Tech ENABLE_LEGACY_OPENGL_REMOVAL - Fixed calculation of normal matrices sent to shaders

Fixed conflicts during rebase with master
This commit is contained in:
enricoturri1966 2022-04-21 13:58:04 +02:00
parent 1d5be00acf
commit c468dcbed7
25 changed files with 767 additions and 731 deletions

View file

@ -112,10 +112,11 @@ void Bed3D::Axes::render()
#if ENABLE_LEGACY_OPENGL_REMOVAL
auto render_axis = [this](GLShaderProgram* shader, const Transform3d& transform) {
const Camera& camera = wxGetApp().plater()->get_camera();
const Transform3d matrix = camera.get_view_matrix() * transform;
shader->set_uniform("view_model_matrix", matrix);
const Transform3d& view_matrix = camera.get_view_matrix();
shader->set_uniform("view_model_matrix", view_matrix * transform);
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
shader->set_uniform("normal_matrix", (Matrix3d)matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
const Matrix3d view_normal_matrix = view_matrix.matrix().block(0, 0, 3, 3) * transform.matrix().block(0, 0, 3, 3).inverse().transpose();
shader->set_uniform("view_normal_matrix", view_normal_matrix);
#else
auto render_axis = [this](const Transform3f& transform) {
glsafe(::glPushMatrix());
@ -776,10 +777,11 @@ void Bed3D::render_model()
shader->start_using();
shader->set_uniform("emission_factor", 0.0f);
#if ENABLE_LEGACY_OPENGL_REMOVAL
const Transform3d matrix = view_matrix * Geometry::assemble_transform(m_model_offset);
shader->set_uniform("view_model_matrix", matrix);
const Transform3d model_matrix = Geometry::assemble_transform(m_model_offset);
shader->set_uniform("view_model_matrix", view_matrix * model_matrix);
shader->set_uniform("projection_matrix", projection_matrix);
shader->set_uniform("normal_matrix", (Matrix3d)matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
const Matrix3d view_normal_matrix = view_matrix.matrix().block(0, 0, 3, 3) * model_matrix.matrix().block(0, 0, 3, 3).inverse().transpose();
shader->set_uniform("view_normal_matrix", view_normal_matrix);
#else
glsafe(::glPushMatrix());
glsafe(::glTranslated(m_model_offset.x(), m_model_offset.y(), m_model_offset.z()));