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https://github.com/OrcaSlicer/OrcaSlicer.git
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fix merge conflicts
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@@ -733,6 +733,12 @@ public:
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std::array<unsigned int, 2> m_ssao_texture_size{ { 0, 0 } };
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GLModel m_plate_shadow_mask;
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std::string m_plate_shadow_mask_key;
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// Depth-based shadow map used to cast object shadows onto other objects and themselves.
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unsigned int m_shadow_map_fbo{ 0 };
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unsigned int m_shadow_map_texture_id{ 0 };
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unsigned int m_shadow_map_size{ 0 };
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Transform3d m_shadow_light_vp{ Transform3d::Identity() };
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bool m_shadow_map_valid{ false };
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public:
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explicit GLCanvas3D(wxGLCanvas* canvas, Bed3D &bed);
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~GLCanvas3D();
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@@ -1252,11 +1258,14 @@ private:
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void _render_ssao_pass(unsigned int width, unsigned int height);
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void _render_background();
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void _render_bed(const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom, bool show_axes);
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void _render_cast_shadows_on_plate(const Transform3d& view_matrix, const Transform3d& projection_matrix);
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// Build the light-space depth shadow map (consumed by gouraud/phong for object & self shadows)
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// and cast it onto the build plate. Realistic view only.
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void _render_shadows(const Transform3d& view_matrix, const Transform3d& projection_matrix);
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//BBS: add part plate related logic
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void _render_platelist(const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom, bool only_current, bool only_body = false, int hover_id = -1, bool render_cali = false, bool show_grid = true);
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//BBS: add outline drawing logic
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void _render_objects(GLVolumeCollection::ERenderType type, bool with_outline = true);
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void _render_wireframe_overlay();
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//BBS: GUI refactor: add canvas size as parameters
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void _render_gcode(int canvas_width, int canvas_height);
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//BBS: render a plane for assemble
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