Tech ENABLE_GL_SHADERS_ATTRIBUTES - Small refactoring into GCodeViewer::render_toolpaths()

This commit is contained in:
enricoturri1966 2022-03-14 09:59:38 +01:00
parent 4eee0d05f3
commit f0bad14748

View File

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