Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.

Shader: gouraud_light - Gizmo SLA Supports
This commit is contained in:
enricoturri1966 2022-03-03 14:28:43 +01:00
parent 919730e969
commit f9cabee382
2 changed files with 71 additions and 69 deletions

View file

@ -129,6 +129,8 @@ void GLGizmoHollow::render_points(const Selection& selection, bool picking)
const Camera& camera = wxGetApp().plater()->get_camera();
const Transform3d& view_matrix = camera.get_view_matrix();
const Transform3d& projection_matrix = camera.get_projection_matrix();
shader->set_uniform("projection_matrix", projection_matrix);
#else
const Transform3d& instance_scaling_matrix_inverse = vol->get_instance_transformation().get_matrix(true, true, false, true).inverse();
const Transform3d& instance_matrix = vol->get_instance_transformation().get_matrix();
@ -192,7 +194,6 @@ void GLGizmoHollow::render_points(const Selection& selection, bool picking)
// normal render
shader->set_uniform("view_model_matrix", view_model_matrix);
shader->set_uniform("projection_matrix", projection_matrix);
shader->set_uniform("normal_matrix", (Matrix3d)view_model_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
// picking render
shader->set_uniform("projection_view_model_matrix", projection_matrix * view_model_matrix);

View file

@ -131,17 +131,13 @@ void GLGizmoSlaSupports::render_points(const Selection& selection, bool picking)
#if ENABLE_GLBEGIN_GLEND_REMOVAL
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
GLShaderProgram* shader = picking ? wxGetApp().get_shader("flat_attr") : wxGetApp().get_shader("gouraud_light");
GLShaderProgram* shader = picking ? wxGetApp().get_shader("flat_attr") : wxGetApp().get_shader("gouraud_light_attr");
#else
GLShaderProgram* shader = wxGetApp().get_shader(picking ? "flat" : "gouraud_light");
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (shader == nullptr)
return;
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
bool use_attributes = boost::algorithm::iends_with(shader->get_name(), "_attr");
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
shader->start_using();
ScopeGuard guard([shader]() { shader->stop_using(); });
#else
@ -158,19 +154,19 @@ void GLGizmoSlaSupports::render_points(const Selection& selection, bool picking)
const Transform3d instance_scaling_matrix_inverse = vol->get_instance_transformation().get_matrix(true, true, false, true).inverse();
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
const Transform3d instance_matrix = Geometry::assemble_transform(m_c->selection_info()->get_sla_shift() * Vec3d::UnitZ()) * vol->get_instance_transformation().get_matrix();
const Camera& camera = wxGetApp().plater()->get_camera();
const Transform3d& view_matrix = camera.get_view_matrix();
const Transform3d& projection_matrix = camera.get_projection_matrix();
shader->set_uniform("projection_matrix", projection_matrix);
#else
const Transform3d& instance_matrix = vol->get_instance_transformation().get_matrix();
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (!use_attributes) {
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
const float z_shift = m_c->selection_info()->get_sla_shift();
glsafe(::glPushMatrix());
glsafe(::glTranslated(0.0, 0.0, z_shift));
glsafe(::glMultMatrixd(instance_matrix.data()));
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
}
const float z_shift = m_c->selection_info()->get_sla_shift();
glsafe(::glPushMatrix());
glsafe(::glTranslated(0.0, 0.0, z_shift));
glsafe(::glMultMatrixd(instance_matrix.data()));
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
ColorRGBA render_color;
@ -217,13 +213,10 @@ void GLGizmoSlaSupports::render_points(const Selection& selection, bool picking)
// Inverse matrix of the instance scaling is applied so that the mark does not scale with the object.
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
const Transform3d support_matrix = Geometry::assemble_transform(support_point.pos.cast<double>()) * instance_scaling_matrix_inverse;
if (!use_attributes) {
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glPushMatrix());
glsafe(::glTranslatef(support_point.pos.x(), support_point.pos.y(), support_point.pos.z()));
glsafe(::glMultMatrixd(instance_scaling_matrix_inverse.data()));
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
}
#else
glsafe(::glPushMatrix());
glsafe(::glTranslatef(support_point.pos.x(), support_point.pos.y(), support_point.pos.z()));
glsafe(::glMultMatrixd(instance_scaling_matrix_inverse.data()));
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (vol->is_left_handed())
@ -237,62 +230,58 @@ void GLGizmoSlaSupports::render_points(const Selection& selection, bool picking)
m_c->raycaster()->raycaster()->get_closest_point(m_editing_cache[i].support_point.pos, &m_editing_cache[i].normal);
Eigen::Quaterniond q;
q.setFromTwoVectors(Vec3d{0., 0., 1.}, instance_scaling_matrix_inverse * m_editing_cache[i].normal.cast<double>());
q.setFromTwoVectors(Vec3d::UnitZ(), instance_scaling_matrix_inverse * m_editing_cache[i].normal.cast<double>());
const Eigen::AngleAxisd aa(q);
const double cone_radius = 0.25; // mm
const double cone_height = 0.75;
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (use_attributes) {
const Transform3d matrix = wxGetApp().plater()->get_camera().get_projection_view_matrix() * instance_matrix *
support_matrix * Transform3d(aa.toRotationMatrix()) *
Geometry::assemble_transform((cone_height + support_point.head_front_radius * RenderPointScale) * Vec3d::UnitZ(),
Vec3d(PI, 0.0, 0.0), Vec3d(cone_radius, cone_radius, cone_height));
shader->set_uniform("projection_view_model_matrix", matrix);
}
else {
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glPushMatrix());
glsafe(::glRotated(aa.angle() * (180. / M_PI), aa.axis().x(), aa.axis().y(), aa.axis().z()));
glsafe(::glTranslatef(0.f, 0.f, cone_height + support_point.head_front_radius * RenderPointScale));
glsafe(::glRotated(180., 1., 0., 0.));
glsafe(::glScaled(cone_radius, cone_radius, cone_height));
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
}
const Transform3d view_model_matrix = view_matrix * instance_matrix * support_matrix * Transform3d(aa.toRotationMatrix()) *
Geometry::assemble_transform((cone_height + support_point.head_front_radius * RenderPointScale) * Vec3d::UnitZ(),
Vec3d(PI, 0.0, 0.0), Vec3d(cone_radius, cone_radius, cone_height));
// normal render
shader->set_uniform("view_model_matrix", view_model_matrix);
shader->set_uniform("normal_matrix", (Matrix3d)view_model_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
// picking render
shader->set_uniform("projection_view_model_matrix", projection_matrix * view_model_matrix);
#else
glsafe(::glPushMatrix());
glsafe(::glRotated(aa.angle() * (180. / M_PI), aa.axis().x(), aa.axis().y(), aa.axis().z()));
glsafe(::glTranslatef(0.f, 0.f, cone_height + support_point.head_front_radius * RenderPointScale));
glsafe(::glRotated(180., 1., 0., 0.));
glsafe(::glScaled(cone_radius, cone_radius, cone_height));
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
m_cone.render();
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (!use_attributes)
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glPopMatrix());
#if !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glPopMatrix());
#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
}
const double radius = (double)support_point.head_front_radius * RenderPointScale;
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (use_attributes) {
const Transform3d matrix = wxGetApp().plater()->get_camera().get_projection_view_matrix() * instance_matrix *
support_matrix * Geometry::assemble_transform(Vec3d::Zero(), Vec3d::Zero(), radius * Vec3d::Ones());
shader->set_uniform("projection_view_model_matrix", matrix);
}
else {
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glPushMatrix());
glsafe(::glScaled(radius, radius, radius));
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
}
const Transform3d view_model_matrix = view_matrix * instance_matrix * support_matrix *
Geometry::assemble_transform(Vec3d::Zero(), Vec3d::Zero(), radius * Vec3d::Ones());
// normal render
shader->set_uniform("view_model_matrix", view_model_matrix);
shader->set_uniform("normal_matrix", (Matrix3d)view_model_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
// picking render
shader->set_uniform("projection_view_model_matrix", projection_matrix * view_model_matrix);
#else
glsafe(::glPushMatrix());
glsafe(::glScaled(radius, radius, radius));
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
m_sphere.render();
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (!use_attributes)
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glPopMatrix());
#if !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glPopMatrix());
#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (vol->is_left_handed())
glFrontFace(GL_CCW);
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (!use_attributes)
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glPopMatrix());
#if !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glPopMatrix());
#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
}
// Now render the drain holes:
@ -309,34 +298,46 @@ void GLGizmoSlaSupports::render_points(const Selection& selection, bool picking)
if (is_mesh_point_clipped(drain_hole.pos.cast<double>()))
continue;
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
const Transform3d hole_matrix = Geometry::assemble_transform(drain_hole.pos.cast<double>()) * instance_scaling_matrix_inverse;
#else
// Inverse matrix of the instance scaling is applied so that the mark does not scale with the object.
glsafe(::glPushMatrix());
glsafe(::glTranslatef(drain_hole.pos.x(), drain_hole.pos.y(), drain_hole.pos.z()));
glsafe(::glMultMatrixd(instance_scaling_matrix_inverse.data()));
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (vol->is_left_handed())
glFrontFace(GL_CW);
// Matrices set, we can render the point mark now.
Eigen::Quaterniond q;
q.setFromTwoVectors(Vec3d{0., 0., 1.}, instance_scaling_matrix_inverse * (-drain_hole.normal).cast<double>());
q.setFromTwoVectors(Vec3d::UnitZ(), instance_scaling_matrix_inverse * (-drain_hole.normal).cast<double>());
const Eigen::AngleAxisd aa(q);
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
const Transform3d view_model_matrix = view_matrix * instance_matrix * hole_matrix * Transform3d(aa.toRotationMatrix()) *
Geometry::assemble_transform(-drain_hole.height * Vec3d::UnitZ(), Vec3d::Zero(), Vec3d(drain_hole.radius, drain_hole.radius, drain_hole.height + sla::HoleStickOutLength));
shader->set_uniform("view_model_matrix", view_model_matrix);
shader->set_uniform("normal_matrix", (Matrix3d)view_model_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
#else
glsafe(::glRotated(aa.angle() * (180. / M_PI), aa.axis().x(), aa.axis().y(), aa.axis().z()));
glsafe(::glTranslated(0., 0., -drain_hole.height));
glsafe(::glScaled(drain_hole.radius, drain_hole.radius, drain_hole.height + sla::HoleStickOutLength));
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
m_cylinder.render();
if (vol->is_left_handed())
glFrontFace(GL_CCW);
#if !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glPopMatrix());
#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
}
}
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (!use_attributes)
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glPopMatrix());
#if !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glPopMatrix());
#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
}