Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Shader: gouraud_light - Bed axes
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5 changed files with 88 additions and 0 deletions
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@ -109,17 +109,32 @@ const float Bed3D::Axes::DefaultTipLength = 5.0f;
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void Bed3D::Axes::render()
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{
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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auto render_axis = [this](GLShaderProgram* shader, const Transform3d& transform) {
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const Camera& camera = wxGetApp().plater()->get_camera();
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const Transform3d matrix = camera.get_view_matrix() * transform;
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shader->set_uniform("view_model_matrix", matrix);
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shader->set_uniform("projection_matrix", camera.get_projection_matrix());
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shader->set_uniform("normal_matrix", (Matrix3d)matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
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#else
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auto render_axis = [this](const Transform3f& transform) {
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glsafe(::glPushMatrix());
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glsafe(::glMultMatrixf(transform.data()));
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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m_arrow.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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if (!m_arrow.is_initialized())
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m_arrow.init_from(stilized_arrow(16, DefaultTipRadius, DefaultTipLength, DefaultStemRadius, m_stem_length));
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light_attr");
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#else
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GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
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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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@ -134,7 +149,11 @@ void Bed3D::Axes::render()
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#else
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m_arrow.set_color(-1, ColorRGBA::X());
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#endif // ENABLE_GLBEGIN_GLEND_REMOVAL
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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render_axis(shader, Geometry::assemble_transform(m_origin, { 0.0, 0.5 * M_PI, 0.0 }));
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#else
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render_axis(Geometry::assemble_transform(m_origin, { 0.0, 0.5 * M_PI, 0.0 }).cast<float>());
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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// y axis
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#if ENABLE_GLBEGIN_GLEND_REMOVAL
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@ -142,7 +161,11 @@ void Bed3D::Axes::render()
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#else
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m_arrow.set_color(-1, ColorRGBA::Y());
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#endif // ENABLE_GLBEGIN_GLEND_REMOVAL
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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render_axis(shader, Geometry::assemble_transform(m_origin, { -0.5 * M_PI, 0.0, 0.0 }));
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#else
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render_axis(Geometry::assemble_transform(m_origin, { -0.5 * M_PI, 0.0, 0.0 }).cast<float>());
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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// z axis
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#if ENABLE_GLBEGIN_GLEND_REMOVAL
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@ -150,7 +173,11 @@ void Bed3D::Axes::render()
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#else
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m_arrow.set_color(-1, ColorRGBA::Z());
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#endif // ENABLE_GLBEGIN_GLEND_REMOVAL
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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render_axis(shader, Geometry::assemble_transform(m_origin));
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#else
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render_axis(Geometry::assemble_transform(m_origin).cast<float>());
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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shader->stop_using();
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