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

@ -714,14 +714,7 @@ void GLVolume::render()
glsafe(::glCullFace(GL_BACK));
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
bool use_attributes = boost::algorithm::iends_with(shader->get_name(), "_attr");
if (use_attributes) {
const GUI::Camera& camera = GUI::wxGetApp().plater()->get_camera();
const Transform3d matrix = camera.get_view_matrix() * world_matrix();
shader->set_uniform("view_model_matrix", matrix);
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
shader->set_uniform("normal_matrix", (Matrix3d)matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
}
else {
if (!use_attributes) {
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glPushMatrix());
glsafe(::glMultMatrixd(world_matrix().data()));
@ -1083,7 +1076,12 @@ GLVolumeWithIdAndZList volumes_to_render(const GLVolumePtrs& volumes, GLVolumeCo
return list;
}
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disable_cullface, const Transform3d& view_matrix, const Transform3d& projection_matrix,
std::function<bool(const GLVolume&)> filter_func) const
#else
void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disable_cullface, const Transform3d& view_matrix, std::function<bool(const GLVolume&)> filter_func) const
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
{
GLVolumeWithIdAndZList to_render = volumes_to_render(volumes, type, view_matrix, filter_func);
if (to_render.empty())
@ -1097,6 +1095,7 @@ void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disab
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
GLShaderProgram* sink_shader = GUI::wxGetApp().get_shader("flat_attr");
GLShaderProgram* edges_shader = GUI::wxGetApp().get_shader("flat_attr");
bool use_attributes = boost::algorithm::iends_with(shader->get_name(), "_attr");
#else
GLShaderProgram* sink_shader = GUI::wxGetApp().get_shader("flat");
GLShaderProgram* edges_shader = GUI::wxGetApp().get_shader("flat");
@ -1139,8 +1138,14 @@ void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disab
shader->start_using();
#endif // ENABLE_GLBEGIN_GLEND_REMOVAL
glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
glsafe(::glEnableClientState(GL_NORMAL_ARRAY));
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (!use_attributes) {
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
glsafe(::glEnableClientState(GL_NORMAL_ARRAY));
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
}
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#if ENABLE_GLINDEXEDVERTEXARRAY_REMOVAL
if (!volume.first->model.is_initialized())
@ -1168,6 +1173,14 @@ void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disab
#if ENABLE_GLINDEXEDVERTEXARRAY_REMOVAL
volume.first->model.set_color(volume.first->render_color);
#endif // ENABLE_GLINDEXEDVERTEXARRAY_REMOVAL
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (use_attributes) {
const Transform3d matrix = view_matrix * volume.first->world_matrix();
shader->set_uniform("view_model_matrix", matrix);
shader->set_uniform("projection_matrix", projection_matrix);
shader->set_uniform("normal_matrix", (Matrix3d)matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
}
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
volume.first->render();
#if ENABLE_ENVIRONMENT_MAP
@ -1178,8 +1191,14 @@ void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disab
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
glsafe(::glDisableClientState(GL_NORMAL_ARRAY));
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (!use_attributes) {
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
glsafe(::glDisableClientState(GL_NORMAL_ARRAY));
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
}
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
}
if (m_show_sinking_contours) {