Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Refactoring of flat vertex shader
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17 changed files with 122 additions and 72 deletions
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@ -306,8 +306,9 @@ void GLVolume::SinkingContours::render()
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if (shader == nullptr)
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return;
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const Transform3d matrix = GUI::wxGetApp().plater()->get_camera().get_projection_view_matrix() * Geometry::assemble_transform(m_shift);
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shader->set_uniform("projection_view_model_matrix", matrix);
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const GUI::Camera& camera = GUI::wxGetApp().plater()->get_camera();
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shader->set_uniform("view_model_matrix", camera.get_view_matrix() * Geometry::assemble_transform(m_shift));
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shader->set_uniform("projection_matrix", camera.get_projection_matrix());
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#else
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glsafe(::glPushMatrix());
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glsafe(::glTranslated(m_shift.x(), m_shift.y(), m_shift.z()));
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@ -394,8 +395,9 @@ void GLVolume::NonManifoldEdges::render()
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if (shader == nullptr)
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return;
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const Transform3d matrix = GUI::wxGetApp().plater()->get_camera().get_projection_view_matrix() * m_parent.world_matrix();
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shader->set_uniform("projection_view_model_matrix", matrix);
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const GUI::Camera& camera = GUI::wxGetApp().plater()->get_camera();
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shader->set_uniform("view_model_matrix", camera.get_view_matrix() * m_parent.world_matrix());
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shader->set_uniform("projection_matrix", camera.get_projection_matrix());
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#else
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glsafe(::glPushMatrix());
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glsafe(::glMultMatrixd(m_parent.world_matrix().data()));
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