Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Shader: flat - GLGizmoPainterBase::s_sphere
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@ -239,19 +239,25 @@ void GLGizmoPainterBase::render_cursor_sphere(const Transform3d& trafo) const
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#endif // ENABLE_GLINDEXEDVERTEXARRAY_REMOVAL
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}
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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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const Transform3d complete_scaling_matrix_inverse = Geometry::Transformation(trafo).get_matrix(true, true, false, true).inverse();
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const bool is_left_handed = Geometry::Transformation(trafo).is_left_handed();
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#if !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glPushMatrix());
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glsafe(::glMultMatrixd(trafo.data()));
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// Inverse matrix of the instance scaling is applied so that the mark does not scale with the object.
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glsafe(::glTranslatef(m_rr.hit.x(), m_rr.hit.y(), m_rr.hit.z()));
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glsafe(::glMultMatrixd(complete_scaling_matrix_inverse.data()));
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glsafe(::glScaled(m_cursor_radius, m_cursor_radius, m_cursor_radius));
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#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (is_left_handed)
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glFrontFace(GL_CW);
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@ -264,6 +270,13 @@ void GLGizmoPainterBase::render_cursor_sphere(const Transform3d& trafo) const
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#if ENABLE_GLINDEXEDVERTEXARRAY_REMOVAL
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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() * trafo *
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Geometry::assemble_transform(m_rr.hit.cast<double>()) * complete_scaling_matrix_inverse *
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Geometry::assemble_transform(Vec3d::Zero(), Vec3d::Zero(), m_cursor_radius * Vec3d::Ones());
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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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assert(s_sphere != nullptr);
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s_sphere->set_color(render_color);
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#else
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@ -280,7 +293,9 @@ void GLGizmoPainterBase::render_cursor_sphere(const Transform3d& trafo) const
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if (is_left_handed)
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glFrontFace(GL_CCW);
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#if !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glPopMatrix());
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#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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}
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