Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Shader: gouraud_light - GCodeViewer shells
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@ -714,7 +714,14 @@ void GLVolume::render()
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glsafe(::glCullFace(GL_BACK));
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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bool use_attributes = boost::algorithm::iends_with(shader->get_name(), "_attr");
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if (!use_attributes) {
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if (use_attributes) {
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const GUI::Camera& camera = GUI::wxGetApp().plater()->get_camera();
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const Transform3d matrix = camera.get_view_matrix() * world_matrix();
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shader->set_uniform("view_model_matrix", matrix);
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shader->set_uniform("projection_matrix", camera.get_projection_matrix());
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shader->set_uniform("normal_matrix", (Matrix3d)matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
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}
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else {
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glPushMatrix());
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glsafe(::glMultMatrixd(world_matrix().data()));
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@ -3235,7 +3235,11 @@ void GCodeViewer::render_shells()
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if (!m_shells.visible || m_shells.volumes.empty())
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return;
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light_attr");
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#else
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GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (shader == nullptr)
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return;
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