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Tech ENABLE_LEGACY_OPENGL_REMOVAL - Fixed calculation of normal matrices sent to shaders
(cherry picked from commit prusa3d/PrusaSlicer@c468dcbed7)
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4fb5b1f904
commit
19ad0ca4d9
29 changed files with 175 additions and 152 deletions
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@ -318,10 +318,12 @@ void GCodeViewer::SequentialView::Marker::render(int canvas_width, int canvas_he
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shader->set_uniform("emission_factor", 0.0f);
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const Camera& camera = wxGetApp().plater()->get_camera();
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const Transform3d matrix = camera.get_view_matrix() * m_world_transform.cast<double>();
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shader->set_uniform("view_model_matrix", matrix);
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const Transform3d& view_matrix = camera.get_view_matrix();
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const Transform3d model_matrix = m_world_transform.cast<double>();
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shader->set_uniform("view_model_matrix", view_matrix * model_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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const Matrix3d view_normal_matrix = view_matrix.matrix().block(0, 0, 3, 3) * model_matrix.matrix().block(0, 0, 3, 3).inverse().transpose();
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shader->set_uniform("view_normal_matrix", view_normal_matrix);
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m_model.render();
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@ -3887,10 +3889,9 @@ void GCodeViewer::render_toolpaths()
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shader->start_using();
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const Transform3d& view_matrix = camera.get_view_matrix();
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shader->set_uniform("view_model_matrix", view_matrix);
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shader->set_uniform("view_model_matrix", camera.get_view_matrix());
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shader->set_uniform("projection_matrix", camera.get_projection_matrix());
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shader->set_uniform("normal_matrix", (Matrix3d)view_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
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shader->set_uniform("view_normal_matrix", (Matrix3d)Matrix3d::Identity());
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if (buffer.render_primitive_type == TBuffer::ERenderPrimitiveType::InstancedModel) {
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shader->set_uniform("emission_factor", 0.25f);
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@ -3974,10 +3975,9 @@ void GCodeViewer::render_toolpaths()
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shader->start_using();
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const Transform3d& view_matrix = camera.get_view_matrix();
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shader->set_uniform("view_model_matrix", view_matrix);
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shader->set_uniform("view_model_matrix", camera.get_view_matrix());
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shader->set_uniform("projection_matrix", camera.get_projection_matrix());
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shader->set_uniform("normal_matrix", (Matrix3d)view_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
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shader->set_uniform("view_normal_matrix", (Matrix3d)Matrix3d::Identity());
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const int position_id = shader->get_attrib_location("v_position");
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const int normal_id = shader->get_attrib_location("v_normal");
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