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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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@ -2252,26 +2252,28 @@ static ColorRGBA get_color(Axis axis)
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void Selection::render_sidebar_position_hints(const std::string& sidebar_field, GLShaderProgram& shader, const Transform3d& matrix)
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{
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const Camera& camera = wxGetApp().plater()->get_camera();
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const Transform3d view_matrix = camera.get_view_matrix() * matrix;
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const Transform3d& view_matrix = camera.get_view_matrix();
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shader.set_uniform("projection_matrix", camera.get_projection_matrix());
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if (boost::ends_with(sidebar_field, "x")) {
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const Transform3d view_model_matrix = view_matrix * Geometry::assemble_transform(Vec3d::Zero(), -0.5 * PI * Vec3d::UnitZ());
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shader.set_uniform("view_model_matrix", view_model_matrix);
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shader.set_uniform("normal_matrix", (Matrix3d)view_model_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
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const Transform3d model_matrix = matrix * Geometry::assemble_transform(Vec3d::Zero(), -0.5 * PI * Vec3d::UnitZ());
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shader.set_uniform("view_model_matrix", view_matrix * model_matrix);
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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_arrow.set_color(get_color(X));
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m_arrow.render();
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}
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else if (boost::ends_with(sidebar_field, "y")) {
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shader.set_uniform("view_model_matrix", view_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_model_matrix", view_matrix * matrix);
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shader.set_uniform("view_normal_matrix", (Matrix3d)Matrix3d::Identity());
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m_arrow.set_color(get_color(Y));
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m_arrow.render();
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}
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else if (boost::ends_with(sidebar_field, "z")) {
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const Transform3d view_model_matrix = view_matrix * Geometry::assemble_transform(Vec3d::Zero(), 0.5 * PI * Vec3d::UnitX());
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shader.set_uniform("view_model_matrix", view_model_matrix);
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shader.set_uniform("normal_matrix", (Matrix3d)view_model_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
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const Transform3d model_matrix = matrix * Geometry::assemble_transform(Vec3d::Zero(), 0.5 * PI * Vec3d::UnitX());
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shader.set_uniform("view_model_matrix", view_matrix * model_matrix);
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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_arrow.set_color(get_color(Z));
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m_arrow.render();
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}
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@ -2279,32 +2281,33 @@ void Selection::render_sidebar_position_hints(const std::string& sidebar_field,
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void Selection::render_sidebar_rotation_hints(const std::string& sidebar_field, GLShaderProgram& shader, const Transform3d& matrix)
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{
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auto render_sidebar_rotation_hint = [this](GLShaderProgram& shader, const Transform3d& matrix) {
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Transform3d view_model_matrix = matrix;
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shader.set_uniform("view_model_matrix", view_model_matrix);
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shader.set_uniform("normal_matrix", (Matrix3d)view_model_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
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auto render_sidebar_rotation_hint = [this](GLShaderProgram& shader, const Transform3d& view_matrix, const Transform3d& model_matrix) {
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shader.set_uniform("view_model_matrix", view_matrix * model_matrix);
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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_curved_arrow.render();
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view_model_matrix = matrix * Geometry::assemble_transform(Vec3d::Zero(), PI * Vec3d::UnitZ());
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shader.set_uniform("view_model_matrix", view_model_matrix);
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shader.set_uniform("normal_matrix", (Matrix3d)view_model_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
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const Transform3d matrix = model_matrix * Geometry::assemble_transform(Vec3d::Zero(), PI * Vec3d::UnitZ());
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shader.set_uniform("view_model_matrix", view_matrix * matrix);
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view_normal_matrix = view_matrix.matrix().block(0, 0, 3, 3) * 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_curved_arrow.render();
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};
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const Camera& camera = wxGetApp().plater()->get_camera();
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const Transform3d view_matrix = camera.get_view_matrix() * matrix;
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const Transform3d& view_matrix = camera.get_view_matrix();
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shader.set_uniform("projection_matrix", camera.get_projection_matrix());
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if (boost::ends_with(sidebar_field, "x")) {
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m_curved_arrow.set_color(get_color(X));
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render_sidebar_rotation_hint(shader, view_matrix * Geometry::assemble_transform(Vec3d::Zero(), 0.5 * PI * Vec3d::UnitY()));
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render_sidebar_rotation_hint(shader, view_matrix, matrix * Geometry::assemble_transform(Vec3d::Zero(), 0.5 * PI * Vec3d::UnitY()));
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}
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else if (boost::ends_with(sidebar_field, "y")) {
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m_curved_arrow.set_color(get_color(Y));
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render_sidebar_rotation_hint(shader, view_matrix * Geometry::assemble_transform(Vec3d::Zero(), -0.5 * PI * Vec3d::UnitX()));
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render_sidebar_rotation_hint(shader, view_matrix, matrix * Geometry::assemble_transform(Vec3d::Zero(), -0.5 * PI * Vec3d::UnitX()));
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}
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else if (boost::ends_with(sidebar_field, "z")) {
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m_curved_arrow.set_color(get_color(Z));
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render_sidebar_rotation_hint(shader, view_matrix);
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render_sidebar_rotation_hint(shader, view_matrix, matrix);
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}
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}
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@ -2315,33 +2318,35 @@ void Selection::render_sidebar_scale_hints(const std::string& sidebar_field, boo
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//bool uniform_scale = requires_uniform_scale() || wxGetApp().obj_manipul()->get_uniform_scaling();
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bool uniform_scale = requires_uniform_scale() || gizmo_uniform_scale;
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auto render_sidebar_scale_hint = [this, uniform_scale](Axis axis, GLShaderProgram& shader, const Transform3d& matrix) {
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auto render_sidebar_scale_hint = [this, uniform_scale](Axis axis, GLShaderProgram& shader, const Transform3d& view_matrix, const Transform3d& model_matrix) {
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m_arrow.set_color(uniform_scale ? UNIFORM_SCALE_COLOR : get_color(axis));
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Transform3d view_model_matrix = matrix * Geometry::assemble_transform(5.0 * Vec3d::UnitY());
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shader.set_uniform("view_model_matrix", view_model_matrix);
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shader.set_uniform("normal_matrix", (Matrix3d)view_model_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
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Transform3d matrix = model_matrix * Geometry::assemble_transform(5.0 * Vec3d::UnitY());
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shader.set_uniform("view_model_matrix", view_matrix * matrix);
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Matrix3d view_normal_matrix = view_matrix.matrix().block(0, 0, 3, 3) * 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_arrow.render();
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view_model_matrix = matrix * Geometry::assemble_transform(-5.0 * Vec3d::UnitY(), PI * Vec3d::UnitZ());
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shader.set_uniform("view_model_matrix", view_model_matrix);
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shader.set_uniform("normal_matrix", (Matrix3d)view_model_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
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matrix = model_matrix * Geometry::assemble_transform(-5.0 * Vec3d::UnitY(), PI * Vec3d::UnitZ());
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shader.set_uniform("view_model_matrix", view_matrix * matrix);
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view_normal_matrix = view_matrix.matrix().block(0, 0, 3, 3) * 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_arrow.render();
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};
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const Camera& camera = wxGetApp().plater()->get_camera();
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const Transform3d view_matrix = camera.get_view_matrix() * matrix;
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const Transform3d& view_matrix = camera.get_view_matrix();
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shader.set_uniform("projection_matrix", camera.get_projection_matrix());
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if (boost::ends_with(sidebar_field, "x") || uniform_scale) {
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render_sidebar_scale_hint(X, shader, view_matrix * Geometry::assemble_transform(Vec3d::Zero(), -0.5 * PI * Vec3d::UnitZ()));
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render_sidebar_scale_hint(X, shader, view_matrix, matrix * Geometry::assemble_transform(Vec3d::Zero(), -0.5 * PI * Vec3d::UnitZ()));
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}
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if (boost::ends_with(sidebar_field, "y") || uniform_scale) {
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render_sidebar_scale_hint(Y, shader, view_matrix);
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render_sidebar_scale_hint(Y, shader, view_matrix, matrix);
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}
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if (boost::ends_with(sidebar_field, "z") || uniform_scale) {
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render_sidebar_scale_hint(Z, shader, view_matrix * Geometry::assemble_transform(Vec3d::Zero(), 0.5 * PI * Vec3d::UnitX()));
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render_sidebar_scale_hint(Z, shader, view_matrix, matrix * Geometry::assemble_transform(Vec3d::Zero(), 0.5 * PI * Vec3d::UnitX()));
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}
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}
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