Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Some code cleanup

This commit is contained in:
enricoturri1966 2022-03-08 13:27:51 +01:00
parent 31c3952e2d
commit 80717bbdec
3 changed files with 91 additions and 155 deletions

View File

@ -714,15 +714,10 @@ void GLVolume::render()
if (this->is_left_handed())
glFrontFace(GL_CW);
glsafe(::glCullFace(GL_BACK));
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
bool use_attributes = boost::algorithm::iends_with(shader->get_name(), "_attr");
if (!use_attributes) {
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#if !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glPushMatrix());
glsafe(::glMultMatrixd(world_matrix().data()));
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
}
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#if ENABLE_GLINDEXEDVERTEXARRAY_REMOVAL
if (tverts_range == std::make_pair<size_t, size_t>(0, -1))
@ -733,10 +728,9 @@ void GLVolume::render()
this->indexed_vertex_array.render(this->tverts_range, this->qverts_range);
#endif // ENABLE_GLINDEXEDVERTEXARRAY_REMOVAL
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (!use_attributes)
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#if !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glPopMatrix());
#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (this->is_left_handed())
glFrontFace(GL_CCW);

View File

@ -3196,16 +3196,13 @@ void GCodeViewer::render_toolpaths()
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
int position_id = -1;
int normal_id = -1;
const bool use_attributes = boost::algorithm::iends_with(shader->get_name(), "_attr");
if (use_attributes) {
const Transform3d& view_matrix = camera.get_view_matrix();
shader->set_uniform("view_model_matrix", view_matrix);
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
shader->set_uniform("normal_matrix", (Matrix3d)view_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
const Transform3d& view_matrix = camera.get_view_matrix();
shader->set_uniform("view_model_matrix", view_matrix);
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
shader->set_uniform("normal_matrix", (Matrix3d)view_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
position_id = shader->get_attrib_location("v_position");
normal_id = shader->get_attrib_location("v_normal");
}
position_id = shader->get_attrib_location("v_position");
normal_id = shader->get_attrib_location("v_normal");
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (buffer.render_primitive_type == TBuffer::ERenderPrimitiveType::InstancedModel) {
@ -3246,34 +3243,24 @@ void GCodeViewer::render_toolpaths()
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, i_buffer.vbo));
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (use_attributes) {
if (position_id != -1) {
glsafe(::glVertexAttribPointer(position_id, buffer.vertices.position_size_floats(), GL_FLOAT, GL_FALSE, buffer.vertices.vertex_size_bytes(), (const void*)buffer.vertices.position_offset_bytes()));
glsafe(::glEnableVertexAttribArray(position_id));
}
}
else {
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glVertexPointer(buffer.vertices.position_size_floats(), GL_FLOAT, buffer.vertices.vertex_size_bytes(), (const void*)buffer.vertices.position_offset_bytes()));
glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (position_id != -1) {
glsafe(::glVertexAttribPointer(position_id, buffer.vertices.position_size_floats(), GL_FLOAT, GL_FALSE, buffer.vertices.vertex_size_bytes(), (const void*)buffer.vertices.position_offset_bytes()));
glsafe(::glEnableVertexAttribArray(position_id));
}
#else
glsafe(::glVertexPointer(buffer.vertices.position_size_floats(), GL_FLOAT, buffer.vertices.vertex_size_bytes(), (const void*)buffer.vertices.position_offset_bytes()));
glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
const bool has_normals = buffer.vertices.normal_size_floats() > 0;
if (has_normals) {
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (use_attributes) {
if (normal_id != -1) {
glsafe(::glVertexAttribPointer(normal_id, buffer.vertices.normal_size_floats(), GL_FLOAT, GL_FALSE, buffer.vertices.vertex_size_bytes(), (const void*)buffer.vertices.normal_offset_bytes()));
glsafe(::glEnableVertexAttribArray(normal_id));
}
}
else {
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glNormalPointer(GL_FLOAT, buffer.vertices.vertex_size_bytes(), (const void*)buffer.vertices.normal_offset_bytes()));
glsafe(::glEnableClientState(GL_NORMAL_ARRAY));
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (normal_id != -1) {
glsafe(::glVertexAttribPointer(normal_id, buffer.vertices.normal_size_floats(), GL_FLOAT, GL_FALSE, buffer.vertices.vertex_size_bytes(), (const void*)buffer.vertices.normal_offset_bytes()));
glsafe(::glEnableVertexAttribArray(normal_id));
}
#else
glsafe(::glNormalPointer(GL_FLOAT, buffer.vertices.vertex_size_bytes(), (const void*)buffer.vertices.normal_offset_bytes()));
glsafe(::glEnableClientState(GL_NORMAL_ARRAY));
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
}
@ -3301,20 +3288,15 @@ void GCodeViewer::render_toolpaths()
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (use_attributes) {
if (normal_id != -1)
glsafe(::glDisableVertexAttribArray(normal_id));
if (position_id != -1)
glsafe(::glDisableVertexAttribArray(position_id));
}
else {
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (has_normals)
glsafe(::glDisableClientState(GL_NORMAL_ARRAY));
if (normal_id != -1)
glsafe(::glDisableVertexAttribArray(normal_id));
if (position_id != -1)
glsafe(::glDisableVertexAttribArray(position_id));
#else
if (has_normals)
glsafe(::glDisableClientState(GL_NORMAL_ARRAY));
glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
}
glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
}
@ -3339,49 +3321,36 @@ void GCodeViewer::render_toolpaths()
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
int position_id = -1;
int normal_id = -1;
const bool use_attributes = boost::algorithm::iends_with(shader->get_name(), "_attr");
if (use_attributes) {
const Camera& camera = wxGetApp().plater()->get_camera();
const Transform3d& view_matrix = camera.get_view_matrix();
shader->set_uniform("view_model_matrix", view_matrix);
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
shader->set_uniform("normal_matrix", (Matrix3d)view_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
const Camera& camera = wxGetApp().plater()->get_camera();
const Transform3d& view_matrix = camera.get_view_matrix();
shader->set_uniform("view_model_matrix", view_matrix);
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
shader->set_uniform("normal_matrix", (Matrix3d)view_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
position_id = shader->get_attrib_location("v_position");
normal_id = shader->get_attrib_location("v_normal");
}
position_id = shader->get_attrib_location("v_position");
normal_id = shader->get_attrib_location("v_normal");
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, cap.vbo));
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (use_attributes) {
if (position_id != -1) {
glsafe(::glVertexAttribPointer(position_id, buffer->vertices.position_size_floats(), GL_FLOAT, GL_FALSE, buffer->vertices.vertex_size_bytes(), (const void*)buffer->vertices.position_offset_bytes()));
glsafe(::glEnableVertexAttribArray(position_id));
}
}
else {
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glVertexPointer(buffer->vertices.position_size_floats(), GL_FLOAT, buffer->vertices.vertex_size_bytes(), (const void*)buffer->vertices.position_offset_bytes()));
glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (position_id != -1) {
glsafe(::glVertexAttribPointer(position_id, buffer->vertices.position_size_floats(), GL_FLOAT, GL_FALSE, buffer->vertices.vertex_size_bytes(), (const void*)buffer->vertices.position_offset_bytes()));
glsafe(::glEnableVertexAttribArray(position_id));
}
#else
glsafe(::glVertexPointer(buffer->vertices.position_size_floats(), GL_FLOAT, buffer->vertices.vertex_size_bytes(), (const void*)buffer->vertices.position_offset_bytes()));
glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
const bool has_normals = buffer->vertices.normal_size_floats() > 0;
if (has_normals) {
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (use_attributes) {
if (normal_id != -1) {
glsafe(::glVertexAttribPointer(normal_id, buffer->vertices.normal_size_floats(), GL_FLOAT, GL_FALSE, buffer->vertices.vertex_size_bytes(), (const void*)buffer->vertices.normal_offset_bytes()));
glsafe(::glEnableVertexAttribArray(normal_id));
}
}
else {
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glNormalPointer(GL_FLOAT, buffer->vertices.vertex_size_bytes(), (const void*)buffer->vertices.normal_offset_bytes()));
glsafe(::glEnableClientState(GL_NORMAL_ARRAY));
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (normal_id != -1) {
glsafe(::glVertexAttribPointer(normal_id, buffer->vertices.normal_size_floats(), GL_FLOAT, GL_FALSE, buffer->vertices.vertex_size_bytes(), (const void*)buffer->vertices.normal_offset_bytes()));
glsafe(::glEnableVertexAttribArray(normal_id));
}
#else
glsafe(::glNormalPointer(GL_FLOAT, buffer->vertices.vertex_size_bytes(), (const void*)buffer->vertices.normal_offset_bytes()));
glsafe(::glEnableClientState(GL_NORMAL_ARRAY));
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
}
@ -3396,20 +3365,15 @@ void GCodeViewer::render_toolpaths()
#endif // ENABLE_GCODE_VIEWER_STATISTICS
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (use_attributes) {
if (normal_id != -1)
glsafe(::glDisableVertexAttribArray(normal_id));
if (position_id != -1)
glsafe(::glDisableVertexAttribArray(position_id));
}
else {
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (has_normals)
glsafe(::glDisableClientState(GL_NORMAL_ARRAY));
if (normal_id != -1)
glsafe(::glDisableVertexAttribArray(normal_id));
if (position_id != -1)
glsafe(::glDisableVertexAttribArray(position_id));
#else
if (has_normals)
glsafe(::glDisableClientState(GL_NORMAL_ARRAY));
glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
}
glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));

View File

@ -982,8 +982,6 @@ void GLModel::render(const std::pair<size_t, size_t>& range)
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_render_data.vbo_id));
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
bool use_attributes = boost::algorithm::iends_with(shader->get_name(), "_attr");
int position_id = -1;
int normal_id = -1;
int tex_coord_id = -1;
@ -991,53 +989,38 @@ void GLModel::render(const std::pair<size_t, size_t>& range)
if (position) {
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (use_attributes) {
position_id = shader->get_attrib_location("v_position");
if (position_id != -1) {
glsafe(::glVertexAttribPointer(position_id, Geometry::position_stride_floats(data.format), GL_FLOAT, GL_FALSE, vertex_stride_bytes, (GLvoid*)Geometry::position_offset_bytes(data.format)));
glsafe(::glEnableVertexAttribArray(position_id));
}
}
else {
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glVertexPointer(Geometry::position_stride_floats(data.format), GL_FLOAT, vertex_stride_bytes, (const void*)Geometry::position_offset_bytes(data.format)));
glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
position_id = shader->get_attrib_location("v_position");
if (position_id != -1) {
glsafe(::glVertexAttribPointer(position_id, Geometry::position_stride_floats(data.format), GL_FLOAT, GL_FALSE, vertex_stride_bytes, (GLvoid*)Geometry::position_offset_bytes(data.format)));
glsafe(::glEnableVertexAttribArray(position_id));
}
#else
glsafe(::glVertexPointer(Geometry::position_stride_floats(data.format), GL_FLOAT, vertex_stride_bytes, (const void*)Geometry::position_offset_bytes(data.format)));
glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
}
if (normal) {
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (use_attributes) {
normal_id = shader->get_attrib_location("v_normal");
if (normal_id != -1) {
glsafe(::glVertexAttribPointer(normal_id, Geometry::normal_stride_floats(data.format), GL_FLOAT, GL_FALSE, vertex_stride_bytes, (GLvoid*)Geometry::normal_offset_bytes(data.format)));
glsafe(::glEnableVertexAttribArray(normal_id));
}
}
else {
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glNormalPointer(GL_FLOAT, vertex_stride_bytes, (const void*)Geometry::normal_offset_bytes(data.format)));
glsafe(::glEnableClientState(GL_NORMAL_ARRAY));
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
normal_id = shader->get_attrib_location("v_normal");
if (normal_id != -1) {
glsafe(::glVertexAttribPointer(normal_id, Geometry::normal_stride_floats(data.format), GL_FLOAT, GL_FALSE, vertex_stride_bytes, (GLvoid*)Geometry::normal_offset_bytes(data.format)));
glsafe(::glEnableVertexAttribArray(normal_id));
}
#else
glsafe(::glNormalPointer(GL_FLOAT, vertex_stride_bytes, (const void*)Geometry::normal_offset_bytes(data.format)));
glsafe(::glEnableClientState(GL_NORMAL_ARRAY));
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
}
if (tex_coord) {
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (use_attributes) {
tex_coord_id = shader->get_attrib_location("v_tex_coord");
if (tex_coord_id != -1) {
glsafe(::glVertexAttribPointer(tex_coord_id, Geometry::tex_coord_stride_floats(data.format), GL_FLOAT, GL_FALSE, vertex_stride_bytes, (GLvoid*)Geometry::tex_coord_offset_bytes(data.format)));
glsafe(::glEnableVertexAttribArray(tex_coord_id));
}
}
else {
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glTexCoordPointer(Geometry::tex_coord_stride_floats(data.format), GL_FLOAT, vertex_stride_bytes, (const void*)Geometry::tex_coord_offset_bytes(data.format)));
glsafe(::glEnableClientState(GL_TEXTURE_COORD_ARRAY));
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
tex_coord_id = shader->get_attrib_location("v_tex_coord");
if (tex_coord_id != -1) {
glsafe(::glVertexAttribPointer(tex_coord_id, Geometry::tex_coord_stride_floats(data.format), GL_FLOAT, GL_FALSE, vertex_stride_bytes, (GLvoid*)Geometry::tex_coord_offset_bytes(data.format)));
glsafe(::glEnableVertexAttribArray(tex_coord_id));
}
#else
glsafe(::glTexCoordPointer(Geometry::tex_coord_stride_floats(data.format), GL_FLOAT, vertex_stride_bytes, (const void*)Geometry::tex_coord_offset_bytes(data.format)));
glsafe(::glEnableClientState(GL_TEXTURE_COORD_ARRAY));
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
}
@ -1048,24 +1031,19 @@ void GLModel::render(const std::pair<size_t, size_t>& range)
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (use_attributes) {
if (tex_coord_id != -1)
glsafe(::glDisableVertexAttribArray(tex_coord_id));
if (normal_id != -1)
glsafe(::glDisableVertexAttribArray(normal_id));
if (position_id != -1)
glsafe(::glDisableVertexAttribArray(position_id));
}
else {
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (tex_coord)
glsafe(::glDisableClientState(GL_TEXTURE_COORD_ARRAY));
if (normal)
glsafe(::glDisableClientState(GL_NORMAL_ARRAY));
if (position)
glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
}
if (tex_coord_id != -1)
glsafe(::glDisableVertexAttribArray(tex_coord_id));
if (normal_id != -1)
glsafe(::glDisableVertexAttribArray(normal_id));
if (position_id != -1)
glsafe(::glDisableVertexAttribArray(position_id));
#else
if (tex_coord)
glsafe(::glDisableClientState(GL_TEXTURE_COORD_ARRAY));
if (normal)
glsafe(::glDisableClientState(GL_NORMAL_ARRAY));
if (position)
glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));