& camera = wxGetApp().plater()->get_camera();
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Transform3d view_matrix = camera.get_view_matrix();
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Transform3d view_matrix = camera.get_view_matrix();
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view_matrix.translate(s_multiple_beds.get_bed_translation(s_multiple_beds.get_active_bed()));
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Vec3d bed_inst_offset = s_multiple_beds.get_bed_translation(s_multiple_beds.get_active_bed());
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view_matrix.translate(bed_inst_offset);
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std::array<std::array<float, 4>, 2> clip_planes;
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if (m_generic_marker)
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// dummy values, generic marker does not need clipping
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clip_planes = {{ { 1.0f, 0.0f, 0.0f, FLT_MAX }, { 1.0f, 0.0f, 0.0f, FLT_MAX } }};
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else {
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BoundingBoxf box = s_multiple_beds.get_build_volume_box();
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box.translate(to_2d(bed_inst_offset));
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// add a bit on both sides
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box = box.inflated(40.0f);
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clip_planes = {{ { 1.0f, 0.0f, 0.0f, -box.min.cast<float>().x() } , { -1.0f, 0.0f, 0.0f, box.max.cast<float>().x() }}};
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}
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float scale_factor = m_scale_factor;
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float scale_factor = m_scale_factor;
|
||||||
if (m_fixed_screen_size)
|
if (m_fixed_screen_size)
|
||||||
scale_factor *= 10.0f * camera.get_inv_zoom();
|
scale_factor *= 10.0f * camera.get_inv_zoom();
|
||||||
const Transform3d model_matrix = m_generic_marker
|
const Transform3d model_matrix = m_generic_marker
|
||||||
? (Geometry::translation_transform((m_world_position + m_model_z_offset * Vec3f::UnitZ()).cast<double>()) *
|
? Geometry::translation_transform((m_world_position + m_model_z_offset * Vec3f::UnitZ()).cast<double>()) *
|
||||||
Geometry::translation_transform(scale_factor * m_model.get_bounding_box().size().z() * Vec3d::UnitZ()) * Geometry::rotation_transform({ M_PI, 0.0, 0.0 })) *
|
Geometry::translation_transform(scale_factor * m_model.get_bounding_box().size().z() * Vec3d::UnitZ()) *
|
||||||
|
Geometry::rotation_transform({ M_PI, 0.0, 0.0 }) *
|
||||||
Geometry::scale_transform(scale_factor)
|
Geometry::scale_transform(scale_factor)
|
||||||
: Geometry::translation_transform(m_world_position.cast<double>());
|
: Geometry::translation_transform(m_world_position.cast<double>());
|
||||||
shader->set_uniform("view_model_matrix", view_matrix * model_matrix);
|
shader->set_uniform("view_model_matrix", view_matrix * model_matrix);
|
||||||
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
|
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
|
||||||
const Matrix3d view_normal_matrix = view_matrix.matrix().block(0, 0, 3, 3) * model_matrix.matrix().block(0, 0, 3, 3).inverse().transpose();
|
const Matrix3d view_normal_matrix = view_matrix.matrix().block(0, 0, 3, 3) * model_matrix.matrix().block(0, 0, 3, 3).inverse().transpose();
|
||||||
shader->set_uniform("view_normal_matrix", view_normal_matrix);
|
shader->set_uniform("view_normal_matrix", view_normal_matrix);
|
||||||
|
Transform3d volume_world_matrix = model_matrix;
|
||||||
|
if (!m_generic_marker)
|
||||||
|
volume_world_matrix = Geometry::translation_transform(bed_inst_offset) * volume_world_matrix;
|
||||||
|
shader->set_uniform("volume_world_matrix", volume_world_matrix);
|
||||||
|
shader->set_uniform("clipping_planes[0]", clip_planes[0]);
|
||||||
|
shader->set_uniform("clipping_planes[1]", clip_planes[1]);
|
||||||
|
|
||||||
m_model.render();
|
m_model.render();
|
||||||
|
|
||||||
shader->stop_using();
|
shader->stop_using();
|
||||||
|
|
||||||
|
if (curr_cull_face)
|
||||||
|
glsafe(::glEnable(GL_CULL_FACE));
|
||||||
|
|
||||||
glsafe(::glDisable(GL_BLEND));
|
glsafe(::glDisable(GL_BLEND));
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -1181,7 +1213,8 @@ void GCodeViewer::render()
|
|||||||
|
|
||||||
// Following just makes sure that the shown marker is correct.
|
// Following just makes sure that the shown marker is correct.
|
||||||
auto marker_model_opt = wxGetApp().plater()->get_current_canvas3D()->get_current_marker_model();
|
auto marker_model_opt = wxGetApp().plater()->get_current_canvas3D()->get_current_marker_model();
|
||||||
m_sequential_view.marker.init(marker_model_opt);
|
if (m_sequential_view.marker.init(marker_model_opt))
|
||||||
|
m_max_bounding_box.reset();
|
||||||
|
|
||||||
m_sequential_view.render(legend_height, &m_viewer, curr_vertex.gcode_id);
|
m_sequential_view.render(legend_height, &m_viewer, curr_vertex.gcode_id);
|
||||||
}
|
}
|
||||||
|
@ -133,7 +133,7 @@ public:
|
|||||||
#endif // ENABLE_ACTUAL_SPEED_DEBUG
|
#endif // ENABLE_ACTUAL_SPEED_DEBUG
|
||||||
|
|
||||||
public:
|
public:
|
||||||
void init(std::optional<std::unique_ptr<GLModel>>& model_opt);
|
bool init(std::optional<std::unique_ptr<GLModel>>& model_opt);
|
||||||
|
|
||||||
const BoundingBoxf3& get_bounding_box() const { return m_model.get_bounding_box(); }
|
const BoundingBoxf3& get_bounding_box() const { return m_model.get_bounding_box(); }
|
||||||
|
|
||||||
|
@ -67,6 +67,8 @@ std::pair<bool, std::string> GLShadersManager::init()
|
|||||||
#endif // SLIC3R_OPENGL_ES
|
#endif // SLIC3R_OPENGL_ES
|
||||||
// used to render toolpaths center of gravity
|
// used to render toolpaths center of gravity
|
||||||
valid &= append_shader("toolpaths_cog", { prefix + "toolpaths_cog.vs", prefix + "toolpaths_cog.fs" });
|
valid &= append_shader("toolpaths_cog", { prefix + "toolpaths_cog.vs", prefix + "toolpaths_cog.fs" });
|
||||||
|
// used to render tool marker
|
||||||
|
valid &= append_shader("tool_marker", { prefix + "tool_marker.vs", prefix + "tool_marker.fs" });
|
||||||
// used to render bed axes and model, selection hints, gcode sequential view marker model, preview shells, options in gcode preview
|
// used to render bed axes and model, selection hints, gcode sequential view marker model, preview shells, options in gcode preview
|
||||||
valid &= append_shader("gouraud_light", { prefix + "gouraud_light.vs", prefix + "gouraud_light.fs" });
|
valid &= append_shader("gouraud_light", { prefix + "gouraud_light.vs", prefix + "gouraud_light.fs" });
|
||||||
// extend "gouraud_light" by adding clipping, used in sla gizmos
|
// extend "gouraud_light" by adding clipping, used in sla gizmos
|
||||||
|
Loading…
x
Reference in New Issue
Block a user