Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Refactoring of flat vertex shader
This commit is contained in:
parent
f9cabee382
commit
31013fb6df
17 changed files with 122 additions and 72 deletions
|
@ -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
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue