Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Shader: flat - Gizmo Place on face
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@ -4,6 +4,10 @@
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#if ENABLE_GLINDEXEDVERTEXARRAY_REMOVAL
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#include "slic3r/GUI/GUI_App.hpp"
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#endif // ENABLE_GLINDEXEDVERTEXARRAY_REMOVAL
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#include "slic3r/GUI/Plater.hpp"
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#include "slic3r/GUI/Gizmos/GLGizmosCommon.hpp"
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#include "libslic3r/Geometry/ConvexHull.hpp"
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@ -101,7 +105,11 @@ void GLGizmoFlatten::on_render()
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const Selection& selection = m_parent.get_selection();
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#if ENABLE_GLINDEXEDVERTEXARRAY_REMOVAL
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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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return;
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@ -115,9 +123,15 @@ void GLGizmoFlatten::on_render()
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if (selection.is_single_full_instance()) {
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const Transform3d& m = selection.get_volume(*selection.get_volume_idxs().begin())->get_instance_transformation().get_matrix();
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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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Geometry::assemble_transform(Vec3d(0.0, 0.0, selection.get_volume(*selection.get_volume_idxs().begin())->get_sla_shift_z())) * m;
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shader->set_uniform("projection_view_model_matrix", matrix);
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#else
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glsafe(::glPushMatrix());
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glsafe(::glTranslatef(0.f, 0.f, selection.get_volume(*selection.get_volume_idxs().begin())->get_sla_shift_z()));
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glsafe(::glMultMatrixd(m.data()));
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (this->is_plane_update_necessary())
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update_planes();
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for (int i = 0; i < (int)m_planes.size(); ++i) {
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@ -130,7 +144,9 @@ void GLGizmoFlatten::on_render()
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m_planes[i].vbo.render();
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#endif // ENABLE_GLINDEXEDVERTEXARRAY_REMOVAL
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}
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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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}
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glsafe(::glEnable(GL_CULL_FACE));
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@ -146,7 +162,11 @@ void GLGizmoFlatten::on_render_for_picking()
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const Selection& selection = m_parent.get_selection();
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#if ENABLE_GLINDEXEDVERTEXARRAY_REMOVAL
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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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return;
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@ -158,9 +178,15 @@ void GLGizmoFlatten::on_render_for_picking()
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if (selection.is_single_full_instance() && !wxGetKeyState(WXK_CONTROL)) {
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const Transform3d& m = selection.get_volume(*selection.get_volume_idxs().begin())->get_instance_transformation().get_matrix();
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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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Geometry::assemble_transform(Vec3d(0.0, 0.0, selection.get_volume(*selection.get_volume_idxs().begin())->get_sla_shift_z())) * m;
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shader->set_uniform("projection_view_model_matrix", matrix);
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#else
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glsafe(::glPushMatrix());
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glsafe(::glTranslatef(0.f, 0.f, selection.get_volume(*selection.get_volume_idxs().begin())->get_sla_shift_z()));
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glsafe(::glMultMatrixd(m.data()));
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (this->is_plane_update_necessary())
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update_planes();
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for (int i = 0; i < (int)m_planes.size(); ++i) {
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@ -171,7 +197,9 @@ void GLGizmoFlatten::on_render_for_picking()
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#endif // ENABLE_GLINDEXEDVERTEXARRAY_REMOVAL
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m_planes[i].vbo.render();
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}
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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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}
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glsafe(::glEnable(GL_CULL_FACE));
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