Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.

Shader: gouraud_light - Selection sidebar hints
This commit is contained in:
enricoturri1966 2022-03-04 10:52:30 +01:00
parent f7d06f4ec8
commit d6b0a9858b
5 changed files with 174 additions and 33 deletions

View file

@ -612,6 +612,7 @@ void GLGizmoRotate::render_grabber_extension(const BoundingBoxf3& box, bool pick
Geometry::assemble_transform(2.0 * size * Vec3d::UnitZ(), Vec3d::Zero(), Vec3d(0.75 * size, 0.75 * size, 3.0 * size));
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());
#else
glsafe(::glPushMatrix());
glsafe(::glTranslated(center.x(), center.y(), center.z()));
@ -627,6 +628,7 @@ void GLGizmoRotate::render_grabber_extension(const BoundingBoxf3& box, bool pick
Geometry::assemble_transform(2.0 * size * Vec3d::UnitZ(), Vec3d::Zero(), Vec3d(0.75 * size, 0.75 * size, 3.0 * size));
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());
#else
glsafe(::glPopMatrix());
glsafe(::glPushMatrix());