Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.

Shader: flat - MeshClipper
This commit is contained in:
enricoturri1966 2022-03-01 11:13:44 +01:00
parent a5ef78b8fd
commit 282b3d2d6b

View file

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