Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Shader: flat - Gizmo Cut
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8c8f0b32a7
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7c9ac342de
1 changed files with 23 additions and 3 deletions
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@ -107,15 +107,19 @@ void GLGizmoCut::on_render()
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glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
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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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Vec3d diff = plane_center - m_old_center;
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const Vec3d diff = plane_center - m_old_center;
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// Z changed when move with cut plane
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// X and Y changed when move with cutted object
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bool is_changed = std::abs(diff.x()) > EPSILON ||
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std::abs(diff.y()) > EPSILON ||
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std::abs(diff.z()) > EPSILON;
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std::abs(diff.y()) > EPSILON ||
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std::abs(diff.z()) > EPSILON;
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m_old_center = plane_center;
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if (!m_plane.is_initialized() || is_changed) {
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@ -140,6 +144,11 @@ void GLGizmoCut::on_render()
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m_plane.init_from(std::move(init_data));
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}
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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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m_plane.render();
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#else
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// Draw the cutting plane
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@ -208,15 +217,26 @@ void GLGizmoCut::on_render()
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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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shader = wxGetApp().get_shader("flat_attr");
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#else
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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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#endif // ENABLE_GLBEGIN_GLEND_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() * Geometry::assemble_transform(m_cut_contours.shift);
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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(m_cut_contours.shift.x(), m_cut_contours.shift.y(), m_cut_contours.shift.z()));
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glLineWidth(2.0f));
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m_cut_contours.contours.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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#if ENABLE_GLBEGIN_GLEND_REMOVAL
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shader->stop_using();
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}
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