Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.

Shader: flat - Volumes picking pass
This commit is contained in:
enricoturri1966 2022-02-28 12:05:08 +01:00
parent 507dda6641
commit 5b1c9a34d6
4 changed files with 33 additions and 5 deletions

View file

@ -5612,7 +5612,11 @@ void GLCanvas3D::_render_overlays()
void GLCanvas3D::_render_volumes_for_picking() const
{
#if ENABLE_GLINDEXEDVERTEXARRAY_REMOVAL
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
GLShaderProgram* shader = wxGetApp().get_shader("flat_attr");
#else
GLShaderProgram* shader = wxGetApp().get_shader("flat");
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (shader == nullptr)
return;
#endif // ENABLE_GLINDEXEDVERTEXARRAY_REMOVAL
@ -5620,8 +5624,10 @@ void GLCanvas3D::_render_volumes_for_picking() const
// do not cull backfaces to show broken geometry, if any
glsafe(::glDisable(GL_CULL_FACE));
#if !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
glsafe(::glEnableClientState(GL_NORMAL_ARRAY));
#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
const Transform3d& view_matrix = wxGetApp().plater()->get_camera().get_view_matrix();
for (size_t type = 0; type < 2; ++ type) {
@ -5638,6 +5644,10 @@ void GLCanvas3D::_render_volumes_for_picking() const
#else
glsafe(::glColor4fv(picking_decode(id).data()));
#endif // ENABLE_GLINDEXEDVERTEXARRAY_REMOVAL
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
const Transform3d matrix = wxGetApp().plater()->get_camera().get_projection_view_matrix() * volume.first->world_matrix();
shader->set_uniform("projection_view_model_matrix", matrix);
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
volume.first->render();
#if ENABLE_GLINDEXEDVERTEXARRAY_REMOVAL
shader->stop_using();
@ -5645,8 +5655,10 @@ void GLCanvas3D::_render_volumes_for_picking() const
}
}
#if !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glDisableClientState(GL_NORMAL_ARRAY));
glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glEnable(GL_CULL_FACE));
}