Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Shader: flat - Camera target
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@ -5777,54 +5777,58 @@ void GLCanvas3D::_render_view_toolbar() const
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#if ENABLE_SHOW_CAMERA_TARGET
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void GLCanvas3D::_render_camera_target()
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{
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static const double half_length = 5.0;
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static const float half_length = 5.0f;
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glsafe(::glDisable(GL_DEPTH_TEST));
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glsafe(::glLineWidth(2.0f));
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#if ENABLE_GLBEGIN_GLEND_REMOVAL
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const Vec3d& target = wxGetApp().plater()->get_camera().get_target();
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bool target_changed = !m_camera_target.target.isApprox(target);
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m_camera_target.target = target;
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const Vec3f& target = wxGetApp().plater()->get_camera().get_target().cast<float>();
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bool target_changed = !m_camera_target.target.isApprox(target.cast<double>());
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m_camera_target.target = target.cast<double>();
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for (int i = 0; i < 3; ++i) {
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if (!m_camera_target.axis[i].is_initialized() || target_changed) {
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m_camera_target.axis[i].reset();
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GLModel::InitializationData init_data;
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GLModel::InitializationData::Entity entity;
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entity.type = GLModel::PrimitiveType::Lines;
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entity.positions.reserve(2);
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GLModel::Geometry init_data;
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init_data.format = { GLModel::Geometry::EPrimitiveType::Lines, GLModel::Geometry::EVertexLayout::P3, GLModel::Geometry::EIndexType::USHORT };
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init_data.color = (i == X) ? ColorRGBA::X() : ((i == Y) ? ColorRGBA::Y() : ColorRGBA::Z());
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init_data.reserve_vertices(2);
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init_data.reserve_indices(2);
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// vertices
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if (i == X) {
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entity.positions.emplace_back(target.x() - half_length, target.y(), target.z());
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entity.positions.emplace_back(target.x() + half_length, target.y(), target.z());
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init_data.add_vertex(Vec3f(target.x() - half_length, target.y(), target.z()));
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init_data.add_vertex(Vec3f(target.x() + half_length, target.y(), target.z()));
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}
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else if (i == Y) {
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entity.positions.emplace_back(target.x(), target.y() - half_length, target.z());
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entity.positions.emplace_back(target.x(), target.y() + half_length, target.z());
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init_data.add_vertex(Vec3f(target.x(), target.y() - half_length, target.z()));
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init_data.add_vertex(Vec3f(target.x(), target.y() + half_length, target.z()));
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}
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else {
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entity.positions.emplace_back(target.x(), target.y(), target.z() - half_length);
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entity.positions.emplace_back(target.x(), target.y(), target.z() + half_length);
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}
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entity.normals.reserve(2);
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for (size_t j = 0; j < 2; ++j) {
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entity.normals.emplace_back(Vec3f::UnitZ());
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init_data.add_vertex(Vec3f(target.x(), target.y(), target.z() - half_length));
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init_data.add_vertex(Vec3f(target.x(), target.y(), target.z() + half_length));
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}
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entity.indices.reserve(2);
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entity.indices.emplace_back(0);
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entity.indices.emplace_back(1);
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// indices
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init_data.add_ushort_line(0, 1);
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init_data.entities.emplace_back(entity);
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m_camera_target.axis[i].init_from(init_data);
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m_camera_target.axis[i].set_color(-1, (i == X) ? ColorRGBA::X() : (i == Y) ? ColorRGBA::Y() : ColorRGBA::Z());
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m_camera_target.axis[i].init_from(std::move(init_data));
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}
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}
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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GLShaderProgram* shader = wxGetApp().get_shader("flat_attr");
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#else
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GLShaderProgram* shader = wxGetApp().get_shader("flat");
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (shader != nullptr) {
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shader->start_using();
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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const Transform3d matrix = wxGetApp().plater()->get_camera().get_projection_view_matrix();
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shader->set_uniform("projection_view_model_matrix", matrix);
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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for (int i = 0; i < 3; ++i) {
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m_camera_target.axis[i].render();
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}
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