mirror of
https://github.com/Ultimaker/Cura.git
synced 2025-07-07 15:07:28 -06:00
Finally got normals in
This commit is contained in:
parent
9e6c070ac6
commit
0adb1a4c1c
5 changed files with 155 additions and 72 deletions
|
@ -49,12 +49,14 @@ class Layer:
|
||||||
|
|
||||||
return result
|
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_vertex_offset = vertex_offset
|
||||||
result_index_offset = index_offset
|
result_index_offset = index_offset
|
||||||
self._element_count = 0
|
self._element_count = 0
|
||||||
for polygon in self._polygons:
|
for polygon in self._polygons:
|
||||||
polygon.build(result_vertex_offset, result_index_offset, vertices, colors, indices)
|
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_vertex_offset += polygon.lineMeshVertexCount()
|
||||||
result_index_offset += polygon.lineMeshElementCount()
|
result_index_offset += polygon.lineMeshElementCount()
|
||||||
self._element_count += polygon.elementCount
|
self._element_count += polygon.elementCount
|
||||||
|
|
|
@ -56,18 +56,20 @@ class LayerDataBuilder(MeshBuilder):
|
||||||
index_count += data.lineMeshElementCount()
|
index_count += data.lineMeshElementCount()
|
||||||
|
|
||||||
vertices = numpy.empty((vertex_count, 3), numpy.float32)
|
vertices = numpy.empty((vertex_count, 3), numpy.float32)
|
||||||
|
normals = numpy.empty((vertex_count, 3), numpy.float32)
|
||||||
colors = numpy.empty((vertex_count, 4), numpy.float32)
|
colors = numpy.empty((vertex_count, 4), numpy.float32)
|
||||||
indices = numpy.empty((index_count, 2), numpy.int32)
|
indices = numpy.empty((index_count, 2), numpy.int32)
|
||||||
|
|
||||||
vertex_offset = 0
|
vertex_offset = 0
|
||||||
index_offset = 0
|
index_offset = 0
|
||||||
for layer, data in self._layers.items():
|
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._element_counts[layer] = data.elementCount
|
||||||
|
|
||||||
self.addVertices(vertices)
|
self.addVertices(vertices)
|
||||||
self.addColors(colors)
|
self.addColors(colors)
|
||||||
self.addIndices(indices.flatten())
|
self.addIndices(indices.flatten())
|
||||||
|
self._normals = normals
|
||||||
|
|
||||||
return LayerData(vertices=self.getVertices(), normals=self.getNormals(), indices=self.getIndices(),
|
return LayerData(vertices=self.getVertices(), normals=self.getNormals(), indices=self.getIndices(),
|
||||||
colors=self.getColors(), uvs=self.getUVCoordinates(), file_name=self.getFileName(),
|
colors=self.getColors(), uvs=self.getUVCoordinates(), file_name=self.getFileName(),
|
||||||
|
|
|
@ -129,9 +129,10 @@ class ProcessSlicedLayersJob(Job):
|
||||||
this_poly.buildCache()
|
this_poly.buildCache()
|
||||||
|
|
||||||
normals = this_poly.getNormals()
|
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
|
# 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)
|
this_layer.polygons.append(this_poly)
|
||||||
|
|
||||||
|
@ -155,7 +156,7 @@ class ProcessSlicedLayersJob(Job):
|
||||||
layer_mesh = layer_data.build()
|
layer_mesh = layer_data.build()
|
||||||
# normals = []
|
# normals = []
|
||||||
# # quick and dirty normals calculation for 2d lines
|
# # 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]
|
# idx0 = layer_mesh._indices[line_idx]
|
||||||
# idx1 = layer_mesh._indices[line_idx + 1]
|
# idx1 = layer_mesh._indices[line_idx + 1]
|
||||||
# x0 = layer_mesh._vertices[idx0][0]
|
# x0 = layer_mesh._vertices[idx0][0]
|
||||||
|
|
|
@ -236,9 +236,9 @@ class LayerView(View):
|
||||||
|
|
||||||
self.setBusy(True)
|
self.setBusy(True)
|
||||||
|
|
||||||
self._top_layers_job = _CreateTopLayersJob(self._controller.getScene(), self._current_layer_num, self._solid_layers)
|
#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.finished.connect(self._updateCurrentLayerMesh)
|
||||||
self._top_layers_job.start()
|
#self._top_layers_job.start()
|
||||||
|
|
||||||
def _updateCurrentLayerMesh(self, job):
|
def _updateCurrentLayerMesh(self, job):
|
||||||
self.setBusy(False)
|
self.setBusy(False)
|
||||||
|
|
|
@ -1,8 +1,8 @@
|
||||||
[shaders]
|
[shaders]
|
||||||
vertex =
|
vertex =
|
||||||
uniform highp mat4 u_modelMatrix;
|
uniform highp mat4 u_modelMatrix;
|
||||||
uniform highp mat4 u_viewProjectionMatrix;
|
//uniform highp mat4 u_viewProjectionMatrix;
|
||||||
uniform highp mat4 u_modelViewProjectionMatrix;
|
//uniform highp mat4 u_modelViewProjectionMatrix;
|
||||||
uniform lowp float u_active_extruder;
|
uniform lowp float u_active_extruder;
|
||||||
uniform lowp float u_shade_factor;
|
uniform lowp float u_shade_factor;
|
||||||
uniform highp mat4 u_normalMatrix;
|
uniform highp mat4 u_normalMatrix;
|
||||||
|
@ -16,12 +16,17 @@ vertex =
|
||||||
varying highp vec3 v_vertex;
|
varying highp vec3 v_vertex;
|
||||||
varying highp vec3 v_normal;
|
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()
|
void main()
|
||||||
{
|
{
|
||||||
vec4 world_space_vert = u_modelMatrix * a_vertex;
|
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;
|
// gl_Position = u_modelViewProjectionMatrix * a_vertex;
|
||||||
// shade the color depending on the extruder index stored in the alpha component of the color
|
// 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;
|
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_vertex = world_space_vert.xyz;
|
||||||
v_normal = (u_normalMatrix * normalize(a_normal)).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 =
|
geometry =
|
||||||
#version 410
|
#version 410
|
||||||
|
|
||||||
|
//uniform highp mat4 u_modelMatrix;
|
||||||
|
uniform highp mat4 u_viewProjectionMatrix;
|
||||||
|
//uniform highp mat4 u_modelViewProjectionMatrix;
|
||||||
|
|
||||||
layout(lines) in;
|
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 vec4 v_color[];
|
||||||
in vec3 v_vertex[];
|
in vec3 v_vertex[];
|
||||||
|
@ -48,6 +65,73 @@ geometry =
|
||||||
out vec3 f_normal;
|
out vec3 f_normal;
|
||||||
out vec3 f_vertex;
|
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()
|
void main()
|
||||||
{
|
{
|
||||||
int i;
|
int i;
|
||||||
|
@ -55,85 +139,78 @@ geometry =
|
||||||
vec3 g_normal;
|
vec3 g_normal;
|
||||||
vec3 g_offset;
|
vec3 g_offset;
|
||||||
|
|
||||||
vec3 g_vertex_delta;
|
vec4 g_vertex_delta;
|
||||||
vec3 g_vertex_normal;
|
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;
|
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_delta = v_orig_vertex[1] - v_orig_vertex[0];
|
||||||
g_vertex_normal = vec3(g_vertex_delta.z, 0.0, -g_vertex_delta.x);
|
g_vertex_normal_horz = vec4(g_vertex_delta.z, 0.0, -g_vertex_delta.x, g_vertex_delta.w);
|
||||||
if (length(g_vertex_normal) < 0.1) {
|
if (length(g_vertex_normal_horz) < 0.1) {
|
||||||
g_vertex_normal = vec3(1.0, 0.0, 0.0);
|
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 {
|
} 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_vertex = v_vertex[0];
|
||||||
f_color = v_color[0];
|
f_color = v_color[0];
|
||||||
|
f_normal = g_vertex_normal_horz;
|
||||||
f_normal = g_vertex_normal + vec3(0.0, 0.0, 0.5);
|
gl_Position = gl_in[0].gl_Position + g_vertex_offset_horz;
|
||||||
gl_Position = gl_in[0].gl_Position + vec4(0.0, size, 0.0, 0.0);
|
|
||||||
EmitVertex();
|
EmitVertex();
|
||||||
|
|
||||||
f_normal = g_vertex_normal + vec3(0.0, 0.0, 0.5);
|
f_vertex = v_vertex[1];
|
||||||
gl_Position = gl_in[1].gl_Position + vec4(0.0, size, 0.0, 0.0);
|
f_color = v_color[1];
|
||||||
|
f_normal = g_vertex_normal_horz;
|
||||||
|
gl_Position = gl_in[1].gl_Position + g_vertex_offset_horz;
|
||||||
EmitVertex();
|
EmitVertex();
|
||||||
|
|
||||||
f_normal = vec3(0.0, 0.0, 0.5);
|
f_vertex = v_vertex[0];
|
||||||
gl_Position = gl_in[0].gl_Position + vec4(-size, 0.0, 0.0, 0.0);
|
f_color = v_color[0];
|
||||||
|
f_normal = g_vertex_offset_vert;
|
||||||
|
gl_Position = gl_in[0].gl_Position + g_vertex_offset_vert;
|
||||||
EmitVertex();
|
EmitVertex();
|
||||||
|
|
||||||
//f_vertex = v_vertex[1];
|
f_vertex = v_vertex[1];
|
||||||
//f_color = v_color[1];
|
f_color = v_color[1];
|
||||||
|
f_normal = g_vertex_offset_vert;
|
||||||
|
gl_Position = gl_in[1].gl_Position + g_vertex_offset_vert;
|
||||||
f_normal = vec3(0.0, 0.0, 0.5);
|
|
||||||
gl_Position = gl_in[1].gl_Position + vec4(size, 0.0, 0.0, 0.0);
|
|
||||||
EmitVertex();
|
EmitVertex();
|
||||||
|
|
||||||
f_normal = -g_vertex_normal + vec3(0.0, 0.0, 0.5);
|
f_vertex = v_vertex[0];
|
||||||
gl_Position = gl_in[0].gl_Position + vec4(0, -size, 0.0, 0.0);
|
f_color = v_color[0];
|
||||||
|
f_normal = -g_vertex_normal_horz;
|
||||||
|
gl_Position = gl_in[0].gl_Position - g_vertex_offset_horz;
|
||||||
EmitVertex();
|
EmitVertex();
|
||||||
|
|
||||||
f_normal = -g_vertex_normal + vec3(0.0, 0.0, 0.5);
|
f_vertex = v_vertex[1];
|
||||||
gl_Position = gl_in[1].gl_Position + vec4(0.0, -size, 0.0, 0.0);
|
f_color = v_color[1];
|
||||||
|
f_normal = -g_vertex_normal_horz;
|
||||||
|
gl_Position = gl_in[1].gl_Position - g_vertex_offset_horz;
|
||||||
EmitVertex();
|
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();
|
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);
|
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(f_normal);
|
||||||
//highp vec3 normal = normalize(cameraNormal);
|
//highp vec3 normal = normalize(cameraNormal);
|
||||||
|
@ -174,7 +252,7 @@ fragment =
|
||||||
|
|
||||||
// Diffuse Component
|
// Diffuse Component
|
||||||
highp float NdotL = clamp(dot(normal, lightDir), 0.0, 1.0);
|
highp float NdotL = clamp(dot(normal, lightDir), 0.0, 1.0);
|
||||||
finalColor += (NdotL * f_color);
|
//finalColor += (NdotL * f_color);
|
||||||
|
|
||||||
finalColor.a = 1.0;
|
finalColor.a = 1.0;
|
||||||
gl_FragColor = finalColor;
|
gl_FragColor = finalColor;
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue