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

@ -164,7 +164,9 @@ void GLGizmoMove3D::on_render()
#endif // ENABLE_GLBEGIN_GLEND_REMOVAL
#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
// draw axes
@ -206,7 +208,9 @@ void GLGizmoMove3D::on_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
render_grabber_connection(m_hover_id);
@ -311,13 +315,16 @@ void GLGizmoMove3D::render_grabber_extension(Axis axis, const BoundingBoxf3& box
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (use_attributes) {
Transform3d matrix = wxGetApp().plater()->get_camera().get_projection_view_matrix() * Geometry::assemble_transform(m_grabbers[axis].center);
const Camera& camera = wxGetApp().plater()->get_camera();
Transform3d view_model_matrix = camera.get_view_matrix() * Geometry::assemble_transform(m_grabbers[axis].center);
if (axis == X)
matrix = matrix * Geometry::assemble_transform(Vec3d::Zero(), 0.5 * PI * Vec3d::UnitY());
view_model_matrix = view_model_matrix * Geometry::assemble_transform(Vec3d::Zero(), 0.5 * PI * Vec3d::UnitY());
else if (axis == Y)
matrix = matrix * Geometry::assemble_transform(Vec3d::Zero(), -0.5 * PI * Vec3d::UnitX());
matrix = matrix * Geometry::assemble_transform(2.0 * size * Vec3d::UnitZ(), Vec3d::Zero(), Vec3d(0.75 * size, 0.75 * size, 3.0 * size));
shader->set_uniform("projection_view_model_matrix", matrix);
view_model_matrix = view_model_matrix * Geometry::assemble_transform(Vec3d::Zero(), -0.5 * PI * Vec3d::UnitX());
view_model_matrix = view_model_matrix * Geometry::assemble_transform(2.0 * size * Vec3d::UnitZ(), Vec3d::Zero(), Vec3d(0.75 * size, 0.75 * size, 3.0 * size));
shader->set_uniform("view_model_matrix", view_model_matrix);
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
}
else {
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES