Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Shader: flat - Gizmo SLA Supports points
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@ -146,11 +146,11 @@ void GLGizmoHollow::render_points(const Selection& selection, bool picking)
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ColorRGBA render_color;
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ColorRGBA render_color;
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const sla::DrainHoles& drain_holes = m_c->selection_info()->model_object()->sla_drain_holes;
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const sla::DrainHoles& drain_holes = m_c->selection_info()->model_object()->sla_drain_holes;
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size_t cache_size = drain_holes.size();
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const size_t cache_size = drain_holes.size();
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for (size_t i = 0; i < cache_size; ++i) {
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for (size_t i = 0; i < cache_size; ++i) {
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const sla::DrainHole& drain_hole = drain_holes[i];
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const sla::DrainHole& drain_hole = drain_holes[i];
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const bool& point_selected = m_selected[i];
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const bool point_selected = m_selected[i];
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if (is_mesh_point_clipped(drain_hole.pos.cast<double>()))
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if (is_mesh_point_clipped(drain_hole.pos.cast<double>()))
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continue;
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continue;
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@ -194,7 +194,7 @@ void GLGizmoHollow::render_points(const Selection& selection, bool picking)
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// Matrices set, we can render the point mark now.
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// Matrices set, we can render the point mark now.
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Eigen::Quaterniond q;
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Eigen::Quaterniond q;
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q.setFromTwoVectors(Vec3d::UnitZ(), instance_scaling_matrix_inverse * (-drain_hole.normal).cast<double>());
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q.setFromTwoVectors(Vec3d::UnitZ(), instance_scaling_matrix_inverse * (-drain_hole.normal).cast<double>());
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Eigen::AngleAxisd aa(q);
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const Eigen::AngleAxisd aa(q);
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (use_attributes) {
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if (use_attributes) {
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const Transform3d matrix = wxGetApp().plater()->get_camera().get_projection_view_matrix() * instance_matrix *
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const Transform3d matrix = wxGetApp().plater()->get_camera().get_projection_view_matrix() * instance_matrix *
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@ -130,10 +130,18 @@ void GLGizmoSlaSupports::render_points(const Selection& selection, bool picking)
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return;
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return;
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#if ENABLE_GLBEGIN_GLEND_REMOVAL
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#if ENABLE_GLBEGIN_GLEND_REMOVAL
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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GLShaderProgram* shader = picking ? wxGetApp().get_shader("flat_attr") : wxGetApp().get_shader("gouraud_light");
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#else
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GLShaderProgram* shader = wxGetApp().get_shader(picking ? "flat" : "gouraud_light");
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GLShaderProgram* shader = wxGetApp().get_shader(picking ? "flat" : "gouraud_light");
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (shader == nullptr)
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if (shader == nullptr)
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return;
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return;
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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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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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shader->start_using();
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shader->start_using();
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ScopeGuard guard([shader]() { shader->stop_using(); });
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ScopeGuard guard([shader]() { shader->stop_using(); });
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#else
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#else
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@ -148,12 +156,22 @@ void GLGizmoSlaSupports::render_points(const Selection& selection, bool picking)
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const GLVolume* vol = selection.get_volume(*selection.get_volume_idxs().begin());
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const GLVolume* vol = selection.get_volume(*selection.get_volume_idxs().begin());
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const Transform3d instance_scaling_matrix_inverse = vol->get_instance_transformation().get_matrix(true, true, false, true).inverse();
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const Transform3d instance_scaling_matrix_inverse = vol->get_instance_transformation().get_matrix(true, true, false, true).inverse();
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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const Transform3d instance_matrix = Geometry::assemble_transform(m_c->selection_info()->get_sla_shift() * Vec3d::UnitZ()) * vol->get_instance_transformation().get_matrix();
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#else
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const Transform3d& instance_matrix = vol->get_instance_transformation().get_matrix();
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const Transform3d& instance_matrix = vol->get_instance_transformation().get_matrix();
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const float z_shift = m_c->selection_info()->get_sla_shift();
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glPushMatrix());
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glTranslated(0.0, 0.0, z_shift));
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if (!use_attributes) {
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glsafe(::glMultMatrixd(instance_matrix.data()));
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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const float z_shift = m_c->selection_info()->get_sla_shift();
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glsafe(::glPushMatrix());
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glsafe(::glTranslated(0.0, 0.0, z_shift));
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glsafe(::glMultMatrixd(instance_matrix.data()));
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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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ColorRGBA render_color;
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ColorRGBA render_color;
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for (size_t i = 0; i < cache_size; ++i) {
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for (size_t i = 0; i < cache_size; ++i) {
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@ -197,9 +215,16 @@ void GLGizmoSlaSupports::render_points(const Selection& selection, bool picking)
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shader->set_uniform("emission_factor", 0.5f);
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shader->set_uniform("emission_factor", 0.5f);
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// Inverse matrix of the instance scaling is applied so that the mark does not scale with the object.
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// Inverse matrix of the instance scaling is applied so that the mark does not scale with the object.
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glsafe(::glPushMatrix());
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glTranslatef(support_point.pos.x(), support_point.pos.y(), support_point.pos.z()));
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const Transform3d support_matrix = Geometry::assemble_transform(support_point.pos.cast<double>()) * instance_scaling_matrix_inverse;
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glsafe(::glMultMatrixd(instance_scaling_matrix_inverse.data()));
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if (!use_attributes) {
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glPushMatrix());
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glsafe(::glTranslatef(support_point.pos.x(), support_point.pos.y(), support_point.pos.z()));
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glsafe(::glMultMatrixd(instance_scaling_matrix_inverse.data()));
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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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if (vol->is_left_handed())
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if (vol->is_left_handed())
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glFrontFace(GL_CW);
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glFrontFace(GL_CW);
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@ -214,25 +239,60 @@ void GLGizmoSlaSupports::render_points(const Selection& selection, bool picking)
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Eigen::Quaterniond q;
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Eigen::Quaterniond q;
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q.setFromTwoVectors(Vec3d{0., 0., 1.}, instance_scaling_matrix_inverse * m_editing_cache[i].normal.cast<double>());
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q.setFromTwoVectors(Vec3d{0., 0., 1.}, instance_scaling_matrix_inverse * m_editing_cache[i].normal.cast<double>());
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const Eigen::AngleAxisd aa(q);
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const Eigen::AngleAxisd aa(q);
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glsafe(::glPushMatrix());
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glsafe(::glRotated(aa.angle() * (180. / M_PI), aa.axis().x(), aa.axis().y(), aa.axis().z()));
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const double cone_radius = 0.25; // mm
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const double cone_radius = 0.25; // mm
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const double cone_height = 0.75;
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const double cone_height = 0.75;
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glsafe(::glTranslatef(0.f, 0.f, cone_height + support_point.head_front_radius * RenderPointScale));
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glRotated(180., 1., 0., 0.));
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if (use_attributes) {
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glsafe(::glScaled(cone_radius, cone_radius, cone_height));
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const Transform3d matrix = wxGetApp().plater()->get_camera().get_projection_view_matrix() * instance_matrix *
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support_matrix * Transform3d(aa.toRotationMatrix()) *
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Geometry::assemble_transform((cone_height + support_point.head_front_radius * RenderPointScale) * Vec3d::UnitZ(),
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Vec3d(PI, 0.0, 0.0), Vec3d(cone_radius, cone_radius, cone_height));
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shader->set_uniform("projection_view_model_matrix", matrix);
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}
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else {
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glPushMatrix());
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glsafe(::glRotated(aa.angle() * (180. / M_PI), aa.axis().x(), aa.axis().y(), aa.axis().z()));
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glsafe(::glTranslatef(0.f, 0.f, cone_height + support_point.head_front_radius * RenderPointScale));
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glsafe(::glRotated(180., 1., 0., 0.));
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glsafe(::glScaled(cone_radius, cone_radius, cone_height));
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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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m_cone.render();
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m_cone.render();
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glsafe(::glPopMatrix());
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (!use_attributes)
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glPopMatrix());
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}
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}
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const double radius = (double)support_point.head_front_radius * RenderPointScale;
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const double radius = (double)support_point.head_front_radius * RenderPointScale;
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glsafe(::glScaled(radius, radius, radius));
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (use_attributes) {
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const Transform3d matrix = wxGetApp().plater()->get_camera().get_projection_view_matrix() * instance_matrix *
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support_matrix * Geometry::assemble_transform(Vec3d::Zero(), Vec3d::Zero(), radius * Vec3d::Ones());
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shader->set_uniform("projection_view_model_matrix", matrix);
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}
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else {
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glPushMatrix());
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glsafe(::glScaled(radius, radius, radius));
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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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m_sphere.render();
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m_sphere.render();
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (!use_attributes)
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glPopMatrix());
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if (vol->is_left_handed())
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if (vol->is_left_handed())
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glFrontFace(GL_CCW);
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glFrontFace(GL_CCW);
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glsafe(::glPopMatrix());
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (!use_attributes)
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glPopMatrix());
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}
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}
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// Now render the drain holes:
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// Now render the drain holes:
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@ -273,7 +333,10 @@ void GLGizmoSlaSupports::render_points(const Selection& selection, bool picking)
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}
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}
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}
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}
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glsafe(::glPopMatrix());
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (!use_attributes)
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glPopMatrix());
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}
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}
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