Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.

Shader: gouraud_light - Bed axes
This commit is contained in:
enricoturri1966 2022-03-03 09:21:52 +01:00
parent abb5f5f99a
commit 8315f43ed0
5 changed files with 88 additions and 0 deletions

View file

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