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

@ -1291,8 +1291,11 @@ void Selection::render_center(bool gizmo_is_dragging)
glsafe(::glDisable(GL_DEPTH_TEST));
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
const Transform3d matrix = GUI::wxGetApp().plater()->get_camera().get_projection_view_matrix() * Geometry::assemble_transform(center);
shader->set_uniform("projection_view_model_matrix", matrix);
const Camera& camera = wxGetApp().plater()->get_camera();
Transform3d view_model_matrix = camera.get_view_matrix() * Geometry::assemble_transform(center);
shader->set_uniform("view_model_matrix", view_model_matrix);
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
#else
glsafe(::glPushMatrix());
glsafe(::glTranslated(center.x(), center.y(), center.z()));
@ -2006,7 +2009,9 @@ void Selection::render_bounding_box(const BoundingBoxf3 & box, float* color) con
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
m_box.set_color(to_rgba(color));
m_box.render();
@ -2283,7 +2288,9 @@ void Selection::render_sidebar_layers_hints(const std::string& sidebar_field)
}
#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
m_planes.models[0].set_color((camera_on_top && type == 1) || (!camera_on_top && type == 2) ? SOLID_PLANE_COLOR : TRANSPARENT_PLANE_COLOR);