Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Shader: gouraud_light_instanced_attr - Instanced options in gcode preview
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4 changed files with 63 additions and 2 deletions
src/slic3r/GUI
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@ -676,7 +676,11 @@ void GCodeViewer::init()
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#if !DISABLE_GCODEVIEWER_INSTANCED_MODELS
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if (wxGetApp().is_gl_version_greater_or_equal_to(3, 3)) {
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buffer.render_primitive_type = TBuffer::ERenderPrimitiveType::InstancedModel;
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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buffer.shader = "gouraud_light_instanced_attr";
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#else
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buffer.shader = "gouraud_light_instanced";
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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buffer.model.model.init_from(diamond(16));
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buffer.model.color = option_color(type);
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buffer.model.instances.format = InstanceVBuffer::EFormat::InstancedModel;
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@ -3158,7 +3162,6 @@ void GCodeViewer::render_toolpaths()
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int normal_id = -1;
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const bool use_attributes = boost::algorithm::iends_with(shader->get_name(), "_attr");
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if (use_attributes) {
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const Camera& camera = wxGetApp().plater()->get_camera();
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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("projection_matrix", camera.get_projection_matrix());
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