Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Shader: gouraud_light - GLGizmoBase grabbers
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@ -328,7 +328,6 @@ void GCodeViewer::SequentialView::Marker::render()
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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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shader->set_uniform("emission_factor", 0.0f);
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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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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const Transform3d matrix = camera.get_view_matrix() * m_world_transform.cast<double>();
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const Transform3d matrix = camera.get_view_matrix() * m_world_transform.cast<double>();
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@ -41,6 +41,7 @@ void GLGizmoBase::Grabber::render(float size, const ColorRGBA& render_color, boo
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return;
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return;
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bool use_attributes = boost::algorithm::iends_with(shader->get_name(), "_attr");
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bool use_attributes = boost::algorithm::iends_with(shader->get_name(), "_attr");
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// assert(use_attributes);
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (!m_cube.is_initialized()) {
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if (!m_cube.is_initialized()) {
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@ -64,12 +65,16 @@ void GLGizmoBase::Grabber::render(float size, const ColorRGBA& render_color, boo
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#endif // ENABLE_GLBEGIN_GLEND_REMOVAL
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#endif // ENABLE_GLBEGIN_GLEND_REMOVAL
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (use_attributes) {
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const Camera& camera = wxGetApp().plater()->get_camera();
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const Transform3d trafo = wxGetApp().plater()->get_camera().get_projection_view_matrix() * matrix *
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const Transform3d view_model_matrix = camera.get_view_matrix() * matrix * Geometry::assemble_transform(center, angles, fullsize * Vec3d::Ones());
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Geometry::assemble_transform(center, angles, fullsize * Vec3d::Ones());
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const Transform3d& projection_matrix = camera.get_projection_matrix();
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shader->set_uniform("projection_view_model_matrix", trafo);
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// normal render
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}
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shader->set_uniform("view_model_matrix", view_model_matrix);
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else {
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shader->set_uniform("projection_matrix", projection_matrix);
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shader->set_uniform("normal_matrix", (Matrix3d)view_model_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
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// picking render
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shader->set_uniform("projection_view_model_matrix", projection_matrix * view_model_matrix);
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if (!use_attributes) {
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glPushMatrix());
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glsafe(::glPushMatrix());
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glsafe(::glTranslated(center.x(), center.y(), center.z()));
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glsafe(::glTranslated(center.x(), center.y(), center.z()));
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@ -138,7 +143,11 @@ void GLGizmoBase::render_grabbers(const BoundingBoxf3& box) const
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void GLGizmoBase::render_grabbers(float size) const
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void GLGizmoBase::render_grabbers(float size) const
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{
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{
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light_attr");
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#else
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GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
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GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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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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shader->start_using();
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shader->start_using();
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