From a3753c9d9cbeefb8d1baa96f5138117965a13bff Mon Sep 17 00:00:00 2001 From: enricoturri1966 Date: Thu, 3 Mar 2022 09:29:54 +0100 Subject: [PATCH] Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders. Shader: gouraud_light - Bed model --- src/slic3r/GUI/3DBed.cpp | 14 ++++++++++++++ 1 file changed, 14 insertions(+) diff --git a/src/slic3r/GUI/3DBed.cpp b/src/slic3r/GUI/3DBed.cpp index f75dafc20..ddd56c7a2 100644 --- a/src/slic3r/GUI/3DBed.cpp +++ b/src/slic3r/GUI/3DBed.cpp @@ -681,14 +681,28 @@ void Bed3D::render_model() } if (!m_model.get_filename().empty()) { +#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) { shader->start_using(); shader->set_uniform("emission_factor", 0.0f); +#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES + const Camera& camera = wxGetApp().plater()->get_camera(); + const Transform3d matrix = camera.get_view_matrix() * Geometry::assemble_transform(m_model_offset); + 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 glsafe(::glPushMatrix()); glsafe(::glTranslated(m_model_offset.x(), m_model_offset.y(), m_model_offset.z())); +#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES m_model.render(); +#if !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES glsafe(::glPopMatrix()); +#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES shader->stop_using(); } }