Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES renamed as ENABLE_GL_SHADERS_ATTRIBUTES

This commit is contained in:
enricoturri1966 2022-03-09 08:22:07 +01:00
parent 5ffe010a9d
commit 46283cfde3
37 changed files with 706 additions and 735 deletions

View file

@ -11,10 +11,10 @@
#include "GUI_App.hpp"
#include "GLCanvas3D.hpp"
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#if ENABLE_GL_SHADERS_ATTRIBUTES
#include "Plater.hpp"
#include "Camera.hpp"
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
#include <GL/glew.h>
@ -109,7 +109,7 @@ const float Bed3D::Axes::DefaultTipLength = 5.0f;
void Bed3D::Axes::render()
{
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#if ENABLE_GL_SHADERS_ATTRIBUTES
auto render_axis = [this](GLShaderProgram* shader, const Transform3d& transform) {
const Camera& camera = wxGetApp().plater()->get_camera();
const Transform3d matrix = camera.get_view_matrix() * transform;
@ -120,21 +120,21 @@ void Bed3D::Axes::render()
auto render_axis = [this](const Transform3f& transform) {
glsafe(::glPushMatrix());
glsafe(::glMultMatrixf(transform.data()));
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
m_arrow.render();
#if !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#if !ENABLE_GL_SHADERS_ATTRIBUTES
glsafe(::glPopMatrix());
#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#endif // !ENABLE_GL_SHADERS_ATTRIBUTES
};
if (!m_arrow.is_initialized())
m_arrow.init_from(stilized_arrow(16, DefaultTipRadius, DefaultTipLength, DefaultStemRadius, m_stem_length));
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#if ENABLE_GL_SHADERS_ATTRIBUTES
GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light_attr");
#else
GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
if (shader == nullptr)
return;
@ -149,11 +149,11 @@ void Bed3D::Axes::render()
#else
m_arrow.set_color(-1, ColorRGBA::X());
#endif // ENABLE_LEGACY_OPENGL_REMOVAL
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#if ENABLE_GL_SHADERS_ATTRIBUTES
render_axis(shader, Geometry::assemble_transform(m_origin, { 0.0, 0.5 * M_PI, 0.0 }));
#else
render_axis(Geometry::assemble_transform(m_origin, { 0.0, 0.5 * M_PI, 0.0 }).cast<float>());
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
// y axis
#if ENABLE_LEGACY_OPENGL_REMOVAL
@ -161,11 +161,11 @@ void Bed3D::Axes::render()
#else
m_arrow.set_color(-1, ColorRGBA::Y());
#endif // ENABLE_LEGACY_OPENGL_REMOVAL
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#if ENABLE_GL_SHADERS_ATTRIBUTES
render_axis(shader, Geometry::assemble_transform(m_origin, { -0.5 * M_PI, 0.0, 0.0 }));
#else
render_axis(Geometry::assemble_transform(m_origin, { -0.5 * M_PI, 0.0, 0.0 }).cast<float>());
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
// z axis
#if ENABLE_LEGACY_OPENGL_REMOVAL
@ -173,11 +173,11 @@ void Bed3D::Axes::render()
#else
m_arrow.set_color(-1, ColorRGBA::Z());
#endif // ENABLE_LEGACY_OPENGL_REMOVAL
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#if ENABLE_GL_SHADERS_ATTRIBUTES
render_axis(shader, Geometry::assemble_transform(m_origin));
#else
render_axis(Geometry::assemble_transform(m_origin).cast<float>());
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
shader->stop_using();
@ -270,7 +270,7 @@ Point Bed3D::point_projection(const Point& point) const
return m_polygon.point_projection(point);
}
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#if ENABLE_GL_SHADERS_ATTRIBUTES
void Bed3D::render(GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom, float scale_factor, bool show_axes, bool show_texture)
{
render_internal(canvas, view_matrix, projection_matrix, bottom, scale_factor, show_axes, show_texture, false);
@ -290,15 +290,15 @@ void Bed3D::render_for_picking(GLCanvas3D& canvas, bool bottom, float scale_fact
{
render_internal(canvas, bottom, scale_factor, false, false, true);
}
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#if ENABLE_GL_SHADERS_ATTRIBUTES
void Bed3D::render_internal(GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom, float scale_factor,
bool show_axes, bool show_texture, bool picking)
#else
void Bed3D::render_internal(GLCanvas3D& canvas, bool bottom, float scale_factor,
bool show_axes, bool show_texture, bool picking)
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
{
m_scale_factor = scale_factor;
@ -315,7 +315,7 @@ void Bed3D::render_internal(GLCanvas3D& canvas, bool bottom, float scale_factor,
switch (m_type)
{
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#if ENABLE_GL_SHADERS_ATTRIBUTES
case Type::System: { render_system(canvas, view_matrix, projection_matrix, bottom, show_texture); break; }
default:
case Type::Custom: { render_custom(canvas, view_matrix, projection_matrix, bottom, show_texture, picking); break; }
@ -323,7 +323,7 @@ void Bed3D::render_internal(GLCanvas3D& canvas, bool bottom, float scale_factor,
case Type::System: { render_system(canvas, bottom, show_texture); break; }
default:
case Type::Custom: { render_custom(canvas, bottom, show_texture, picking); break; }
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
}
glsafe(::glDisable(GL_DEPTH_TEST));
@ -515,7 +515,7 @@ void Bed3D::render_axes()
m_axes.render();
}
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#if ENABLE_GL_SHADERS_ATTRIBUTES
void Bed3D::render_system(GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom, bool show_texture)
{
if (!bottom)
@ -533,7 +533,7 @@ void Bed3D::render_system(GLCanvas3D& canvas, bool bottom, bool show_texture)
if (show_texture)
render_texture(bottom, canvas);
}
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas)
{
@ -599,18 +599,18 @@ void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas)
#if ENABLE_LEGACY_OPENGL_REMOVAL
init_triangles();
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#if ENABLE_GL_SHADERS_ATTRIBUTES
GLShaderProgram* shader = wxGetApp().get_shader("printbed_attr");
#else
GLShaderProgram* shader = wxGetApp().get_shader("printbed");
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
if (shader != nullptr) {
shader->start_using();
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#if ENABLE_GL_SHADERS_ATTRIBUTES
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
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
shader->set_uniform("transparent_background", bottom);
shader->set_uniform("svg_source", boost::algorithm::iends_with(m_texture.get_source(), ".svg"));
@ -704,11 +704,11 @@ void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas)
#endif // ENABLE_LEGACY_OPENGL_REMOVAL
}
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#if ENABLE_GL_SHADERS_ATTRIBUTES
void Bed3D::render_model(const Transform3d& view_matrix, const Transform3d& projection_matrix)
#else
void Bed3D::render_model()
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
{
if (m_model_filename.empty())
return;
@ -728,15 +728,15 @@ void Bed3D::render_model()
}
if (!m_model.get_filename().empty()) {
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#if ENABLE_GL_SHADERS_ATTRIBUTES
GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light_attr");
#else
GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
if (shader != nullptr) {
shader->start_using();
shader->set_uniform("emission_factor", 0.0f);
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#if ENABLE_GL_SHADERS_ATTRIBUTES
const Transform3d matrix = view_matrix * Geometry::assemble_transform(m_model_offset);
shader->set_uniform("view_model_matrix", matrix);
shader->set_uniform("projection_matrix", projection_matrix);
@ -744,21 +744,21 @@ void Bed3D::render_model()
#else
glsafe(::glPushMatrix());
glsafe(::glTranslated(m_model_offset.x(), m_model_offset.y(), m_model_offset.z()));
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
m_model.render();
#if !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#if !ENABLE_GL_SHADERS_ATTRIBUTES
glsafe(::glPopMatrix());
#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#endif // !ENABLE_GL_SHADERS_ATTRIBUTES
shader->stop_using();
}
}
}
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#if ENABLE_GL_SHADERS_ATTRIBUTES
void Bed3D::render_custom(GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom, bool show_texture, bool picking)
#else
void Bed3D::render_custom(GLCanvas3D& canvas, bool bottom, bool show_texture, bool picking)
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
{
if (m_texture_filename.empty() && m_model_filename.empty()) {
render_default(bottom, picking);
@ -766,11 +766,11 @@ void Bed3D::render_custom(GLCanvas3D& canvas, bool bottom, bool show_texture, bo
}
if (!bottom)
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#if ENABLE_GL_SHADERS_ATTRIBUTES
render_model(view_matrix, projection_matrix);
#else
render_model();
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
if (show_texture)
render_texture(bottom, canvas);
@ -784,19 +784,19 @@ void Bed3D::render_default(bool bottom, bool picking)
init_gridlines();
init_triangles();
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#if ENABLE_GL_SHADERS_ATTRIBUTES
GLShaderProgram* shader = wxGetApp().get_shader("flat_attr");
#else
GLShaderProgram* shader = wxGetApp().get_shader("flat");
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
if (shader != nullptr) {
shader->start_using();
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#if ENABLE_GL_SHADERS_ATTRIBUTES
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
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
glsafe(::glEnable(GL_DEPTH_TEST));
glsafe(::glEnable(GL_BLEND));