Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Refactoring of flat vertex shader
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f9cabee382
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31013fb6df
17 changed files with 122 additions and 72 deletions
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@ -509,7 +509,8 @@ void GLCanvas3D::LayersEditing::render_profile(const Rect& bar_rect)
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if (shader != nullptr) {
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shader->start_using();
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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shader->set_uniform("projection_view_model_matrix", Transform3d::Identity());
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shader->set_uniform("view_model_matrix", Transform3d::Identity());
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shader->set_uniform("projection_matrix", Transform3d::Identity());
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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m_profile.baseline.render();
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m_profile.profile.render();
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@ -1024,7 +1025,9 @@ void GLCanvas3D::SequentialPrintClearance::render()
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shader->start_using();
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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shader->set_uniform("projection_view_model_matrix", wxGetApp().plater()->get_camera().get_projection_view_matrix());
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const Camera& camera = wxGetApp().plater()->get_camera();
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shader->set_uniform("view_model_matrix", camera.get_view_matrix());
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shader->set_uniform("projection_matrix", camera.get_projection_matrix());
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glEnable(GL_DEPTH_TEST));
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@ -5761,8 +5764,9 @@ void GLCanvas3D::_render_volumes_for_picking() const
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glsafe(::glColor4fv(picking_decode(id).data()));
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#endif // ENABLE_GLINDEXEDVERTEXARRAY_REMOVAL
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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const Transform3d matrix = wxGetApp().plater()->get_camera().get_projection_view_matrix() * volume.first->world_matrix();
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shader->set_uniform("projection_view_model_matrix", matrix);
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const Camera& camera = wxGetApp().plater()->get_camera();
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shader->set_uniform("view_model_matrix", camera.get_view_matrix() * volume.first->world_matrix());
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shader->set_uniform("projection_matrix", camera.get_projection_matrix());
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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volume.first->render();
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#if ENABLE_GLINDEXEDVERTEXARRAY_REMOVAL
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@ -5942,7 +5946,9 @@ void GLCanvas3D::_render_camera_target()
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if (shader != nullptr) {
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shader->start_using();
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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shader->set_uniform("projection_view_model_matrix", wxGetApp().plater()->get_camera().get_projection_view_matrix());
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const Camera& camera = wxGetApp().plater()->get_camera();
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shader->set_uniform("view_model_matrix", camera.get_view_matrix());
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shader->set_uniform("projection_matrix", camera.get_projection_matrix());
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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for (int i = 0; i < 3; ++i) {
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m_camera_target.axis[i].render();
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@ -6131,12 +6137,14 @@ void GLCanvas3D::_render_sla_slices()
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for (const SLAPrintObject::Instance& inst : obj->instances()) {
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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const Transform3d matrix = wxGetApp().plater()->get_camera().get_projection_view_matrix() *
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Geometry::assemble_transform(Vec3d(unscale<double>(inst.shift.x()), unscale<double>(inst.shift.y()), 0.0),
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Vec3d(0.0, 0.0, inst.rotation),
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Vec3d::Ones(),
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obj->is_left_handed() ? Vec3d(-1.0f, 1.0f, 1.0f) : Vec3d::Ones());
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shader->set_uniform("projection_view_model_matrix", matrix);
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const Camera& camera = wxGetApp().plater()->get_camera();
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const Transform3d view_model_matrix = camera.get_view_matrix() *
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Geometry::assemble_transform(Vec3d(unscale<double>(inst.shift.x()), unscale<double>(inst.shift.y()), 0.0),
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inst.rotation * Vec3d::UnitZ(), Vec3d::Ones(),
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obj->is_left_handed() ? Vec3d(-1.0f, 1.0f, 1.0f) : Vec3d::Ones());
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shader->set_uniform("view_model_matrix", view_model_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(::glTranslated(unscale<double>(inst.shift.x()), unscale<double>(inst.shift.y()), 0.0));
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