Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders. 1st installment.
Shader: flat - Default bed
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resources/shaders/flat_attr.vs
Normal file
10
resources/shaders/flat_attr.vs
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@ -0,0 +1,10 @@
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#version 110
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attribute vec3 v_position;
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uniform mat4 projection_view_model_matrix;
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void main()
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{
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gl_Position = projection_view_model_matrix * vec4(v_position, 1.0);
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}
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@ -70,6 +70,8 @@
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#define ENABLE_GLBEGIN_GLEND_REMOVAL (1 && ENABLE_2_5_0_ALPHA1)
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// Enable replace GLIndexedVertexArray with GLModel
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#define ENABLE_GLINDEXEDVERTEXARRAY_REMOVAL (1 && ENABLE_GLBEGIN_GLEND_REMOVAL)
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// Enable using vertex attributes and matrices in shaders
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#define ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES (1 && ENABLE_GLBEGIN_GLEND_REMOVAL)
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// Enable show non-manifold edges
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#define ENABLE_SHOW_NON_MANIFOLD_EDGES (1 && ENABLE_2_5_0_ALPHA1)
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// Enable rework of Reload from disk command
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@ -11,6 +11,10 @@
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#include "GUI_App.hpp"
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#include "GLCanvas3D.hpp"
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#include "Plater.hpp"
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#include "Camera.hpp"
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#include <GL/glew.h>
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@ -384,7 +388,7 @@ void Bed3D::init_gridlines()
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init_data.reserve_vertices(2 * gridlines.size());
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init_data.reserve_indices(2 * gridlines.size());
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for (const Line& l : gridlines) {
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for (const Slic3r::Line& l : gridlines) {
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init_data.add_vertex(Vec3f(unscale<float>(l.a.x()), unscale<float>(l.a.y()), GROUND_Z));
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init_data.add_vertex(Vec3f(unscale<float>(l.b.x()), unscale<float>(l.b.y()), GROUND_Z));
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const unsigned int vertices_counter = (unsigned int)init_data.vertices_count();
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@ -694,10 +698,19 @@ void Bed3D::render_default(bool bottom, bool picking)
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init_gridlines();
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init_triangles();
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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GLShaderProgram* shader = wxGetApp().get_shader("flat_attr");
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#else
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GLShaderProgram* shader = wxGetApp().get_shader("flat");
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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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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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const Transform3d matrix = wxGetApp().plater()->get_camera().get_projection_view_matrix();
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shader->set_uniform("projection_view_model_matrix", matrix);
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glEnable(GL_DEPTH_TEST));
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glsafe(::glEnable(GL_BLEND));
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glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
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@ -78,6 +78,9 @@ public:
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const std::array<int, 4>& get_viewport() const { return m_viewport; }
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const Transform3d& get_view_matrix() const { return m_view_matrix; }
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const Transform3d& get_projection_matrix() const { return m_projection_matrix; }
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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Transform3d get_projection_view_matrix() const { return m_projection_matrix * m_view_matrix; }
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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Vec3d get_dir_right() const { return m_view_matrix.matrix().block(0, 0, 3, 3).row(0); }
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Vec3d get_dir_up() const { return m_view_matrix.matrix().block(0, 0, 3, 3).row(1); }
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@ -982,17 +982,64 @@ void GLModel::render(const std::pair<size_t, size_t>& range)
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_render_data.vbo_id));
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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bool use_attributes = boost::algorithm::iends_with(shader->get_name(), "_attr");
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int position_id = -1;
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int normal_id = -1;
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int tex_coord_id = -1;
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (position) {
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (use_attributes) {
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position_id = shader->get_attrib_location("v_position");
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if (position_id != -1) {
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glsafe(::glVertexAttribPointer(position_id, Geometry::position_stride_floats(data.format), GL_FLOAT, GL_FALSE, vertex_stride_bytes, (GLvoid*)Geometry::position_offset_bytes(data.format)));
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glsafe(::glEnableVertexAttribArray(position_id));
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}
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}
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else {
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glVertexPointer(Geometry::position_stride_floats(data.format), GL_FLOAT, vertex_stride_bytes, (const void*)Geometry::position_offset_bytes(data.format)));
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glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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}
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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}
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if (normal) {
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (use_attributes) {
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normal_id = shader->get_attrib_location("v_normal");
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if (normal_id != -1) {
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glsafe(::glVertexAttribPointer(normal_id, Geometry::normal_stride_floats(data.format), GL_FLOAT, GL_FALSE, vertex_stride_bytes, (GLvoid*)Geometry::normal_offset_bytes(data.format)));
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glsafe(::glEnableVertexAttribArray(normal_id));
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}
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}
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else {
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glNormalPointer(GL_FLOAT, vertex_stride_bytes, (const void*)Geometry::normal_offset_bytes(data.format)));
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glsafe(::glEnableClientState(GL_NORMAL_ARRAY));
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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}
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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}
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if (tex_coord) {
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (use_attributes) {
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tex_coord_id = shader->get_attrib_location("v_tex_coord");
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if (tex_coord_id != -1) {
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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)));
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glsafe(::glEnableVertexAttribArray(tex_coord_id));
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}
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}
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else {
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glTexCoordPointer(Geometry::tex_coord_stride_floats(data.format), GL_FLOAT, vertex_stride_bytes, (const void*)Geometry::tex_coord_offset_bytes(data.format)));
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glsafe(::glEnableClientState(GL_TEXTURE_COORD_ARRAY));
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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}
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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}
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shader->set_uniform("uniform_color", data.color);
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@ -1001,12 +1048,26 @@ void GLModel::render(const std::pair<size_t, size_t>& range)
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glsafe(::glDrawElements(mode, range.second - range.first, index_type, (const void*)(range.first * Geometry::index_stride_bytes(data.format))));
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glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (use_attributes) {
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if (tex_coord_id != -1)
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glsafe(::glDisableVertexAttribArray(tex_coord_id));
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if (normal_id != -1)
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glsafe(::glDisableVertexAttribArray(normal_id));
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if (position_id != -1)
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glsafe(::glDisableVertexAttribArray(position_id));
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}
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else {
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (tex_coord)
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glsafe(::glDisableClientState(GL_TEXTURE_COORD_ARRAY));
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if (normal)
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glsafe(::glDisableClientState(GL_NORMAL_ARRAY));
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if (position)
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glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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}
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
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}
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@ -36,6 +36,9 @@ std::pair<bool, std::string> GLShadersManager::init()
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#if ENABLE_GLBEGIN_GLEND_REMOVAL
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// basic shader, used to render all what was previously rendered using the immediate mode
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valid &= append_shader("flat", { "flat.vs", "flat.fs" });
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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valid &= append_shader("flat_attr", { "flat_attr.vs", "flat.fs" });
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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// basic shader for textures, used to render textures
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valid &= append_shader("flat_texture", { "flat_texture.vs", "flat_texture.fs" });
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// used to render 3D scene background
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