Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.

Shader: flat - GLGizmoPainterBase::m_circle
This commit is contained in:
enricoturri1966 2022-03-03 08:40:12 +01:00
parent a6e84aec20
commit abb5f5f99a

View File

@ -151,11 +151,25 @@ void GLGizmoPainterBase::render_cursor()
void GLGizmoPainterBase::render_cursor_circle() void GLGizmoPainterBase::render_cursor_circle()
{ {
#if !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
const Camera &camera = wxGetApp().plater()->get_camera(); const Camera &camera = wxGetApp().plater()->get_camera();
const float zoom = float(camera.get_zoom()); const float zoom = float(camera.get_zoom());
const float inv_zoom = (zoom != 0.0f) ? 1.0f / zoom : 0.0f; const float inv_zoom = (zoom != 0.0f) ? 1.0f / zoom : 0.0f;
#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
const Size cnv_size = m_parent.get_canvas_size(); const Size cnv_size = m_parent.get_canvas_size();
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
const float cnv_width = float(cnv_size.get_width());
const float cnv_height = float(cnv_size.get_height());
if (cnv_width == 0.0f || cnv_height == 0.0f)
return;
const float cnv_inv_width = 1.0f / cnv_width;
const float cnv_inv_height = 1.0f / cnv_height;
const Vec2d center = m_parent.get_local_mouse_position();
const float radius = m_cursor_radius * float(wxGetApp().plater()->get_camera().get_zoom());
#else
const float cnv_half_width = 0.5f * float(cnv_size.get_width()); const float cnv_half_width = 0.5f * float(cnv_size.get_width());
const float cnv_half_height = 0.5f * float(cnv_size.get_height()); const float cnv_half_height = 0.5f * float(cnv_size.get_height());
if (cnv_half_width == 0.0f || cnv_half_height == 0.0f) if (cnv_half_width == 0.0f || cnv_half_height == 0.0f)
@ -163,6 +177,7 @@ void GLGizmoPainterBase::render_cursor_circle()
const Vec2d mouse_pos(m_parent.get_local_mouse_position().x(), m_parent.get_local_mouse_position().y()); const Vec2d mouse_pos(m_parent.get_local_mouse_position().x(), m_parent.get_local_mouse_position().y());
Vec2d center(mouse_pos.x() - cnv_half_width, cnv_half_height - mouse_pos.y()); Vec2d center(mouse_pos.x() - cnv_half_width, cnv_half_height - mouse_pos.y());
center = center * inv_zoom; center = center * inv_zoom;
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glLineWidth(1.5f)); glsafe(::glLineWidth(1.5f));
#if !ENABLE_GLBEGIN_GLEND_REMOVAL #if !ENABLE_GLBEGIN_GLEND_REMOVAL
@ -171,6 +186,7 @@ void GLGizmoPainterBase::render_cursor_circle()
#endif // !ENABLE_GLBEGIN_GLEND_REMOVAL #endif // !ENABLE_GLBEGIN_GLEND_REMOVAL
glsafe(::glDisable(GL_DEPTH_TEST)); glsafe(::glDisable(GL_DEPTH_TEST));
#if !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glPushMatrix()); glsafe(::glPushMatrix());
glsafe(::glLoadIdentity()); glsafe(::glLoadIdentity());
// ensure that the circle is renderered inside the frustrum // ensure that the circle is renderered inside the frustrum
@ -178,15 +194,21 @@ void GLGizmoPainterBase::render_cursor_circle()
// ensure that the overlay fits the frustrum near z plane // ensure that the overlay fits the frustrum near z plane
const double gui_scale = camera.get_gui_scale(); const double gui_scale = camera.get_gui_scale();
glsafe(::glScaled(gui_scale, gui_scale, 1.0)); glsafe(::glScaled(gui_scale, gui_scale, 1.0));
#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glPushAttrib(GL_ENABLE_BIT)); glsafe(::glPushAttrib(GL_ENABLE_BIT));
glsafe(::glLineStipple(4, 0xAAAA)); glsafe(::glLineStipple(4, 0xAAAA));
glsafe(::glEnable(GL_LINE_STIPPLE)); glsafe(::glEnable(GL_LINE_STIPPLE));
#if ENABLE_GLBEGIN_GLEND_REMOVAL #if ENABLE_GLBEGIN_GLEND_REMOVAL
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (!m_circle.is_initialized() || !m_old_center.isApprox(center) || std::abs(m_old_cursor_radius - radius) > EPSILON) {
m_old_cursor_radius = radius;
#else
if (!m_circle.is_initialized() || !m_old_center.isApprox(center) || std::abs(m_old_cursor_radius - m_cursor_radius) > EPSILON) { if (!m_circle.is_initialized() || !m_old_center.isApprox(center) || std::abs(m_old_cursor_radius - m_cursor_radius) > EPSILON) {
m_old_center = center;
m_old_cursor_radius = m_cursor_radius; m_old_cursor_radius = m_cursor_radius;
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
m_old_center = center;
m_circle.reset(); m_circle.reset();
GLModel::Geometry init_data; GLModel::Geometry init_data;
@ -200,16 +222,28 @@ void GLGizmoPainterBase::render_cursor_circle()
// vertices + indices // vertices + indices
for (unsigned short i = 0; i < StepsCount; ++i) { for (unsigned short i = 0; i < StepsCount; ++i) {
const float angle = float(i * StepSize); const float angle = float(i * StepSize);
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
init_data.add_vertex(Vec2f(2.0f * ((center.x() + ::cos(angle) * radius) * cnv_inv_width - 0.5f),
-2.0f * ((center.y() + ::sin(angle) * radius) * cnv_inv_height - 0.5f)));
#else
init_data.add_vertex(Vec2f(center.x() + ::cos(angle) * m_cursor_radius, center.y() + ::sin(angle) * m_cursor_radius)); init_data.add_vertex(Vec2f(center.x() + ::cos(angle) * m_cursor_radius, center.y() + ::sin(angle) * m_cursor_radius));
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
init_data.add_ushort_index(i); init_data.add_ushort_index(i);
} }
m_circle.init_from(std::move(init_data)); m_circle.init_from(std::move(init_data));
} }
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
GLShaderProgram* shader = wxGetApp().get_shader("flat_attr");
#else
GLShaderProgram* shader = GUI::wxGetApp().get_shader("flat"); GLShaderProgram* shader = GUI::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
shader->set_uniform("projection_view_model_matrix", Transform3d::Identity());
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
m_circle.render(); m_circle.render();
shader->stop_using(); shader->stop_using();
} }
@ -221,7 +255,9 @@ void GLGizmoPainterBase::render_cursor_circle()
#endif // ENABLE_GLBEGIN_GLEND_REMOVAL #endif // ENABLE_GLBEGIN_GLEND_REMOVAL
glsafe(::glPopAttrib()); glsafe(::glPopAttrib());
#if !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glPopMatrix()); glsafe(::glPopMatrix());
#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glEnable(GL_DEPTH_TEST)); glsafe(::glEnable(GL_DEPTH_TEST));
} }