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

@ -415,19 +415,19 @@ void GLGizmoRotate::render_grabber_extension(const BoundingBoxf3& box, bool pick
const Transform3d& view_matrix = camera.get_view_matrix();
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
Transform3d view_model_matrix = view_matrix * m_grabbers.front().matrix *
Geometry::assemble_transform(center, Vec3d(0.5 * PI, 0.0, m_angle)) *
Geometry::assemble_transform(1.5 * size * Vec3d::UnitZ(), Vec3d::Zero(), Vec3d(0.75 * size, 0.75 * size, 3.0 * size));
Transform3d model_matrix = m_grabbers.front().matrix * Geometry::assemble_transform(center, Vec3d(0.5 * PI, 0.0, m_angle)) *
Geometry::assemble_transform(2.0 * size * Vec3d::UnitZ(), Vec3d::Zero(), Vec3d(0.75 * size, 0.75 * size, 3.0 * size));
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());
shader->set_uniform("view_model_matrix", view_matrix * model_matrix);
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_cone.render();
view_model_matrix = view_matrix * m_grabbers.front().matrix *
Geometry::assemble_transform(center, Vec3d(-0.5 * PI, 0.0, m_angle)) *
Geometry::assemble_transform(1.5 * size * Vec3d::UnitZ(), Vec3d::Zero(), Vec3d(0.75 * size, 0.75 * size, 3.0 * size));
model_matrix = m_grabbers.front().matrix * Geometry::assemble_transform(center, Vec3d(-0.5 * PI, 0.0, m_angle)) *
Geometry::assemble_transform(2.0 * size * Vec3d::UnitZ(), Vec3d::Zero(), Vec3d(0.75 * size, 0.75 * size, 3.0 * size));
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());
shader->set_uniform("view_model_matrix", view_matrix * model_matrix);
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_cone.render();
shader->stop_using();