Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.

Shader: gouraud_light - Thumbnails render
This commit is contained in:
enricoturri1966 2022-03-03 12:36:44 +01:00
parent 3003db411f
commit 14f4345389
7 changed files with 191 additions and 17 deletions

View file

@ -270,6 +270,17 @@ Point Bed3D::point_projection(const Point& point) const
return m_polygon.point_projection(point);
}
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
void Bed3D::render(GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom, float scale_factor, bool show_axes, bool show_texture)
{
render_internal(canvas, view_matrix, projection_matrix, bottom, scale_factor, show_axes, show_texture, false);
}
void Bed3D::render_for_picking(GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom, float scale_factor)
{
render_internal(canvas, view_matrix, projection_matrix, bottom, scale_factor, false, false, true);
}
#else
void Bed3D::render(GLCanvas3D& canvas, bool bottom, float scale_factor, bool show_axes, bool show_texture)
{
render_internal(canvas, bottom, scale_factor, show_axes, show_texture, false);
@ -279,9 +290,15 @@ void Bed3D::render_for_picking(GLCanvas3D& canvas, bool bottom, float scale_fact
{
render_internal(canvas, bottom, scale_factor, false, false, true);
}
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
void Bed3D::render_internal(GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom, float scale_factor,
bool show_axes, bool show_texture, bool picking)
#else
void Bed3D::render_internal(GLCanvas3D& canvas, bool bottom, float scale_factor,
bool show_axes, bool show_texture, bool picking)
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
{
m_scale_factor = scale_factor;
@ -298,9 +315,15 @@ void Bed3D::render_internal(GLCanvas3D& canvas, bool bottom, float scale_factor,
switch (m_type)
{
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
case Type::System: { render_system(canvas, view_matrix, projection_matrix, bottom, show_texture); break; }
default:
case Type::Custom: { render_custom(canvas, view_matrix, projection_matrix, bottom, show_texture, picking); break; }
#else
case Type::System: { render_system(canvas, bottom, show_texture); break; }
default:
case Type::Custom: { render_custom(canvas, bottom, show_texture, picking); break; }
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
}
glsafe(::glDisable(GL_DEPTH_TEST));
@ -492,6 +515,16 @@ void Bed3D::render_axes()
m_axes.render();
}
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
void Bed3D::render_system(GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom, bool show_texture)
{
if (!bottom)
render_model(view_matrix, projection_matrix);
if (show_texture)
render_texture(bottom, canvas);
}
#else
void Bed3D::render_system(GLCanvas3D& canvas, bool bottom, bool show_texture)
{
if (!bottom)
@ -500,6 +533,7 @@ void Bed3D::render_system(GLCanvas3D& canvas, bool bottom, bool show_texture)
if (show_texture)
render_texture(bottom, canvas);
}
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas)
{
@ -661,7 +695,11 @@ void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas)
#endif // ENABLE_GLBEGIN_GLEND_REMOVAL
}
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
void Bed3D::render_model(const Transform3d& view_matrix, const Transform3d& projection_matrix)
#else
void Bed3D::render_model()
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
{
if (m_model_filename.empty())
return;
@ -690,10 +728,9 @@ void Bed3D::render_model()
shader->start_using();
shader->set_uniform("emission_factor", 0.0f);
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
const Camera& camera = wxGetApp().plater()->get_camera();
const Transform3d matrix = camera.get_view_matrix() * Geometry::assemble_transform(m_model_offset);
const Transform3d matrix = view_matrix * Geometry::assemble_transform(m_model_offset);
shader->set_uniform("view_model_matrix", matrix);
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
shader->set_uniform("projection_matrix", projection_matrix);
shader->set_uniform("normal_matrix", (Matrix3d)matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
#else
glsafe(::glPushMatrix());
@ -708,7 +745,11 @@ void Bed3D::render_model()
}
}
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
void Bed3D::render_custom(GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom, bool show_texture, bool picking)
#else
void Bed3D::render_custom(GLCanvas3D& canvas, bool bottom, bool show_texture, bool picking)
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
{
if (m_texture_filename.empty() && m_model_filename.empty()) {
render_default(bottom, picking);
@ -716,7 +757,11 @@ void Bed3D::render_custom(GLCanvas3D& canvas, bool bottom, bool show_texture, bo
}
if (!bottom)
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
render_model(view_matrix, projection_matrix);
#else
render_model();
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (show_texture)
render_texture(bottom, canvas);