ENABLE_SEAMS_USING_INSTANCED_MODELS -> WIP: Render models using glDrawElementsInstanced
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34da899c66
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12
resources/shaders/gouraud_light_instanced.fs
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12
resources/shaders/gouraud_light_instanced.fs
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@ -0,0 +1,12 @@
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#version 110
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uniform vec4 uniform_color;
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uniform float emission_factor;
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// x = tainted, y = specular;
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varying vec2 intensity;
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void main()
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{
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gl_FragColor = vec4(vec3(intensity.y) + uniform_color.rgb * (intensity.x + emission_factor), uniform_color.a);
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}
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resources/shaders/gouraud_light_instanced.vs
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57
resources/shaders/gouraud_light_instanced.vs
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@ -0,0 +1,57 @@
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#version 110
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#define INTENSITY_CORRECTION 0.6
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// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
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const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
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#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SHININESS 20.0
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// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
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const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
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#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
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#define INTENSITY_AMBIENT 0.3
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//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
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// vertex attributes
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in vec3 v_position;
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in vec3 v_normal;
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// instance attributes
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in vec3 i_offset;
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in vec2 i_scales;
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//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
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// x = tainted, y = specular;
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varying vec2 intensity;
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void main()
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{
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// First transform the normal into camera space and normalize the result.
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//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
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vec3 eye_normal = normalize(gl_NormalMatrix * v_normal);
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// vec3 eye_normal = normalize(gl_NormalMatrix * gl_Normal);
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//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
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intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
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vec4 world_position = vec4(v_position * vec3(vec2(i_scales.x), i_scales.y) + i_offset, 1.0);
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vec3 eye_position = (gl_ModelViewMatrix * world_position).xyz;
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// vec3 eye_position = (gl_ModelViewMatrix * gl_Vertex).xyz;
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//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
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intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
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// Perform the same lighting calculation for the 2nd light source (no specular applied).
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NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
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gl_Position = gl_ProjectionMatrix * vec4(eye_position, 1.0);
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// gl_Position = ftransform();
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//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
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}
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@ -50,10 +50,6 @@
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// Enable rendering seams (and other options) in preview using models
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#define ENABLE_SEAMS_USING_MODELS (1 && ENABLE_2_4_0_ALPHA0)
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// Enable rendering seams (and other options) in preview using instanced models
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// references:
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// https://ogldev.org/www/tutorial33/tutorial33.html
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// https://docs.gl/gl3/glDrawElementsInstanced
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// https://www.khronos.org/opengl/wiki/Vertex_Rendering#Instancing
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#define ENABLE_SEAMS_USING_INSTANCED_MODELS (1 && ENABLE_SEAMS_USING_MODELS)
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@ -102,7 +102,8 @@ void GCodeViewer::InstanceVBuffer::reset()
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if (vbo > 0)
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glsafe(::glDeleteBuffers(1, &vbo));
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s_ids.clear();
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render_range = { 0, 0 };
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buffer.clear();
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render_ranges.clear();
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}
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#endif // ENABLE_SEAMS_USING_INSTANCED_MODELS
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@ -803,7 +804,11 @@ void GCodeViewer::render()
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#if ENABLE_SEAMS_USING_MODELS
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if (wxGetApp().is_gl_version_greater_or_equal_to(3, 1)) {
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buffer.render_primitive_type = TBuffer::ERenderPrimitiveType::Model;
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#if ENABLE_SEAMS_USING_INSTANCED_MODELS
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buffer.shader = "gouraud_light_instanced";
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#else
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buffer.shader = "gouraud_light";
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#endif // ENABLE_SEAMS_USING_INSTANCED_MODELS
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buffer.model.model.init_from(diamond(16));
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buffer.model.color = option_color(type);
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}
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@ -1764,7 +1769,6 @@ void GCodeViewer::load_toolpaths(const GCodeProcessor::Result& gcode_result)
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#if ENABLE_GCODE_VIEWER_STATISTICS
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m_statistics.total_instances_gpu_size += static_cast<int64_t>(size_bytes);
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m_statistics.max_instance_vbuffer_gpu_size = std::max(m_statistics.max_instance_vbuffer_gpu_size, static_cast<int64_t>(size_bytes));
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#endif // ENABLE_GCODE_VIEWER_STATISTICS
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GLuint id = 0;
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@ -1774,6 +1778,7 @@ void GCodeViewer::load_toolpaths(const GCodeProcessor::Result& gcode_result)
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
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t_buffer.model.instances2.vbo = id;
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t_buffer.model.instances2.buffer = inst_buffer;
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t_buffer.model.instances2.s_ids = instances_ids[i];
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}
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}
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@ -2467,22 +2472,37 @@ void GCodeViewer::refresh_render_paths(bool keep_sequential_current_first, bool
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if (buffer.render_primitive_type != TBuffer::ERenderPrimitiveType::Model)
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continue;
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buffer.model.instances2.render_range = { 0, 0 };
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buffer.model.instances2.render_ranges.clear();
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if (!buffer.visible)
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continue;
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buffer.model.instances2.render_ranges.push_back({ 0, 0, buffer.model.color });
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bool has_second_range = top_layer_only && m_sequential_view.current.last != m_sequential_view.global.last;
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if (has_second_range)
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buffer.model.instances2.render_ranges.push_back({ 0, 0, Neutral_Color });
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if (m_sequential_view.current.first <= buffer.model.instances2.s_ids.back() && buffer.model.instances2.s_ids.front() <= m_sequential_view.current.last) {
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for (size_t id : buffer.model.instances2.s_ids) {
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if (id <= m_sequential_view.current.first) {
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buffer.model.instances2.render_range.offset += buffer.model.instances2.instance_size_bytes();
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buffer.model.instances2.render_range.count = 0;
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if (has_second_range) {
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if (id <= m_sequential_view.endpoints.first) {
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buffer.model.instances2.render_ranges.front().offset += buffer.model.instances2.instance_size_bytes();
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++buffer.model.instances2.render_ranges.back().count;
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}
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else if (id <= m_sequential_view.current.last)
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++buffer.model.instances2.render_range.count;
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++buffer.model.instances2.render_ranges.front().count;
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else
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break;
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}
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else {
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if (id <= m_sequential_view.current.first)
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buffer.model.instances2.render_ranges.front().offset += buffer.model.instances2.instance_size_bytes();
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else if (id <= m_sequential_view.current.last)
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++buffer.model.instances2.render_ranges.front().count;
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else
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break;
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}
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}
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}
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}
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#endif // ENABLE_SEAMS_USING_INSTANCED_MODELS
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@ -2616,7 +2636,9 @@ void GCodeViewer::refresh_render_paths(bool keep_sequential_current_first, bool
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}
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#if ENABLE_SEAMS_USING_MODELS
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#if ENABLE_SEAMS_USING_INSTANCED_MODELS
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statistics->models_instances_size += SLIC3R_STDVEC_MEMSIZE(buffer.model.instances2.buffer, float);
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statistics->models_instances_size += SLIC3R_STDVEC_MEMSIZE(buffer.model.instances2.s_ids, size_t);
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statistics->models_instances_size += SLIC3R_STDVEC_MEMSIZE(buffer.model.instances2.render_ranges, InstanceVBuffer::RenderRange);
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#else
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statistics->models_instances_size += SLIC3R_STDVEC_MEMSIZE(buffer.model.instances, TBuffer::Model::Instance);
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#endif // ENABLE_SEAMS_USING_INSTANCED_MODELS
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@ -2712,6 +2734,17 @@ void GCodeViewer::render_toolpaths()
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#if ENABLE_SEAMS_USING_MODELS
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auto render_as_instanced_model = [this]
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(TBuffer& buffer, GLShaderProgram & shader) {
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#if ENABLE_SEAMS_USING_INSTANCED_MODELS
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if (buffer.model.instances2.vbo > 0) {
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for (const InstanceVBuffer::RenderRange& range : buffer.model.instances2.render_ranges) {
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buffer.model.model.set_color(-1, range.color);
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buffer.model.model.render_instanced(buffer.model.instances2.vbo, range.count);
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#if ENABLE_GCODE_VIEWER_STATISTICS
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++m_statistics.gl_instanced_models_calls_count;
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#endif // ENABLE_GCODE_VIEWER_STATISTICS
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}
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}
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#else
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for (const TBuffer::Model::Instance& inst : buffer.model.instances) {
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bool top_layer_only = get_app_config()->get("seq_top_layer_only") == "1";
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bool visible = top_layer_only ?
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@ -2732,6 +2765,7 @@ void GCodeViewer::render_toolpaths()
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#endif // ENABLE_GCODE_VIEWER_STATISTICS
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}
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}
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#endif // ENABLE_SEAMS_USING_INSTANCED_MODELS
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};
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#endif // ENABLE_SEAMS_USING_MODELS
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@ -3800,7 +3834,11 @@ void GCodeViewer::render_statistics()
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add_counter(std::string("Multi GL_TRIANGLES:"), m_statistics.gl_multi_triangles_calls_count);
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add_counter(std::string("GL_TRIANGLES:"), m_statistics.gl_triangles_calls_count);
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#if ENABLE_SEAMS_USING_MODELS
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#if ENABLE_SEAMS_USING_INSTANCED_MODELS
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add_counter(std::string("Instanced models:"), m_statistics.gl_instanced_models_calls_count);
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#else
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add_counter(std::string("Models:"), m_statistics.gl_models_calls_count);
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#endif // ENABLE_SEAMS_USING_INSTANCED_MODELS
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#endif // ENABLE_SEAMS_USING_MODELS
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}
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@ -3824,9 +3862,6 @@ void GCodeViewer::render_statistics()
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ImGui::Separator();
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add_memory(std::string("Max VBuffer:"), m_statistics.max_vbuffer_gpu_size);
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add_memory(std::string("Max IBuffer:"), m_statistics.max_ibuffer_gpu_size);
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#if ENABLE_SEAMS_USING_INSTANCED_MODELS
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add_memory(std::string("Max instance VBuffer:"), m_statistics.max_instance_vbuffer_gpu_size);
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#endif // ENABLE_SEAMS_USING_INSTANCED_MODELS
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}
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if (ImGui::CollapsingHeader("Other")) {
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@ -105,8 +105,9 @@ class GCodeViewer
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};
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#if ENABLE_SEAMS_USING_INSTANCED_MODELS
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// vbo buffer containing instances data used to render a toolpaths using instanced models
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// record format: 5 floats -> position.x|position.y|position.z|width|height
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// buffer containing instances data used to render a toolpaths using instanced models
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// instance record format: 5 floats -> position.x|position.y|position.z|width|height
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// which is sent to the shader as -> vec3 (offset) + vec2 (scales) in GLModel::render_instanced()
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struct InstanceVBuffer
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{
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struct RenderRange
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@ -115,13 +116,18 @@ class GCodeViewer
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unsigned int offset;
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// count of instances to render
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unsigned int count;
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// Color to apply to the instances
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Color color;
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};
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// vbo id
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unsigned int vbo{ 0 };
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// move ids
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// cpu-side buffer containing all instances data
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InstanceBuffer buffer;
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// indices of the moves for all instances
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std::vector<size_t> s_ids;
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RenderRange render_range;
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// ranges used to render only subparts of the intances
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std::vector<RenderRange> render_ranges;
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size_t data_size_bytes() const { return s_ids.size() * instance_size_bytes(); }
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@ -518,7 +524,11 @@ class GCodeViewer
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int64_t gl_multi_triangles_calls_count{ 0 };
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int64_t gl_triangles_calls_count{ 0 };
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#if ENABLE_SEAMS_USING_MODELS
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#if ENABLE_SEAMS_USING_INSTANCED_MODELS
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int64_t gl_instanced_models_calls_count{ 0 };
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#else
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int64_t gl_models_calls_count{ 0 };
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#endif // ENABLE_SEAMS_USING_INSTANCED_MODELS
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#endif // ENABLE_SEAMS_USING_MODELS
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// memory
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int64_t results_size{ 0 };
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@ -529,9 +539,6 @@ class GCodeViewer
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#endif // ENABLE_SEAMS_USING_INSTANCED_MODELS
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int64_t max_vbuffer_gpu_size{ 0 };
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int64_t max_ibuffer_gpu_size{ 0 };
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#if ENABLE_SEAMS_USING_INSTANCED_MODELS
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int64_t max_instance_vbuffer_gpu_size{ 0 };
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#endif // ENABLE_SEAMS_USING_INSTANCED_MODELS
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int64_t paths_size{ 0 };
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int64_t render_paths_size{ 0 };
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#if ENABLE_SEAMS_USING_MODELS
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@ -570,7 +577,11 @@ class GCodeViewer
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gl_multi_triangles_calls_count = 0;
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gl_triangles_calls_count = 0;
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#if ENABLE_SEAMS_USING_MODELS
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#if ENABLE_SEAMS_USING_INSTANCED_MODELS
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gl_instanced_models_calls_count = 0;
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#else
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gl_models_calls_count = 0;
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#endif // ENABLE_SEAMS_USING_INSTANCED_MODELS
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#endif // ENABLE_SEAMS_USING_MODELS
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}
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@ -583,9 +594,6 @@ class GCodeViewer
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#endif // ENABLE_SEAMS_USING_INSTANCED_MODELS
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max_vbuffer_gpu_size = 0;
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max_ibuffer_gpu_size = 0;
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#if ENABLE_SEAMS_USING_INSTANCED_MODELS
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max_instance_vbuffer_gpu_size = 0;
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#endif // ENABLE_SEAMS_USING_INSTANCED_MODELS
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paths_size = 0;
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render_paths_size = 0;
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#if ENABLE_SEAMS_USING_MODELS
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@ -207,6 +207,85 @@ void GLModel::render() const
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}
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}
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#if ENABLE_SEAMS_USING_INSTANCED_MODELS
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void GLModel::render_instanced(unsigned int instances_vbo, unsigned int instances_count) const
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{
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if (instances_vbo == 0)
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return;
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GLShaderProgram* shader = wxGetApp().get_current_shader();
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assert(shader == nullptr || boost::algorithm::iends_with(shader->get_name(), "_instanced"));
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// vertex attributes
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GLint position_id = (shader != nullptr) ? shader->get_attrib_location("v_position") : -1;
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GLint normal_id = (shader != nullptr) ? shader->get_attrib_location("v_normal") : -1;
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assert(position_id != -1 && normal_id != -1);
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// instance attributes
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GLint offset_id = (shader != nullptr) ? shader->get_attrib_location("i_offset") : -1;
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GLint scales_id = (shader != nullptr) ? shader->get_attrib_location("i_scales") : -1;
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assert(offset_id != -1 && scales_id != -1);
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, instances_vbo));
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if (offset_id != -1) {
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glsafe(::glVertexAttribPointer(offset_id, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (GLvoid*)0));
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glsafe(::glEnableVertexAttribArray(offset_id));
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glsafe(::glVertexAttribDivisor(offset_id, 1));
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}
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if (scales_id != -1) {
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glsafe(::glVertexAttribPointer(scales_id, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (GLvoid*)(3 * sizeof(float))));
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glsafe(::glEnableVertexAttribArray(scales_id));
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glsafe(::glVertexAttribDivisor(scales_id, 1));
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}
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for (const RenderData& data : m_render_data) {
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if (data.vbo_id == 0 || data.ibo_id == 0)
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continue;
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GLenum mode;
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switch (data.type)
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{
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default:
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case PrimitiveType::Triangles: { mode = GL_TRIANGLES; break; }
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case PrimitiveType::Lines: { mode = GL_LINES; break; }
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case PrimitiveType::LineStrip: { mode = GL_LINE_STRIP; break; }
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||||
case PrimitiveType::LineLoop: { mode = GL_LINE_LOOP; break; }
|
||||
}
|
||||
|
||||
if (shader != nullptr)
|
||||
shader->set_uniform("uniform_color", data.color);
|
||||
else
|
||||
glsafe(::glColor4fv(data.color.data()));
|
||||
|
||||
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, data.vbo_id));
|
||||
if (position_id != -1) {
|
||||
glsafe(::glVertexAttribPointer(position_id, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (GLvoid*)0));
|
||||
glsafe(::glEnableVertexAttribArray(position_id));
|
||||
}
|
||||
if (normal_id != -1) {
|
||||
glsafe(::glVertexAttribPointer(normal_id, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (GLvoid*)(3 * sizeof(float))));
|
||||
glsafe(::glEnableVertexAttribArray(normal_id));
|
||||
}
|
||||
|
||||
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.ibo_id));
|
||||
glsafe(::glDrawElementsInstanced(mode, static_cast<GLsizei>(data.indices_count), GL_UNSIGNED_INT, (const void*)0, instances_count));
|
||||
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
|
||||
|
||||
if (normal_id != -1)
|
||||
glsafe(::glDisableVertexAttribArray(normal_id));
|
||||
if (position_id != -1)
|
||||
glsafe(::glDisableVertexAttribArray(position_id));
|
||||
}
|
||||
|
||||
if (scales_id != -1)
|
||||
glsafe(::glDisableVertexAttribArray(scales_id));
|
||||
if (offset_id != -1)
|
||||
glsafe(::glDisableVertexAttribArray(offset_id));
|
||||
|
||||
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
|
||||
}
|
||||
#endif // ENABLE_SEAMS_USING_INSTANCED_MODELS
|
||||
|
||||
void GLModel::send_to_gpu(RenderData& data, const std::vector<float>& vertices, const std::vector<unsigned int>& indices)
|
||||
{
|
||||
assert(data.vbo_id == 0);
|
||||
|
@ -72,6 +72,9 @@ namespace GUI {
|
||||
|
||||
void reset();
|
||||
void render() const;
|
||||
#if ENABLE_SEAMS_USING_INSTANCED_MODELS
|
||||
void render_instanced(unsigned int instances_vbo, unsigned int instances_count) const;
|
||||
#endif // ENABLE_SEAMS_USING_INSTANCED_MODELS
|
||||
|
||||
bool is_initialized() const { return !m_render_data.empty(); }
|
||||
|
||||
|
@ -38,9 +38,17 @@ std::pair<bool, std::string> GLShadersManager::init()
|
||||
// used to render printbed
|
||||
valid &= append_shader("printbed", { "printbed.vs", "printbed.fs" });
|
||||
// used to render options in gcode preview
|
||||
#if ENABLE_SEAMS_USING_INSTANCED_MODELS
|
||||
if (GUI::wxGetApp().is_gl_version_greater_or_equal_to(3, 1))
|
||||
valid &= append_shader("gouraud_light_instanced", { "gouraud_light_instanced.vs", "gouraud_light_instanced.fs" });
|
||||
else {
|
||||
#endif // ENABLE_SEAMS_USING_INSTANCED_MODELS
|
||||
valid &= append_shader("options_110", { "options_110.vs", "options_110.fs" });
|
||||
if (GUI::wxGetApp().is_glsl_version_greater_or_equal_to(1, 20))
|
||||
valid &= append_shader("options_120", { "options_120.vs", "options_120.fs" });
|
||||
#if ENABLE_SEAMS_USING_INSTANCED_MODELS
|
||||
}
|
||||
#endif // ENABLE_SEAMS_USING_INSTANCED_MODELS
|
||||
// used to render extrusion and travel paths as lines in gcode preview
|
||||
valid &= append_shader("toolpaths_lines", { "toolpaths_lines.vs", "toolpaths_lines.fs" });
|
||||
// used to render objects in 3d editor
|
||||
|
Loading…
Reference in New Issue
Block a user