Tech ENABLE_GL_SHADERS_ATTRIBUTES - Fixed rendering of bed axes
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@ -3,6 +3,10 @@
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#include "CoordAxes.hpp"
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#include "CoordAxes.hpp"
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#include "GUI_App.hpp"
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#include "GUI_App.hpp"
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#include "3DScene.hpp"
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#include "3DScene.hpp"
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#if ENABLE_GL_SHADERS_ATTRIBUTES
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#include "Plater.hpp"
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#include "Camera.hpp"
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#endif // ENABLE_GL_SHADERS_ATTRIBUTES
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#include <GL/glew.h>
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#include <GL/glew.h>
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@ -18,20 +22,38 @@ const float CoordAxes::DefaultTipLength = 5.0f;
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void CoordAxes::render(float emission_factor)
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void CoordAxes::render(float emission_factor)
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{
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{
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#if ENABLE_GL_SHADERS_ATTRIBUTES
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auto render_axis = [this](GLShaderProgram& shader, const Transform3d& transform) {
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const Camera& camera = wxGetApp().plater()->get_camera();
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const Transform3d matrix = camera.get_view_matrix() * transform;
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shader.set_uniform("view_model_matrix", matrix);
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shader.set_uniform("projection_matrix", camera.get_projection_matrix());
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shader.set_uniform("normal_matrix", (Matrix3d)matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
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m_arrow.render();
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#else
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auto render_axis = [this](const Transform3f& transform) {
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auto render_axis = [this](const Transform3f& transform) {
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glsafe(::glPushMatrix());
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glsafe(::glPushMatrix());
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glsafe(::glMultMatrixf(transform.data()));
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glsafe(::glMultMatrixf(transform.data()));
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m_arrow.render();
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m_arrow.render();
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glsafe(::glPopMatrix());
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glsafe(::glPopMatrix());
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#endif // ENABLE_GL_SHADERS_ATTRIBUTES
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};
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};
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if (!m_arrow.is_initialized())
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if (!m_arrow.is_initialized())
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m_arrow.init_from(stilized_arrow(16, m_tip_radius, m_tip_length, m_stem_radius, m_stem_length));
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m_arrow.init_from(stilized_arrow(16, m_tip_radius, m_tip_length, m_stem_radius, m_stem_length));
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GLShaderProgram* curr_shader = wxGetApp().get_current_shader();
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GLShaderProgram* curr_shader = wxGetApp().get_current_shader();
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#if ENABLE_GL_SHADERS_ATTRIBUTES
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bool shader_differs = (curr_shader == nullptr || curr_shader->get_name() != "gouraud_light_attr");
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#else
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bool shader_differs = (curr_shader == nullptr || curr_shader->get_name() != "gouraud_light");
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bool shader_differs = (curr_shader == nullptr || curr_shader->get_name() != "gouraud_light");
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#endif // ENABLE_GL_SHADERS_ATTRIBUTES
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#if ENABLE_GL_SHADERS_ATTRIBUTES
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GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light_attr");
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#else
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GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
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GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
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#endif // ENABLE_GL_SHADERS_ATTRIBUTES
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if (shader == nullptr)
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if (shader == nullptr)
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return;
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return;
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@ -48,7 +70,11 @@ void CoordAxes::render(float emission_factor)
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#else
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#else
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m_arrow.set_color(-1, ColorRGBA::X());
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m_arrow.set_color(-1, ColorRGBA::X());
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#endif // ENABLE_LEGACY_OPENGL_REMOVAL
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#endif // ENABLE_LEGACY_OPENGL_REMOVAL
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#if ENABLE_GL_SHADERS_ATTRIBUTES
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render_axis(*shader, Geometry::assemble_transform(m_origin, { 0.0, 0.5 * M_PI, 0.0 }));
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#else
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render_axis(Geometry::assemble_transform(m_origin, { 0.0, 0.5 * M_PI, 0.0 }).cast<float>());
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render_axis(Geometry::assemble_transform(m_origin, { 0.0, 0.5 * M_PI, 0.0 }).cast<float>());
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#endif // ENABLE_GL_SHADERS_ATTRIBUTES
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// y axis
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// y axis
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#if ENABLE_LEGACY_OPENGL_REMOVAL
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#if ENABLE_LEGACY_OPENGL_REMOVAL
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@ -56,7 +82,11 @@ void CoordAxes::render(float emission_factor)
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#else
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#else
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m_arrow.set_color(-1, ColorRGBA::Y());
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m_arrow.set_color(-1, ColorRGBA::Y());
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#endif // ENABLE_LEGACY_OPENGL_REMOVAL
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#endif // ENABLE_LEGACY_OPENGL_REMOVAL
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#if ENABLE_GL_SHADERS_ATTRIBUTES
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render_axis(*shader, Geometry::assemble_transform(m_origin, { -0.5 * M_PI, 0.0, 0.0 }));
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#else
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render_axis(Geometry::assemble_transform(m_origin, { -0.5 * M_PI, 0.0, 0.0 }).cast<float>());
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render_axis(Geometry::assemble_transform(m_origin, { -0.5 * M_PI, 0.0, 0.0 }).cast<float>());
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#endif // ENABLE_GL_SHADERS_ATTRIBUTES
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// z axis
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// z axis
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#if ENABLE_LEGACY_OPENGL_REMOVAL
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#if ENABLE_LEGACY_OPENGL_REMOVAL
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@ -64,7 +94,11 @@ void CoordAxes::render(float emission_factor)
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#else
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#else
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m_arrow.set_color(-1, ColorRGBA::Z());
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m_arrow.set_color(-1, ColorRGBA::Z());
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#endif // ENABLE_LEGACY_OPENGL_REMOVAL
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#endif // ENABLE_LEGACY_OPENGL_REMOVAL
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#if ENABLE_GL_SHADERS_ATTRIBUTES
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render_axis(*shader, Geometry::assemble_transform(m_origin));
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#else
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render_axis(Geometry::assemble_transform(m_origin).cast<float>());
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render_axis(Geometry::assemble_transform(m_origin).cast<float>());
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#endif // ENABLE_GL_SHADERS_ATTRIBUTES
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if (shader_differs) {
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if (shader_differs) {
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shader->stop_using();
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shader->stop_using();
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