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

@ -2078,26 +2078,28 @@ void Selection::render_sidebar_position_hints(const std::string& sidebar_field)
{
#if ENABLE_LEGACY_OPENGL_REMOVAL
const Camera& camera = wxGetApp().plater()->get_camera();
const Transform3d view_matrix = camera.get_view_matrix() * matrix;
const Transform3d& view_matrix = camera.get_view_matrix();
shader.set_uniform("projection_matrix", camera.get_projection_matrix());
if (boost::ends_with(sidebar_field, "x")) {
const Transform3d view_model_matrix = view_matrix * Geometry::assemble_transform(Vec3d::Zero(), -0.5 * PI * Vec3d::UnitZ());
shader.set_uniform("view_model_matrix", view_model_matrix);
shader.set_uniform("normal_matrix", (Matrix3d)view_model_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
const Transform3d model_matrix = matrix * Geometry::assemble_transform(Vec3d::Zero(), -0.5 * PI * Vec3d::UnitZ());
shader.set_uniform("view_model_matrix", view_matrix * model_matrix);
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);
m_arrow.set_color(get_color(X));
m_arrow.render();
}
else if (boost::ends_with(sidebar_field, "y")) {
shader.set_uniform("view_model_matrix", view_matrix);
shader.set_uniform("normal_matrix", (Matrix3d)view_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
shader.set_uniform("view_model_matrix", view_matrix * matrix);
shader.set_uniform("view_normal_matrix", (Matrix3d)Matrix3d::Identity());
m_arrow.set_color(get_color(Y));
m_arrow.render();
}
}
else if (boost::ends_with(sidebar_field, "z")) {
const Transform3d view_model_matrix = view_matrix * Geometry::assemble_transform(Vec3d::Zero(), 0.5 * PI * Vec3d::UnitX());
shader.set_uniform("view_model_matrix", view_model_matrix);
shader.set_uniform("normal_matrix", (Matrix3d)view_model_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
const Transform3d model_matrix = matrix * Geometry::assemble_transform(Vec3d::Zero(), 0.5 * PI * Vec3d::UnitX());
shader.set_uniform("view_model_matrix", view_matrix * model_matrix);
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);
m_arrow.set_color(get_color(Z));
m_arrow.render();
}
@ -2126,34 +2128,35 @@ void Selection::render_sidebar_rotation_hints(const std::string& sidebar_field)
#endif // ENABLE_LEGACY_OPENGL_REMOVAL
{
#if ENABLE_LEGACY_OPENGL_REMOVAL
auto render_sidebar_rotation_hint = [this](GLShaderProgram& shader, const Transform3d& matrix) {
Transform3d view_model_matrix = matrix;
shader.set_uniform("view_model_matrix", view_model_matrix);
shader.set_uniform("normal_matrix", (Matrix3d)view_model_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
auto render_sidebar_rotation_hint = [this](GLShaderProgram& shader, const Transform3d& view_matrix, const Transform3d& model_matrix) {
shader.set_uniform("view_model_matrix", view_matrix * model_matrix);
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);
m_curved_arrow.render();
view_model_matrix = matrix * Geometry::assemble_transform(Vec3d::Zero(), PI * Vec3d::UnitZ());
shader.set_uniform("view_model_matrix", view_model_matrix);
shader.set_uniform("normal_matrix", (Matrix3d)view_model_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
const Transform3d matrix = model_matrix * Geometry::assemble_transform(Vec3d::Zero(), PI * Vec3d::UnitZ());
shader.set_uniform("view_model_matrix", view_matrix * matrix);
view_normal_matrix = view_matrix.matrix().block(0, 0, 3, 3) * matrix.matrix().block(0, 0, 3, 3).inverse().transpose();
shader.set_uniform("view_normal_matrix", view_normal_matrix);
m_curved_arrow.render();
};
const Camera& camera = wxGetApp().plater()->get_camera();
const Transform3d view_matrix = camera.get_view_matrix() * matrix;
const Transform3d& view_matrix = camera.get_view_matrix();
shader.set_uniform("projection_matrix", camera.get_projection_matrix());
if (boost::ends_with(sidebar_field, "x")) {
m_curved_arrow.set_color(get_color(X));
render_sidebar_rotation_hint(shader, view_matrix * Geometry::assemble_transform(Vec3d::Zero(), 0.5 * PI * Vec3d::UnitY()));
render_sidebar_rotation_hint(shader, view_matrix, matrix * Geometry::assemble_transform(Vec3d::Zero(), 0.5 * PI * Vec3d::UnitY()));
}
else if (boost::ends_with(sidebar_field, "y")) {
m_curved_arrow.set_color(get_color(Y));
render_sidebar_rotation_hint(shader, view_matrix * Geometry::assemble_transform(Vec3d::Zero(), -0.5 * PI * Vec3d::UnitX()));
render_sidebar_rotation_hint(shader, view_matrix, matrix * Geometry::assemble_transform(Vec3d::Zero(), -0.5 * PI * Vec3d::UnitX()));
}
else if (boost::ends_with(sidebar_field, "z")) {
m_curved_arrow.set_color(get_color(Z));
render_sidebar_rotation_hint(shader, view_matrix);
render_sidebar_rotation_hint(shader, view_matrix, matrix);
}
#else
#else
auto render_sidebar_rotation_hint = [this]() {
m_curved_arrow.render();
glsafe(::glRotated(180.0, 0.0, 0.0, 1.0));
@ -2186,11 +2189,12 @@ void Selection::render_sidebar_scale_hints(const std::string& sidebar_field)
const bool uniform_scale = requires_uniform_scale() || wxGetApp().obj_manipul()->get_uniform_scaling();
#if ENABLE_LEGACY_OPENGL_REMOVAL
auto render_sidebar_scale_hint = [this, uniform_scale](Axis axis, GLShaderProgram& shader, const Transform3d& matrix) {
auto render_sidebar_scale_hint = [this, uniform_scale](Axis axis, GLShaderProgram& shader, const Transform3d& view_matrix, const Transform3d& model_matrix) {
m_arrow.set_color(uniform_scale ? UNIFORM_SCALE_COLOR : get_color(axis));
Transform3d view_model_matrix = matrix * Geometry::assemble_transform(5.0 * Vec3d::UnitY());
shader.set_uniform("view_model_matrix", view_model_matrix);
shader.set_uniform("normal_matrix", (Matrix3d)view_model_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
Transform3d matrix = model_matrix * Geometry::assemble_transform(5.0 * Vec3d::UnitY());
shader.set_uniform("view_model_matrix", view_matrix * matrix);
Matrix3d view_normal_matrix = view_matrix.matrix().block(0, 0, 3, 3) * matrix.matrix().block(0, 0, 3, 3).inverse().transpose();
shader.set_uniform("view_normal_matrix", view_normal_matrix);
#else
auto render_sidebar_scale_hint = [this, uniform_scale](Axis axis) {
m_arrow.set_color(-1, uniform_scale ? UNIFORM_SCALE_COLOR : get_color(axis));
@ -2203,9 +2207,10 @@ void Selection::render_sidebar_scale_hints(const std::string& sidebar_field)
m_arrow.render();
#if ENABLE_LEGACY_OPENGL_REMOVAL
view_model_matrix = matrix * Geometry::assemble_transform(-5.0 * Vec3d::UnitY(), PI * Vec3d::UnitZ());
shader.set_uniform("view_model_matrix", view_model_matrix);
shader.set_uniform("normal_matrix", (Matrix3d)view_model_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
matrix = model_matrix * Geometry::assemble_transform(-5.0 * Vec3d::UnitY(), PI * Vec3d::UnitZ());
shader.set_uniform("view_model_matrix", view_matrix * matrix);
view_normal_matrix = view_matrix.matrix().block(0, 0, 3, 3) * matrix.matrix().block(0, 0, 3, 3).inverse().transpose();
shader.set_uniform("view_normal_matrix", view_normal_matrix);
#else
glsafe(::glTranslated(0.0, -10.0, 0.0));
glsafe(::glRotated(180.0, 0.0, 0.0, 1.0));
@ -2215,13 +2220,13 @@ void Selection::render_sidebar_scale_hints(const std::string& sidebar_field)
#if ENABLE_LEGACY_OPENGL_REMOVAL
const Camera& camera = wxGetApp().plater()->get_camera();
const Transform3d view_matrix = camera.get_view_matrix() * matrix;
const Transform3d& view_matrix = camera.get_view_matrix();
shader.set_uniform("projection_matrix", camera.get_projection_matrix());
#endif // ENABLE_LEGACY_OPENGL_REMOVAL
if (boost::ends_with(sidebar_field, "x") || uniform_scale) {
#if ENABLE_LEGACY_OPENGL_REMOVAL
render_sidebar_scale_hint(X, shader, view_matrix * Geometry::assemble_transform(Vec3d::Zero(), -0.5 * PI * Vec3d::UnitZ()));
render_sidebar_scale_hint(X, shader, view_matrix, matrix * Geometry::assemble_transform(Vec3d::Zero(), -0.5 * PI * Vec3d::UnitZ()));
#else
glsafe(::glPushMatrix());
glsafe(::glRotated(-90.0, 0.0, 0.0, 1.0));
@ -2232,7 +2237,7 @@ void Selection::render_sidebar_scale_hints(const std::string& sidebar_field)
if (boost::ends_with(sidebar_field, "y") || uniform_scale) {
#if ENABLE_LEGACY_OPENGL_REMOVAL
render_sidebar_scale_hint(Y, shader, view_matrix);
render_sidebar_scale_hint(Y, shader, view_matrix, matrix);
#else
glsafe(::glPushMatrix());
render_sidebar_scale_hint(Y);
@ -2242,7 +2247,7 @@ void Selection::render_sidebar_scale_hints(const std::string& sidebar_field)
if (boost::ends_with(sidebar_field, "z") || uniform_scale) {
#if ENABLE_LEGACY_OPENGL_REMOVAL
render_sidebar_scale_hint(Z, shader, view_matrix * Geometry::assemble_transform(Vec3d::Zero(), 0.5 * PI * Vec3d::UnitX()));
render_sidebar_scale_hint(Z, shader, view_matrix, matrix * Geometry::assemble_transform(Vec3d::Zero(), 0.5 * PI * Vec3d::UnitX()));
#else
glsafe(::glPushMatrix());
glsafe(::glRotated(90.0, 1.0, 0.0, 0.0));
@ -2253,9 +2258,9 @@ void Selection::render_sidebar_scale_hints(const std::string& sidebar_field)
}
#if ENABLE_LEGACY_OPENGL_REMOVAL
void Selection::render_sidebar_layers_hints(const std::string & sidebar_field, GLShaderProgram & shader)
void Selection::render_sidebar_layers_hints(const std::string& sidebar_field, GLShaderProgram& shader)
#else
void Selection::render_sidebar_layers_hints(const std::string & sidebar_field)
void Selection::render_sidebar_layers_hints(const std::string& sidebar_field)
#endif // ENABLE_LEGACY_OPENGL_REMOVAL
{
static const float Margin = 10.0f;