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

@ -27,7 +27,7 @@ struct SlopeDetection
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat3 normal_matrix;
uniform mat3 view_normal_matrix;
uniform mat4 volume_world_matrix;
uniform SlopeDetection slope;
@ -51,7 +51,7 @@ varying vec3 eye_normal;
void main()
{
// First transform the normal into camera space and normalize the result.
eye_normal = normalize(normal_matrix * v_normal);
eye_normal = normalize(view_normal_matrix * v_normal);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.

View file

@ -16,7 +16,7 @@ const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat3 normal_matrix;
uniform mat3 view_normal_matrix;
attribute vec3 v_position;
attribute vec3 v_normal;
@ -27,7 +27,7 @@ varying vec2 intensity;
void main()
{
// First transform the normal into camera space and normalize the result.
vec3 normal = normalize(normal_matrix * v_normal);
vec3 normal = normalize(view_normal_matrix * v_normal);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.

View file

@ -16,7 +16,7 @@ const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat3 normal_matrix;
uniform mat3 view_normal_matrix;
// vertex attributes
attribute vec3 v_position;
@ -31,7 +31,7 @@ varying vec2 intensity;
void main()
{
// First transform the normal into camera space and normalize the result.
vec3 eye_normal = normalize(normal_matrix * v_normal);
vec3 eye_normal = normalize(view_normal_matrix * v_normal);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.

View file

@ -26,7 +26,7 @@ uniform vec4 uniform_color;
uniform bool volume_mirrored;
uniform mat4 view_model_matrix;
uniform mat3 normal_matrix;
uniform mat3 view_normal_matrix;
varying vec3 clipping_planes_dots;
varying vec4 model_pos;
@ -70,7 +70,7 @@ void main()
}
}
// First transform the normal into camera space and normalize the result.
vec3 eye_normal = normalize(normal_matrix * triangle_normal);
vec3 eye_normal = normalize(view_normal_matrix * triangle_normal);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.

View file

@ -16,7 +16,7 @@ const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat3 normal_matrix;
uniform mat3 view_normal_matrix;
uniform mat4 volume_world_matrix;
attribute vec3 v_position;
@ -29,7 +29,7 @@ varying vec4 world_pos;
void main()
{
// First transform the normal into camera space and normalize the result.
vec3 normal = normalize(normal_matrix * v_normal);
vec3 normal = normalize(view_normal_matrix * v_normal);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.

View file

@ -16,7 +16,7 @@ const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat3 normal_matrix;
uniform mat3 view_normal_matrix;
uniform mat4 volume_world_matrix;
uniform float object_max_z;
@ -38,7 +38,7 @@ void main()
// =====================================================
// First transform the normal into camera space and normalize the result.
vec3 normal = (object_max_z > 0.0) ? vec3(0.0, 0.0, 1.0) : normalize(normal_matrix * v_normal);
vec3 normal = (object_max_z > 0.0) ? vec3(0.0, 0.0, 1.0) : normalize(view_normal_matrix * v_normal);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.

View file

@ -27,7 +27,7 @@ struct SlopeDetection
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat3 normal_matrix;
uniform mat3 view_normal_matrix;
uniform mat4 volume_world_matrix;
uniform SlopeDetection slope;
@ -51,7 +51,7 @@ out vec3 eye_normal;
void main()
{
// First transform the normal into camera space and normalize the result.
eye_normal = normalize(normal_matrix * v_normal);
eye_normal = normalize(view_normal_matrix * v_normal);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.

View file

@ -16,7 +16,7 @@ const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat3 normal_matrix;
uniform mat3 view_normal_matrix;
in vec3 v_position;
in vec3 v_normal;
@ -27,7 +27,7 @@ out vec2 intensity;
void main()
{
// First transform the normal into camera space and normalize the result.
vec3 normal = normalize(normal_matrix * v_normal);
vec3 normal = normalize(view_normal_matrix * v_normal);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.

View file

@ -16,7 +16,7 @@ const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat3 normal_matrix;
uniform mat3 view_normal_matrix;
// vertex attributes
in vec3 v_position;
@ -31,7 +31,7 @@ out vec2 intensity;
void main()
{
// First transform the normal into camera space and normalize the result.
vec3 eye_normal = normalize(normal_matrix * v_normal);
vec3 eye_normal = normalize(view_normal_matrix * v_normal);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.

View file

@ -26,7 +26,7 @@ uniform vec4 uniform_color;
uniform bool volume_mirrored;
uniform mat4 view_model_matrix;
uniform mat3 normal_matrix;
uniform mat3 view_normal_matrix;
in vec3 clipping_planes_dots;
in vec4 model_pos;
@ -70,7 +70,7 @@ void main()
}
}
// First transform the normal into camera space and normalize the result.
vec3 eye_normal = normalize(normal_matrix * triangle_normal);
vec3 eye_normal = normalize(view_normal_matrix * triangle_normal);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.

View file

@ -16,7 +16,7 @@ const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat3 normal_matrix;
uniform mat3 view_normal_matrix;
uniform mat4 volume_world_matrix;
in vec3 v_position;
@ -29,7 +29,7 @@ out vec4 world_pos;
void main()
{
// First transform the normal into camera space and normalize the result.
vec3 normal = normalize(normal_matrix * v_normal);
vec3 normal = normalize(view_normal_matrix * v_normal);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.

View file

@ -16,7 +16,7 @@ const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat3 normal_matrix;
uniform mat3 view_normal_matrix;
uniform mat4 volume_world_matrix;
uniform float object_max_z;
@ -38,7 +38,7 @@ void main()
// =====================================================
// First transform the normal into camera space and normalize the result.
vec3 normal = (object_max_z > 0.0) ? vec3(0.0, 0.0, 1.0) : normalize(normal_matrix * v_normal);
vec3 normal = (object_max_z > 0.0) ? vec3(0.0, 0.0, 1.0) : normalize(view_normal_matrix * v_normal);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.

View file

@ -208,10 +208,11 @@ void Bed3D::Axes::render()
{
auto render_axis = [this](GLShaderProgram* shader, const Transform3d& transform) {
const Camera& camera = wxGetApp().plater()->get_camera();
const Transform3d matrix = camera.get_view_matrix() * transform;
shader->set_uniform("view_model_matrix", matrix);
const Transform3d& view_matrix = camera.get_view_matrix();
shader->set_uniform("view_model_matrix", view_matrix * transform);
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) * transform.matrix().block(0, 0, 3, 3).inverse().transpose();
shader->set_uniform("view_normal_matrix", view_normal_matrix);
m_arrow.render();
};
@ -675,10 +676,11 @@ void Bed3D::render_model(const Transform3d& view_matrix, const Transform3d& proj
if (shader != nullptr) {
shader->start_using();
shader->set_uniform("emission_factor", 0.0f);
const Transform3d matrix = view_matrix * Geometry::assemble_transform(m_model_offset);
shader->set_uniform("view_model_matrix", matrix);
const Transform3d model_matrix = Geometry::assemble_transform(m_model_offset);
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);
m_model.render();
shader->stop_using();
}

View file

@ -912,13 +912,14 @@ void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disab
glcheck();
volume.first->model.set_color(volume.first->render_color);
const Transform3d matrix = view_matrix * volume.first->world_matrix();
shader->set_uniform("view_model_matrix", matrix);
const Transform3d model_matrix = volume.first->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);
//BBS: add outline related logic
if (with_outline && volume.first->selected)
volume.first->render_with_outline(matrix);
volume.first->render_with_outline(view_matrix * model_matrix);
else
volume.first->render();

View file

@ -318,10 +318,12 @@ void GCodeViewer::SequentialView::Marker::render(int canvas_width, int canvas_he
shader->set_uniform("emission_factor", 0.0f);
const Camera& camera = wxGetApp().plater()->get_camera();
const Transform3d matrix = camera.get_view_matrix() * m_world_transform.cast<double>();
shader->set_uniform("view_model_matrix", matrix);
const Transform3d& view_matrix = camera.get_view_matrix();
const Transform3d model_matrix = m_world_transform.cast<double>();
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)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_model.render();
@ -3887,10 +3889,9 @@ void GCodeViewer::render_toolpaths()
shader->start_using();
const Transform3d& view_matrix = camera.get_view_matrix();
shader->set_uniform("view_model_matrix", view_matrix);
shader->set_uniform("view_model_matrix", camera.get_view_matrix());
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
shader->set_uniform("normal_matrix", (Matrix3d)view_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
shader->set_uniform("view_normal_matrix", (Matrix3d)Matrix3d::Identity());
if (buffer.render_primitive_type == TBuffer::ERenderPrimitiveType::InstancedModel) {
shader->set_uniform("emission_factor", 0.25f);
@ -3974,10 +3975,9 @@ void GCodeViewer::render_toolpaths()
shader->start_using();
const Transform3d& view_matrix = camera.get_view_matrix();
shader->set_uniform("view_model_matrix", view_matrix);
shader->set_uniform("view_model_matrix", camera.get_view_matrix());
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
shader->set_uniform("normal_matrix", (Matrix3d)view_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
shader->set_uniform("view_normal_matrix", (Matrix3d)Matrix3d::Identity());
const int position_id = shader->get_attrib_location("v_position");
const int normal_id = shader->get_attrib_location("v_normal");

View file

@ -410,7 +410,7 @@ void GLCanvas3D::LayersEditing::render_active_object_annotations(const GLCanvas3
shader->set_uniform("object_max_z", m_object_max_z);
shader->set_uniform("view_model_matrix", Transform3d::Identity());
shader->set_uniform("projection_matrix", Transform3d::Identity());
shader->set_uniform("normal_matrix", (Matrix3d)Eigen::Matrix3d::Identity());
shader->set_uniform("view_normal_matrix", (Matrix3d)Matrix3d::Identity());
glsafe(::glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
glsafe(::glBindTexture(GL_TEXTURE_2D, m_z_texture_id));
@ -569,9 +569,11 @@ void GLCanvas3D::LayersEditing::render_volumes(const GLCanvas3D& canvas, const G
shader->set_uniform("volume_world_matrix", glvolume->world_matrix());
shader->set_uniform("object_max_z", 0.0f);
const Transform3d view_model_matrix = camera.get_view_matrix() * glvolume->world_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());
const Transform3d& view_matrix = camera.get_view_matrix();
const Transform3d model_matrix = glvolume->world_matrix();
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);
glvolume->render();
}
@ -5597,10 +5599,11 @@ void GLCanvas3D::render_thumbnail_internal(ThumbnailData& thumbnail_data, const
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;
}
@ -5634,10 +5637,11 @@ void GLCanvas3D::render_thumbnail_internal(ThumbnailData& thumbnail_data, const
// 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;
}

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 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();

View file

@ -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();

View file

@ -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();
}

View file

@ -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>());

View file

@ -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())

View file

@ -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);

View file

@ -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();

View file

@ -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

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();

View file

@ -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>());

View file

@ -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();

View file

@ -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())

View file

@ -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()));
}
}