Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Shader: flat - MeshClipper
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@ -10,6 +10,9 @@
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#include "slic3r/GUI/GUI_App.hpp"
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#endif // ENABLE_GLINDEXEDVERTEXARRAY_REMOVAL
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#include "slic3r/GUI/Camera.hpp"
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#include "slic3r/GUI/Plater.hpp"
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#include <GL/glew.h>
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@ -79,13 +82,24 @@ void MeshClipper::render_cut()
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recalculate_triangles();
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#if ENABLE_GLINDEXEDVERTEXARRAY_REMOVAL
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if (m_model.vertices_count() == 0 || m_model.indices_count() == 0)
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return;
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GLShaderProgram* curr_shader = wxGetApp().get_current_shader();
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if (curr_shader != nullptr)
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curr_shader->stop_using();
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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GLShaderProgram* shader = wxGetApp().get_shader("flat_attr");
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#else
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GLShaderProgram* shader = wxGetApp().get_shader("flat");
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (shader != nullptr) {
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shader->start_using();
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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const Transform3d matrix = wxGetApp().plater()->get_camera().get_projection_view_matrix();
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shader->set_uniform("projection_view_model_matrix", matrix);
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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m_model.set_color(color);
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m_model.render();
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shader->stop_using();
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