Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Shader: gouraud_light - Bed model
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@ -681,14 +681,28 @@ void Bed3D::render_model()
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}
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if (!m_model.get_filename().empty()) {
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light_attr");
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#else
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GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (shader != nullptr) {
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shader->start_using();
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shader->set_uniform("emission_factor", 0.0f);
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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const Camera& camera = wxGetApp().plater()->get_camera();
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const Transform3d matrix = camera.get_view_matrix() * Geometry::assemble_transform(m_model_offset);
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shader->set_uniform("view_model_matrix", matrix);
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shader->set_uniform("projection_matrix", camera.get_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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#else
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glsafe(::glPushMatrix());
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glsafe(::glTranslated(m_model_offset.x(), m_model_offset.y(), m_model_offset.z()));
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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m_model.render();
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#if !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glPopMatrix());
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#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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shader->stop_using();
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}
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}
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