diff --git a/cura/Layer.py b/cura/Layer.py index 4e38a6eba9..bc9f66e881 100644 --- a/cura/Layer.py +++ b/cura/Layer.py @@ -49,12 +49,14 @@ class Layer: return result - def build(self, vertex_offset, index_offset, vertices, colors, indices): + def build(self, vertex_offset, index_offset, vertices, colors, indices, normals): result_vertex_offset = vertex_offset result_index_offset = index_offset self._element_count = 0 for polygon in self._polygons: polygon.build(result_vertex_offset, result_index_offset, vertices, colors, indices) + polygon_normals = polygon.getNormals() # [numpy.where(numpy.logical_not(polygon.jumpMask))] + normals[result_vertex_offset:result_vertex_offset+polygon.lineMeshVertexCount()] = polygon_normals[:polygon.lineMeshVertexCount()] result_vertex_offset += polygon.lineMeshVertexCount() result_index_offset += polygon.lineMeshElementCount() self._element_count += polygon.elementCount diff --git a/cura/LayerDataBuilder.py b/cura/LayerDataBuilder.py index 2215ed5f27..f2ad6b55fa 100644 --- a/cura/LayerDataBuilder.py +++ b/cura/LayerDataBuilder.py @@ -56,18 +56,20 @@ class LayerDataBuilder(MeshBuilder): index_count += data.lineMeshElementCount() vertices = numpy.empty((vertex_count, 3), numpy.float32) + normals = numpy.empty((vertex_count, 3), numpy.float32) colors = numpy.empty((vertex_count, 4), numpy.float32) indices = numpy.empty((index_count, 2), numpy.int32) vertex_offset = 0 index_offset = 0 for layer, data in self._layers.items(): - ( vertex_offset, index_offset ) = data.build( vertex_offset, index_offset, vertices, colors, indices) + ( vertex_offset, index_offset ) = data.build( vertex_offset, index_offset, vertices, colors, indices, normals) self._element_counts[layer] = data.elementCount self.addVertices(vertices) self.addColors(colors) self.addIndices(indices.flatten()) + self._normals = normals return LayerData(vertices=self.getVertices(), normals=self.getNormals(), indices=self.getIndices(), colors=self.getColors(), uvs=self.getUVCoordinates(), file_name=self.getFileName(), diff --git a/plugins/CuraEngineBackend/ProcessSlicedLayersJob.py b/plugins/CuraEngineBackend/ProcessSlicedLayersJob.py index 64a55266e4..d7863f07cb 100644 --- a/plugins/CuraEngineBackend/ProcessSlicedLayersJob.py +++ b/plugins/CuraEngineBackend/ProcessSlicedLayersJob.py @@ -129,9 +129,10 @@ class ProcessSlicedLayersJob(Job): this_poly.buildCache() normals = this_poly.getNormals() - all_normals.append(normals) + # normals = this_poly.getNormals()[numpy.where(numpy.logical_not(this_poly.jumpMask))] + # all_normals.append(normals) # insert last element twice - fake converting line normals to vertex normals - #all_normals.append(normals[-1:]) + # all_normals.append(normals[-1:]) this_layer.polygons.append(this_poly) @@ -155,7 +156,7 @@ class ProcessSlicedLayersJob(Job): layer_mesh = layer_data.build() # normals = [] # # quick and dirty normals calculation for 2d lines - # for line_idx in range(len(layer_mesh._indices) // 2 - 1): + # for line_idx in range(len(layer_mesh._indices) // 2): # idx0 = layer_mesh._indices[line_idx] # idx1 = layer_mesh._indices[line_idx + 1] # x0 = layer_mesh._vertices[idx0][0] diff --git a/plugins/LayerView/LayerView.py b/plugins/LayerView/LayerView.py index 50c13194f7..cf2fbbc1d3 100644 --- a/plugins/LayerView/LayerView.py +++ b/plugins/LayerView/LayerView.py @@ -236,9 +236,9 @@ class LayerView(View): self.setBusy(True) - self._top_layers_job = _CreateTopLayersJob(self._controller.getScene(), self._current_layer_num, self._solid_layers) - self._top_layers_job.finished.connect(self._updateCurrentLayerMesh) - self._top_layers_job.start() + #self._top_layers_job = _CreateTopLayersJob(self._controller.getScene(), self._current_layer_num, self._solid_layers) + #self._top_layers_job.finished.connect(self._updateCurrentLayerMesh) + #self._top_layers_job.start() def _updateCurrentLayerMesh(self, job): self.setBusy(False) diff --git a/plugins/LayerView/layers.shader b/plugins/LayerView/layers.shader index 24346e5c65..88eb54cc36 100644 --- a/plugins/LayerView/layers.shader +++ b/plugins/LayerView/layers.shader @@ -1,8 +1,8 @@ [shaders] vertex = uniform highp mat4 u_modelMatrix; - uniform highp mat4 u_viewProjectionMatrix; - uniform highp mat4 u_modelViewProjectionMatrix; + //uniform highp mat4 u_viewProjectionMatrix; + //uniform highp mat4 u_modelViewProjectionMatrix; uniform lowp float u_active_extruder; uniform lowp float u_shade_factor; uniform highp mat4 u_normalMatrix; @@ -16,12 +16,17 @@ vertex = varying highp vec3 v_vertex; varying highp vec3 v_normal; - varying highp vec3 v_orig_vertex; + varying highp vec4 v_orig_vertex; + + varying lowp vec4 f_color; + varying highp vec3 f_vertex; + varying highp vec3 f_normal; void main() { vec4 world_space_vert = u_modelMatrix * a_vertex; - gl_Position = u_viewProjectionMatrix * world_space_vert; + // gl_Position = u_viewProjectionMatrix * world_space_vert; + gl_Position = world_space_vert; // gl_Position = u_modelViewProjectionMatrix * a_vertex; // shade the color depending on the extruder index stored in the alpha component of the color v_color = (a_color.a == u_active_extruder) ? a_color : a_color * u_shade_factor; @@ -30,14 +35,26 @@ vertex = v_vertex = world_space_vert.xyz; v_normal = (u_normalMatrix * normalize(a_normal)).xyz; - v_orig_vertex = a_vertex.xyz; + v_orig_vertex = a_vertex; + + // for testing without geometry shader + f_color = v_color; + f_vertex = v_vertex; + f_normal = v_normal; } geometry = #version 410 + //uniform highp mat4 u_modelMatrix; + uniform highp mat4 u_viewProjectionMatrix; + //uniform highp mat4 u_modelViewProjectionMatrix; + layout(lines) in; - layout(triangle_strip, max_vertices = 6) out; + layout(triangle_strip, max_vertices = 4) out; + /*layout(std140) uniform Matrices { + mat4 u_modelViewProjectionMatrix; + };*/ in vec4 v_color[]; in vec3 v_vertex[]; @@ -48,6 +65,73 @@ geometry = out vec3 f_normal; out vec3 f_vertex; + void main() + { + //int i; + //vec3 g_normal; + //vec3 g_offset; + + //vec4 g_vertex_delta; + vec3 g_vertex_normal_horz; // horizontal and vertical in respect to layers + vec3 g_vertex_normal_vert; + vec3 g_vertex_offset_horz; + vec3 g_vertex_offset_vert; + + float size = 0.5; + + //g_vertex_delta = gl_in[1].gl_Position - gl_in[0].gl_Position; + g_vertex_normal_horz = normalize(v_normal[0]); //vec3(g_vertex_delta.z, g_vertex_delta.y, -g_vertex_delta.x); + g_vertex_offset_horz = vec3(0.5, 0.0, 0.0); //size * g_vertex_normal_horz; //size * g_vertex_normal_horz; + g_vertex_normal_vert = vec3(0.0, 1.0, 0.0); + g_vertex_offset_vert = vec3(0.0, 0.5, 0.0); //size * g_vertex_normal_vert; + + f_vertex = v_vertex[0]; + f_normal = g_vertex_normal_horz; + f_color = vec4(g_vertex_normal_horz, 1.0); //v_color[0]; + gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz); + EmitVertex(); + + f_vertex = v_vertex[1]; + //f_color = v_color[1]; + f_normal = g_vertex_normal_horz; + gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz); + EmitVertex(); + + f_vertex = v_vertex[0]; + //f_color = v_color[0]; + f_normal = g_vertex_normal_vert; + gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert); + EmitVertex(); + + f_vertex = v_vertex[1]; + //f_color = v_color[1]; + f_normal = g_vertex_normal_vert; + gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert); + EmitVertex(); + + EndPrimitive(); + } + + +poep = + #version 410 + + uniform highp mat4 u_modelMatrix; + uniform highp mat4 u_viewProjectionMatrix; + uniform highp mat4 u_modelViewProjectionMatrix; + + layout(lines) in; + layout(triangle_strip, max_vertices = 3) out; + + in vec4 v_color[]; + in vec3 v_vertex[]; + in vec3 v_normal[]; + in vec4 v_orig_vertex[]; + + out vec4 f_color; + out vec3 f_normal; + out vec3 f_vertex; + void main() { int i; @@ -55,85 +139,78 @@ geometry = vec3 g_normal; vec3 g_offset; - vec3 g_vertex_delta; - vec3 g_vertex_normal; + vec4 g_vertex_delta; + vec4 g_vertex_normal_horz; // horizontal and vertical in respect to layers + vec3 g_vertex_normal_vert; + vec3 g_vertex_offset_horz; + vec3 g_vertex_offset_vert; float size = 3; - /* - delta = vec4(gl_in[1].gl_Position.xy, 0.0, 0.0) - vec4(gl_in[0].gl_Position.xy, 0.0, 0.0); - - if (length(delta) > 0.1) { - g_normal = normalize(vec3(delta.y, -delta.x, delta.z)); - g_offset = vec3(g_normal.xy, 0); //5.0 * g_normal; // vec3(3.5, 3.5, 0.0); - } else { - g_normal = vec3(delta.y, -delta.x, delta.z); - g_offset = vec3(0.0, 0.0, 0.0); - } - g_offset = vec3(3.5, 3.5, 0.0); //5.0 * g_normal; // vec3(3.5, 3.5, 0.0); - */ - //g_normal = normalize(vec3(delta.y, -delta.x, delta.z)); - g_vertex_delta = v_orig_vertex[1] - v_orig_vertex[0]; - g_vertex_normal = vec3(g_vertex_delta.z, 0.0, -g_vertex_delta.x); - if (length(g_vertex_normal) < 0.1) { - g_vertex_normal = vec3(1.0, 0.0, 0.0); + g_vertex_normal_horz = vec4(g_vertex_delta.z, 0.0, -g_vertex_delta.x, g_vertex_delta.w); + if (length(g_vertex_normal_horz) < 0.1) { + g_vertex_normal_horz = vec4(1.0, 0.0, 0.0, 0.0); + g_vertex_offset_horz = vec3(0.0, 0.0, 0.0); + g_vertex_offset_vert = vec3(0.0, 0.0, 0.0); } else { - g_vertex_normal = normalize(g_vertex_normal); + g_vertex_normal_horz = normalize(g_vertex_normal_horz); + g_vertex_offset_horz = (u_viewProjectionMatrix * u_modelMatrix * size * g_vertex_normal_horz).xyz; + g_vertex_normal_vert = vec3(0.0, 0.0, 1.0); + g_vertex_offset_vert = (u_viewProjectionMatrix * u_modelMatrix * size * g_vertex_normal_vert).xyz; } f_vertex = v_vertex[0]; f_color = v_color[0]; - - f_normal = g_vertex_normal + vec3(0.0, 0.0, 0.5); - gl_Position = gl_in[0].gl_Position + vec4(0.0, size, 0.0, 0.0); + f_normal = g_vertex_normal_horz; + gl_Position = gl_in[0].gl_Position + g_vertex_offset_horz; EmitVertex(); - f_normal = g_vertex_normal + vec3(0.0, 0.0, 0.5); - gl_Position = gl_in[1].gl_Position + vec4(0.0, size, 0.0, 0.0); + f_vertex = v_vertex[1]; + f_color = v_color[1]; + f_normal = g_vertex_normal_horz; + gl_Position = gl_in[1].gl_Position + g_vertex_offset_horz; EmitVertex(); - f_normal = vec3(0.0, 0.0, 0.5); - gl_Position = gl_in[0].gl_Position + vec4(-size, 0.0, 0.0, 0.0); + f_vertex = v_vertex[0]; + f_color = v_color[0]; + f_normal = g_vertex_offset_vert; + gl_Position = gl_in[0].gl_Position + g_vertex_offset_vert; EmitVertex(); - //f_vertex = v_vertex[1]; - //f_color = v_color[1]; - - - f_normal = vec3(0.0, 0.0, 0.5); - gl_Position = gl_in[1].gl_Position + vec4(size, 0.0, 0.0, 0.0); + f_vertex = v_vertex[1]; + f_color = v_color[1]; + f_normal = g_vertex_offset_vert; + gl_Position = gl_in[1].gl_Position + g_vertex_offset_vert; EmitVertex(); - f_normal = -g_vertex_normal + vec3(0.0, 0.0, 0.5); - gl_Position = gl_in[0].gl_Position + vec4(0, -size, 0.0, 0.0); + f_vertex = v_vertex[0]; + f_color = v_color[0]; + f_normal = -g_vertex_normal_horz; + gl_Position = gl_in[0].gl_Position - g_vertex_offset_horz; EmitVertex(); - f_normal = -g_vertex_normal + vec3(0.0, 0.0, 0.5); - gl_Position = gl_in[1].gl_Position + vec4(0.0, -size, 0.0, 0.0); + f_vertex = v_vertex[1]; + f_color = v_color[1]; + f_normal = -g_vertex_normal_horz; + gl_Position = gl_in[1].gl_Position - g_vertex_offset_horz; EmitVertex(); + f_vertex = v_vertex[0]; + f_color = v_color[0]; + f_normal = -g_vertex_offset_vert; + gl_Position = gl_in[0].gl_Position - g_vertex_offset_vert; + EmitVertex(); + + f_vertex = v_vertex[1]; + f_color = v_color[1]; + f_normal = -g_vertex_offset_vert; + gl_Position = gl_in[1].gl_Position - g_vertex_offset_vert; + EmitVertex(); + + EndPrimitive(); - /* - f_vertex = v_vertex[0]; - f_normal = -g_vertex_normal; - f_color = v_color[0]; - gl_Position = gl_in[0].gl_Position - g_offset; - EmitVertex(); - - f_vertex = v_vertex[1]; - f_normal = g_vertex_normal; - f_color = v_color[1]; - gl_Position = gl_in[1].gl_Position + g_offset; - EmitVertex(); - - f_vertex = v_vertex[1]; - f_normal = -g_vertex_normal; - f_color = v_color[1]; - gl_Position = gl_in[1].gl_Position - g_offset; - EmitVertex(); - */ } @@ -166,7 +243,8 @@ fragment = mediump vec4 finalColor = vec4(0.0); - finalColor += u_ambientColor; + //finalColor += u_ambientColor; + finalColor = f_color; highp vec3 normal = normalize(f_normal); //highp vec3 normal = normalize(cameraNormal); @@ -174,7 +252,7 @@ fragment = // Diffuse Component highp float NdotL = clamp(dot(normal, lightDir), 0.0, 1.0); - finalColor += (NdotL * f_color); + //finalColor += (NdotL * f_color); finalColor.a = 1.0; gl_FragColor = finalColor;