Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders. 1st installment.

Shader: flat - Default bed
This commit is contained in:
enricoturri1966 2022-02-28 10:41:01 +01:00
parent 2379588196
commit a5ff37013b
6 changed files with 105 additions and 13 deletions
src/slic3r/GUI

View file

@ -982,17 +982,64 @@ void GLModel::render(const std::pair<size_t, size_t>& range)
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_render_data.vbo_id));
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
bool use_attributes = boost::algorithm::iends_with(shader->get_name(), "_attr");
int position_id = -1;
int normal_id = -1;
int tex_coord_id = -1;
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (position) {
glsafe(::glVertexPointer(Geometry::position_stride_floats(data.format), GL_FLOAT, vertex_stride_bytes, (const void*)Geometry::position_offset_bytes(data.format)));
glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (use_attributes) {
position_id = shader->get_attrib_location("v_position");
if (position_id != -1) {
glsafe(::glVertexAttribPointer(position_id, Geometry::position_stride_floats(data.format), GL_FLOAT, GL_FALSE, vertex_stride_bytes, (GLvoid*)Geometry::position_offset_bytes(data.format)));
glsafe(::glEnableVertexAttribArray(position_id));
}
}
else {
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glVertexPointer(Geometry::position_stride_floats(data.format), GL_FLOAT, vertex_stride_bytes, (const void*)Geometry::position_offset_bytes(data.format)));
glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
}
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
}
if (normal) {
glsafe(::glNormalPointer(GL_FLOAT, vertex_stride_bytes, (const void*)Geometry::normal_offset_bytes(data.format)));
glsafe(::glEnableClientState(GL_NORMAL_ARRAY));
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (use_attributes) {
normal_id = shader->get_attrib_location("v_normal");
if (normal_id != -1) {
glsafe(::glVertexAttribPointer(normal_id, Geometry::normal_stride_floats(data.format), GL_FLOAT, GL_FALSE, vertex_stride_bytes, (GLvoid*)Geometry::normal_offset_bytes(data.format)));
glsafe(::glEnableVertexAttribArray(normal_id));
}
}
else {
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glNormalPointer(GL_FLOAT, vertex_stride_bytes, (const void*)Geometry::normal_offset_bytes(data.format)));
glsafe(::glEnableClientState(GL_NORMAL_ARRAY));
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
}
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
}
if (tex_coord) {
glsafe(::glTexCoordPointer(Geometry::tex_coord_stride_floats(data.format), GL_FLOAT, vertex_stride_bytes, (const void*)Geometry::tex_coord_offset_bytes(data.format)));
glsafe(::glEnableClientState(GL_TEXTURE_COORD_ARRAY));
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (use_attributes) {
tex_coord_id = shader->get_attrib_location("v_tex_coord");
if (tex_coord_id != -1) {
glsafe(::glVertexAttribPointer(tex_coord_id, Geometry::tex_coord_stride_floats(data.format), GL_FLOAT, GL_FALSE, vertex_stride_bytes, (GLvoid*)Geometry::tex_coord_offset_bytes(data.format)));
glsafe(::glEnableVertexAttribArray(tex_coord_id));
}
}
else {
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glTexCoordPointer(Geometry::tex_coord_stride_floats(data.format), GL_FLOAT, vertex_stride_bytes, (const void*)Geometry::tex_coord_offset_bytes(data.format)));
glsafe(::glEnableClientState(GL_TEXTURE_COORD_ARRAY));
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
}
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
}
shader->set_uniform("uniform_color", data.color);
@ -1001,12 +1048,26 @@ void GLModel::render(const std::pair<size_t, size_t>& range)
glsafe(::glDrawElements(mode, range.second - range.first, index_type, (const void*)(range.first * Geometry::index_stride_bytes(data.format))));
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
if (tex_coord)
glsafe(::glDisableClientState(GL_TEXTURE_COORD_ARRAY));
if (normal)
glsafe(::glDisableClientState(GL_NORMAL_ARRAY));
if (position)
glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (use_attributes) {
if (tex_coord_id != -1)
glsafe(::glDisableVertexAttribArray(tex_coord_id));
if (normal_id != -1)
glsafe(::glDisableVertexAttribArray(normal_id));
if (position_id != -1)
glsafe(::glDisableVertexAttribArray(position_id));
}
else {
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (tex_coord)
glsafe(::glDisableClientState(GL_TEXTURE_COORD_ARRAY));
if (normal)
glsafe(::glDisableClientState(GL_NORMAL_ARRAY));
if (position)
glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
}
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
}