Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.

Shader: printbed
This commit is contained in:
enricoturri1966 2022-03-04 14:10:41 +01:00
parent 4323b602f5
commit 93610ebb02
5 changed files with 34 additions and 6 deletions

View file

@ -599,9 +599,18 @@ void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas)
#if ENABLE_GLBEGIN_GLEND_REMOVAL
init_triangles();
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
GLShaderProgram* shader = wxGetApp().get_shader("printbed_attr");
#else
GLShaderProgram* shader = wxGetApp().get_shader("printbed");
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (shader != nullptr) {
shader->start_using();
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
const Camera& camera = wxGetApp().plater()->get_camera();
shader->set_uniform("view_model_matrix", camera.get_view_matrix());
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
shader->set_uniform("transparent_background", bottom);
shader->set_uniform("svg_source", boost::algorithm::iends_with(m_texture.get_source(), ".svg"));