Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Shader: gouraud_light - Gizmo Rotate grabber extensions
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1 changed files with 31 additions and 46 deletions
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@ -577,17 +577,13 @@ void GLGizmoRotate::render_grabber_extension(const BoundingBoxf3& box, bool pick
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#if ENABLE_GLBEGIN_GLEND_REMOVAL
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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GLShaderProgram* shader = wxGetApp().get_shader(picking ? "flat_attr" : "gouraud_light");
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GLShaderProgram* shader = wxGetApp().get_shader(picking ? "flat_attr" : "gouraud_light_attr");
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#else
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GLShaderProgram* shader = wxGetApp().get_shader(picking ? "flat" : "gouraud_light");
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (shader == nullptr)
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return;
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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bool use_attributes = boost::algorithm::iends_with(shader->get_name(), "_attr");
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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m_cone.set_color((!picking && m_hover_id != -1) ? complementary(m_grabbers.front().color) : m_grabbers.front().color);
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shader->start_using();
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@ -607,54 +603,43 @@ void GLGizmoRotate::render_grabber_extension(const BoundingBoxf3& box, bool pick
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const Vec3d& center = m_grabbers.front().center;
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (use_attributes) {
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const Camera& camera = wxGetApp().plater()->get_camera();
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Transform3d view_model_matrix = camera.get_view_matrix() * m_grabbers.front().matrix *
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Geometry::assemble_transform(center, Vec3d(0.5 * PI, 0.0, m_angle)) *
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Geometry::assemble_transform(2.0 * size * Vec3d::UnitZ(), Vec3d::Zero(), Vec3d(0.75 * size, 0.75 * size, 3.0 * size));
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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("projection_matrix", camera.get_projection_matrix());
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shader->set_uniform("view_model_matrix", view_model_matrix);
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shader->set_uniform("projection_matrix", camera.get_projection_matrix());
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}
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else {
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glPushMatrix());
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glsafe(::glTranslated(center.x(), center.y(), center.z()));
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glsafe(::glRotated(Geometry::rad2deg(m_angle), 0.0, 0.0, 1.0));
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glsafe(::glRotated(90.0, 1.0, 0.0, 0.0));
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glsafe(::glTranslated(0.0, 0.0, 2.0 * size));
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glsafe(::glScaled(0.75 * size, 0.75 * size, 3.0 * size));
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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}
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Transform3d view_model_matrix = view_matrix * m_grabbers.front().matrix *
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Geometry::assemble_transform(center, Vec3d(0.5 * PI, 0.0, m_angle)) *
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Geometry::assemble_transform(2.0 * size * Vec3d::UnitZ(), Vec3d::Zero(), Vec3d(0.75 * size, 0.75 * size, 3.0 * size));
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shader->set_uniform("view_model_matrix", view_model_matrix);
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#else
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glsafe(::glPushMatrix());
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glsafe(::glTranslated(center.x(), center.y(), center.z()));
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glsafe(::glRotated(Geometry::rad2deg(m_angle), 0.0, 0.0, 1.0));
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glsafe(::glRotated(90.0, 1.0, 0.0, 0.0));
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glsafe(::glTranslated(0.0, 0.0, 2.0 * size));
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glsafe(::glScaled(0.75 * size, 0.75 * size, 3.0 * size));
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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m_cone.render();
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (use_attributes) {
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const Camera& camera = wxGetApp().plater()->get_camera();
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Transform3d view_model_matrix = camera.get_view_matrix() * m_grabbers.front().matrix *
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Geometry::assemble_transform(center, Vec3d(-0.5 * PI, 0.0, m_angle)) *
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Geometry::assemble_transform(2.0 * size * Vec3d::UnitZ(), Vec3d::Zero(), Vec3d(0.75 * size, 0.75 * size, 3.0 * size));
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view_model_matrix = view_matrix * m_grabbers.front().matrix *
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Geometry::assemble_transform(center, Vec3d(-0.5 * PI, 0.0, m_angle)) *
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Geometry::assemble_transform(2.0 * size * Vec3d::UnitZ(), Vec3d::Zero(), Vec3d(0.75 * size, 0.75 * size, 3.0 * size));
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shader->set_uniform("view_model_matrix", view_model_matrix);
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shader->set_uniform("projection_matrix", camera.get_projection_matrix());
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}
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else {
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glPopMatrix());
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glsafe(::glPushMatrix());
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glsafe(::glTranslated(center.x(), center.y(), center.z()));
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glsafe(::glRotated(Geometry::rad2deg(m_angle), 0.0, 0.0, 1.0));
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glsafe(::glRotated(-90.0, 1.0, 0.0, 0.0));
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glsafe(::glTranslated(0.0, 0.0, 2.0 * size));
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glsafe(::glScaled(0.75 * size, 0.75 * size, 3.0 * size));
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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}
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shader->set_uniform("view_model_matrix", view_model_matrix);
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#else
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glsafe(::glPopMatrix());
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glsafe(::glPushMatrix());
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glsafe(::glTranslated(center.x(), center.y(), center.z()));
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glsafe(::glRotated(Geometry::rad2deg(m_angle), 0.0, 0.0, 1.0));
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glsafe(::glRotated(-90.0, 1.0, 0.0, 0.0));
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glsafe(::glTranslated(0.0, 0.0, 2.0 * size));
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glsafe(::glScaled(0.75 * size, 0.75 * size, 3.0 * size));
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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m_cone.render();
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (!use_attributes)
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glPopMatrix());
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#if !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glPopMatrix());
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#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#if !ENABLE_GLBEGIN_GLEND_REMOVAL
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if (! picking)
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