Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Shader: flat - SLA caps
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@ -6006,24 +6006,39 @@ void GLCanvas3D::_render_sla_slices()
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}
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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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if (shader != nullptr) {
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shader->start_using();
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for (const SLAPrintObject::Instance& inst : obj->instances()) {
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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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Geometry::assemble_transform(Vec3d(unscale<double>(inst.shift.x()), unscale<double>(inst.shift.y()), 0.0),
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Vec3d(0.0, 0.0, inst.rotation),
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Vec3d::Ones(),
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obj->is_left_handed() ? Vec3d(-1.0f, 1.0f, 1.0f) : Vec3d::Ones());
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shader->set_uniform("projection_view_model_matrix", matrix);
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#else
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glsafe(::glPushMatrix());
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glsafe(::glTranslated(unscale<double>(inst.shift.x()), unscale<double>(inst.shift.y()), 0.0));
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glsafe(::glRotatef(Geometry::rad2deg(inst.rotation), 0.0f, 0.0f, 1.0f));
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if (obj->is_left_handed())
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// The polygons are mirrored by X.
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glsafe(::glScalef(-1.0f, 1.0f, 1.0f));
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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bottom_obj_triangles.render();
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top_obj_triangles.render();
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bottom_sup_triangles.render();
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top_sup_triangles.render();
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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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shader->stop_using();
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