Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Shader: toolpaths_cog
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b84b6af32a
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3 changed files with 81 additions and 1 deletions
src/slic3r/GUI
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@ -184,7 +184,11 @@ void GCodeViewer::COG::render()
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init();
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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GLShaderProgram* shader = wxGetApp().get_shader("toolpaths_cog_attr");
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#else
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GLShaderProgram* shader = wxGetApp().get_shader("toolpaths_cog");
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (shader == nullptr)
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return;
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@ -192,6 +196,18 @@ void GCodeViewer::COG::render()
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glsafe(::glDisable(GL_DEPTH_TEST));
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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const Camera& camera = wxGetApp().plater()->get_camera();
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Transform3d matrix = camera.get_view_matrix() * Geometry::assemble_transform(cog());
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if (m_fixed_size) {
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const double inv_zoom = wxGetApp().plater()->get_camera().get_inv_zoom();
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matrix = matrix * Geometry::assemble_transform(Vec3d::Zero(), Vec3d::Zero(), inv_zoom * Vec3d::Ones());
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}
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shader->set_uniform("view_model_matrix", matrix);
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shader->set_uniform("projection_matrix", camera.get_projection_matrix());
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shader->set_uniform("normal_matrix", (Matrix3d)matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
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m_model.render();
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#else
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glsafe(::glPushMatrix());
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const Vec3d position = cog();
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glsafe(::glTranslated(position.x(), position.y(), position.z()));
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@ -200,8 +216,8 @@ void GCodeViewer::COG::render()
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glsafe(::glScaled(inv_zoom, inv_zoom, inv_zoom));
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}
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m_model.render();
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glsafe(::glPopMatrix());
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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shader->stop_using();
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