Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.

Shader: flat - Gizmo SLA Supports points
This commit is contained in:
enricoturri1966 2022-03-02 15:10:34 +01:00
parent 3165a4d0d5
commit a6e84aec20
2 changed files with 82 additions and 19 deletions

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@ -146,11 +146,11 @@ void GLGizmoHollow::render_points(const Selection& selection, bool picking)
ColorRGBA render_color; ColorRGBA render_color;
const sla::DrainHoles& drain_holes = m_c->selection_info()->model_object()->sla_drain_holes; const sla::DrainHoles& drain_holes = m_c->selection_info()->model_object()->sla_drain_holes;
size_t cache_size = drain_holes.size(); const size_t cache_size = drain_holes.size();
for (size_t i = 0; i < cache_size; ++i) { for (size_t i = 0; i < cache_size; ++i) {
const sla::DrainHole& drain_hole = drain_holes[i]; const sla::DrainHole& drain_hole = drain_holes[i];
const bool& point_selected = m_selected[i]; const bool point_selected = m_selected[i];
if (is_mesh_point_clipped(drain_hole.pos.cast<double>())) if (is_mesh_point_clipped(drain_hole.pos.cast<double>()))
continue; continue;
@ -194,7 +194,7 @@ void GLGizmoHollow::render_points(const Selection& selection, bool picking)
// Matrices set, we can render the point mark now. // Matrices set, we can render the point mark now.
Eigen::Quaterniond q; Eigen::Quaterniond q;
q.setFromTwoVectors(Vec3d::UnitZ(), instance_scaling_matrix_inverse * (-drain_hole.normal).cast<double>()); q.setFromTwoVectors(Vec3d::UnitZ(), instance_scaling_matrix_inverse * (-drain_hole.normal).cast<double>());
Eigen::AngleAxisd aa(q); const Eigen::AngleAxisd aa(q);
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES #if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (use_attributes) { if (use_attributes) {
const Transform3d matrix = wxGetApp().plater()->get_camera().get_projection_view_matrix() * instance_matrix * const Transform3d matrix = wxGetApp().plater()->get_camera().get_projection_view_matrix() * instance_matrix *

View File

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