Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders. 1st installment.
Shader: flat - Default bed
This commit is contained in:
parent
2379588196
commit
a5ff37013b
10
resources/shaders/flat_attr.vs
Normal file
10
resources/shaders/flat_attr.vs
Normal file
@ -0,0 +1,10 @@
|
|||||||
|
#version 110
|
||||||
|
|
||||||
|
attribute vec3 v_position;
|
||||||
|
|
||||||
|
uniform mat4 projection_view_model_matrix;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_Position = projection_view_model_matrix * vec4(v_position, 1.0);
|
||||||
|
}
|
@ -70,6 +70,8 @@
|
|||||||
#define ENABLE_GLBEGIN_GLEND_REMOVAL (1 && ENABLE_2_5_0_ALPHA1)
|
#define ENABLE_GLBEGIN_GLEND_REMOVAL (1 && ENABLE_2_5_0_ALPHA1)
|
||||||
// Enable replace GLIndexedVertexArray with GLModel
|
// Enable replace GLIndexedVertexArray with GLModel
|
||||||
#define ENABLE_GLINDEXEDVERTEXARRAY_REMOVAL (1 && ENABLE_GLBEGIN_GLEND_REMOVAL)
|
#define ENABLE_GLINDEXEDVERTEXARRAY_REMOVAL (1 && ENABLE_GLBEGIN_GLEND_REMOVAL)
|
||||||
|
// Enable using vertex attributes and matrices in shaders
|
||||||
|
#define ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES (1 && ENABLE_GLBEGIN_GLEND_REMOVAL)
|
||||||
// Enable show non-manifold edges
|
// Enable show non-manifold edges
|
||||||
#define ENABLE_SHOW_NON_MANIFOLD_EDGES (1 && ENABLE_2_5_0_ALPHA1)
|
#define ENABLE_SHOW_NON_MANIFOLD_EDGES (1 && ENABLE_2_5_0_ALPHA1)
|
||||||
// Enable rework of Reload from disk command
|
// Enable rework of Reload from disk command
|
||||||
|
@ -11,6 +11,10 @@
|
|||||||
|
|
||||||
#include "GUI_App.hpp"
|
#include "GUI_App.hpp"
|
||||||
#include "GLCanvas3D.hpp"
|
#include "GLCanvas3D.hpp"
|
||||||
|
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
|
||||||
|
#include "Plater.hpp"
|
||||||
|
#include "Camera.hpp"
|
||||||
|
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
|
||||||
|
|
||||||
#include <GL/glew.h>
|
#include <GL/glew.h>
|
||||||
|
|
||||||
@ -384,7 +388,7 @@ void Bed3D::init_gridlines()
|
|||||||
init_data.reserve_vertices(2 * gridlines.size());
|
init_data.reserve_vertices(2 * gridlines.size());
|
||||||
init_data.reserve_indices(2 * gridlines.size());
|
init_data.reserve_indices(2 * gridlines.size());
|
||||||
|
|
||||||
for (const Line& l : gridlines) {
|
for (const Slic3r::Line& l : gridlines) {
|
||||||
init_data.add_vertex(Vec3f(unscale<float>(l.a.x()), unscale<float>(l.a.y()), GROUND_Z));
|
init_data.add_vertex(Vec3f(unscale<float>(l.a.x()), unscale<float>(l.a.y()), GROUND_Z));
|
||||||
init_data.add_vertex(Vec3f(unscale<float>(l.b.x()), unscale<float>(l.b.y()), GROUND_Z));
|
init_data.add_vertex(Vec3f(unscale<float>(l.b.x()), unscale<float>(l.b.y()), GROUND_Z));
|
||||||
const unsigned int vertices_counter = (unsigned int)init_data.vertices_count();
|
const unsigned int vertices_counter = (unsigned int)init_data.vertices_count();
|
||||||
@ -694,10 +698,19 @@ void Bed3D::render_default(bool bottom, bool picking)
|
|||||||
init_gridlines();
|
init_gridlines();
|
||||||
init_triangles();
|
init_triangles();
|
||||||
|
|
||||||
|
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
|
||||||
|
GLShaderProgram* shader = wxGetApp().get_shader("flat_attr");
|
||||||
|
#else
|
||||||
GLShaderProgram* shader = wxGetApp().get_shader("flat");
|
GLShaderProgram* shader = wxGetApp().get_shader("flat");
|
||||||
|
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
|
||||||
if (shader != nullptr) {
|
if (shader != nullptr) {
|
||||||
shader->start_using();
|
shader->start_using();
|
||||||
|
|
||||||
|
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
|
||||||
|
const Transform3d matrix = wxGetApp().plater()->get_camera().get_projection_view_matrix();
|
||||||
|
shader->set_uniform("projection_view_model_matrix", matrix);
|
||||||
|
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
|
||||||
|
|
||||||
glsafe(::glEnable(GL_DEPTH_TEST));
|
glsafe(::glEnable(GL_DEPTH_TEST));
|
||||||
glsafe(::glEnable(GL_BLEND));
|
glsafe(::glEnable(GL_BLEND));
|
||||||
glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
|
glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
|
||||||
|
@ -78,6 +78,9 @@ public:
|
|||||||
const std::array<int, 4>& get_viewport() const { return m_viewport; }
|
const std::array<int, 4>& get_viewport() const { return m_viewport; }
|
||||||
const Transform3d& get_view_matrix() const { return m_view_matrix; }
|
const Transform3d& get_view_matrix() const { return m_view_matrix; }
|
||||||
const Transform3d& get_projection_matrix() const { return m_projection_matrix; }
|
const Transform3d& get_projection_matrix() const { return m_projection_matrix; }
|
||||||
|
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
|
||||||
|
Transform3d get_projection_view_matrix() const { return m_projection_matrix * m_view_matrix; }
|
||||||
|
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
|
||||||
|
|
||||||
Vec3d get_dir_right() const { return m_view_matrix.matrix().block(0, 0, 3, 3).row(0); }
|
Vec3d get_dir_right() const { return m_view_matrix.matrix().block(0, 0, 3, 3).row(0); }
|
||||||
Vec3d get_dir_up() const { return m_view_matrix.matrix().block(0, 0, 3, 3).row(1); }
|
Vec3d get_dir_up() const { return m_view_matrix.matrix().block(0, 0, 3, 3).row(1); }
|
||||||
|
@ -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));
|
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) {
|
if (position) {
|
||||||
glsafe(::glVertexPointer(Geometry::position_stride_floats(data.format), GL_FLOAT, vertex_stride_bytes, (const void*)Geometry::position_offset_bytes(data.format)));
|
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
|
||||||
glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
|
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) {
|
if (normal) {
|
||||||
glsafe(::glNormalPointer(GL_FLOAT, vertex_stride_bytes, (const void*)Geometry::normal_offset_bytes(data.format)));
|
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
|
||||||
glsafe(::glEnableClientState(GL_NORMAL_ARRAY));
|
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) {
|
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)));
|
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
|
||||||
glsafe(::glEnableClientState(GL_TEXTURE_COORD_ARRAY));
|
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);
|
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(::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));
|
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
|
||||||
|
|
||||||
if (tex_coord)
|
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
|
||||||
glsafe(::glDisableClientState(GL_TEXTURE_COORD_ARRAY));
|
if (use_attributes) {
|
||||||
if (normal)
|
if (tex_coord_id != -1)
|
||||||
glsafe(::glDisableClientState(GL_NORMAL_ARRAY));
|
glsafe(::glDisableVertexAttribArray(tex_coord_id));
|
||||||
if (position)
|
if (normal_id != -1)
|
||||||
glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
|
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));
|
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
|
||||||
}
|
}
|
||||||
|
@ -36,6 +36,9 @@ std::pair<bool, std::string> GLShadersManager::init()
|
|||||||
#if ENABLE_GLBEGIN_GLEND_REMOVAL
|
#if ENABLE_GLBEGIN_GLEND_REMOVAL
|
||||||
// basic shader, used to render all what was previously rendered using the immediate mode
|
// basic shader, used to render all what was previously rendered using the immediate mode
|
||||||
valid &= append_shader("flat", { "flat.vs", "flat.fs" });
|
valid &= append_shader("flat", { "flat.vs", "flat.fs" });
|
||||||
|
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
|
||||||
|
valid &= append_shader("flat_attr", { "flat_attr.vs", "flat.fs" });
|
||||||
|
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
|
||||||
// basic shader for textures, used to render textures
|
// basic shader for textures, used to render textures
|
||||||
valid &= append_shader("flat_texture", { "flat_texture.vs", "flat_texture.fs" });
|
valid &= append_shader("flat_texture", { "flat_texture.vs", "flat_texture.fs" });
|
||||||
// used to render 3D scene background
|
// used to render 3D scene background
|
||||||
|
Loading…
Reference in New Issue
Block a user