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Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Shader: flat - Gizmo Rotate
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@ -163,15 +163,28 @@ void GLGizmoRotate::on_render()
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glsafe(::glEnable(GL_DEPTH_TEST));
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glsafe(::glEnable(GL_DEPTH_TEST));
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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m_grabbers.front().matrix = local_transform(selection);
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#else
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glsafe(::glPushMatrix());
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glsafe(::glPushMatrix());
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transform_to_local(selection);
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transform_to_local(selection);
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glLineWidth((m_hover_id != -1) ? 2.0f : 1.5f));
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glsafe(::glLineWidth((m_hover_id != -1) ? 2.0f : 1.5f));
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#if ENABLE_GLBEGIN_GLEND_REMOVAL
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#if ENABLE_GLBEGIN_GLEND_REMOVAL
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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GLShaderProgram* shader = wxGetApp().get_shader("flat_attr");
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#else
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GLShaderProgram* shader = wxGetApp().get_shader("flat");
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GLShaderProgram* shader = wxGetApp().get_shader("flat");
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (shader != nullptr) {
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if (shader != nullptr) {
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shader->start_using();
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shader->start_using();
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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const Transform3d matrix = wxGetApp().plater()->get_camera().get_projection_view_matrix() * m_grabbers.front().matrix;
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shader->set_uniform("projection_view_model_matrix", matrix);
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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const bool radius_changed = std::abs(m_old_radius - m_radius) > EPSILON;
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const bool radius_changed = std::abs(m_old_radius - m_radius) > EPSILON;
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m_old_radius = m_radius;
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m_old_radius = m_radius;
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@ -207,6 +220,11 @@ void GLGizmoRotate::on_render()
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render_angle();
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render_angle();
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#endif // ENABLE_GLBEGIN_GLEND_REMOVAL
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#endif // ENABLE_GLBEGIN_GLEND_REMOVAL
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glPushMatrix());
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transform_to_local(selection);
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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render_grabber(box);
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render_grabber(box);
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render_grabber_extension(box, false);
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render_grabber_extension(box, false);
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