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https://github.com/SoftFever/OrcaSlicer.git
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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:
parent
4fb5b1f904
commit
19ad0ca4d9
29 changed files with 175 additions and 152 deletions
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@ -27,7 +27,7 @@ struct SlopeDetection
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uniform mat4 view_model_matrix;
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uniform mat4 projection_matrix;
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uniform mat3 normal_matrix;
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uniform mat3 view_normal_matrix;
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uniform mat4 volume_world_matrix;
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uniform SlopeDetection slope;
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@ -51,7 +51,7 @@ varying vec3 eye_normal;
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void main()
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{
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// First transform the normal into camera space and normalize the result.
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eye_normal = normalize(normal_matrix * v_normal);
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eye_normal = normalize(view_normal_matrix * v_normal);
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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@ -16,7 +16,7 @@ const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
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uniform mat4 view_model_matrix;
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uniform mat4 projection_matrix;
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uniform mat3 normal_matrix;
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uniform mat3 view_normal_matrix;
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attribute vec3 v_position;
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attribute vec3 v_normal;
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@ -27,7 +27,7 @@ varying vec2 intensity;
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void main()
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{
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// First transform the normal into camera space and normalize the result.
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vec3 normal = normalize(normal_matrix * v_normal);
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vec3 normal = normalize(view_normal_matrix * v_normal);
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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@ -16,7 +16,7 @@ const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
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uniform mat4 view_model_matrix;
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uniform mat4 projection_matrix;
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uniform mat3 normal_matrix;
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uniform mat3 view_normal_matrix;
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// vertex attributes
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attribute vec3 v_position;
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@ -31,7 +31,7 @@ varying vec2 intensity;
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void main()
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{
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// First transform the normal into camera space and normalize the result.
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vec3 eye_normal = normalize(normal_matrix * v_normal);
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vec3 eye_normal = normalize(view_normal_matrix * v_normal);
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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@ -26,7 +26,7 @@ uniform vec4 uniform_color;
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uniform bool volume_mirrored;
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uniform mat4 view_model_matrix;
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uniform mat3 normal_matrix;
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uniform mat3 view_normal_matrix;
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varying vec3 clipping_planes_dots;
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varying vec4 model_pos;
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@ -70,7 +70,7 @@ void main()
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}
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}
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// First transform the normal into camera space and normalize the result.
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vec3 eye_normal = normalize(normal_matrix * triangle_normal);
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vec3 eye_normal = normalize(view_normal_matrix * triangle_normal);
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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@ -16,7 +16,7 @@ const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
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uniform mat4 view_model_matrix;
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uniform mat4 projection_matrix;
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uniform mat3 normal_matrix;
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uniform mat3 view_normal_matrix;
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uniform mat4 volume_world_matrix;
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attribute vec3 v_position;
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@ -29,7 +29,7 @@ varying vec4 world_pos;
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void main()
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{
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// First transform the normal into camera space and normalize the result.
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vec3 normal = normalize(normal_matrix * v_normal);
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vec3 normal = normalize(view_normal_matrix * v_normal);
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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@ -16,7 +16,7 @@ const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
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uniform mat4 view_model_matrix;
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uniform mat4 projection_matrix;
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uniform mat3 normal_matrix;
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uniform mat3 view_normal_matrix;
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uniform mat4 volume_world_matrix;
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uniform float object_max_z;
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@ -38,7 +38,7 @@ void main()
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// =====================================================
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// First transform the normal into camera space and normalize the result.
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vec3 normal = (object_max_z > 0.0) ? vec3(0.0, 0.0, 1.0) : normalize(normal_matrix * v_normal);
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vec3 normal = (object_max_z > 0.0) ? vec3(0.0, 0.0, 1.0) : normalize(view_normal_matrix * v_normal);
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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@ -27,7 +27,7 @@ struct SlopeDetection
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uniform mat4 view_model_matrix;
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uniform mat4 projection_matrix;
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uniform mat3 normal_matrix;
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uniform mat3 view_normal_matrix;
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uniform mat4 volume_world_matrix;
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uniform SlopeDetection slope;
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@ -51,7 +51,7 @@ out vec3 eye_normal;
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void main()
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{
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// First transform the normal into camera space and normalize the result.
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eye_normal = normalize(normal_matrix * v_normal);
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eye_normal = normalize(view_normal_matrix * v_normal);
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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@ -16,7 +16,7 @@ const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
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uniform mat4 view_model_matrix;
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uniform mat4 projection_matrix;
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uniform mat3 normal_matrix;
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uniform mat3 view_normal_matrix;
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in vec3 v_position;
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in vec3 v_normal;
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@ -27,7 +27,7 @@ out vec2 intensity;
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void main()
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{
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// First transform the normal into camera space and normalize the result.
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vec3 normal = normalize(normal_matrix * v_normal);
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vec3 normal = normalize(view_normal_matrix * v_normal);
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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@ -16,7 +16,7 @@ const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
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uniform mat4 view_model_matrix;
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uniform mat4 projection_matrix;
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uniform mat3 normal_matrix;
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uniform mat3 view_normal_matrix;
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// vertex attributes
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in vec3 v_position;
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@ -31,7 +31,7 @@ out vec2 intensity;
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void main()
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{
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// First transform the normal into camera space and normalize the result.
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vec3 eye_normal = normalize(normal_matrix * v_normal);
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vec3 eye_normal = normalize(view_normal_matrix * v_normal);
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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@ -26,7 +26,7 @@ uniform vec4 uniform_color;
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uniform bool volume_mirrored;
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uniform mat4 view_model_matrix;
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uniform mat3 normal_matrix;
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uniform mat3 view_normal_matrix;
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in vec3 clipping_planes_dots;
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in vec4 model_pos;
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@ -70,7 +70,7 @@ void main()
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}
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}
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// First transform the normal into camera space and normalize the result.
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vec3 eye_normal = normalize(normal_matrix * triangle_normal);
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vec3 eye_normal = normalize(view_normal_matrix * triangle_normal);
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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@ -16,7 +16,7 @@ const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
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uniform mat4 view_model_matrix;
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uniform mat4 projection_matrix;
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uniform mat3 normal_matrix;
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uniform mat3 view_normal_matrix;
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uniform mat4 volume_world_matrix;
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in vec3 v_position;
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@ -29,7 +29,7 @@ out vec4 world_pos;
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void main()
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{
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// First transform the normal into camera space and normalize the result.
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vec3 normal = normalize(normal_matrix * v_normal);
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vec3 normal = normalize(view_normal_matrix * v_normal);
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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@ -16,7 +16,7 @@ const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
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uniform mat4 view_model_matrix;
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uniform mat4 projection_matrix;
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uniform mat3 normal_matrix;
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uniform mat3 view_normal_matrix;
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uniform mat4 volume_world_matrix;
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uniform float object_max_z;
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@ -38,7 +38,7 @@ void main()
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// =====================================================
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// First transform the normal into camera space and normalize the result.
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vec3 normal = (object_max_z > 0.0) ? vec3(0.0, 0.0, 1.0) : normalize(normal_matrix * v_normal);
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vec3 normal = (object_max_z > 0.0) ? vec3(0.0, 0.0, 1.0) : normalize(view_normal_matrix * v_normal);
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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@ -208,10 +208,11 @@ void Bed3D::Axes::render()
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{
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auto render_axis = [this](GLShaderProgram* shader, const Transform3d& transform) {
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const Camera& camera = wxGetApp().plater()->get_camera();
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const Transform3d matrix = camera.get_view_matrix() * transform;
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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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shader->set_uniform("view_model_matrix", view_matrix * transform);
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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) * transform.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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@ -675,10 +676,11 @@ void Bed3D::render_model(const Transform3d& view_matrix, const Transform3d& proj
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if (shader != nullptr) {
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shader->start_using();
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shader->set_uniform("emission_factor", 0.0f);
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const Transform3d matrix = view_matrix * Geometry::assemble_transform(m_model_offset);
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shader->set_uniform("view_model_matrix", matrix);
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const Transform3d model_matrix = Geometry::assemble_transform(m_model_offset);
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shader->set_uniform("view_model_matrix", view_matrix * model_matrix);
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shader->set_uniform("projection_matrix", 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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shader->stop_using();
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}
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@ -912,13 +912,14 @@ void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disab
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glcheck();
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volume.first->model.set_color(volume.first->render_color);
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const Transform3d matrix = view_matrix * volume.first->world_matrix();
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shader->set_uniform("view_model_matrix", matrix);
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const Transform3d model_matrix = volume.first->world_matrix();
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shader->set_uniform("view_model_matrix", view_matrix * model_matrix);
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shader->set_uniform("projection_matrix", 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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//BBS: add outline related logic
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if (with_outline && volume.first->selected)
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volume.first->render_with_outline(matrix);
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volume.first->render_with_outline(view_matrix * model_matrix);
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else
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volume.first->render();
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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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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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@ -410,7 +410,7 @@ void GLCanvas3D::LayersEditing::render_active_object_annotations(const GLCanvas3
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shader->set_uniform("object_max_z", m_object_max_z);
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shader->set_uniform("view_model_matrix", Transform3d::Identity());
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shader->set_uniform("projection_matrix", Transform3d::Identity());
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shader->set_uniform("normal_matrix", (Matrix3d)Eigen::Matrix3d::Identity());
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shader->set_uniform("view_normal_matrix", (Matrix3d)Matrix3d::Identity());
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glsafe(::glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
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glsafe(::glBindTexture(GL_TEXTURE_2D, m_z_texture_id));
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@ -569,9 +569,11 @@ void GLCanvas3D::LayersEditing::render_volumes(const GLCanvas3D& canvas, const G
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shader->set_uniform("volume_world_matrix", glvolume->world_matrix());
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shader->set_uniform("object_max_z", 0.0f);
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const Transform3d view_model_matrix = camera.get_view_matrix() * glvolume->world_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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const Transform3d& view_matrix = camera.get_view_matrix();
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const Transform3d model_matrix = glvolume->world_matrix();
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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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glvolume->render();
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}
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@ -5597,10 +5599,11 @@ void GLCanvas3D::render_thumbnail_internal(ThumbnailData& thumbnail_data, const
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const bool is_active = vol->is_active;
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vol->is_active = true;
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const Transform3d matrix = view_matrix * vol->world_matrix();
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shader->set_uniform("view_model_matrix", matrix);
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const Transform3d model_matrix = vol->world_matrix();
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shader->set_uniform("view_model_matrix", view_matrix * model_matrix);
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shader->set_uniform("projection_matrix", 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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vol->simple_render(shader, model_objects, extruder_colors);
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vol->is_active = is_active;
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}
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@ -5634,10 +5637,11 @@ void GLCanvas3D::render_thumbnail_internal(ThumbnailData& thumbnail_data, const
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|||
// the volume may have been deactivated by an active gizmo
|
||||
const bool is_active = vol->is_active;
|
||||
vol->is_active = true;
|
||||
const Transform3d matrix = view_matrix * vol->world_matrix();
|
||||
shader->set_uniform("view_model_matrix", matrix);
|
||||
const Transform3d model_matrix = vol->world_matrix();
|
||||
shader->set_uniform("view_model_matrix", view_matrix * model_matrix);
|
||||
shader->set_uniform("projection_matrix", 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);
|
||||
vol->simple_render(shader, model_objects, extruder_colors);
|
||||
vol->is_active = is_active;
|
||||
}
|
||||
|
|
|
@ -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 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 *
|
||||
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 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 Camera& camera = wxGetApp().plater()->get_camera();
|
||||
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();
|
||||
|
|
|
@ -204,7 +204,7 @@ private:
|
|||
void render_connectors();
|
||||
void render_clipper_cut();
|
||||
void render_cut_line();
|
||||
void render_connector_model(GLModel &model, const ColorRGBA& color, Transform3d view_model_matrix, bool for_picking = false);
|
||||
void render_connector_model(GLModel &model, const ColorRGBA& color, Transform3d model_matrix, bool for_picking = false);
|
||||
|
||||
void clear_selection();
|
||||
void init_connector_shapes();
|
||||
|
|
|
@ -121,12 +121,14 @@ void GLGizmoBase::Grabber::render(float size, const ColorRGBA& render_color, boo
|
|||
m_cube.set_color(render_color);
|
||||
|
||||
const Camera& camera = wxGetApp().plater()->get_camera();
|
||||
const Transform3d view_model_matrix = camera.get_view_matrix() * matrix * Geometry::assemble_transform(center, angles, fullsize * Vec3d::Ones());
|
||||
const Transform3d& projection_matrix = camera.get_projection_matrix();
|
||||
const Transform3d& view_matrix = camera.get_view_matrix();
|
||||
const Transform3d model_matrix = matrix * Geometry::assemble_transform(center, angles, fullsize * Vec3d::Ones());
|
||||
const Transform3d view_model_matrix = view_matrix * model_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());
|
||||
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);
|
||||
m_cube.render();
|
||||
}
|
||||
|
||||
|
|
|
@ -178,10 +178,11 @@ void GLGizmoFdmSupports::render_triangles(const Selection& selection) const
|
|||
glsafe(::glFrontFace(GL_CW));
|
||||
|
||||
const Camera& camera = wxGetApp().plater()->get_camera();
|
||||
const Transform3d matrix = camera.get_view_matrix() * trafo_matrix;
|
||||
shader->set_uniform("view_model_matrix", matrix);
|
||||
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());
|
||||
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) * trafo_matrix.matrix().block(0, 0, 3, 3).inverse().transpose();
|
||||
shader->set_uniform("view_normal_matrix", view_normal_matrix);
|
||||
|
||||
float normal_z = -::cos(Geometry::deg2rad(m_highlight_by_angle_threshold_deg));
|
||||
Matrix3f normal_matrix = static_cast<Matrix3f>(trafo_matrix.matrix().block(0, 0, 3, 3).inverse().transpose().cast<float>());
|
||||
|
|
|
@ -158,11 +158,11 @@ void GLGizmoHollow::render_points(const Selection& selection, bool picking)
|
|||
Eigen::Quaterniond q;
|
||||
q.setFromTwoVectors(Vec3d::UnitZ(), instance_scaling_matrix_inverse * (-drain_hole.normal).cast<double>());
|
||||
const Eigen::AngleAxisd aa(q);
|
||||
const Transform3d view_model_matrix = view_matrix * instance_matrix * hole_matrix * Transform3d(aa.toRotationMatrix()) *
|
||||
const Transform3d model_matrix = instance_matrix * hole_matrix * Transform3d(aa.toRotationMatrix()) *
|
||||
Geometry::assemble_transform(-drain_hole.height * Vec3d::UnitZ(), Vec3d::Zero(), Vec3d(drain_hole.radius, drain_hole.radius, drain_hole.height + sla::HoleStickOutLength));
|
||||
|
||||
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);
|
||||
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_cylinder.render();
|
||||
|
||||
if (vol->is_left_handed())
|
||||
|
|
|
@ -226,10 +226,11 @@ void GLGizmoMmuSegmentation::render_triangles(const Selection &selection) const
|
|||
glsafe(::glFrontFace(GL_CW));
|
||||
|
||||
const Camera& camera = wxGetApp().plater()->get_camera();
|
||||
const Transform3d matrix = camera.get_view_matrix() * trafo_matrix;
|
||||
shader->set_uniform("view_model_matrix", matrix);
|
||||
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());
|
||||
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) * trafo_matrix.matrix().block(0, 0, 3, 3).inverse().transpose();
|
||||
shader->set_uniform("view_normal_matrix", view_normal_matrix);
|
||||
|
||||
shader->set_uniform("volume_world_matrix", trafo_matrix);
|
||||
shader->set_uniform("volume_mirrored", is_left_handed);
|
||||
|
|
|
@ -265,16 +265,18 @@ void GLGizmoMove3D::render_grabber_extension(Axis axis, const BoundingBoxf3& box
|
|||
shader->set_uniform("emission_factor", 0.1f);
|
||||
|
||||
const Camera& camera = wxGetApp().plater()->get_camera();
|
||||
Transform3d view_model_matrix = camera.get_view_matrix() * Geometry::assemble_transform(m_grabbers[axis].center);
|
||||
const Transform3d& view_matrix = camera.get_view_matrix();
|
||||
Transform3d model_matrix = Geometry::assemble_transform(m_grabbers[axis].center);
|
||||
if (axis == X)
|
||||
view_model_matrix = view_model_matrix * Geometry::assemble_transform(Vec3d::Zero(), 0.5 * PI * Vec3d::UnitY());
|
||||
model_matrix = model_matrix * Geometry::assemble_transform(Vec3d::Zero(), 0.5 * PI * Vec3d::UnitY());
|
||||
else if (axis == Y)
|
||||
view_model_matrix = view_model_matrix * Geometry::assemble_transform(Vec3d::Zero(), -0.5 * PI * Vec3d::UnitX());
|
||||
view_model_matrix = view_model_matrix * Geometry::assemble_transform(Vec3d::Zero(), Vec3d::Zero(), Vec3d(0.75 * size, 0.75 * size, 2.0 * size));
|
||||
model_matrix = model_matrix * Geometry::assemble_transform(Vec3d::Zero(), -0.5 * PI * Vec3d::UnitX());
|
||||
model_matrix = model_matrix * 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("view_model_matrix", view_matrix * model_matrix);
|
||||
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
|
||||
shader->set_uniform("normal_matrix", (Matrix3d)view_model_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_cone.render();
|
||||
|
||||
shader->stop_using();
|
||||
|
|
|
@ -107,10 +107,11 @@ void GLGizmoPainterBase::render_triangles(const Selection& selection) const
|
|||
glsafe(::glFrontFace(GL_CW));
|
||||
|
||||
const Camera& camera = wxGetApp().plater()->get_camera();
|
||||
const Transform3d matrix = camera.get_view_matrix() * trafo_matrix;
|
||||
shader->set_uniform("view_model_matrix", matrix);
|
||||
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());
|
||||
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) * trafo_matrix.matrix().block(0, 0, 3, 3).inverse().transpose();
|
||||
shader->set_uniform("view_normal_matrix", view_normal_matrix);
|
||||
|
||||
// For printers with multiple extruders, it is necessary to pass trafo_matrix
|
||||
// to the shader input variable print_box.volume_world_matrix before
|
||||
|
|
|
@ -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();
|
||||
|
|
|
@ -121,10 +121,11 @@ void GLGizmoSeam::render_triangles(const Selection& selection) const
|
|||
glsafe(::glFrontFace(GL_CW));
|
||||
|
||||
const Camera& camera = wxGetApp().plater()->get_camera();
|
||||
const Transform3d matrix = camera.get_view_matrix() * trafo_matrix;
|
||||
shader->set_uniform("view_model_matrix", matrix);
|
||||
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());
|
||||
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) * trafo_matrix.matrix().block(0, 0, 3, 3).inverse().transpose();
|
||||
shader->set_uniform("view_normal_matrix", view_normal_matrix);
|
||||
|
||||
float normal_z = -::cos(Geometry::deg2rad(m_highlight_by_angle_threshold_deg));
|
||||
Matrix3f normal_matrix = static_cast<Matrix3f>(trafo_matrix.matrix().block(0, 0, 3, 3).inverse().transpose().cast<float>());
|
||||
|
|
|
@ -647,10 +647,12 @@ void GLGizmoSimplify::on_render()
|
|||
glsafe(::glEnable(GL_DEPTH_TEST));
|
||||
gouraud_shader->start_using();
|
||||
const Camera& camera = wxGetApp().plater()->get_camera();
|
||||
const Transform3d view_model_matrix = camera.get_view_matrix() * trafo_matrix;
|
||||
const Transform3d& view_matrix = camera.get_view_matrix();
|
||||
const Transform3d view_model_matrix = view_matrix * trafo_matrix;
|
||||
gouraud_shader->set_uniform("view_model_matrix", view_model_matrix);
|
||||
gouraud_shader->set_uniform("projection_matrix", camera.get_projection_matrix());
|
||||
gouraud_shader->set_uniform("normal_matrix", (Matrix3d)view_model_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
|
||||
const Matrix3d view_normal_matrix = view_matrix.matrix().block(0, 0, 3, 3) * trafo_matrix.matrix().block(0, 0, 3, 3).inverse().transpose();
|
||||
gouraud_shader->set_uniform("view_normal_matrix", view_normal_matrix);
|
||||
m_glmodel.render();
|
||||
gouraud_shader->stop_using();
|
||||
|
||||
|
|
|
@ -197,21 +197,23 @@ void GLGizmoSlaSupports::render_points(const Selection& selection, bool picking)
|
|||
const Eigen::AngleAxisd aa(q);
|
||||
const double cone_radius = 0.25; // mm
|
||||
const double cone_height = 0.75;
|
||||
const Transform3d view_model_matrix = view_matrix * instance_matrix * support_matrix * Transform3d(aa.toRotationMatrix()) *
|
||||
const Transform3d model_matrix = instance_matrix * support_matrix * Transform3d(aa.toRotationMatrix()) *
|
||||
Geometry::assemble_transform((cone_height + support_point.head_front_radius * RenderPointScale) * Vec3d::UnitZ(),
|
||||
Vec3d(PI, 0.0, 0.0), Vec3d(cone_radius, cone_radius, cone_height));
|
||||
|
||||
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);
|
||||
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_cone.render();
|
||||
}
|
||||
|
||||
const double radius = (double)support_point.head_front_radius * RenderPointScale;
|
||||
const Transform3d view_model_matrix = view_matrix * instance_matrix * support_matrix *
|
||||
const Transform3d model_matrix = instance_matrix * support_matrix *
|
||||
Geometry::assemble_transform(Vec3d::Zero(), Vec3d::Zero(), radius * Vec3d::Ones());
|
||||
|
||||
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);
|
||||
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_sphere.render();
|
||||
|
||||
if (vol->is_left_handed())
|
||||
|
@ -236,11 +238,12 @@ void GLGizmoSlaSupports::render_points(const Selection& selection, bool picking)
|
|||
Eigen::Quaterniond q;
|
||||
q.setFromTwoVectors(Vec3d::UnitZ(), instance_scaling_matrix_inverse * (-drain_hole.normal).cast<double>());
|
||||
const Eigen::AngleAxisd aa(q);
|
||||
const Transform3d view_model_matrix = view_matrix * instance_matrix * hole_matrix * Transform3d(aa.toRotationMatrix()) *
|
||||
const Transform3d model_matrix = instance_matrix * hole_matrix * Transform3d(aa.toRotationMatrix()) *
|
||||
Geometry::assemble_transform(-drain_hole.height * Vec3d::UnitZ(), Vec3d::Zero(), Vec3d(drain_hole.radius, drain_hole.radius, drain_hole.height + sla::HoleStickOutLength));
|
||||
|
||||
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);
|
||||
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_cylinder.render();
|
||||
|
||||
if (vol->is_left_handed())
|
||||
|
|
|
@ -2252,26 +2252,28 @@ static ColorRGBA get_color(Axis axis)
|
|||
void Selection::render_sidebar_position_hints(const std::string& sidebar_field, GLShaderProgram& shader, const Transform3d& matrix)
|
||||
{
|
||||
const Camera& camera = wxGetApp().plater()->get_camera();
|
||||
const Transform3d view_matrix = camera.get_view_matrix() * matrix;
|
||||
const Transform3d& view_matrix = camera.get_view_matrix();
|
||||
shader.set_uniform("projection_matrix", camera.get_projection_matrix());
|
||||
|
||||
if (boost::ends_with(sidebar_field, "x")) {
|
||||
const Transform3d view_model_matrix = view_matrix * Geometry::assemble_transform(Vec3d::Zero(), -0.5 * PI * Vec3d::UnitZ());
|
||||
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());
|
||||
const Transform3d model_matrix = matrix * Geometry::assemble_transform(Vec3d::Zero(), -0.5 * PI * Vec3d::UnitZ());
|
||||
shader.set_uniform("view_model_matrix", view_matrix * model_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);
|
||||
m_arrow.set_color(get_color(X));
|
||||
m_arrow.render();
|
||||
}
|
||||
else if (boost::ends_with(sidebar_field, "y")) {
|
||||
shader.set_uniform("view_model_matrix", view_matrix);
|
||||
shader.set_uniform("normal_matrix", (Matrix3d)view_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
|
||||
shader.set_uniform("view_model_matrix", view_matrix * matrix);
|
||||
shader.set_uniform("view_normal_matrix", (Matrix3d)Matrix3d::Identity());
|
||||
m_arrow.set_color(get_color(Y));
|
||||
m_arrow.render();
|
||||
}
|
||||
else if (boost::ends_with(sidebar_field, "z")) {
|
||||
const Transform3d view_model_matrix = view_matrix * Geometry::assemble_transform(Vec3d::Zero(), 0.5 * PI * Vec3d::UnitX());
|
||||
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());
|
||||
const Transform3d model_matrix = matrix * Geometry::assemble_transform(Vec3d::Zero(), 0.5 * PI * Vec3d::UnitX());
|
||||
shader.set_uniform("view_model_matrix", view_matrix * model_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);
|
||||
m_arrow.set_color(get_color(Z));
|
||||
m_arrow.render();
|
||||
}
|
||||
|
@ -2279,32 +2281,33 @@ void Selection::render_sidebar_position_hints(const std::string& sidebar_field,
|
|||
|
||||
void Selection::render_sidebar_rotation_hints(const std::string& sidebar_field, GLShaderProgram& shader, const Transform3d& matrix)
|
||||
{
|
||||
auto render_sidebar_rotation_hint = [this](GLShaderProgram& shader, const Transform3d& matrix) {
|
||||
Transform3d view_model_matrix = matrix;
|
||||
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());
|
||||
auto render_sidebar_rotation_hint = [this](GLShaderProgram& shader, const Transform3d& view_matrix, const Transform3d& model_matrix) {
|
||||
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_curved_arrow.render();
|
||||
view_model_matrix = matrix * Geometry::assemble_transform(Vec3d::Zero(), PI * Vec3d::UnitZ());
|
||||
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());
|
||||
const Transform3d matrix = model_matrix * Geometry::assemble_transform(Vec3d::Zero(), PI * Vec3d::UnitZ());
|
||||
shader.set_uniform("view_model_matrix", view_matrix * matrix);
|
||||
view_normal_matrix = view_matrix.matrix().block(0, 0, 3, 3) * matrix.matrix().block(0, 0, 3, 3).inverse().transpose();
|
||||
shader.set_uniform("view_normal_matrix", view_normal_matrix);
|
||||
m_curved_arrow.render();
|
||||
};
|
||||
|
||||
const Camera& camera = wxGetApp().plater()->get_camera();
|
||||
const Transform3d view_matrix = camera.get_view_matrix() * matrix;
|
||||
const Transform3d& view_matrix = camera.get_view_matrix();
|
||||
shader.set_uniform("projection_matrix", camera.get_projection_matrix());
|
||||
|
||||
if (boost::ends_with(sidebar_field, "x")) {
|
||||
m_curved_arrow.set_color(get_color(X));
|
||||
render_sidebar_rotation_hint(shader, view_matrix * Geometry::assemble_transform(Vec3d::Zero(), 0.5 * PI * Vec3d::UnitY()));
|
||||
render_sidebar_rotation_hint(shader, view_matrix, matrix * Geometry::assemble_transform(Vec3d::Zero(), 0.5 * PI * Vec3d::UnitY()));
|
||||
}
|
||||
else if (boost::ends_with(sidebar_field, "y")) {
|
||||
m_curved_arrow.set_color(get_color(Y));
|
||||
render_sidebar_rotation_hint(shader, view_matrix * Geometry::assemble_transform(Vec3d::Zero(), -0.5 * PI * Vec3d::UnitX()));
|
||||
render_sidebar_rotation_hint(shader, view_matrix, matrix * Geometry::assemble_transform(Vec3d::Zero(), -0.5 * PI * Vec3d::UnitX()));
|
||||
}
|
||||
else if (boost::ends_with(sidebar_field, "z")) {
|
||||
m_curved_arrow.set_color(get_color(Z));
|
||||
render_sidebar_rotation_hint(shader, view_matrix);
|
||||
render_sidebar_rotation_hint(shader, view_matrix, matrix);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2315,33 +2318,35 @@ void Selection::render_sidebar_scale_hints(const std::string& sidebar_field, boo
|
|||
//bool uniform_scale = requires_uniform_scale() || wxGetApp().obj_manipul()->get_uniform_scaling();
|
||||
bool uniform_scale = requires_uniform_scale() || gizmo_uniform_scale;
|
||||
|
||||
auto render_sidebar_scale_hint = [this, uniform_scale](Axis axis, GLShaderProgram& shader, const Transform3d& matrix) {
|
||||
auto render_sidebar_scale_hint = [this, uniform_scale](Axis axis, GLShaderProgram& shader, const Transform3d& view_matrix, const Transform3d& model_matrix) {
|
||||
m_arrow.set_color(uniform_scale ? UNIFORM_SCALE_COLOR : get_color(axis));
|
||||
Transform3d view_model_matrix = matrix * Geometry::assemble_transform(5.0 * Vec3d::UnitY());
|
||||
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());
|
||||
Transform3d matrix = model_matrix * Geometry::assemble_transform(5.0 * Vec3d::UnitY());
|
||||
shader.set_uniform("view_model_matrix", view_matrix * matrix);
|
||||
Matrix3d view_normal_matrix = view_matrix.matrix().block(0, 0, 3, 3) * matrix.matrix().block(0, 0, 3, 3).inverse().transpose();
|
||||
shader.set_uniform("view_normal_matrix", view_normal_matrix);
|
||||
m_arrow.render();
|
||||
|
||||
view_model_matrix = matrix * Geometry::assemble_transform(-5.0 * Vec3d::UnitY(), PI * Vec3d::UnitZ());
|
||||
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());
|
||||
matrix = model_matrix * Geometry::assemble_transform(-5.0 * Vec3d::UnitY(), PI * Vec3d::UnitZ());
|
||||
shader.set_uniform("view_model_matrix", view_matrix * matrix);
|
||||
view_normal_matrix = view_matrix.matrix().block(0, 0, 3, 3) * matrix.matrix().block(0, 0, 3, 3).inverse().transpose();
|
||||
shader.set_uniform("view_normal_matrix", view_normal_matrix);
|
||||
m_arrow.render();
|
||||
};
|
||||
|
||||
const Camera& camera = wxGetApp().plater()->get_camera();
|
||||
const Transform3d view_matrix = camera.get_view_matrix() * matrix;
|
||||
const Transform3d& view_matrix = camera.get_view_matrix();
|
||||
shader.set_uniform("projection_matrix", camera.get_projection_matrix());
|
||||
|
||||
if (boost::ends_with(sidebar_field, "x") || uniform_scale) {
|
||||
render_sidebar_scale_hint(X, shader, view_matrix * Geometry::assemble_transform(Vec3d::Zero(), -0.5 * PI * Vec3d::UnitZ()));
|
||||
render_sidebar_scale_hint(X, shader, view_matrix, matrix * Geometry::assemble_transform(Vec3d::Zero(), -0.5 * PI * Vec3d::UnitZ()));
|
||||
}
|
||||
|
||||
if (boost::ends_with(sidebar_field, "y") || uniform_scale) {
|
||||
render_sidebar_scale_hint(Y, shader, view_matrix);
|
||||
render_sidebar_scale_hint(Y, shader, view_matrix, matrix);
|
||||
}
|
||||
|
||||
if (boost::ends_with(sidebar_field, "z") || uniform_scale) {
|
||||
render_sidebar_scale_hint(Z, shader, view_matrix * Geometry::assemble_transform(Vec3d::Zero(), 0.5 * PI * Vec3d::UnitX()));
|
||||
render_sidebar_scale_hint(Z, shader, view_matrix, matrix * Geometry::assemble_transform(Vec3d::Zero(), 0.5 * PI * Vec3d::UnitX()));
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue