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

@ -527,7 +527,6 @@ void GLGizmoAdvancedCut::on_render_for_picking()
Vec3d pos = connector.pos + instance_offset + sla_shift * Vec3d::UnitZ();
float height = connector.height;
const Camera &camera = wxGetApp().plater()->get_camera();
if (connector.attribs.type == CutConnectorType::Dowel && connector.attribs.style == CutConnectorStyle::Prizm) {
pos -= height * m_cut_plane_normal;
height *= 2;
@ -540,11 +539,10 @@ void GLGizmoAdvancedCut::on_render_for_picking()
Transform3d scale_tf = Transform3d::Identity();
scale_tf.scale(Vec3f(connector.radius, connector.radius, height).cast<double>());
const Transform3d view_model_matrix = translate_tf * m_rotate_matrix * scale_tf;
const Transform3d model_matrix = translate_tf * m_rotate_matrix * scale_tf;
ColorRGBA color = picking_color_component(i+1);
render_connector_model(m_shapes[connectors[i].attribs], color, view_model_matrix, true);
render_connector_model(m_shapes[connectors[i].attribs], color, model_matrix, true);
}
}
@ -961,14 +959,14 @@ void GLGizmoAdvancedCut::render_cut_plane_and_grabbers()
cube.set_color(render_color);
const Transform3d trafo_matrix = Geometry::assemble_transform(m_move_grabber.center) * m_rotate_matrix *
Geometry::assemble_transform(Vec3d::Zero(), Vec3d::Zero(), fullsize * Vec3d::Ones());
const Camera& camera = wxGetApp().plater()->get_camera();
const Transform3d view_model_matrix = camera.get_view_matrix() * Geometry::assemble_transform(m_move_grabber.center) *
m_rotate_matrix *
Geometry::assemble_transform(Vec3d::Zero(), Vec3d::Zero(), fullsize * Vec3d::Ones());
const Transform3d& projection_matrix = camera.get_projection_matrix();
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());
const Transform3d& view_matrix = camera.get_view_matrix();
shader->set_uniform("view_model_matrix", view_matrix * trafo_matrix);
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
const Matrix3d view_normal_matrix = view_matrix.matrix().block(0, 0, 3, 3) * trafo_matrix.matrix().block(0, 0, 3, 3).inverse().transpose();
shader->set_uniform("view_normal_matrix", view_normal_matrix);
cube.render();
shader->stop_using();
}
@ -1036,9 +1034,9 @@ void GLGizmoAdvancedCut::render_connectors()
Transform3d scale_tf = Transform3d::Identity();
scale_tf.scale(Vec3f(connector.radius, connector.radius, height).cast<double>());
const Transform3d view_model_matrix = translate_tf * m_rotate_matrix * scale_tf;
const Transform3d model_matrix = translate_tf * m_rotate_matrix * scale_tf;
render_connector_model(m_shapes[connector.attribs], render_color, view_model_matrix);
render_connector_model(m_shapes[connector.attribs], render_color, model_matrix);
}
}
@ -1091,7 +1089,7 @@ void GLGizmoAdvancedCut::render_cut_line()
}
}
void GLGizmoAdvancedCut::render_connector_model(GLModel &model, const ColorRGBA &color, Transform3d view_model_matrix, bool for_picking)
void GLGizmoAdvancedCut::render_connector_model(GLModel &model, const ColorRGBA &color, Transform3d model_matrix, bool for_picking)
{
GLShaderProgram *shader = nullptr;
if (for_picking)
@ -1102,11 +1100,11 @@ void GLGizmoAdvancedCut::render_connector_model(GLModel &model, const ColorRGBA
shader->start_using();
const Camera& camera = wxGetApp().plater()->get_camera();
view_model_matrix = camera.get_view_matrix() * view_model_matrix;
const Transform3d &projection_matrix = camera.get_projection_matrix();
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());
const Transform3d& view_matrix = camera.get_view_matrix();
shader->set_uniform("view_model_matrix", view_matrix * model_matrix);
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
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);
model.set_color(color);
model.render();