Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Shader: flat - Volumes picking pass
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@ -71,7 +71,7 @@
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// Enable replace GLIndexedVertexArray with GLModel
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#define ENABLE_GLINDEXEDVERTEXARRAY_REMOVAL (1 && ENABLE_GLBEGIN_GLEND_REMOVAL)
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// Enable using vertex attributes and matrices in shaders
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#define ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES (1 && ENABLE_GLBEGIN_GLEND_REMOVAL)
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#define ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES (1 && ENABLE_GLINDEXEDVERTEXARRAY_REMOVAL)
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// Enable show non-manifold edges
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#define ENABLE_SHOW_NON_MANIFOLD_EDGES (1 && ENABLE_2_5_0_ALPHA1)
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// Enable rework of Reload from disk command
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@ -703,11 +703,24 @@ void GLVolume::render()
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if (!is_active)
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return;
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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GLShaderProgram* shader = GUI::wxGetApp().get_current_shader();
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if (shader == nullptr)
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return;
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (this->is_left_handed())
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glFrontFace(GL_CW);
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glsafe(::glCullFace(GL_BACK));
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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bool use_attributes = boost::algorithm::iends_with(shader->get_name(), "_attr");
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if (!use_attributes) {
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glPushMatrix());
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glsafe(::glMultMatrixd(world_matrix().data()));
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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}
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#if ENABLE_GLINDEXEDVERTEXARRAY_REMOVAL
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if (tverts_range == std::make_pair<size_t, size_t>(0, -1))
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@ -718,7 +731,11 @@ void GLVolume::render()
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this->indexed_vertex_array.render(this->tverts_range, this->qverts_range);
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#endif // ENABLE_GLINDEXEDVERTEXARRAY_REMOVAL
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (!use_attributes)
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glPopMatrix());
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if (this->is_left_handed())
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glFrontFace(GL_CCW);
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}
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@ -5612,7 +5612,11 @@ void GLCanvas3D::_render_overlays()
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void GLCanvas3D::_render_volumes_for_picking() const
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{
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#if ENABLE_GLINDEXEDVERTEXARRAY_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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if (shader == nullptr)
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return;
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#endif // ENABLE_GLINDEXEDVERTEXARRAY_REMOVAL
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@ -5620,8 +5624,10 @@ void GLCanvas3D::_render_volumes_for_picking() const
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// do not cull backfaces to show broken geometry, if any
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glsafe(::glDisable(GL_CULL_FACE));
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#if !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
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glsafe(::glEnableClientState(GL_NORMAL_ARRAY));
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#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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const Transform3d& view_matrix = wxGetApp().plater()->get_camera().get_view_matrix();
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for (size_t type = 0; type < 2; ++ type) {
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@ -5638,6 +5644,10 @@ void GLCanvas3D::_render_volumes_for_picking() const
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#else
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glsafe(::glColor4fv(picking_decode(id).data()));
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#endif // ENABLE_GLINDEXEDVERTEXARRAY_REMOVAL
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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() * volume.first->world_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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volume.first->render();
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#if ENABLE_GLINDEXEDVERTEXARRAY_REMOVAL
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shader->stop_using();
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@ -5645,8 +5655,10 @@ void GLCanvas3D::_render_volumes_for_picking() const
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}
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}
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#if !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glDisableClientState(GL_NORMAL_ARRAY));
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glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
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#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glEnable(GL_CULL_FACE));
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}
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@ -960,7 +960,6 @@ void GLModel::render(const std::pair<size_t, size_t>& range)
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return;
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GLShaderProgram* shader = wxGetApp().get_current_shader();
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if (shader == nullptr)
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return;
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