Tech ENABLE_GL_SHADERS_ATTRIBUTES - Small refactoring into GCodeViewer::render_toolpaths()
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@ -3194,15 +3194,13 @@ void GCodeViewer::render_toolpaths()
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shader->start_using();
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shader->start_using();
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#if ENABLE_GL_SHADERS_ATTRIBUTES
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#if ENABLE_GL_SHADERS_ATTRIBUTES
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int position_id = -1;
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int normal_id = -1;
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const Transform3d& view_matrix = camera.get_view_matrix();
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const Transform3d& view_matrix = camera.get_view_matrix();
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shader->set_uniform("view_model_matrix", view_matrix);
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shader->set_uniform("view_model_matrix", view_matrix);
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shader->set_uniform("projection_matrix", camera.get_projection_matrix());
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shader->set_uniform("projection_matrix", camera.get_projection_matrix());
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shader->set_uniform("normal_matrix", (Matrix3d)view_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
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shader->set_uniform("normal_matrix", (Matrix3d)view_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
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position_id = shader->get_attrib_location("v_position");
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const int position_id = shader->get_attrib_location("v_position");
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normal_id = shader->get_attrib_location("v_normal");
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const int normal_id = shader->get_attrib_location("v_normal");
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#endif // ENABLE_GL_SHADERS_ATTRIBUTES
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#endif // ENABLE_GL_SHADERS_ATTRIBUTES
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if (buffer.render_primitive_type == TBuffer::ERenderPrimitiveType::InstancedModel) {
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if (buffer.render_primitive_type == TBuffer::ERenderPrimitiveType::InstancedModel) {
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@ -3319,16 +3317,14 @@ void GCodeViewer::render_toolpaths()
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shader->start_using();
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shader->start_using();
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#if ENABLE_GL_SHADERS_ATTRIBUTES
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#if ENABLE_GL_SHADERS_ATTRIBUTES
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int position_id = -1;
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int normal_id = -1;
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const Camera& camera = wxGetApp().plater()->get_camera();
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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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const Transform3d& view_matrix = camera.get_view_matrix();
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shader->set_uniform("view_model_matrix", view_matrix);
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shader->set_uniform("view_model_matrix", view_matrix);
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shader->set_uniform("projection_matrix", camera.get_projection_matrix());
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shader->set_uniform("projection_matrix", camera.get_projection_matrix());
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shader->set_uniform("normal_matrix", (Matrix3d)view_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
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shader->set_uniform("normal_matrix", (Matrix3d)view_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
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position_id = shader->get_attrib_location("v_position");
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const int position_id = shader->get_attrib_location("v_position");
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normal_id = shader->get_attrib_location("v_normal");
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const int normal_id = shader->get_attrib_location("v_normal");
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#endif // ENABLE_GL_SHADERS_ATTRIBUTES
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#endif // ENABLE_GL_SHADERS_ATTRIBUTES
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, cap.vbo));
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, cap.vbo));
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