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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c468dcbed7
25 changed files with 767 additions and 731 deletions
src/slic3r/GUI
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@ -202,14 +202,16 @@ void GCodeViewer::COG::render()
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#if ENABLE_LEGACY_OPENGL_REMOVAL
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const Camera& camera = wxGetApp().plater()->get_camera();
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Transform3d matrix = camera.get_view_matrix() * Geometry::assemble_transform(cog());
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Transform3d model_matrix = Geometry::assemble_transform(cog());
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if (m_fixed_size) {
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const double inv_zoom = camera.get_inv_zoom();
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matrix = matrix * Geometry::assemble_transform(Vec3d::Zero(), Vec3d::Zero(), inv_zoom * Vec3d::Ones());
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model_matrix = model_matrix * Geometry::assemble_transform(Vec3d::Zero(), Vec3d::Zero(), inv_zoom * Vec3d::Ones());
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}
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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 * model_matrix);
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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) * 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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m_model.render();
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#else
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glsafe(::glPushMatrix());
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@ -349,10 +351,12 @@ void GCodeViewer::SequentialView::Marker::render()
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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 Camera& camera = wxGetApp().plater()->get_camera();
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const Transform3d matrix = camera.get_view_matrix() * m_world_transform.cast<double>();
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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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const Transform3d model_matrix = m_world_transform.cast<double>();
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shader->set_uniform("view_model_matrix", view_matrix * model_matrix);
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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) * 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(::glMultMatrixf(m_world_transform.data()));
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@ -1321,7 +1325,7 @@ void GCodeViewer::load_toolpaths(const GCodeProcessorResult& gcode_result)
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vertices.push_back(vertex.position.x());
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vertices.push_back(vertex.position.y());
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vertices.push_back(vertex.position.z());
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};
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};
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#else
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// x component of the normal to the current segment (the normal is parallel to the XY plane)
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const Vec3f dir = (curr.position - prev.position).normalized();
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@ -3194,10 +3198,9 @@ void GCodeViewer::render_toolpaths()
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shader->start_using();
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#if ENABLE_LEGACY_OPENGL_REMOVAL
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const Transform3d& view_matrix = camera.get_view_matrix();
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shader->set_uniform("view_model_matrix", view_matrix);
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shader->set_uniform("view_model_matrix", camera.get_view_matrix());
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shader->set_uniform("projection_matrix", camera.get_projection_matrix());
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shader->set_uniform("normal_matrix", (Matrix3d)view_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
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shader->set_uniform("view_normal_matrix", (Matrix3d)Matrix3d::Identity());
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#endif // ENABLE_LEGACY_OPENGL_REMOVAL
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if (buffer.render_primitive_type == TBuffer::ERenderPrimitiveType::InstancedModel) {
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@ -3317,13 +3320,12 @@ void GCodeViewer::render_toolpaths()
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shader->start_using();
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#if ENABLE_LEGACY_OPENGL_REMOVAL
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const Transform3d& view_matrix = camera.get_view_matrix();
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shader->set_uniform("view_model_matrix", view_matrix);
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shader->set_uniform("view_model_matrix", camera.get_view_matrix());
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shader->set_uniform("projection_matrix", camera.get_projection_matrix());
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shader->set_uniform("normal_matrix", (Matrix3d)view_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
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shader->set_uniform("view_normal_matrix", (Matrix3d)Matrix3d::Identity());
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const int position_id = shader->get_attrib_location("v_position");
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const int normal_id = shader->get_attrib_location("v_normal");
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const int normal_id = shader->get_attrib_location("v_normal");
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#endif // ENABLE_LEGACY_OPENGL_REMOVAL
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#if ENABLE_GL_CORE_PROFILE
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