Tech ENABLE_LEGACY_OPENGL_REMOVAL - Fixed calculation of normal matrices sent to shaders

(cherry picked from commit prusa3d/PrusaSlicer@c468dcbed7)
This commit is contained in:
enricoturri1966 2023-10-28 00:01:28 +08:00 committed by Noisyfox
parent 4fb5b1f904
commit 19ad0ca4d9
29 changed files with 175 additions and 152 deletions

View file

@ -318,10 +318,12 @@ void GCodeViewer::SequentialView::Marker::render(int canvas_width, int canvas_he
shader->set_uniform("emission_factor", 0.0f);
const Camera& camera = wxGetApp().plater()->get_camera();
const Transform3d matrix = camera.get_view_matrix() * m_world_transform.cast<double>();
shader->set_uniform("view_model_matrix", matrix);
const Transform3d& view_matrix = camera.get_view_matrix();
const Transform3d model_matrix = m_world_transform.cast<double>();
shader->set_uniform("view_model_matrix", view_matrix * model_matrix);
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
shader->set_uniform("normal_matrix", (Matrix3d)matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
const Matrix3d view_normal_matrix = view_matrix.matrix().block(0, 0, 3, 3) * model_matrix.matrix().block(0, 0, 3, 3).inverse().transpose();
shader->set_uniform("view_normal_matrix", view_normal_matrix);
m_model.render();
@ -3887,10 +3889,9 @@ void GCodeViewer::render_toolpaths()
shader->start_using();
const Transform3d& view_matrix = camera.get_view_matrix();
shader->set_uniform("view_model_matrix", view_matrix);
shader->set_uniform("view_model_matrix", camera.get_view_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("view_normal_matrix", (Matrix3d)Matrix3d::Identity());
if (buffer.render_primitive_type == TBuffer::ERenderPrimitiveType::InstancedModel) {
shader->set_uniform("emission_factor", 0.25f);
@ -3974,10 +3975,9 @@ void GCodeViewer::render_toolpaths()
shader->start_using();
const Transform3d& view_matrix = camera.get_view_matrix();
shader->set_uniform("view_model_matrix", view_matrix);
shader->set_uniform("view_model_matrix", camera.get_view_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("view_normal_matrix", (Matrix3d)Matrix3d::Identity());
const int position_id = shader->get_attrib_location("v_position");
const int normal_id = shader->get_attrib_location("v_normal");