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https://github.com/Ultimaker/Cura.git
synced 2025-07-07 06:57:28 -06:00
Finally got normals in
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parent
9e6c070ac6
commit
0adb1a4c1c
5 changed files with 155 additions and 72 deletions
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@ -49,12 +49,14 @@ class Layer:
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return result
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def build(self, vertex_offset, index_offset, vertices, colors, indices):
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def build(self, vertex_offset, index_offset, vertices, colors, indices, normals):
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result_vertex_offset = vertex_offset
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result_index_offset = index_offset
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self._element_count = 0
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for polygon in self._polygons:
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polygon.build(result_vertex_offset, result_index_offset, vertices, colors, indices)
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polygon_normals = polygon.getNormals() # [numpy.where(numpy.logical_not(polygon.jumpMask))]
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normals[result_vertex_offset:result_vertex_offset+polygon.lineMeshVertexCount()] = polygon_normals[:polygon.lineMeshVertexCount()]
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result_vertex_offset += polygon.lineMeshVertexCount()
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result_index_offset += polygon.lineMeshElementCount()
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self._element_count += polygon.elementCount
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@ -56,18 +56,20 @@ class LayerDataBuilder(MeshBuilder):
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index_count += data.lineMeshElementCount()
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vertices = numpy.empty((vertex_count, 3), numpy.float32)
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normals = numpy.empty((vertex_count, 3), numpy.float32)
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colors = numpy.empty((vertex_count, 4), numpy.float32)
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indices = numpy.empty((index_count, 2), numpy.int32)
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vertex_offset = 0
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index_offset = 0
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for layer, data in self._layers.items():
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( vertex_offset, index_offset ) = data.build( vertex_offset, index_offset, vertices, colors, indices)
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( vertex_offset, index_offset ) = data.build( vertex_offset, index_offset, vertices, colors, indices, normals)
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self._element_counts[layer] = data.elementCount
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self.addVertices(vertices)
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self.addColors(colors)
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self.addIndices(indices.flatten())
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self._normals = normals
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return LayerData(vertices=self.getVertices(), normals=self.getNormals(), indices=self.getIndices(),
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colors=self.getColors(), uvs=self.getUVCoordinates(), file_name=self.getFileName(),
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@ -129,9 +129,10 @@ class ProcessSlicedLayersJob(Job):
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this_poly.buildCache()
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normals = this_poly.getNormals()
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all_normals.append(normals)
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# normals = this_poly.getNormals()[numpy.where(numpy.logical_not(this_poly.jumpMask))]
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# all_normals.append(normals)
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# insert last element twice - fake converting line normals to vertex normals
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#all_normals.append(normals[-1:])
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# all_normals.append(normals[-1:])
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this_layer.polygons.append(this_poly)
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@ -155,7 +156,7 @@ class ProcessSlicedLayersJob(Job):
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layer_mesh = layer_data.build()
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# normals = []
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# # quick and dirty normals calculation for 2d lines
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# for line_idx in range(len(layer_mesh._indices) // 2 - 1):
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# for line_idx in range(len(layer_mesh._indices) // 2):
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# idx0 = layer_mesh._indices[line_idx]
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# idx1 = layer_mesh._indices[line_idx + 1]
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# x0 = layer_mesh._vertices[idx0][0]
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@ -236,9 +236,9 @@ class LayerView(View):
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self.setBusy(True)
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self._top_layers_job = _CreateTopLayersJob(self._controller.getScene(), self._current_layer_num, self._solid_layers)
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self._top_layers_job.finished.connect(self._updateCurrentLayerMesh)
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self._top_layers_job.start()
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#self._top_layers_job = _CreateTopLayersJob(self._controller.getScene(), self._current_layer_num, self._solid_layers)
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#self._top_layers_job.finished.connect(self._updateCurrentLayerMesh)
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#self._top_layers_job.start()
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def _updateCurrentLayerMesh(self, job):
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self.setBusy(False)
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@ -1,8 +1,8 @@
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[shaders]
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vertex =
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uniform highp mat4 u_modelMatrix;
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uniform highp mat4 u_viewProjectionMatrix;
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uniform highp mat4 u_modelViewProjectionMatrix;
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//uniform highp mat4 u_viewProjectionMatrix;
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//uniform highp mat4 u_modelViewProjectionMatrix;
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uniform lowp float u_active_extruder;
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uniform lowp float u_shade_factor;
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uniform highp mat4 u_normalMatrix;
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@ -16,12 +16,17 @@ vertex =
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varying highp vec3 v_vertex;
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varying highp vec3 v_normal;
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varying highp vec3 v_orig_vertex;
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varying highp vec4 v_orig_vertex;
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varying lowp vec4 f_color;
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varying highp vec3 f_vertex;
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varying highp vec3 f_normal;
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void main()
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{
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vec4 world_space_vert = u_modelMatrix * a_vertex;
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gl_Position = u_viewProjectionMatrix * world_space_vert;
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// gl_Position = u_viewProjectionMatrix * world_space_vert;
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gl_Position = world_space_vert;
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// gl_Position = u_modelViewProjectionMatrix * a_vertex;
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// shade the color depending on the extruder index stored in the alpha component of the color
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v_color = (a_color.a == u_active_extruder) ? a_color : a_color * u_shade_factor;
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@ -30,14 +35,26 @@ vertex =
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v_vertex = world_space_vert.xyz;
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v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
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v_orig_vertex = a_vertex.xyz;
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v_orig_vertex = a_vertex;
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// for testing without geometry shader
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f_color = v_color;
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f_vertex = v_vertex;
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f_normal = v_normal;
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}
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geometry =
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#version 410
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//uniform highp mat4 u_modelMatrix;
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uniform highp mat4 u_viewProjectionMatrix;
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//uniform highp mat4 u_modelViewProjectionMatrix;
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layout(lines) in;
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layout(triangle_strip, max_vertices = 6) out;
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layout(triangle_strip, max_vertices = 4) out;
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/*layout(std140) uniform Matrices {
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mat4 u_modelViewProjectionMatrix;
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};*/
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in vec4 v_color[];
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in vec3 v_vertex[];
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@ -48,6 +65,73 @@ geometry =
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out vec3 f_normal;
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out vec3 f_vertex;
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void main()
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{
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//int i;
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//vec3 g_normal;
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//vec3 g_offset;
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//vec4 g_vertex_delta;
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vec3 g_vertex_normal_horz; // horizontal and vertical in respect to layers
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vec3 g_vertex_normal_vert;
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vec3 g_vertex_offset_horz;
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vec3 g_vertex_offset_vert;
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float size = 0.5;
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//g_vertex_delta = gl_in[1].gl_Position - gl_in[0].gl_Position;
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g_vertex_normal_horz = normalize(v_normal[0]); //vec3(g_vertex_delta.z, g_vertex_delta.y, -g_vertex_delta.x);
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g_vertex_offset_horz = vec3(0.5, 0.0, 0.0); //size * g_vertex_normal_horz; //size * g_vertex_normal_horz;
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g_vertex_normal_vert = vec3(0.0, 1.0, 0.0);
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g_vertex_offset_vert = vec3(0.0, 0.5, 0.0); //size * g_vertex_normal_vert;
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f_vertex = v_vertex[0];
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f_normal = g_vertex_normal_horz;
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f_color = vec4(g_vertex_normal_horz, 1.0); //v_color[0];
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gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz);
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EmitVertex();
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f_vertex = v_vertex[1];
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//f_color = v_color[1];
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f_normal = g_vertex_normal_horz;
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gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz);
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EmitVertex();
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f_vertex = v_vertex[0];
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//f_color = v_color[0];
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f_normal = g_vertex_normal_vert;
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gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert);
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EmitVertex();
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f_vertex = v_vertex[1];
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//f_color = v_color[1];
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f_normal = g_vertex_normal_vert;
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gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert);
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EmitVertex();
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EndPrimitive();
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}
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poep =
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#version 410
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uniform highp mat4 u_modelMatrix;
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uniform highp mat4 u_viewProjectionMatrix;
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uniform highp mat4 u_modelViewProjectionMatrix;
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layout(lines) in;
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layout(triangle_strip, max_vertices = 3) out;
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in vec4 v_color[];
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in vec3 v_vertex[];
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in vec3 v_normal[];
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in vec4 v_orig_vertex[];
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out vec4 f_color;
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out vec3 f_normal;
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out vec3 f_vertex;
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void main()
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{
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int i;
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@ -55,85 +139,78 @@ geometry =
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vec3 g_normal;
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vec3 g_offset;
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vec3 g_vertex_delta;
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vec3 g_vertex_normal;
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vec4 g_vertex_delta;
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vec4 g_vertex_normal_horz; // horizontal and vertical in respect to layers
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vec3 g_vertex_normal_vert;
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vec3 g_vertex_offset_horz;
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vec3 g_vertex_offset_vert;
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float size = 3;
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/*
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delta = vec4(gl_in[1].gl_Position.xy, 0.0, 0.0) - vec4(gl_in[0].gl_Position.xy, 0.0, 0.0);
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if (length(delta) > 0.1) {
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g_normal = normalize(vec3(delta.y, -delta.x, delta.z));
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g_offset = vec3(g_normal.xy, 0); //5.0 * g_normal; // vec3(3.5, 3.5, 0.0);
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} else {
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g_normal = vec3(delta.y, -delta.x, delta.z);
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g_offset = vec3(0.0, 0.0, 0.0);
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}
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g_offset = vec3(3.5, 3.5, 0.0); //5.0 * g_normal; // vec3(3.5, 3.5, 0.0);
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*/
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//g_normal = normalize(vec3(delta.y, -delta.x, delta.z));
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g_vertex_delta = v_orig_vertex[1] - v_orig_vertex[0];
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g_vertex_normal = vec3(g_vertex_delta.z, 0.0, -g_vertex_delta.x);
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if (length(g_vertex_normal) < 0.1) {
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g_vertex_normal = vec3(1.0, 0.0, 0.0);
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g_vertex_normal_horz = vec4(g_vertex_delta.z, 0.0, -g_vertex_delta.x, g_vertex_delta.w);
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if (length(g_vertex_normal_horz) < 0.1) {
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g_vertex_normal_horz = vec4(1.0, 0.0, 0.0, 0.0);
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g_vertex_offset_horz = vec3(0.0, 0.0, 0.0);
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g_vertex_offset_vert = vec3(0.0, 0.0, 0.0);
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} else {
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g_vertex_normal = normalize(g_vertex_normal);
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g_vertex_normal_horz = normalize(g_vertex_normal_horz);
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g_vertex_offset_horz = (u_viewProjectionMatrix * u_modelMatrix * size * g_vertex_normal_horz).xyz;
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g_vertex_normal_vert = vec3(0.0, 0.0, 1.0);
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g_vertex_offset_vert = (u_viewProjectionMatrix * u_modelMatrix * size * g_vertex_normal_vert).xyz;
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}
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f_vertex = v_vertex[0];
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f_color = v_color[0];
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f_normal = g_vertex_normal + vec3(0.0, 0.0, 0.5);
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gl_Position = gl_in[0].gl_Position + vec4(0.0, size, 0.0, 0.0);
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f_normal = g_vertex_normal_horz;
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gl_Position = gl_in[0].gl_Position + g_vertex_offset_horz;
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EmitVertex();
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f_normal = g_vertex_normal + vec3(0.0, 0.0, 0.5);
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gl_Position = gl_in[1].gl_Position + vec4(0.0, size, 0.0, 0.0);
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f_vertex = v_vertex[1];
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f_color = v_color[1];
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f_normal = g_vertex_normal_horz;
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gl_Position = gl_in[1].gl_Position + g_vertex_offset_horz;
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EmitVertex();
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f_normal = vec3(0.0, 0.0, 0.5);
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gl_Position = gl_in[0].gl_Position + vec4(-size, 0.0, 0.0, 0.0);
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f_vertex = v_vertex[0];
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f_color = v_color[0];
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f_normal = g_vertex_offset_vert;
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gl_Position = gl_in[0].gl_Position + g_vertex_offset_vert;
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EmitVertex();
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//f_vertex = v_vertex[1];
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//f_color = v_color[1];
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f_normal = vec3(0.0, 0.0, 0.5);
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gl_Position = gl_in[1].gl_Position + vec4(size, 0.0, 0.0, 0.0);
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f_vertex = v_vertex[1];
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f_color = v_color[1];
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f_normal = g_vertex_offset_vert;
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gl_Position = gl_in[1].gl_Position + g_vertex_offset_vert;
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EmitVertex();
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f_normal = -g_vertex_normal + vec3(0.0, 0.0, 0.5);
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gl_Position = gl_in[0].gl_Position + vec4(0, -size, 0.0, 0.0);
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f_vertex = v_vertex[0];
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f_color = v_color[0];
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f_normal = -g_vertex_normal_horz;
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gl_Position = gl_in[0].gl_Position - g_vertex_offset_horz;
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EmitVertex();
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f_normal = -g_vertex_normal + vec3(0.0, 0.0, 0.5);
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gl_Position = gl_in[1].gl_Position + vec4(0.0, -size, 0.0, 0.0);
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f_vertex = v_vertex[1];
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f_color = v_color[1];
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f_normal = -g_vertex_normal_horz;
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gl_Position = gl_in[1].gl_Position - g_vertex_offset_horz;
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EmitVertex();
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f_vertex = v_vertex[0];
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f_color = v_color[0];
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f_normal = -g_vertex_offset_vert;
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gl_Position = gl_in[0].gl_Position - g_vertex_offset_vert;
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EmitVertex();
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f_vertex = v_vertex[1];
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f_color = v_color[1];
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f_normal = -g_vertex_offset_vert;
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gl_Position = gl_in[1].gl_Position - g_vertex_offset_vert;
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EmitVertex();
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EndPrimitive();
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/*
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f_vertex = v_vertex[0];
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f_normal = -g_vertex_normal;
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f_color = v_color[0];
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gl_Position = gl_in[0].gl_Position - g_offset;
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EmitVertex();
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f_vertex = v_vertex[1];
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f_normal = g_vertex_normal;
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f_color = v_color[1];
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gl_Position = gl_in[1].gl_Position + g_offset;
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EmitVertex();
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f_vertex = v_vertex[1];
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f_normal = -g_vertex_normal;
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f_color = v_color[1];
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gl_Position = gl_in[1].gl_Position - g_offset;
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EmitVertex();
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*/
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}
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mediump vec4 finalColor = vec4(0.0);
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finalColor += u_ambientColor;
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//finalColor += u_ambientColor;
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finalColor = f_color;
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highp vec3 normal = normalize(f_normal);
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//highp vec3 normal = normalize(cameraNormal);
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// Diffuse Component
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highp float NdotL = clamp(dot(normal, lightDir), 0.0, 1.0);
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finalColor += (NdotL * f_color);
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//finalColor += (NdotL * f_color);
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finalColor.a = 1.0;
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gl_FragColor = finalColor;
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