Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Shader: flat - Model sequential print clearance
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1 changed files with 22 additions and 13 deletions
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@ -14,19 +14,16 @@
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#include "libslic3r/Technologies.hpp"
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#include "libslic3r/Tesselate.hpp"
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#include "libslic3r/PresetBundle.hpp"
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#include "slic3r/GUI/3DBed.hpp"
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#include "slic3r/GUI/3DScene.hpp"
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#include "slic3r/GUI/BackgroundSlicingProcess.hpp"
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#include "slic3r/GUI/GLShader.hpp"
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#include "slic3r/GUI/GUI.hpp"
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#include "slic3r/GUI/Tab.hpp"
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#include "slic3r/GUI/GUI_Preview.hpp"
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#include "slic3r/GUI/OpenGLManager.hpp"
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#include "slic3r/GUI/Plater.hpp"
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#include "slic3r/GUI/MainFrame.hpp"
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#include "slic3r/Utils/UndoRedo.hpp"
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#include "slic3r/GUI/Gizmos/GLGizmoPainterBase.hpp"
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#include "3DBed.hpp"
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#include "3DScene.hpp"
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#include "BackgroundSlicingProcess.hpp"
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#include "GLShader.hpp"
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#include "GUI.hpp"
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#include "Tab.hpp"
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#include "GUI_Preview.hpp"
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#include "OpenGLManager.hpp"
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#include "Plater.hpp"
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#include "MainFrame.hpp"
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#include "GUI_App.hpp"
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#include "GUI_ObjectList.hpp"
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#include "GUI_ObjectManipulation.hpp"
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@ -35,6 +32,9 @@
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#include "NotificationManager.hpp"
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#include "format.hpp"
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#include "slic3r/GUI/Gizmos/GLGizmoPainterBase.hpp"
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#include "slic3r/Utils/UndoRedo.hpp"
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#if ENABLE_RETINA_GL
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#include "slic3r/Utils/RetinaHelper.hpp"
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#endif
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@ -969,7 +969,11 @@ void GLCanvas3D::SequentialPrintClearance::render()
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const ColorRGBA NO_FILL_COLOR = { 1.0f, 1.0f, 1.0f, 0.75f };
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#if ENABLE_GLBEGIN_GLEND_REMOVAL
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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GLShaderProgram* shader = wxGetApp().get_shader("flat_attr");
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#else
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GLShaderProgram* shader = wxGetApp().get_shader("flat");
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#else
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GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
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#endif // ENABLE_GLBEGIN_GLEND_REMOVAL
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@ -978,6 +982,11 @@ void GLCanvas3D::SequentialPrintClearance::render()
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shader->start_using();
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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const Transform3d matrix = wxGetApp().plater()->get_camera().get_projection_view_matrix();
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shader->set_uniform("projection_view_model_matrix", matrix);
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glEnable(GL_DEPTH_TEST));
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glsafe(::glDisable(GL_CULL_FACE));
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glsafe(::glEnable(GL_BLEND));
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