Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Shader: gouraud_light - Gizmo Simplify
This commit is contained in:
parent
d71ad7177e
commit
f7d06f4ec8
1 changed files with 10 additions and 0 deletions
|
@ -740,10 +740,20 @@ void GLGizmoSimplify::on_render()
|
|||
glsafe(::glPushMatrix());
|
||||
glsafe(::glMultMatrixd(trafo_matrix.data()));
|
||||
|
||||
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
|
||||
auto* gouraud_shader = wxGetApp().get_shader("gouraud_light_attr");
|
||||
#else
|
||||
auto *gouraud_shader = wxGetApp().get_shader("gouraud_light");
|
||||
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
|
||||
glsafe(::glPushAttrib(GL_DEPTH_TEST));
|
||||
glsafe(::glEnable(GL_DEPTH_TEST));
|
||||
gouraud_shader->start_using();
|
||||
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
|
||||
const Camera& camera = wxGetApp().plater()->get_camera();
|
||||
const Transform3d view_model_matrix = camera.get_view_matrix() * trafo_matrix;
|
||||
gouraud_shader->set_uniform("view_model_matrix", view_model_matrix);
|
||||
gouraud_shader->set_uniform("projection_matrix", camera.get_projection_matrix());
|
||||
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
|
||||
glmodel.render();
|
||||
gouraud_shader->stop_using();
|
||||
|
||||
|
|
Loading…
Reference in a new issue