Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Some refactoring
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@ -707,8 +707,7 @@ void Bed3D::render_default(bool bottom, bool picking)
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shader->start_using();
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shader->start_using();
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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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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shader->set_uniform("projection_view_model_matrix", wxGetApp().plater()->get_camera().get_projection_view_matrix());
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shader->set_uniform("projection_view_model_matrix", matrix);
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glEnable(GL_DEPTH_TEST));
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glsafe(::glEnable(GL_DEPTH_TEST));
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@ -983,8 +983,7 @@ void GLCanvas3D::SequentialPrintClearance::render()
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shader->start_using();
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shader->start_using();
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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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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shader->set_uniform("projection_view_model_matrix", wxGetApp().plater()->get_camera().get_projection_view_matrix());
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shader->set_uniform("projection_view_model_matrix", matrix);
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glEnable(GL_DEPTH_TEST));
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glsafe(::glEnable(GL_DEPTH_TEST));
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@ -5826,8 +5825,7 @@ void GLCanvas3D::_render_camera_target()
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if (shader != nullptr) {
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if (shader != nullptr) {
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shader->start_using();
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shader->start_using();
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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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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shader->set_uniform("projection_view_model_matrix", wxGetApp().plater()->get_camera().get_projection_view_matrix());
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shader->set_uniform("projection_view_model_matrix", matrix);
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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for (int i = 0; i < 3; ++i) {
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for (int i = 0; i < 3; ++i) {
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m_camera_target.axis[i].render();
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m_camera_target.axis[i].render();
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@ -145,8 +145,7 @@ void GLGizmoCut::on_render()
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}
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}
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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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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shader->set_uniform("projection_view_model_matrix", wxGetApp().plater()->get_camera().get_projection_view_matrix());
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shader->set_uniform("projection_view_model_matrix", matrix);
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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m_plane.render();
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m_plane.render();
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@ -164,8 +164,7 @@ void GLGizmoMove3D::on_render()
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#endif // ENABLE_GLBEGIN_GLEND_REMOVAL
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#endif // ENABLE_GLBEGIN_GLEND_REMOVAL
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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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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shader->set_uniform("projection_view_model_matrix", wxGetApp().plater()->get_camera().get_projection_view_matrix());
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shader->set_uniform("projection_view_model_matrix", matrix);
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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// draw axes
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// draw axes
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@ -207,8 +206,7 @@ void GLGizmoMove3D::on_render()
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shader->start_using();
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shader->start_using();
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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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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shader->set_uniform("projection_view_model_matrix", wxGetApp().plater()->get_camera().get_projection_view_matrix());
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shader->set_uniform("projection_view_model_matrix", matrix);
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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render_grabber_connection(m_hover_id);
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render_grabber_connection(m_hover_id);
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@ -273,8 +273,7 @@ void GLGizmoScale3D::on_render()
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if (shader != nullptr) {
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if (shader != nullptr) {
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shader->start_using();
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shader->start_using();
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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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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shader->set_uniform("projection_view_model_matrix", wxGetApp().plater()->get_camera().get_projection_view_matrix());
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shader->set_uniform("projection_view_model_matrix", matrix);
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (m_grabbers[0].enabled && m_grabbers[1].enabled)
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if (m_grabbers[0].enabled && m_grabbers[1].enabled)
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render_grabbers_connection(0, 1, m_grabbers[0].color);
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render_grabbers_connection(0, 1, m_grabbers[0].color);
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@ -323,8 +322,7 @@ void GLGizmoScale3D::on_render()
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if (shader != nullptr) {
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if (shader != nullptr) {
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shader->start_using();
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shader->start_using();
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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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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shader->set_uniform("projection_view_model_matrix", wxGetApp().plater()->get_camera().get_projection_view_matrix());
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shader->set_uniform("projection_view_model_matrix", matrix);
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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render_grabbers_connection(0, 1, m_grabbers[0].color);
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render_grabbers_connection(0, 1, m_grabbers[0].color);
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shader->stop_using();
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shader->stop_using();
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@ -359,8 +357,7 @@ void GLGizmoScale3D::on_render()
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if (shader != nullptr) {
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if (shader != nullptr) {
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shader->start_using();
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shader->start_using();
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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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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shader->set_uniform("projection_view_model_matrix", wxGetApp().plater()->get_camera().get_projection_view_matrix());
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shader->set_uniform("projection_view_model_matrix", matrix);
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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render_grabbers_connection(2, 3, m_grabbers[2].color);
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render_grabbers_connection(2, 3, m_grabbers[2].color);
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shader->stop_using();
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shader->stop_using();
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@ -395,8 +392,7 @@ void GLGizmoScale3D::on_render()
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if (shader != nullptr) {
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if (shader != nullptr) {
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shader->start_using();
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shader->start_using();
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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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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shader->set_uniform("projection_view_model_matrix", wxGetApp().plater()->get_camera().get_projection_view_matrix());
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shader->set_uniform("projection_view_model_matrix", matrix);
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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render_grabbers_connection(4, 5, m_grabbers[4].color);
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render_grabbers_connection(4, 5, m_grabbers[4].color);
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shader->stop_using();
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shader->stop_using();
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@ -431,8 +427,7 @@ void GLGizmoScale3D::on_render()
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if (shader != nullptr) {
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if (shader != nullptr) {
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shader->start_using();
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shader->start_using();
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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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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shader->set_uniform("projection_view_model_matrix", wxGetApp().plater()->get_camera().get_projection_view_matrix());
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shader->set_uniform("projection_view_model_matrix", matrix);
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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render_grabbers_connection(6, 7, m_drag_color);
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render_grabbers_connection(6, 7, m_drag_color);
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render_grabbers_connection(7, 8, m_drag_color);
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render_grabbers_connection(7, 8, m_drag_color);
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@ -97,8 +97,7 @@ void MeshClipper::render_cut()
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if (shader != nullptr) {
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if (shader != nullptr) {
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shader->start_using();
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shader->start_using();
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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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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shader->set_uniform("projection_view_model_matrix", wxGetApp().plater()->get_camera().get_projection_view_matrix());
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shader->set_uniform("projection_view_model_matrix", matrix);
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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m_model.set_color(color);
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m_model.set_color(color);
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m_model.render();
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m_model.render();
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