Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Shader: gouraud
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8 changed files with 114 additions and 33 deletions
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@ -1097,7 +1097,7 @@ void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disab
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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GLShaderProgram* sink_shader = GUI::wxGetApp().get_shader("flat_attr");
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GLShaderProgram* edges_shader = GUI::wxGetApp().get_shader("flat_attr");
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bool use_attributes = boost::algorithm::iends_with(shader->get_name(), "_attr");
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assert(boost::algorithm::iends_with(shader->get_name(), "_attr"));
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#else
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GLShaderProgram* sink_shader = GUI::wxGetApp().get_shader("flat");
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GLShaderProgram* edges_shader = GUI::wxGetApp().get_shader("flat");
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@ -1140,14 +1140,10 @@ void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disab
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shader->start_using();
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#endif // ENABLE_GLBEGIN_GLEND_REMOVAL
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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(::glEnableClientState(GL_VERTEX_ARRAY));
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glsafe(::glEnableClientState(GL_NORMAL_ARRAY));
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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}
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#if ENABLE_GLINDEXEDVERTEXARRAY_REMOVAL
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if (!volume.first->model.is_initialized())
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@ -1176,12 +1172,10 @@ void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disab
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volume.first->model.set_color(volume.first->render_color);
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#endif // ENABLE_GLINDEXEDVERTEXARRAY_REMOVAL
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (use_attributes) {
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const Transform3d matrix = view_matrix * volume.first->world_matrix();
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shader->set_uniform("view_model_matrix", matrix);
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shader->set_uniform("projection_matrix", 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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}
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const Transform3d matrix = view_matrix * volume.first->world_matrix();
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shader->set_uniform("view_model_matrix", matrix);
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shader->set_uniform("projection_matrix", 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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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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volume.first->render();
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@ -1193,14 +1187,10 @@ void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disab
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
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glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
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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(::glDisableClientState(GL_VERTEX_ARRAY));
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glsafe(::glDisableClientState(GL_NORMAL_ARRAY));
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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}
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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(::glDisableClientState(GL_VERTEX_ARRAY));
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glsafe(::glDisableClientState(GL_NORMAL_ARRAY));
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#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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}
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if (m_show_sinking_contours) {
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