Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.

Shader: gouraud_light - Gizmo Move grabber extensions
This commit is contained in:
enricoturri1966 2022-03-04 09:01:10 +01:00
parent 31013fb6df
commit ead51d69b7

View File

@ -287,7 +287,7 @@ void GLGizmoMove3D::render_grabber_extension(Axis axis, const BoundingBoxf3& box
#if ENABLE_GLBEGIN_GLEND_REMOVAL #if ENABLE_GLBEGIN_GLEND_REMOVAL
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES #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 #else
GLShaderProgram* shader = wxGetApp().get_shader(picking ? "flat" : "gouraud_light"); GLShaderProgram* shader = wxGetApp().get_shader(picking ? "flat" : "gouraud_light");
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES #endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
@ -297,10 +297,6 @@ void GLGizmoMove3D::render_grabber_extension(Axis axis, const BoundingBoxf3& box
if (shader == nullptr) if (shader == nullptr)
return; return;
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
bool use_attributes = boost::algorithm::iends_with(shader->get_name(), "_attr");
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#if ENABLE_GLBEGIN_GLEND_REMOVAL #if ENABLE_GLBEGIN_GLEND_REMOVAL
m_cone.set_color((!picking && m_hover_id != -1) ? complementary(m_grabbers[axis].color) : m_grabbers[axis].color); m_cone.set_color((!picking && m_hover_id != -1) ? complementary(m_grabbers[axis].color) : m_grabbers[axis].color);
shader->start_using(); shader->start_using();
@ -314,37 +310,31 @@ void GLGizmoMove3D::render_grabber_extension(Axis axis, const BoundingBoxf3& box
#endif // ENABLE_GLBEGIN_GLEND_REMOVAL #endif // ENABLE_GLBEGIN_GLEND_REMOVAL
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES #if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (use_attributes) { const Camera& camera = wxGetApp().plater()->get_camera();
const Camera& camera = wxGetApp().plater()->get_camera(); Transform3d view_model_matrix = camera.get_view_matrix() * Geometry::assemble_transform(m_grabbers[axis].center);
Transform3d view_model_matrix = camera.get_view_matrix() * Geometry::assemble_transform(m_grabbers[axis].center); if (axis == X)
if (axis == X) view_model_matrix = view_model_matrix * Geometry::assemble_transform(Vec3d::Zero(), 0.5 * PI * Vec3d::UnitY());
view_model_matrix = view_model_matrix * Geometry::assemble_transform(Vec3d::Zero(), 0.5 * PI * Vec3d::UnitY()); else if (axis == Y)
else if (axis == Y) view_model_matrix = view_model_matrix * Geometry::assemble_transform(Vec3d::Zero(), -0.5 * PI * Vec3d::UnitX());
view_model_matrix = view_model_matrix * Geometry::assemble_transform(Vec3d::Zero(), -0.5 * PI * Vec3d::UnitX()); view_model_matrix = view_model_matrix * Geometry::assemble_transform(2.0 * size * Vec3d::UnitZ(), Vec3d::Zero(), Vec3d(0.75 * size, 0.75 * size, 3.0 * size));
view_model_matrix = view_model_matrix * 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("view_model_matrix", view_model_matrix);
shader->set_uniform("projection_matrix", camera.get_projection_matrix()); shader->set_uniform("projection_matrix", camera.get_projection_matrix());
} #else
else { glsafe(::glPushMatrix());
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES glsafe(::glTranslated(m_grabbers[axis].center.x(), m_grabbers[axis].center.y(), m_grabbers[axis].center.z()));
glsafe(::glPushMatrix()); if (axis == X)
glsafe(::glTranslated(m_grabbers[axis].center.x(), m_grabbers[axis].center.y(), m_grabbers[axis].center.z())); glsafe(::glRotated(90.0, 0.0, 1.0, 0.0));
if (axis == X) else if (axis == Y)
glsafe(::glRotated(90.0, 0.0, 1.0, 0.0)); glsafe(::glRotated(-90.0, 1.0, 0.0, 0.0));
else if (axis == Y)
glsafe(::glRotated(-90.0, 1.0, 0.0, 0.0));
glsafe(::glTranslated(0.0, 0.0, 2.0 * size)); glsafe(::glTranslated(0.0, 0.0, 2.0 * size));
glsafe(::glScaled(0.75 * size, 0.75 * size, 3.0 * size)); glsafe(::glScaled(0.75 * size, 0.75 * size, 3.0 * size));
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
}
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES #endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
m_cone.render(); m_cone.render();
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES #if !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (!use_attributes)
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glPopMatrix()); glsafe(::glPopMatrix());
#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#if !ENABLE_GLBEGIN_GLEND_REMOVAL #if !ENABLE_GLBEGIN_GLEND_REMOVAL
if (! picking) if (! picking)