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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:
committed by
Noisyfox
parent
4fb5b1f904
commit
19ad0ca4d9
@@ -527,7 +527,6 @@ void GLGizmoAdvancedCut::on_render_for_picking()
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Vec3d pos = connector.pos + instance_offset + sla_shift * Vec3d::UnitZ();
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float height = connector.height;
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const Camera &camera = wxGetApp().plater()->get_camera();
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if (connector.attribs.type == CutConnectorType::Dowel && connector.attribs.style == CutConnectorStyle::Prizm) {
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pos -= height * m_cut_plane_normal;
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height *= 2;
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@@ -540,11 +539,10 @@ void GLGizmoAdvancedCut::on_render_for_picking()
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Transform3d scale_tf = Transform3d::Identity();
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scale_tf.scale(Vec3f(connector.radius, connector.radius, height).cast<double>());
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const Transform3d view_model_matrix = translate_tf * m_rotate_matrix * scale_tf;
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const Transform3d model_matrix = translate_tf * m_rotate_matrix * scale_tf;
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ColorRGBA color = picking_color_component(i+1);
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render_connector_model(m_shapes[connectors[i].attribs], color, view_model_matrix, true);
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render_connector_model(m_shapes[connectors[i].attribs], color, model_matrix, true);
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}
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}
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@@ -961,14 +959,14 @@ void GLGizmoAdvancedCut::render_cut_plane_and_grabbers()
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cube.set_color(render_color);
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const Transform3d trafo_matrix = Geometry::assemble_transform(m_move_grabber.center) * m_rotate_matrix *
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Geometry::assemble_transform(Vec3d::Zero(), Vec3d::Zero(), fullsize * Vec3d::Ones());
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const Camera& camera = wxGetApp().plater()->get_camera();
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const Transform3d view_model_matrix = camera.get_view_matrix() * Geometry::assemble_transform(m_move_grabber.center) *
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m_rotate_matrix *
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Geometry::assemble_transform(Vec3d::Zero(), Vec3d::Zero(), fullsize * Vec3d::Ones());
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const Transform3d& projection_matrix = camera.get_projection_matrix();
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shader->set_uniform("view_model_matrix", view_model_matrix);
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shader->set_uniform("projection_matrix", projection_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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shader->set_uniform("view_model_matrix", view_matrix * trafo_matrix);
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shader->set_uniform("projection_matrix", camera.get_projection_matrix());
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const Matrix3d view_normal_matrix = view_matrix.matrix().block(0, 0, 3, 3) * trafo_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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cube.render();
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shader->stop_using();
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}
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@@ -1036,9 +1034,9 @@ void GLGizmoAdvancedCut::render_connectors()
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Transform3d scale_tf = Transform3d::Identity();
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scale_tf.scale(Vec3f(connector.radius, connector.radius, height).cast<double>());
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const Transform3d view_model_matrix = translate_tf * m_rotate_matrix * scale_tf;
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const Transform3d model_matrix = translate_tf * m_rotate_matrix * scale_tf;
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render_connector_model(m_shapes[connector.attribs], render_color, view_model_matrix);
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render_connector_model(m_shapes[connector.attribs], render_color, model_matrix);
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}
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}
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@@ -1091,7 +1089,7 @@ void GLGizmoAdvancedCut::render_cut_line()
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}
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}
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void GLGizmoAdvancedCut::render_connector_model(GLModel &model, const ColorRGBA &color, Transform3d view_model_matrix, bool for_picking)
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void GLGizmoAdvancedCut::render_connector_model(GLModel &model, const ColorRGBA &color, Transform3d model_matrix, bool for_picking)
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{
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GLShaderProgram *shader = nullptr;
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if (for_picking)
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@@ -1102,11 +1100,11 @@ void GLGizmoAdvancedCut::render_connector_model(GLModel &model, const ColorRGBA
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shader->start_using();
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const Camera& camera = wxGetApp().plater()->get_camera();
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view_model_matrix = camera.get_view_matrix() * view_model_matrix;
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const Transform3d &projection_matrix = camera.get_projection_matrix();
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shader->set_uniform("view_model_matrix", view_model_matrix);
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shader->set_uniform("projection_matrix", projection_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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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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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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model.set_color(color);
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model.render();
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@@ -204,7 +204,7 @@ private:
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void render_connectors();
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void render_clipper_cut();
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void render_cut_line();
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void render_connector_model(GLModel &model, const ColorRGBA& color, Transform3d view_model_matrix, bool for_picking = false);
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void render_connector_model(GLModel &model, const ColorRGBA& color, Transform3d model_matrix, bool for_picking = false);
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void clear_selection();
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void init_connector_shapes();
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@@ -121,12 +121,14 @@ void GLGizmoBase::Grabber::render(float size, const ColorRGBA& render_color, boo
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m_cube.set_color(render_color);
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const Camera& camera = wxGetApp().plater()->get_camera();
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const Transform3d view_model_matrix = camera.get_view_matrix() * matrix * Geometry::assemble_transform(center, angles, fullsize * Vec3d::Ones());
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const Transform3d& projection_matrix = camera.get_projection_matrix();
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const Transform3d& view_matrix = camera.get_view_matrix();
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const Transform3d model_matrix = matrix * Geometry::assemble_transform(center, angles, fullsize * Vec3d::Ones());
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const Transform3d view_model_matrix = view_matrix * model_matrix;
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shader->set_uniform("view_model_matrix", view_model_matrix);
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shader->set_uniform("projection_matrix", projection_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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shader->set_uniform("projection_matrix", camera.get_projection_matrix());
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const Matrix3d view_normal_matrix = view_matrix.matrix().block(0, 0, 3, 3) * model_matrix.matrix().block(0, 0, 3, 3).inverse().transpose();
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shader->set_uniform("view_normal_matrix", view_normal_matrix);
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m_cube.render();
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}
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@@ -178,10 +178,11 @@ void GLGizmoFdmSupports::render_triangles(const Selection& selection) const
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glsafe(::glFrontFace(GL_CW));
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const Camera& camera = wxGetApp().plater()->get_camera();
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const Transform3d matrix = camera.get_view_matrix() * trafo_matrix;
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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 * trafo_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) * trafo_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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float normal_z = -::cos(Geometry::deg2rad(m_highlight_by_angle_threshold_deg));
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Matrix3f normal_matrix = static_cast<Matrix3f>(trafo_matrix.matrix().block(0, 0, 3, 3).inverse().transpose().cast<float>());
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@@ -158,11 +158,11 @@ void GLGizmoHollow::render_points(const Selection& selection, bool picking)
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Eigen::Quaterniond q;
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q.setFromTwoVectors(Vec3d::UnitZ(), instance_scaling_matrix_inverse * (-drain_hole.normal).cast<double>());
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const Eigen::AngleAxisd aa(q);
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const Transform3d view_model_matrix = view_matrix * instance_matrix * hole_matrix * Transform3d(aa.toRotationMatrix()) *
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const Transform3d model_matrix = instance_matrix * hole_matrix * Transform3d(aa.toRotationMatrix()) *
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Geometry::assemble_transform(-drain_hole.height * Vec3d::UnitZ(), Vec3d::Zero(), Vec3d(drain_hole.radius, drain_hole.radius, drain_hole.height + sla::HoleStickOutLength));
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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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shader->set_uniform("view_model_matrix", view_matrix * model_matrix);
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const Matrix3d view_normal_matrix = view_matrix.matrix().block(0, 0, 3, 3) * model_matrix.matrix().block(0, 0, 3, 3).inverse().transpose();
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shader->set_uniform("view_normal_matrix", view_normal_matrix);
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m_cylinder.render();
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if (vol->is_left_handed())
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@@ -226,10 +226,11 @@ void GLGizmoMmuSegmentation::render_triangles(const Selection &selection) const
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glsafe(::glFrontFace(GL_CW));
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const Camera& camera = wxGetApp().plater()->get_camera();
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const Transform3d matrix = camera.get_view_matrix() * trafo_matrix;
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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 * trafo_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) * trafo_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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shader->set_uniform("volume_world_matrix", trafo_matrix);
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shader->set_uniform("volume_mirrored", is_left_handed);
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@@ -265,16 +265,18 @@ void GLGizmoMove3D::render_grabber_extension(Axis axis, const BoundingBoxf3& box
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shader->set_uniform("emission_factor", 0.1f);
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const Camera& camera = wxGetApp().plater()->get_camera();
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Transform3d view_model_matrix = camera.get_view_matrix() * Geometry::assemble_transform(m_grabbers[axis].center);
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const Transform3d& view_matrix = camera.get_view_matrix();
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Transform3d model_matrix = Geometry::assemble_transform(m_grabbers[axis].center);
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if (axis == X)
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view_model_matrix = view_model_matrix * Geometry::assemble_transform(Vec3d::Zero(), 0.5 * PI * Vec3d::UnitY());
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model_matrix = model_matrix * Geometry::assemble_transform(Vec3d::Zero(), 0.5 * PI * Vec3d::UnitY());
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else if (axis == Y)
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view_model_matrix = view_model_matrix * Geometry::assemble_transform(Vec3d::Zero(), -0.5 * PI * Vec3d::UnitX());
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view_model_matrix = view_model_matrix * Geometry::assemble_transform(Vec3d::Zero(), Vec3d::Zero(), Vec3d(0.75 * size, 0.75 * size, 2.0 * size));
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model_matrix = model_matrix * Geometry::assemble_transform(Vec3d::Zero(), -0.5 * PI * Vec3d::UnitX());
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model_matrix = model_matrix * Geometry::assemble_transform(2.0 * size * Vec3d::UnitZ(), Vec3d::Zero(), Vec3d(0.75 * size, 0.75 * size, 3.0 * size));
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shader->set_uniform("view_model_matrix", view_model_matrix);
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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)view_model_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_cone.render();
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shader->stop_using();
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@@ -107,10 +107,11 @@ void GLGizmoPainterBase::render_triangles(const Selection& selection) const
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glsafe(::glFrontFace(GL_CW));
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const Camera& camera = wxGetApp().plater()->get_camera();
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const Transform3d matrix = camera.get_view_matrix() * trafo_matrix;
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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 * trafo_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) * trafo_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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// For printers with multiple extruders, it is necessary to pass trafo_matrix
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// to the shader input variable print_box.volume_world_matrix before
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@@ -415,19 +415,19 @@ void GLGizmoRotate::render_grabber_extension(const BoundingBoxf3& box, bool pick
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const Transform3d& view_matrix = camera.get_view_matrix();
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shader->set_uniform("projection_matrix", camera.get_projection_matrix());
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Transform3d view_model_matrix = view_matrix * m_grabbers.front().matrix *
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Geometry::assemble_transform(center, Vec3d(0.5 * PI, 0.0, m_angle)) *
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Geometry::assemble_transform(1.5 * size * Vec3d::UnitZ(), Vec3d::Zero(), Vec3d(0.75 * size, 0.75 * size, 3.0 * size));
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Transform3d model_matrix = m_grabbers.front().matrix * Geometry::assemble_transform(center, Vec3d(0.5 * PI, 0.0, m_angle)) *
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Geometry::assemble_transform(2.0 * size * Vec3d::UnitZ(), Vec3d::Zero(), Vec3d(0.75 * size, 0.75 * size, 3.0 * size));
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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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shader->set_uniform("view_model_matrix", view_matrix * model_matrix);
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Matrix3d view_normal_matrix = view_matrix.matrix().block(0, 0, 3, 3) * model_matrix.matrix().block(0, 0, 3, 3).inverse().transpose();
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shader->set_uniform("view_normal_matrix", view_normal_matrix);
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m_cone.render();
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view_model_matrix = view_matrix * m_grabbers.front().matrix *
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Geometry::assemble_transform(center, Vec3d(-0.5 * PI, 0.0, m_angle)) *
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Geometry::assemble_transform(1.5 * size * Vec3d::UnitZ(), Vec3d::Zero(), Vec3d(0.75 * size, 0.75 * size, 3.0 * size));
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model_matrix = m_grabbers.front().matrix * Geometry::assemble_transform(center, Vec3d(-0.5 * PI, 0.0, m_angle)) *
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Geometry::assemble_transform(2.0 * size * Vec3d::UnitZ(), Vec3d::Zero(), Vec3d(0.75 * size, 0.75 * size, 3.0 * size));
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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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shader->set_uniform("view_model_matrix", view_matrix * model_matrix);
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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_cone.render();
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shader->stop_using();
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@@ -121,10 +121,11 @@ void GLGizmoSeam::render_triangles(const Selection& selection) const
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glsafe(::glFrontFace(GL_CW));
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const Camera& camera = wxGetApp().plater()->get_camera();
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const Transform3d matrix = camera.get_view_matrix() * trafo_matrix;
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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 * trafo_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) * trafo_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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float normal_z = -::cos(Geometry::deg2rad(m_highlight_by_angle_threshold_deg));
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Matrix3f normal_matrix = static_cast<Matrix3f>(trafo_matrix.matrix().block(0, 0, 3, 3).inverse().transpose().cast<float>());
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@@ -647,10 +647,12 @@ void GLGizmoSimplify::on_render()
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glsafe(::glEnable(GL_DEPTH_TEST));
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gouraud_shader->start_using();
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const Camera& camera = wxGetApp().plater()->get_camera();
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const Transform3d view_model_matrix = camera.get_view_matrix() * trafo_matrix;
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const Transform3d& view_matrix = camera.get_view_matrix();
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const Transform3d view_model_matrix = view_matrix * trafo_matrix;
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gouraud_shader->set_uniform("view_model_matrix", view_model_matrix);
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gouraud_shader->set_uniform("projection_matrix", camera.get_projection_matrix());
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gouraud_shader->set_uniform("normal_matrix", (Matrix3d)view_model_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) * trafo_matrix.matrix().block(0, 0, 3, 3).inverse().transpose();
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gouraud_shader->set_uniform("view_normal_matrix", view_normal_matrix);
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m_glmodel.render();
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gouraud_shader->stop_using();
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@@ -197,21 +197,23 @@ void GLGizmoSlaSupports::render_points(const Selection& selection, bool picking)
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const Eigen::AngleAxisd aa(q);
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const double cone_radius = 0.25; // mm
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const double cone_height = 0.75;
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const Transform3d view_model_matrix = view_matrix * instance_matrix * support_matrix * Transform3d(aa.toRotationMatrix()) *
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const Transform3d model_matrix = instance_matrix * support_matrix * Transform3d(aa.toRotationMatrix()) *
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Geometry::assemble_transform((cone_height + support_point.head_front_radius * RenderPointScale) * Vec3d::UnitZ(),
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Vec3d(PI, 0.0, 0.0), Vec3d(cone_radius, cone_radius, cone_height));
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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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shader->set_uniform("view_model_matrix", view_matrix * model_matrix);
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const Matrix3d view_normal_matrix = view_matrix.matrix().block(0, 0, 3, 3) * model_matrix.matrix().block(0, 0, 3, 3).inverse().transpose();
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shader->set_uniform("view_normal_matrix", view_normal_matrix);
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m_cone.render();
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}
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const double radius = (double)support_point.head_front_radius * RenderPointScale;
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const Transform3d view_model_matrix = view_matrix * instance_matrix * support_matrix *
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const Transform3d model_matrix = instance_matrix * support_matrix *
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Geometry::assemble_transform(Vec3d::Zero(), Vec3d::Zero(), radius * Vec3d::Ones());
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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());
|
||||
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())
|
||||
|
||||
Reference in New Issue
Block a user