Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.

Shader: flat - Gizmo Hollow picking
This commit is contained in:
enricoturri1966 2022-03-02 11:56:09 +01:00
parent 278ec6fe93
commit 93afbd551b

View file

@ -104,10 +104,18 @@ void GLGizmoHollow::on_render_for_picking()
void GLGizmoHollow::render_points(const Selection& selection, bool picking)
{
#if ENABLE_GLBEGIN_GLEND_REMOVAL
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
GLShaderProgram* shader = picking ? wxGetApp().get_shader("flat_attr") : wxGetApp().get_shader("gouraud_light");
#else
GLShaderProgram* shader = picking ? wxGetApp().get_shader("flat") : wxGetApp().get_shader("gouraud_light");
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (shader == nullptr)
return;
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
bool use_attributes = boost::algorithm::iends_with(shader->get_name(), "_attr");
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
shader->start_using();
ScopeGuard guard([shader]() { shader->stop_using(); });
#else
@ -118,12 +126,23 @@ void GLGizmoHollow::render_points(const Selection& selection, bool picking)
#endif // ENABLE_GLBEGIN_GLEND_REMOVAL
const GLVolume* vol = selection.get_volume(*selection.get_volume_idxs().begin());
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
const Transform3d instance_scaling_matrix_inverse = vol->get_instance_transformation().get_matrix(true, true, false, true).inverse();
const Transform3d instance_matrix = Geometry::assemble_transform(m_c->selection_info()->get_sla_shift() * Vec3d::UnitZ()) * vol->get_instance_transformation().get_matrix();
#else
const Transform3d& instance_scaling_matrix_inverse = vol->get_instance_transformation().get_matrix(true, true, false, true).inverse();
const Transform3d& instance_matrix = vol->get_instance_transformation().get_matrix();
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glPushMatrix());
glsafe(::glTranslated(0.0, 0.0, m_c->selection_info()->get_sla_shift()));
glsafe(::glMultMatrixd(instance_matrix.data()));
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (!use_attributes) {
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glPushMatrix());
glsafe(::glTranslated(0.0, 0.0, m_c->selection_info()->get_sla_shift()));
glsafe(::glMultMatrixd(instance_matrix.data()));
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
}
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
ColorRGBA render_color;
const sla::DrainHoles& drain_holes = m_c->selection_info()->model_object()->sla_drain_holes;
@ -158,9 +177,16 @@ void GLGizmoHollow::render_points(const Selection& selection, bool picking)
#endif // ENABLE_GLBEGIN_GLEND_REMOVAL
// Inverse matrix of the instance scaling is applied so that the mark does not scale with the object.
glsafe(::glPushMatrix());
glsafe(::glTranslatef(drain_hole.pos.x(), drain_hole.pos.y(), drain_hole.pos.z()));
glsafe(::glMultMatrixd(instance_scaling_matrix_inverse.data()));
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
const Transform3d hole_matrix = Geometry::assemble_transform(drain_hole.pos.cast<double>()) * instance_scaling_matrix_inverse;
if (!use_attributes) {
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glPushMatrix());
glsafe(::glTranslatef(drain_hole.pos.x(), drain_hole.pos.y(), drain_hole.pos.z()));
glsafe(::glMultMatrixd(instance_scaling_matrix_inverse.data()));
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
}
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (vol->is_left_handed())
glFrontFace(GL_CW);
@ -169,17 +195,36 @@ void GLGizmoHollow::render_points(const Selection& selection, bool picking)
Eigen::Quaterniond q;
q.setFromTwoVectors(Vec3d::UnitZ(), instance_scaling_matrix_inverse * (-drain_hole.normal).cast<double>());
Eigen::AngleAxisd aa(q);
glsafe(::glRotated(aa.angle() * (180. / M_PI), aa.axis().x(), aa.axis().y(), aa.axis().z()));
glsafe(::glTranslated(0., 0., -drain_hole.height));
glsafe(::glScaled(drain_hole.radius, drain_hole.radius, drain_hole.height + sla::HoleStickOutLength));
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (use_attributes) {
const Transform3d matrix = wxGetApp().plater()->get_camera().get_projection_view_matrix() * instance_matrix *
hole_matrix * Transform3d(aa.toRotationMatrix()) *
Geometry::assemble_transform(-drain_hole.height * Vec3d::UnitZ(), Vec3d::Zero(), Vec3d(drain_hole.radius, drain_hole.radius, drain_hole.height + sla::HoleStickOutLength));
shader->set_uniform("projection_view_model_matrix", matrix);
}
else {
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glRotated(aa.angle() * (180. / M_PI), aa.axis().x(), aa.axis().y(), aa.axis().z()));
glsafe(::glTranslated(0., 0., -drain_hole.height));
glsafe(::glScaled(drain_hole.radius, drain_hole.radius, drain_hole.height + sla::HoleStickOutLength));
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
}
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
m_cylinder.render();
if (vol->is_left_handed())
glFrontFace(GL_CCW);
glsafe(::glPopMatrix());
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (!use_attributes)
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glPopMatrix());
}
glsafe(::glPopMatrix());
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (!use_attributes)
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glPopMatrix());
}
bool GLGizmoHollow::is_mesh_point_clipped(const Vec3d& point) const