GCodeViewer -> Pass vertex normal to shaders for toolpaths

This commit is contained in:
enricoturri1966 2020-06-29 14:00:08 +02:00
parent d41781f674
commit 69de5c8c9f
13 changed files with 431 additions and 265 deletions

View file

@ -35,15 +35,12 @@ std::pair<bool, std::string> GLShadersManager::init()
valid &= append_shader("printbed", { "printbed.vs", "printbed.fs" });
// used to render options in gcode preview
valid &= append_shader("options_110", { "options_110.vs", "options_110.fs" });
if (GUI::wxGetApp().is_glsl_version_greater_or_equal_to(1, 20))
{
if (GUI::wxGetApp().is_glsl_version_greater_or_equal_to(1, 20)) {
valid &= append_shader("options_120_flat", { "options_120_flat.vs", "options_120_flat.fs" });
valid &= append_shader("options_120_solid", { "options_120_solid.vs", "options_120_solid.fs" });
}
// used to render extrusion paths in gcode preview
valid &= append_shader("extrusions", { "extrusions.vs", "extrusions.fs" });
// used to render travel paths in gcode preview
valid &= append_shader("travels", { "travels.vs", "travels.fs" });
// used to render extrusion and travel paths in gcode preview
valid &= append_shader("toolpaths", { "toolpaths.vs", "toolpaths.fs" });
// used to render objects in 3d editor
valid &= append_shader("gouraud", { "gouraud.vs", "gouraud.fs" });
// used to render variable layers heights in 3d editor