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https://github.com/FULU-Foundation/OrcaSlicer-bambulab.git
synced 2026-07-06 09:24:28 +03:00
Reduced count of opengl draw calls for full 3D transform
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@@ -445,13 +445,11 @@ void GLVolume::render() const
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::glCullFace(GL_BACK);
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::glPushMatrix();
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::glTranslated(m_offset(0), m_offset(1), m_offset(2));
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#if ENABLE_MODELINSTANCE_3D_FULL_TRANSFORM
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::glRotated(m_rotation(2) * 180.0 / (double)PI, 0.0, 0.0, 1.0);
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::glRotated(m_rotation(1) * 180.0 / (double)PI, 0.0, 1.0, 0.0);
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::glRotated(m_rotation(0) * 180.0 / (double)PI, 1.0, 0.0, 0.0);
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::glScaled(m_scaling_factor(0), m_scaling_factor(1), m_scaling_factor(2));
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::glMultMatrixf(world_matrix().data());
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#else
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::glTranslated(m_offset(0), m_offset(1), m_offset(2));
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::glRotated(m_rotation * 180.0 / (double)PI, 0.0, 0.0, 1.0);
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::glScaled(m_scaling_factor, m_scaling_factor, m_scaling_factor);
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#endif // ENABLE_MODELINSTANCE_3D_FULL_TRANSFORM
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@@ -578,13 +576,11 @@ void GLVolume::render_VBOs(int color_id, int detection_id, int worldmatrix_id) c
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::glNormalPointer(GL_FLOAT, 6 * sizeof(float), nullptr);
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::glPushMatrix();
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::glTranslated(m_offset(0), m_offset(1), m_offset(2));
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#if ENABLE_MODELINSTANCE_3D_FULL_TRANSFORM
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::glRotated(m_rotation(2) * 180.0 / (double)PI, 0.0, 0.0, 1.0);
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::glRotated(m_rotation(1) * 180.0 / (double)PI, 0.0, 1.0, 0.0);
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::glRotated(m_rotation(0) * 180.0 / (double)PI, 1.0, 0.0, 0.0);
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::glScaled(m_scaling_factor(0), m_scaling_factor(1), m_scaling_factor(2));
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::glMultMatrixf(world_matrix().data());
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#else
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::glTranslated(m_offset(0), m_offset(1), m_offset(2));
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::glRotated(m_rotation * 180.0 / (double)PI, 0.0, 0.0, 1.0);
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::glScaled(m_scaling_factor, m_scaling_factor, m_scaling_factor);
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#endif // ENABLE_MODELINSTANCE_3D_FULL_TRANSFORM
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@@ -630,13 +626,11 @@ void GLVolume::render_legacy() const
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::glNormalPointer(GL_FLOAT, 6 * sizeof(float), indexed_vertex_array.vertices_and_normals_interleaved.data());
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::glPushMatrix();
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::glTranslated(m_offset(0), m_offset(1), m_offset(2));
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#if ENABLE_MODELINSTANCE_3D_FULL_TRANSFORM
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::glRotated(m_rotation(2) * 180.0 / (double)PI, 0.0, 0.0, 1.0);
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::glRotated(m_rotation(1) * 180.0 / (double)PI, 0.0, 1.0, 0.0);
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::glRotated(m_rotation(0) * 180.0 / (double)PI, 1.0, 0.0, 0.0);
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::glScaled(m_scaling_factor(0), m_scaling_factor(1), m_scaling_factor(2));
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::glMultMatrixf(world_matrix().data());
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#else
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::glTranslated(m_offset(0), m_offset(1), m_offset(2));
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::glRotated(m_rotation * 180.0 / (double)PI, 0.0, 0.0, 1.0);
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::glScaled(m_scaling_factor, m_scaling_factor, m_scaling_factor);
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#endif // ENABLE_MODELINSTANCE_3D_FULL_TRANSFORM
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