Tech ENABLE_LEGACY_OPENGL_REMOVAL - Fixed calculation of normal matrices sent to shaders
Fixed conflicts during rebase with master
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1d5be00acf
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25 changed files with 767 additions and 731 deletions
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@ -112,10 +112,11 @@ void Bed3D::Axes::render()
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#if ENABLE_LEGACY_OPENGL_REMOVAL
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auto render_axis = [this](GLShaderProgram* shader, const Transform3d& transform) {
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const Camera& camera = wxGetApp().plater()->get_camera();
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const Transform3d matrix = camera.get_view_matrix() * transform;
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shader->set_uniform("view_model_matrix", matrix);
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const Transform3d& view_matrix = camera.get_view_matrix();
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shader->set_uniform("view_model_matrix", view_matrix * transform);
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shader->set_uniform("projection_matrix", camera.get_projection_matrix());
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shader->set_uniform("normal_matrix", (Matrix3d)matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
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const Matrix3d view_normal_matrix = view_matrix.matrix().block(0, 0, 3, 3) * transform.matrix().block(0, 0, 3, 3).inverse().transpose();
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shader->set_uniform("view_normal_matrix", view_normal_matrix);
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#else
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auto render_axis = [this](const Transform3f& transform) {
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glsafe(::glPushMatrix());
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@ -776,10 +777,11 @@ void Bed3D::render_model()
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shader->start_using();
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shader->set_uniform("emission_factor", 0.0f);
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#if ENABLE_LEGACY_OPENGL_REMOVAL
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const Transform3d matrix = view_matrix * Geometry::assemble_transform(m_model_offset);
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shader->set_uniform("view_model_matrix", matrix);
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const Transform3d model_matrix = Geometry::assemble_transform(m_model_offset);
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shader->set_uniform("view_model_matrix", view_matrix * model_matrix);
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shader->set_uniform("projection_matrix", projection_matrix);
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shader->set_uniform("normal_matrix", (Matrix3d)matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
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const Matrix3d view_normal_matrix = view_matrix.matrix().block(0, 0, 3, 3) * model_matrix.matrix().block(0, 0, 3, 3).inverse().transpose();
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shader->set_uniform("view_normal_matrix", view_normal_matrix);
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#else
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glsafe(::glPushMatrix());
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glsafe(::glTranslated(m_model_offset.x(), m_model_offset.y(), m_model_offset.z()));
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