Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.

Shader: gouraud_light - Gizmo Rotate grabber extensions
This commit is contained in:
enricoturri1966 2022-03-04 09:08:15 +01:00
parent 7df713d471
commit d71ad7177e

View file

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