Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.

Shader: gouraud_light - Bed model
This commit is contained in:
enricoturri1966 2022-03-03 09:29:54 +01:00
parent 8315f43ed0
commit a3753c9d9c

View File

@ -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();
}
}