Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Shader: flat - Model non-manifold edges
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@ -389,15 +389,26 @@ void GLVolume::NonManifoldEdges::render()
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update();
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glsafe(::glLineWidth(2.0f));
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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GLShaderProgram* shader = GUI::wxGetApp().get_current_shader();
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if (shader == nullptr)
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return;
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const Transform3d matrix = GUI::wxGetApp().plater()->get_camera().get_projection_view_matrix() * m_parent.world_matrix();
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shader->set_uniform("projection_view_model_matrix", matrix);
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#else
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glsafe(::glPushMatrix());
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glsafe(::glMultMatrixd(m_parent.world_matrix().data()));
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#if ENABLE_GLBEGIN_GLEND_REMOVAL
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m_model.set_color(complementary(m_parent.render_color));
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#else
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m_model.set_color(-1, complementary(m_parent.render_color));
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#endif // ENABLE_GLBEGIN_GLEND_REMOVAL
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m_model.render();
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#if !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glPopMatrix());
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#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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}
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void GLVolume::NonManifoldEdges::update()
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@ -1061,10 +1072,11 @@ void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disab
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#if ENABLE_GLBEGIN_GLEND_REMOVAL
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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GLShaderProgram* sink_shader = GUI::wxGetApp().get_shader("flat_attr");
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GLShaderProgram* edges_shader = GUI::wxGetApp().get_shader("flat_attr");
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#else
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GLShaderProgram* sink_shader = GUI::wxGetApp().get_shader("flat");
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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GLShaderProgram* edges_shader = GUI::wxGetApp().get_shader("flat");
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#endif // ENABLE_GLBEGIN_GLEND_REMOVAL
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if (type == ERenderType::Transparent) {
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