Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Shader: gouraud_light - Gizmo Hollow
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bceeb67c53
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919730e969
1 changed files with 29 additions and 40 deletions
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@ -105,16 +105,12 @@ void GLGizmoHollow::render_points(const Selection& selection, bool picking)
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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 = picking ? wxGetApp().get_shader("flat_attr") : wxGetApp().get_shader("gouraud_light");
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GLShaderProgram* shader = picking ? wxGetApp().get_shader("flat_attr") : wxGetApp().get_shader("gouraud_light_attr");
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#else
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GLShaderProgram* shader = picking ? wxGetApp().get_shader("flat") : 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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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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bool use_attributes = boost::algorithm::iends_with(shader->get_name(), "_attr");
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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shader->start_using();
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ScopeGuard guard([shader]() { shader->stop_using(); });
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@ -129,19 +125,17 @@ void GLGizmoHollow::render_points(const Selection& selection, bool picking)
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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const Transform3d instance_scaling_matrix_inverse = vol->get_instance_transformation().get_matrix(true, true, false, true).inverse();
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const Transform3d instance_matrix = Geometry::assemble_transform(m_c->selection_info()->get_sla_shift() * Vec3d::UnitZ()) * vol->get_instance_transformation().get_matrix();
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const Camera& camera = wxGetApp().plater()->get_camera();
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const Transform3d& view_matrix = camera.get_view_matrix();
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const Transform3d& projection_matrix = camera.get_projection_matrix();
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#else
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const Transform3d& instance_scaling_matrix_inverse = vol->get_instance_transformation().get_matrix(true, true, false, true).inverse();
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const Transform3d& instance_matrix = vol->get_instance_transformation().get_matrix();
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (!use_attributes) {
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glPushMatrix());
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glsafe(::glTranslated(0.0, 0.0, m_c->selection_info()->get_sla_shift()));
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glsafe(::glMultMatrixd(instance_matrix.data()));
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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}
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glsafe(::glPushMatrix());
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glsafe(::glTranslated(0.0, 0.0, m_c->selection_info()->get_sla_shift()));
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glsafe(::glMultMatrixd(instance_matrix.data()));
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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ColorRGBA render_color;
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@ -179,13 +173,10 @@ void GLGizmoHollow::render_points(const Selection& selection, bool picking)
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// Inverse matrix of the instance scaling is applied so that the mark does not scale with the object.
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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const Transform3d hole_matrix = Geometry::assemble_transform(drain_hole.pos.cast<double>()) * instance_scaling_matrix_inverse;
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if (!use_attributes) {
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glPushMatrix());
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glsafe(::glTranslatef(drain_hole.pos.x(), drain_hole.pos.y(), drain_hole.pos.z()));
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glsafe(::glMultMatrixd(instance_scaling_matrix_inverse.data()));
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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}
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#else
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glsafe(::glPushMatrix());
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glsafe(::glTranslatef(drain_hole.pos.x(), drain_hole.pos.y(), drain_hole.pos.z()));
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glsafe(::glMultMatrixd(instance_scaling_matrix_inverse.data()));
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (vol->is_left_handed())
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@ -196,35 +187,33 @@ void GLGizmoHollow::render_points(const Selection& selection, bool picking)
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q.setFromTwoVectors(Vec3d::UnitZ(), instance_scaling_matrix_inverse * (-drain_hole.normal).cast<double>());
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const Eigen::AngleAxisd aa(q);
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (use_attributes) {
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const Transform3d matrix = wxGetApp().plater()->get_camera().get_projection_view_matrix() * instance_matrix *
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hole_matrix * Transform3d(aa.toRotationMatrix()) *
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Geometry::assemble_transform(-drain_hole.height * Vec3d::UnitZ(), Vec3d::Zero(), Vec3d(drain_hole.radius, drain_hole.radius, drain_hole.height + sla::HoleStickOutLength));
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shader->set_uniform("projection_view_model_matrix", matrix);
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}
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else {
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glRotated(aa.angle() * (180. / M_PI), aa.axis().x(), aa.axis().y(), aa.axis().z()));
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glsafe(::glTranslated(0., 0., -drain_hole.height));
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glsafe(::glScaled(drain_hole.radius, drain_hole.radius, drain_hole.height + sla::HoleStickOutLength));
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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}
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const Transform3d view_model_matrix = view_matrix * instance_matrix * hole_matrix * Transform3d(aa.toRotationMatrix()) *
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Geometry::assemble_transform(-drain_hole.height * Vec3d::UnitZ(), Vec3d::Zero(), Vec3d(drain_hole.radius, drain_hole.radius, drain_hole.height + sla::HoleStickOutLength));
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// normal render
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shader->set_uniform("view_model_matrix", view_model_matrix);
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shader->set_uniform("projection_matrix", projection_matrix);
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shader->set_uniform("normal_matrix", (Matrix3d)view_model_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
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// picking render
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shader->set_uniform("projection_view_model_matrix", projection_matrix * view_model_matrix);
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#else
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glsafe(::glRotated(aa.angle() * (180. / M_PI), aa.axis().x(), aa.axis().y(), aa.axis().z()));
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glsafe(::glTranslated(0., 0., -drain_hole.height));
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glsafe(::glScaled(drain_hole.radius, drain_hole.radius, drain_hole.height + sla::HoleStickOutLength));
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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m_cylinder.render();
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if (vol->is_left_handed())
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glFrontFace(GL_CCW);
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (!use_attributes)
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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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 ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (!use_attributes)
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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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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bool GLGizmoHollow::is_mesh_point_clipped(const Vec3d& point) const
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