Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.

Shader: toolpaths_cog
This commit is contained in:
enricoturri1966 2022-03-04 13:50:31 +01:00
parent b84b6af32a
commit 44a00be329
3 changed files with 81 additions and 1 deletions
src/slic3r/GUI

View file

@ -184,7 +184,11 @@ void GCodeViewer::COG::render()
init();
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
GLShaderProgram* shader = wxGetApp().get_shader("toolpaths_cog_attr");
#else
GLShaderProgram* shader = wxGetApp().get_shader("toolpaths_cog");
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (shader == nullptr)
return;
@ -192,6 +196,18 @@ void GCodeViewer::COG::render()
glsafe(::glDisable(GL_DEPTH_TEST));
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
const Camera& camera = wxGetApp().plater()->get_camera();
Transform3d matrix = camera.get_view_matrix() * Geometry::assemble_transform(cog());
if (m_fixed_size) {
const double inv_zoom = wxGetApp().plater()->get_camera().get_inv_zoom();
matrix = matrix * Geometry::assemble_transform(Vec3d::Zero(), Vec3d::Zero(), inv_zoom * Vec3d::Ones());
}
shader->set_uniform("view_model_matrix", matrix);
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
shader->set_uniform("normal_matrix", (Matrix3d)matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
m_model.render();
#else
glsafe(::glPushMatrix());
const Vec3d position = cog();
glsafe(::glTranslated(position.x(), position.y(), position.z()));
@ -200,8 +216,8 @@ void GCodeViewer::COG::render()
glsafe(::glScaled(inv_zoom, inv_zoom, inv_zoom));
}
m_model.render();
glsafe(::glPopMatrix());
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
shader->stop_using();