Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Shader: gouraud_light - Gizmo Scale hovered grabbers
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@ -39,9 +39,6 @@ void GLGizmoBase::Grabber::render(float size, const ColorRGBA& render_color, boo
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GLShaderProgram* shader = wxGetApp().get_current_shader();
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if (shader == nullptr)
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return;
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bool use_attributes = boost::algorithm::iends_with(shader->get_name(), "_attr");
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// assert(use_attributes);
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (!m_cube.is_initialized()) {
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@ -74,22 +71,18 @@ void GLGizmoBase::Grabber::render(float size, const ColorRGBA& render_color, boo
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shader->set_uniform("normal_matrix", (Matrix3d)view_model_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
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// picking render
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shader->set_uniform("projection_view_model_matrix", projection_matrix * view_model_matrix);
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if (!use_attributes) {
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#else
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glsafe(::glPushMatrix());
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glsafe(::glTranslated(center.x(), center.y(), center.z()));
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glsafe(::glRotated(Geometry::rad2deg(angles.z()), 0.0, 0.0, 1.0));
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glsafe(::glRotated(Geometry::rad2deg(angles.y()), 0.0, 1.0, 0.0));
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glsafe(::glRotated(Geometry::rad2deg(angles.x()), 1.0, 0.0, 0.0));
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glsafe(::glScaled(fullsize, fullsize, fullsize));
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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}
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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m_cube.render();
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (!use_attributes)
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#if !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glPopMatrix());
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#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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}
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GLGizmoBase::GLGizmoBase(GLCanvas3D& parent, const std::string& icon_filename, unsigned int sprite_id)
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@ -329,7 +329,11 @@ void GLGizmoScale3D::on_render()
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}
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// draw grabbers
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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shader = wxGetApp().get_shader("gouraud_light_attr");
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#else
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shader = wxGetApp().get_shader("gouraud_light");
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#else
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// draw connection
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glsafe(::glColor4fv(m_grabbers[0].color.data()));
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@ -364,7 +368,11 @@ void GLGizmoScale3D::on_render()
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}
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// draw grabbers
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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shader = wxGetApp().get_shader("gouraud_light_attr");
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#else
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shader = wxGetApp().get_shader("gouraud_light");
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#else
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// draw connection
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glsafe(::glColor4fv(m_grabbers[2].color.data()));
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@ -399,7 +407,11 @@ void GLGizmoScale3D::on_render()
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}
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// draw grabbers
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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shader = wxGetApp().get_shader("gouraud_light_attr");
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#else
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shader = wxGetApp().get_shader("gouraud_light");
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#else
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// draw connection
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glsafe(::glColor4fv(m_grabbers[4].color.data()));
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@ -437,7 +449,11 @@ void GLGizmoScale3D::on_render()
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}
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// draw grabbers
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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shader = wxGetApp().get_shader("gouraud_light_attr");
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#else
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shader = wxGetApp().get_shader("gouraud_light");
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#else
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// draw connection
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glsafe(::glColor4fv(m_drag_color.data()));
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