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authorenricoturri1966 <enricoturri@seznam.cz>2022-03-09 10:22:07 +0300
committerenricoturri1966 <enricoturri@seznam.cz>2022-03-09 10:22:07 +0300
commit46283cfde3688a7b1c0eeffb5a67e162f9495486 (patch)
treed4f157f134efaa303d5ffbc562e44feaa0087cd8 /src/slic3r/GUI/GLCanvas3D.cpp
parent5ffe010a9dbe2d61c3ecdd69e632d50cfcfab686 (diff)
Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES renamed as ENABLE_GL_SHADERS_ATTRIBUTES
Diffstat (limited to 'src/slic3r/GUI/GLCanvas3D.cpp')
-rw-r--r--src/slic3r/GUI/GLCanvas3D.cpp259
1 files changed, 127 insertions, 132 deletions
diff --git a/src/slic3r/GUI/GLCanvas3D.cpp b/src/slic3r/GUI/GLCanvas3D.cpp
index cf2f679bf..10e4efc11 100644
--- a/src/slic3r/GUI/GLCanvas3D.cpp
+++ b/src/slic3r/GUI/GLCanvas3D.cpp
@@ -263,7 +263,7 @@ void GLCanvas3D::LayersEditing::render_overlay(const GLCanvas3D& canvas)
GLCanvas3D::LayersEditing::s_overlay_window_width = ImGui::GetWindowSize().x /*+ (float)m_layers_texture.width/4*/;
imgui.end();
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
render_active_object_annotations(canvas);
render_profile(canvas);
#else
@@ -277,7 +277,7 @@ void GLCanvas3D::LayersEditing::render_overlay(const GLCanvas3D& canvas)
m_profile.old_bar_rect = bar_rect;
m_profile.dirty = false;
#endif // ENABLE_LEGACY_OPENGL_REMOVAL
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
}
float GLCanvas3D::LayersEditing::get_cursor_z_relative(const GLCanvas3D& canvas)
@@ -311,7 +311,7 @@ Rect GLCanvas3D::LayersEditing::get_bar_rect_screen(const GLCanvas3D& canvas)
return { w - thickness_bar_width(canvas), 0.0f, w, h };
}
-#if !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if !ENABLE_GL_SHADERS_ATTRIBUTES
Rect GLCanvas3D::LayersEditing::get_bar_rect_viewport(const GLCanvas3D& canvas)
{
const Size& cnv_size = canvas.get_canvas_size();
@@ -320,7 +320,7 @@ Rect GLCanvas3D::LayersEditing::get_bar_rect_viewport(const GLCanvas3D& canvas)
float inv_zoom = (float)wxGetApp().plater()->get_camera().get_inv_zoom();
return { (half_w - thickness_bar_width(canvas)) * inv_zoom, half_h * inv_zoom, half_w * inv_zoom, -half_h * inv_zoom };
}
-#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // !ENABLE_GL_SHADERS_ATTRIBUTES
bool GLCanvas3D::LayersEditing::is_initialized() const
{
@@ -353,13 +353,13 @@ std::string GLCanvas3D::LayersEditing::get_tooltip(const GLCanvas3D& canvas) con
return ret;
}
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
void GLCanvas3D::LayersEditing::render_active_object_annotations(const GLCanvas3D& canvas)
#else
void GLCanvas3D::LayersEditing::render_active_object_annotations(const GLCanvas3D& canvas, const Rect& bar_rect)
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
{
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
const Size cnv_size = canvas.get_canvas_size();
const float cnv_width = (float)cnv_size.get_width();
const float cnv_height = (float)cnv_size.get_height();
@@ -371,7 +371,7 @@ void GLCanvas3D::LayersEditing::render_active_object_annotations(const GLCanvas3
GLShaderProgram* shader = wxGetApp().get_shader("variable_layer_height_attr");
#else
GLShaderProgram* shader = wxGetApp().get_shader("variable_layer_height");
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
if (shader == nullptr)
return;
@@ -382,23 +382,23 @@ void GLCanvas3D::LayersEditing::render_active_object_annotations(const GLCanvas3
shader->set_uniform("z_cursor", m_object_max_z * this->get_cursor_z_relative(canvas));
shader->set_uniform("z_cursor_band_width", band_width);
shader->set_uniform("object_max_z", m_object_max_z);
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
shader->set_uniform("view_model_matrix", Transform3d::Identity());
shader->set_uniform("projection_matrix", Transform3d::Identity());
shader->set_uniform("normal_matrix", (Matrix3d)Eigen::Matrix3d::Identity());
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
glsafe(::glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
glsafe(::glBindTexture(GL_TEXTURE_2D, m_z_texture_id));
// Render the color bar
#if ENABLE_LEGACY_OPENGL_REMOVAL
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
if (!m_profile.background.is_initialized() || m_profile.old_canvas_width != cnv_width) {
m_profile.old_canvas_width = cnv_width;
#else
if (!m_profile.background.is_initialized() || m_profile.dirty) {
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
m_profile.background.reset();
GLModel::Geometry init_data;
@@ -407,7 +407,7 @@ void GLCanvas3D::LayersEditing::render_active_object_annotations(const GLCanvas3
init_data.reserve_indices(6);
// vertices
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
const float l = 1.0f - 2.0f * THICKNESS_BAR_WIDTH * cnv_inv_width;
const float r = 1.0f;
const float t = 1.0f;
@@ -417,7 +417,7 @@ void GLCanvas3D::LayersEditing::render_active_object_annotations(const GLCanvas3
const float r = bar_rect.get_right();
const float t = bar_rect.get_top();
const float b = bar_rect.get_bottom();
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
init_data.add_vertex(Vec2f(l, b), Vec2f(0.0f, 0.0f));
init_data.add_vertex(Vec2f(r, b), Vec2f(1.0f, 0.0f));
init_data.add_vertex(Vec2f(r, t), Vec2f(1.0f, 1.0f));
@@ -451,18 +451,18 @@ void GLCanvas3D::LayersEditing::render_active_object_annotations(const GLCanvas3
shader->stop_using();
}
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
void GLCanvas3D::LayersEditing::render_profile(const GLCanvas3D& canvas)
#else
void GLCanvas3D::LayersEditing::render_profile(const Rect& bar_rect)
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
{
//FIXME show some kind of legend.
if (!m_slicing_parameters)
return;
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
const Size cnv_size = canvas.get_canvas_size();
const float cnv_width = (float)cnv_size.get_width();
const float cnv_height = (float)cnv_size.get_height();
@@ -479,15 +479,15 @@ void GLCanvas3D::LayersEditing::render_profile(const Rect& bar_rect)
// Make the vertical bar a bit wider so the layer height curve does not touch the edge of the bar region.
const float scale_x = bar_rect.get_width() / float(1.12 * m_slicing_parameters->max_layer_height);
const float scale_y = bar_rect.get_height() / m_object_max_z;
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
#if ENABLE_LEGACY_OPENGL_REMOVAL
// Baseline
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
if (!m_profile.baseline.is_initialized() || m_profile.old_layer_height_profile != m_layer_height_profile) {
#else
if (!m_profile.baseline.is_initialized() || m_profile.dirty) {
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
m_profile.baseline.reset();
GLModel::Geometry init_data;
@@ -497,7 +497,7 @@ void GLCanvas3D::LayersEditing::render_profile(const Rect& bar_rect)
init_data.reserve_indices(2);
// vertices
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
const float axis_x = 2.0f * ((cnv_width - THICKNESS_BAR_WIDTH + float(m_slicing_parameters->layer_height) * scale_x) * cnv_inv_width - 0.5f);
init_data.add_vertex(Vec2f(axis_x, -1.0f));
init_data.add_vertex(Vec2f(axis_x, 1.0f));
@@ -505,7 +505,7 @@ void GLCanvas3D::LayersEditing::render_profile(const Rect& bar_rect)
const float x = bar_rect.get_left() + float(m_slicing_parameters->layer_height) * scale_x;
init_data.add_vertex(Vec2f(x, bar_rect.get_bottom()));
init_data.add_vertex(Vec2f(x, bar_rect.get_top()));
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
// indices
init_data.add_ushort_line(0, 1);
@@ -513,11 +513,11 @@ void GLCanvas3D::LayersEditing::render_profile(const Rect& bar_rect)
m_profile.baseline.init_from(std::move(init_data));
}
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
if (!m_profile.profile.is_initialized() || m_profile.old_layer_height_profile != m_layer_height_profile) {
#else
if (!m_profile.profile.is_initialized() || m_profile.dirty || m_profile.old_layer_height_profile != m_layer_height_profile) {
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
m_profile.old_layer_height_profile = m_layer_height_profile;
m_profile.profile.reset();
@@ -529,13 +529,13 @@ void GLCanvas3D::LayersEditing::render_profile(const Rect& bar_rect)
// vertices + indices
for (unsigned int i = 0; i < (unsigned int)m_layer_height_profile.size(); i += 2) {
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
init_data.add_vertex(Vec2f(2.0f * ((cnv_width - THICKNESS_BAR_WIDTH + float(m_layer_height_profile[i + 1]) * scale_x) * cnv_inv_width - 0.5f),
2.0f * (float(m_layer_height_profile[i]) * scale_y * cnv_inv_height - 0.5)));
#else
init_data.add_vertex(Vec2f(bar_rect.get_left() + float(m_layer_height_profile[i + 1]) * scale_x,
bar_rect.get_bottom() + float(m_layer_height_profile[i]) * scale_y));
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
if (init_data.format.index_type == GLModel::Geometry::EIndexType::USHORT)
init_data.add_ushort_index((unsigned short)i / 2);
else
@@ -545,17 +545,17 @@ void GLCanvas3D::LayersEditing::render_profile(const Rect& bar_rect)
m_profile.profile.init_from(std::move(init_data));
}
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
GLShaderProgram* shader = wxGetApp().get_shader("flat_attr");
#else
GLShaderProgram* shader = wxGetApp().get_shader("flat");
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
if (shader != nullptr) {
shader->start_using();
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
shader->set_uniform("view_model_matrix", Transform3d::Identity());
shader->set_uniform("projection_matrix", Transform3d::Identity());
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
m_profile.baseline.render();
m_profile.profile.render();
shader->stop_using();
@@ -589,11 +589,11 @@ void GLCanvas3D::LayersEditing::render_volumes(const GLCanvas3D& canvas, const G
if (current_shader != nullptr)
current_shader->stop_using();
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
GLShaderProgram* shader = wxGetApp().get_shader("variable_layer_height_attr");
#else
GLShaderProgram* shader = wxGetApp().get_shader("variable_layer_height");
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
if (shader == nullptr)
return;
@@ -607,10 +607,10 @@ void GLCanvas3D::LayersEditing::render_volumes(const GLCanvas3D& canvas, const G
shader->set_uniform("z_cursor", float(m_object_max_z) * float(this->get_cursor_z_relative(canvas)));
shader->set_uniform("z_cursor_band_width", float(this->band_width));
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
const Camera& camera = wxGetApp().plater()->get_camera();
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
// Initialize the layer height texture mapping.
const GLsizei w = (GLsizei)m_layers_texture.width;
@@ -630,11 +630,11 @@ 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);
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
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());
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
glvolume->render();
}
@@ -1070,11 +1070,11 @@ void GLCanvas3D::SequentialPrintClearance::render()
const ColorRGBA NO_FILL_COLOR = { 1.0f, 1.0f, 1.0f, 0.75f };
#if ENABLE_LEGACY_OPENGL_REMOVAL
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
GLShaderProgram* shader = wxGetApp().get_shader("flat_attr");
#else
GLShaderProgram* shader = wxGetApp().get_shader("flat");
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
#else
GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
#endif // ENABLE_LEGACY_OPENGL_REMOVAL
@@ -1083,11 +1083,11 @@ void GLCanvas3D::SequentialPrintClearance::render()
shader->start_using();
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
const Camera& camera = wxGetApp().plater()->get_camera();
shader->set_uniform("view_model_matrix", camera.get_view_matrix());
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
glsafe(::glEnable(GL_DEPTH_TEST));
glsafe(::glDisable(GL_CULL_FACE));
@@ -1707,11 +1707,11 @@ void GLCanvas3D::render()
_render_gcode();
_render_sla_slices();
_render_selection();
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
_render_bed(camera.get_view_matrix(), camera.get_projection_matrix(), !camera.is_looking_downward(), true);
#else
_render_bed(!camera.is_looking_downward(), true);
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
_render_objects(GLVolumeCollection::ERenderType::Transparent);
_render_sequential_clearance();
@@ -4258,12 +4258,12 @@ bool GLCanvas3D::_render_undo_redo_stack(const bool is_undo, float pos_x)
ImGuiWrapper* imgui = wxGetApp().imgui();
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
imgui->set_next_window_pos(pos_x, m_undoredo_toolbar.get_height(), ImGuiCond_Always, 0.5f, 0.0f);
#else
const float x = pos_x * (float)wxGetApp().plater()->get_camera().get_zoom() + 0.5f * (float)get_canvas_size().get_width();
imgui->set_next_window_pos(x, m_undoredo_toolbar.get_height(), ImGuiCond_Always, 0.5f, 0.0f);
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
std::string title = is_undo ? L("Undo History") : L("Redo History");
imgui->begin(_(title), ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse);
@@ -4302,12 +4302,12 @@ bool GLCanvas3D::_render_search_list(float pos_x)
bool action_taken = false;
ImGuiWrapper* imgui = wxGetApp().imgui();
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
imgui->set_next_window_pos(pos_x, m_main_toolbar.get_height(), ImGuiCond_Always, 0.5f, 0.0f);
#else
const float x = /*pos_x * (float)wxGetApp().plater()->get_camera().get_zoom() + */0.5f * (float)get_canvas_size().get_width();
imgui->set_next_window_pos(x, m_main_toolbar.get_height(), ImGuiCond_Always, 0.5f, 0.0f);
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
std::string title = L("Search");
imgui->begin(_(title), ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse);
@@ -4360,13 +4360,13 @@ bool GLCanvas3D::_render_arrange_menu(float pos_x)
{
ImGuiWrapper *imgui = wxGetApp().imgui();
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
imgui->set_next_window_pos(pos_x, m_main_toolbar.get_height(), ImGuiCond_Always, 0.5f, 0.0f);
#else
auto canvas_w = float(get_canvas_size().get_width());
const float x = pos_x * float(wxGetApp().plater()->get_camera().get_zoom()) + 0.5f * canvas_w;
imgui->set_next_window_pos(x, m_main_toolbar.get_height(), ImGuiCond_Always, 0.5f, 0.0f);
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
imgui->begin(_L("Arrange options"), ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoCollapse);
@@ -4491,9 +4491,9 @@ void GLCanvas3D::_render_thumbnail_internal(ThumbnailData& thumbnail_data, const
camera.zoom_to_box(volumes_box);
camera.apply_view_matrix();
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
const Transform3d& view_matrix = camera.get_view_matrix();
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
double near_z = -1.0;
double far_z = -1.0;
@@ -4502,22 +4502,22 @@ void GLCanvas3D::_render_thumbnail_internal(ThumbnailData& thumbnail_data, const
// extends the near and far z of the frustrum to avoid the bed being clipped
// box in eye space
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
const BoundingBoxf3 t_bed_box = m_bed.extended_bounding_box().transformed(view_matrix);
#else
const BoundingBoxf3 t_bed_box = m_bed.extended_bounding_box().transformed(camera.get_view_matrix());
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
near_z = -t_bed_box.max.z();
far_z = -t_bed_box.min.z();
}
camera.apply_projection(volumes_box, near_z, far_z);
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light_attr");
#else
GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
if (shader == nullptr)
return;
@@ -4530,9 +4530,9 @@ void GLCanvas3D::_render_thumbnail_internal(ThumbnailData& thumbnail_data, const
shader->start_using();
shader->set_uniform("emission_factor", 0.0f);
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
const Transform3d& projection_matrix = camera.get_projection_matrix();
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
for (GLVolume* vol : visible_volumes) {
#if ENABLE_LEGACY_OPENGL_REMOVAL
@@ -4543,12 +4543,12 @@ 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;
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
const Transform3d matrix = view_matrix * vol->world_matrix();
shader->set_uniform("view_model_matrix", matrix);
shader->set_uniform("projection_matrix", projection_matrix);
shader->set_uniform("normal_matrix", (Matrix3d)matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
vol->render();
vol->is_active = is_active;
}
@@ -4558,11 +4558,11 @@ void GLCanvas3D::_render_thumbnail_internal(ThumbnailData& thumbnail_data, const
glsafe(::glDisable(GL_DEPTH_TEST));
if (thumbnail_params.show_bed)
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
_render_bed(view_matrix, projection_matrix, !camera.is_looking_downward(), false);
#else
_render_bed(!camera.is_looking_downward(), false);
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
// restore background color
if (thumbnail_params.transparent_background)
@@ -4823,34 +4823,31 @@ bool GLCanvas3D::_init_main_toolbar()
background_data.right = 16;
background_data.bottom = 16;
- if (!m_main_toolbar.init(background_data))
- {
+ if (!m_main_toolbar.init(background_data)) {
// unable to init the toolbar texture, disable it
m_main_toolbar.set_enabled(false);
return true;
}
// init arrow
-#if !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
+ if (!m_main_toolbar.init_arrow("toolbar_arrow_2.svg"))
+#else
BackgroundTexture::Metadata arrow_data;
arrow_data.filename = "toolbar_arrow.svg";
arrow_data.left = 0;
arrow_data.top = 0;
arrow_data.right = 0;
arrow_data.bottom = 0;
-#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
- if (!m_main_toolbar.init_arrow("toolbar_arrow_2.svg"))
-#else
if (!m_main_toolbar.init_arrow(arrow_data))
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
BOOST_LOG_TRIVIAL(error) << "Main toolbar failed to load arrow texture.";
// m_gizmos is created at constructor, thus we can init arrow here.
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
if (!m_gizmos.init_arrow("toolbar_arrow_2.svg"))
#else
if (!m_gizmos.init_arrow(arrow_data))
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
BOOST_LOG_TRIVIAL(error) << "Gizmos manager failed to load arrow texture.";
// m_main_toolbar.set_layout_type(GLToolbar::Layout::Vertical);
@@ -5055,19 +5052,17 @@ bool GLCanvas3D::_init_undoredo_toolbar()
}
// init arrow
-#if !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
+ if (!m_undoredo_toolbar.init_arrow("toolbar_arrow_2.svg"))
+#else
BackgroundTexture::Metadata arrow_data;
arrow_data.filename = "toolbar_arrow.svg";
arrow_data.left = 0;
arrow_data.top = 0;
arrow_data.right = 0;
arrow_data.bottom = 0;
-#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
- if (!m_undoredo_toolbar.init_arrow("toolbar_arrow_2.svg"))
-#else
if (!m_undoredo_toolbar.init_arrow(arrow_data))
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
BOOST_LOG_TRIVIAL(error) << "Undo/Redo toolbar failed to load arrow texture.";
// m_undoredo_toolbar.set_layout_type(GLToolbar::Layout::Vertical);
@@ -5287,12 +5282,12 @@ void GLCanvas3D::_picking_pass()
if (m_camera_clipping_plane.is_active())
::glDisable(GL_CLIP_PLANE0);
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
const Camera& camera = wxGetApp().plater()->get_camera();
_render_bed_for_picking(camera.get_view_matrix(), camera.get_projection_matrix(), !camera.is_looking_downward());
#else
_render_bed_for_picking(!wxGetApp().plater()->get_camera().is_looking_downward());
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
m_gizmos.render_current_gizmo_for_picking_pass();
@@ -5348,12 +5343,12 @@ void GLCanvas3D::_rectangular_selection_picking_pass()
glsafe(::glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT));
_render_volumes_for_picking();
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
const Camera& camera = wxGetApp().plater()->get_camera();
_render_bed_for_picking(camera.get_view_matrix(), camera.get_projection_matrix(), !camera.is_looking_downward());
#else
_render_bed_for_picking(!wxGetApp().plater()->get_camera().is_looking_downward());
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
if (m_multisample_allowed)
glsafe(::glEnable(GL_MULTISAMPLE));
@@ -5426,13 +5421,13 @@ void GLCanvas3D::_render_background()
use_error_color &= m_gcode_viewer.has_data() && !m_gcode_viewer.is_contained_in_bed();
}
-#if !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if !ENABLE_GL_SHADERS_ATTRIBUTES
glsafe(::glPushMatrix());
glsafe(::glLoadIdentity());
glsafe(::glMatrixMode(GL_PROJECTION));
glsafe(::glPushMatrix());
glsafe(::glLoadIdentity());
-#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // !ENABLE_GL_SHADERS_ATTRIBUTES
// Draws a bottom to top gradient over the complete screen.
glsafe(::glDisable(GL_DEPTH_TEST));
@@ -5461,11 +5456,11 @@ void GLCanvas3D::_render_background()
m_background.init_from(std::move(init_data));
}
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
GLShaderProgram* shader = wxGetApp().get_shader("background_attr");
#else
GLShaderProgram* shader = wxGetApp().get_shader("background");
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
if (shader != nullptr) {
shader->start_using();
shader->set_uniform("top_color", use_error_color ? ERROR_BG_LIGHT_COLOR : DEFAULT_BG_LIGHT_COLOR);
@@ -5487,18 +5482,18 @@ void GLCanvas3D::_render_background()
glsafe(::glEnable(GL_DEPTH_TEST));
-#if !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if !ENABLE_GL_SHADERS_ATTRIBUTES
glsafe(::glPopMatrix());
glsafe(::glMatrixMode(GL_MODELVIEW));
glsafe(::glPopMatrix());
-#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // !ENABLE_GL_SHADERS_ATTRIBUTES
}
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
void GLCanvas3D::_render_bed(const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom, bool show_axes)
#else
void GLCanvas3D::_render_bed(bool bottom, bool show_axes)
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
{
float scale_factor = 1.0;
#if ENABLE_RETINA_GL
@@ -5512,29 +5507,29 @@ void GLCanvas3D::_render_bed(bool bottom, bool show_axes)
&& m_gizmos.get_current_type() != GLGizmosManager::Seam
&& m_gizmos.get_current_type() != GLGizmosManager::MmuSegmentation);
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
m_bed.render(*this, view_matrix, projection_matrix, bottom, scale_factor, show_axes, show_texture);
#else
m_bed.render(*this, bottom, scale_factor, show_axes, show_texture);
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
}
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
void GLCanvas3D::_render_bed_for_picking(const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom)
#else
void GLCanvas3D::_render_bed_for_picking(bool bottom)
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
{
float scale_factor = 1.0;
#if ENABLE_RETINA_GL
scale_factor = m_retina_helper->get_scale_factor();
#endif // ENABLE_RETINA_GL
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
m_bed.render_for_picking(*this, view_matrix, projection_matrix, bottom, scale_factor);
#else
m_bed.render_for_picking(*this, bottom, scale_factor);
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
}
void GLCanvas3D::_render_objects(GLVolumeCollection::ERenderType type)
@@ -5591,11 +5586,11 @@ void GLCanvas3D::_render_objects(GLVolumeCollection::ERenderType type)
m_volumes.set_show_non_manifold_edges(!m_gizmos.is_hiding_instances() && m_gizmos.get_current_type() != GLGizmosManager::Simplify);
#endif // ENABLE_SHOW_NON_MANIFOLD_EDGES
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
GLShaderProgram* shader = wxGetApp().get_shader("gouraud_attr");
#else
GLShaderProgram* shader = wxGetApp().get_shader("gouraud");
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
if (shader != nullptr) {
shader->start_using();
@@ -5606,7 +5601,7 @@ void GLCanvas3D::_render_objects(GLVolumeCollection::ERenderType type)
{
if (m_picking_enabled && !m_gizmos.is_dragging() && m_layers_editing.is_enabled() && (m_layers_editing.last_object_id != -1) && (m_layers_editing.object_max_z() > 0.0f)) {
int object_id = m_layers_editing.last_object_id;
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
const Camera& camera = wxGetApp().plater()->get_camera();
m_volumes.render(type, false, camera.get_view_matrix(), camera.get_projection_matrix(), [object_id](const GLVolume& volume) {
// Which volume to paint without the layer height profile shader?
@@ -5617,13 +5612,13 @@ void GLCanvas3D::_render_objects(GLVolumeCollection::ERenderType type)
// Which volume to paint without the layer height profile shader?
return volume.is_active && (volume.is_modifier || volume.composite_id.object_id != object_id);
});
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
// Let LayersEditing handle rendering of the active object using the layer height profile shader.
m_layers_editing.render_volumes(*this, m_volumes);
}
else {
// do not cull backfaces to show broken geometry, if any
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
const Camera& camera = wxGetApp().plater()->get_camera();
m_volumes.render(type, m_picking_enabled, camera.get_view_matrix(), camera.get_projection_matrix(), [this](const GLVolume& volume) {
return (m_render_sla_auxiliaries || volume.composite_id.volume_id >= 0);
@@ -5632,7 +5627,7 @@ void GLCanvas3D::_render_objects(GLVolumeCollection::ERenderType type)
m_volumes.render(type, m_picking_enabled, wxGetApp().plater()->get_camera().get_view_matrix(), [this](const GLVolume& volume) {
return (m_render_sla_auxiliaries || volume.composite_id.volume_id >= 0);
});
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
}
// In case a painting gizmo is open, it should render the painted triangles
@@ -5651,12 +5646,12 @@ void GLCanvas3D::_render_objects(GLVolumeCollection::ERenderType type)
}
case GLVolumeCollection::ERenderType::Transparent:
{
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
const Camera& camera = wxGetApp().plater()->get_camera();
m_volumes.render(type, false, camera.get_view_matrix(), camera.get_projection_matrix());
#else
m_volumes.render(type, false, wxGetApp().plater()->get_camera().get_view_matrix());
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
break;
}
}
@@ -5816,11 +5811,11 @@ void GLCanvas3D::_render_overlays()
void GLCanvas3D::_render_volumes_for_picking() const
{
#if ENABLE_LEGACY_OPENGL_REMOVAL
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
GLShaderProgram* shader = wxGetApp().get_shader("flat_attr");
#else
GLShaderProgram* shader = wxGetApp().get_shader("flat");
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
if (shader == nullptr)
return;
#endif // ENABLE_LEGACY_OPENGL_REMOVAL
@@ -5828,10 +5823,10 @@ void GLCanvas3D::_render_volumes_for_picking() const
// do not cull backfaces to show broken geometry, if any
glsafe(::glDisable(GL_CULL_FACE));
-#if !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if !ENABLE_GL_SHADERS_ATTRIBUTES
glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
glsafe(::glEnableClientState(GL_NORMAL_ARRAY));
-#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // !ENABLE_GL_SHADERS_ATTRIBUTES
const Transform3d& view_matrix = wxGetApp().plater()->get_camera().get_view_matrix();
for (size_t type = 0; type < 2; ++ type) {
@@ -5848,11 +5843,11 @@ void GLCanvas3D::_render_volumes_for_picking() const
#else
glsafe(::glColor4fv(picking_decode(id).data()));
#endif // ENABLE_LEGACY_OPENGL_REMOVAL
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
const Camera& camera = wxGetApp().plater()->get_camera();
shader->set_uniform("view_model_matrix", camera.get_view_matrix() * volume.first->world_matrix());
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
volume.first->render();
#if ENABLE_LEGACY_OPENGL_REMOVAL
shader->stop_using();
@@ -5860,10 +5855,10 @@ void GLCanvas3D::_render_volumes_for_picking() const
}
}
-#if !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if !ENABLE_GL_SHADERS_ATTRIBUTES
glsafe(::glDisableClientState(GL_NORMAL_ARRAY));
glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
-#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // !ENABLE_GL_SHADERS_ATTRIBUTES
glsafe(::glEnable(GL_CULL_FACE));
}
@@ -5898,20 +5893,20 @@ void GLCanvas3D::_render_main_toolbar()
return;
const Size cnv_size = get_canvas_size();
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
const float top = 0.5f * (float)cnv_size.get_height();
#else
const float inv_zoom = (float)wxGetApp().plater()->get_camera().get_inv_zoom();
const float top = 0.5f * (float)cnv_size.get_height() * inv_zoom;
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
GLToolbar& collapse_toolbar = wxGetApp().plater()->get_collapse_toolbar();
const float collapse_toolbar_width = collapse_toolbar.is_enabled() ? collapse_toolbar.get_width() : 0.0f;
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
const float left = -0.5f * (m_main_toolbar.get_width() + m_undoredo_toolbar.get_width() + collapse_toolbar_width);
#else
const float left = -0.5f * (m_main_toolbar.get_width() + m_undoredo_toolbar.get_width() + collapse_toolbar_width) * inv_zoom;
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
m_main_toolbar.set_position(top, left);
m_main_toolbar.render(*this);
@@ -5925,20 +5920,20 @@ void GLCanvas3D::_render_undoredo_toolbar()
return;
const Size cnv_size = get_canvas_size();
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
const float top = 0.5f * (float)cnv_size.get_height();
#else
float inv_zoom = (float)wxGetApp().plater()->get_camera().get_inv_zoom();
const float top = 0.5f * (float)cnv_size.get_height() * inv_zoom;
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
GLToolbar& collapse_toolbar = wxGetApp().plater()->get_collapse_toolbar();
const float collapse_toolbar_width = collapse_toolbar.is_enabled() ? collapse_toolbar.get_width() : 0.0f;
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
const float left = m_main_toolbar.get_width() - 0.5f * (m_main_toolbar.get_width() + m_undoredo_toolbar.get_width() + collapse_toolbar_width);
#else
const float left = (m_main_toolbar.get_width() - 0.5f * (m_main_toolbar.get_width() + m_undoredo_toolbar.get_width() + collapse_toolbar_width)) * inv_zoom;
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
m_undoredo_toolbar.set_position(top, left);
m_undoredo_toolbar.render(*this);
@@ -5952,7 +5947,7 @@ void GLCanvas3D::_render_collapse_toolbar() const
const Size cnv_size = get_canvas_size();
const float band = m_layers_editing.is_enabled() ? (wxGetApp().imgui()->get_style_scaling() * LayersEditing::THICKNESS_BAR_WIDTH) : 0.0;
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
const float top = 0.5f * (float)cnv_size.get_height();
const float left = 0.5f * (float)cnv_size.get_width() - collapse_toolbar.get_width() - band;
#else
@@ -5960,7 +5955,7 @@ void GLCanvas3D::_render_collapse_toolbar() const
const float top = 0.5f * (float)cnv_size.get_height() * inv_zoom;
const float left = (0.5f * (float)cnv_size.get_width() - (float)collapse_toolbar.get_width() - band) * inv_zoom;
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
collapse_toolbar.set_position(top, left);
collapse_toolbar.render(*this);
@@ -5984,7 +5979,7 @@ void GLCanvas3D::_render_view_toolbar() const
#endif // ENABLE_RETINA_GL
const Size cnv_size = get_canvas_size();
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
// places the toolbar on the bottom-left corner of the 3d scene
float top = -0.5f * (float)cnv_size.get_height() + view_toolbar.get_height();
float left = -0.5f * (float)cnv_size.get_width();
@@ -5994,7 +5989,7 @@ void GLCanvas3D::_render_view_toolbar() const
// places the toolbar on the bottom-left corner of the 3d scene
float top = (-0.5f * (float)cnv_size.get_height() + view_toolbar.get_height()) * inv_zoom;
float left = -0.5f * (float)cnv_size.get_width() * inv_zoom;
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
view_toolbar.set_position(top, left);
view_toolbar.render(*this);
}
@@ -6043,18 +6038,18 @@ void GLCanvas3D::_render_camera_target()
}
}
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
GLShaderProgram* shader = wxGetApp().get_shader("flat_attr");
#else
GLShaderProgram* shader = wxGetApp().get_shader("flat");
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
if (shader != nullptr) {
shader->start_using();
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
const Camera& camera = wxGetApp().plater()->get_camera();
shader->set_uniform("view_model_matrix", camera.get_view_matrix());
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
for (int i = 0; i < 3; ++i) {
m_camera_target.axis[i].render();
}
@@ -6232,16 +6227,16 @@ void GLCanvas3D::_render_sla_slices()
}
#if ENABLE_LEGACY_OPENGL_REMOVAL
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
GLShaderProgram* shader = wxGetApp().get_shader("flat_attr");
#else
GLShaderProgram* shader = wxGetApp().get_shader("flat");
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
if (shader != nullptr) {
shader->start_using();
for (const SLAPrintObject::Instance& inst : obj->instances()) {
-#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if ENABLE_GL_SHADERS_ATTRIBUTES
const Camera& camera = wxGetApp().plater()->get_camera();
const Transform3d view_model_matrix = camera.get_view_matrix() *
Geometry::assemble_transform(Vec3d(unscale<double>(inst.shift.x()), unscale<double>(inst.shift.y()), 0.0),
@@ -6257,16 +6252,16 @@ void GLCanvas3D::_render_sla_slices()
if (obj->is_left_handed())
// The polygons are mirrored by X.
glsafe(::glScalef(-1.0f, 1.0f, 1.0f));
-#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // ENABLE_GL_SHADERS_ATTRIBUTES
bottom_obj_triangles.render();
top_obj_triangles.render();
bottom_sup_triangles.render();
top_sup_triangles.render();
-#if !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#if !ENABLE_GL_SHADERS_ATTRIBUTES
glsafe(::glPopMatrix());
-#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
+#endif // !ENABLE_GL_SHADERS_ATTRIBUTES
}
shader->stop_using();