Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.

Refactoring of flat vertex shader
This commit is contained in:
enricoturri1966 2022-03-04 08:54:23 +01:00
parent f9cabee382
commit 31013fb6df
17 changed files with 122 additions and 72 deletions

View file

@ -509,7 +509,8 @@ void GLCanvas3D::LayersEditing::render_profile(const Rect& bar_rect)
if (shader != nullptr) {
shader->start_using();
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
shader->set_uniform("projection_view_model_matrix", Transform3d::Identity());
shader->set_uniform("view_model_matrix", Transform3d::Identity());
shader->set_uniform("projection_matrix", Transform3d::Identity());
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
m_profile.baseline.render();
m_profile.profile.render();
@ -1024,7 +1025,9 @@ void GLCanvas3D::SequentialPrintClearance::render()
shader->start_using();
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
shader->set_uniform("projection_view_model_matrix", wxGetApp().plater()->get_camera().get_projection_view_matrix());
const Camera& camera = wxGetApp().plater()->get_camera();
shader->set_uniform("view_model_matrix", camera.get_view_matrix());
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glEnable(GL_DEPTH_TEST));
@ -5761,8 +5764,9 @@ void GLCanvas3D::_render_volumes_for_picking() const
glsafe(::glColor4fv(picking_decode(id).data()));
#endif // ENABLE_GLINDEXEDVERTEXARRAY_REMOVAL
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
const Transform3d matrix = wxGetApp().plater()->get_camera().get_projection_view_matrix() * volume.first->world_matrix();
shader->set_uniform("projection_view_model_matrix", matrix);
const Camera& camera = wxGetApp().plater()->get_camera();
shader->set_uniform("view_model_matrix", camera.get_view_matrix() * volume.first->world_matrix());
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
volume.first->render();
#if ENABLE_GLINDEXEDVERTEXARRAY_REMOVAL
@ -5942,7 +5946,9 @@ void GLCanvas3D::_render_camera_target()
if (shader != nullptr) {
shader->start_using();
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
shader->set_uniform("projection_view_model_matrix", wxGetApp().plater()->get_camera().get_projection_view_matrix());
const Camera& camera = wxGetApp().plater()->get_camera();
shader->set_uniform("view_model_matrix", camera.get_view_matrix());
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
for (int i = 0; i < 3; ++i) {
m_camera_target.axis[i].render();
@ -6131,12 +6137,14 @@ void GLCanvas3D::_render_sla_slices()
for (const SLAPrintObject::Instance& inst : obj->instances()) {
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
const Transform3d matrix = wxGetApp().plater()->get_camera().get_projection_view_matrix() *
Geometry::assemble_transform(Vec3d(unscale<double>(inst.shift.x()), unscale<double>(inst.shift.y()), 0.0),
Vec3d(0.0, 0.0, inst.rotation),
Vec3d::Ones(),
obj->is_left_handed() ? Vec3d(-1.0f, 1.0f, 1.0f) : Vec3d::Ones());
shader->set_uniform("projection_view_model_matrix", matrix);
const Camera& camera = wxGetApp().plater()->get_camera();
const Transform3d view_model_matrix = camera.get_view_matrix() *
Geometry::assemble_transform(Vec3d(unscale<double>(inst.shift.x()), unscale<double>(inst.shift.y()), 0.0),
inst.rotation * Vec3d::UnitZ(), Vec3d::Ones(),
obj->is_left_handed() ? Vec3d(-1.0f, 1.0f, 1.0f) : Vec3d::Ones());
shader->set_uniform("view_model_matrix", view_model_matrix);
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
#else
glsafe(::glPushMatrix());
glsafe(::glTranslated(unscale<double>(inst.shift.x()), unscale<double>(inst.shift.y()), 0.0));