Layer shader now uses own attribute for line dimensions instead of misusing uvs.

This commit is contained in:
Jack Ha 2016-12-28 15:20:14 +01:00
parent 8d2b3654a4
commit 0f2fb86cd9
6 changed files with 22 additions and 40 deletions

View file

@ -53,11 +53,8 @@ class Layer:
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
thickness = self._thickness / 1000 # micrometer to millimeter
for polygon in self._polygons: for polygon in self._polygons:
polygon.build(result_vertex_offset, result_index_offset, vertices, colors, line_dimensions, indices, thickness) polygon.build(result_vertex_offset, result_index_offset, vertices, colors, line_dimensions, 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

View file

@ -6,9 +6,9 @@ from UM.Mesh.MeshData import MeshData
# Immutable, use LayerDataBuilder to create one of these. # Immutable, use LayerDataBuilder to create one of these.
class LayerData(MeshData): class LayerData(MeshData):
def __init__(self, vertices = None, normals = None, indices = None, colors = None, uvs = None, file_name = None, def __init__(self, vertices = None, normals = None, indices = None, colors = None, uvs = None, file_name = None,
center_position = None, layers=None, element_counts=None): center_position = None, layers=None, element_counts=None, attributes=None):
super().__init__(vertices=vertices, normals=normals, indices=indices, colors=colors, uvs=uvs, super().__init__(vertices=vertices, normals=normals, indices=indices, colors=colors, uvs=uvs,
file_name=file_name, center_position=center_position) file_name=file_name, center_position=center_position, attributes=attributes)
self._layers = layers self._layers = layers
self._element_counts = element_counts self._element_counts = element_counts

View file

@ -56,7 +56,6 @@ 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)
line_dimensions = numpy.empty((vertex_count, 2), numpy.float32) line_dimensions = numpy.empty((vertex_count, 2), 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)
@ -70,10 +69,15 @@ class LayerDataBuilder(MeshBuilder):
self.addVertices(vertices) self.addVertices(vertices)
self.addColors(colors) self.addColors(colors)
self.addIndices(indices.flatten()) self.addIndices(indices.flatten())
self._uvs = line_dimensions # self._uvs = line_dimensions
#self._normals = normals attributes = {
"line_dimensions": {
"value": line_dimensions,
"opengl_name": "a_line_dim",
"opengl_type": "vector2f"}
}
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(),
center_position=self.getCenterPosition(), layers=self._layers, center_position=self.getCenterPosition(), layers=self._layers,
element_counts=self._element_counts) element_counts=self._element_counts, attributes=attributes)

View file

@ -67,7 +67,7 @@ class LayerPolygon:
## build ## build
# line_thicknesses: array with type as index and thickness as value # line_thicknesses: array with type as index and thickness as value
def build(self, vertex_offset, index_offset, vertices, colors, line_dimensions, indices, thickness): def build(self, vertex_offset, index_offset, vertices, colors, line_dimensions, indices):
if (self._build_cache_line_mesh_mask is None) or (self._build_cache_needed_points is None ): if (self._build_cache_line_mesh_mask is None) or (self._build_cache_needed_points is None ):
self.buildCache() self.buildCache()
@ -85,6 +85,7 @@ class LayerPolygon:
# Points are picked based on the index list to get the vertices needed. # Points are picked based on the index list to get the vertices needed.
vertices[self._vertex_begin:self._vertex_end, :] = self._data[index_list, :] vertices[self._vertex_begin:self._vertex_end, :] = self._data[index_list, :]
# Create an array with colors for each vertex and remove the color data for the points that has been thrown away. # Create an array with colors for each vertex and remove the color data for the points that has been thrown away.
colors[self._vertex_begin:self._vertex_end, :] = numpy.tile(self._colors, (1, 2)).reshape((-1, 4))[needed_points_list.ravel()] colors[self._vertex_begin:self._vertex_end, :] = numpy.tile(self._colors, (1, 2)).reshape((-1, 4))[needed_points_list.ravel()]
colors[self._vertex_begin:self._vertex_end, :] *= numpy.array([[0.5, 0.5, 0.5, 1.0]], numpy.float32) colors[self._vertex_begin:self._vertex_end, :] *= numpy.array([[0.5, 0.5, 0.5, 1.0]], numpy.float32)

View file

@ -149,16 +149,6 @@ class ProcessSlicedLayersJob(Job):
# We are done processing all the layers we got from the engine, now create a mesh out of the data # We are done processing all the layers we got from the engine, now create a mesh out of the data
layer_mesh = layer_data.build() layer_mesh = layer_data.build()
# Hack for adding line widths and heights: misuse u, v coordinates.
#uvs = numpy.zeros([layer_mesh.getVertexCount(), 2], dtype=numpy.float32)
#uvs[:, 0] = 0.175
#uvs[:, 1] = 0.125
#from UM.Math import NumPyUtil
#layer_mesh._uvs = NumPyUtil.immutableNDArray(uvs)
# mesh._uvs = numpy.zeros([layer_mesh.getVertexCount(), 2])
# mesh._uvs[:, 0] = 1.0 # width
# mesh._uvs[:, 1] = 0.1 # height
if self._abort_requested: if self._abort_requested:
if self._progress: if self._progress:

View file

@ -10,13 +10,14 @@ vertex =
attribute highp vec4 a_vertex; attribute highp vec4 a_vertex;
attribute lowp vec4 a_color; attribute lowp vec4 a_color;
attribute highp vec4 a_normal; attribute highp vec4 a_normal;
attribute highp vec2 a_uvs; // misused here for width and height attribute highp vec2 a_line_dim; // line width and thickness
varying lowp vec4 v_color; varying lowp vec4 v_color;
varying highp vec3 v_vertex; varying highp vec3 v_vertex;
varying highp vec3 v_normal; varying highp vec3 v_normal;
varying lowp vec2 v_uvs; //varying lowp vec2 v_uvs;
varying lowp vec2 v_line_dim;
varying lowp vec4 f_color; varying lowp vec4 f_color;
varying highp vec3 f_vertex; varying highp vec3 f_vertex;
@ -25,7 +26,7 @@ vertex =
void main() void main()
{ {
vec4 v1_vertex = a_vertex; vec4 v1_vertex = a_vertex;
v1_vertex.y -= a_uvs.y / 2; // half layer down v1_vertex.y -= a_line_dim.y / 2; // half layer down
vec4 world_space_vert = u_modelMatrix * v1_vertex; vec4 world_space_vert = u_modelMatrix * v1_vertex;
// gl_Position = u_viewProjectionMatrix * world_space_vert; // gl_Position = u_viewProjectionMatrix * world_space_vert;
gl_Position = world_space_vert; gl_Position = world_space_vert;
@ -36,7 +37,7 @@ 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_uvs = a_uvs; v_line_dim = a_line_dim;
// for testing without geometry shader // for testing without geometry shader
f_color = v_color; f_color = v_color;
@ -47,9 +48,7 @@ vertex =
geometry = geometry =
#version 410 #version 410
//uniform highp mat4 u_modelMatrix;
uniform highp mat4 u_viewProjectionMatrix; uniform highp mat4 u_viewProjectionMatrix;
//uniform highp mat4 u_modelViewProjectionMatrix;
layout(lines) in; layout(lines) in;
layout(triangle_strip, max_vertices = 26) out; layout(triangle_strip, max_vertices = 26) out;
@ -57,7 +56,7 @@ geometry =
in vec4 v_color[]; in vec4 v_color[];
in vec3 v_vertex[]; in vec3 v_vertex[];
in vec3 v_normal[]; in vec3 v_normal[];
in vec2 v_uvs[]; in vec2 v_line_dim[];
out vec4 f_color; out vec4 f_color;
out vec3 f_normal; out vec3 f_normal;
@ -65,10 +64,6 @@ geometry =
void main() void main()
{ {
//int i;
//vec3 g_normal;
//vec3 g_offset;
vec4 g_vertex_delta; vec4 g_vertex_delta;
vec3 g_vertex_normal_horz; // horizontal and vertical in respect to layers vec3 g_vertex_normal_horz; // horizontal and vertical in respect to layers
vec4 g_vertex_offset_horz; // vec4 to match gl_in[x].gl_Position vec4 g_vertex_offset_horz; // vec4 to match gl_in[x].gl_Position
@ -77,8 +72,8 @@ geometry =
vec3 g_vertex_normal_horz_head; vec3 g_vertex_normal_horz_head;
vec4 g_vertex_offset_horz_head; vec4 g_vertex_offset_horz_head;
float size_x = v_uvs[0].x / 2 + 0.01; // radius, and make it nicely overlapping float size_x = v_line_dim[0].x / 2 + 0.01; // radius, and make it nicely overlapping
float size_y = v_uvs[0].y / 2 + 0.01; float size_y = v_line_dim[0].y / 2 + 0.01;
//g_vertex_normal_horz = normalize(v_normal[0]); //vec3(g_vertex_delta.z, g_vertex_delta.y, -g_vertex_delta.x); //g_vertex_normal_horz = normalize(v_normal[0]); //vec3(g_vertex_delta.z, g_vertex_delta.y, -g_vertex_delta.x);
g_vertex_delta = gl_in[1].gl_Position - gl_in[0].gl_Position; g_vertex_delta = gl_in[1].gl_Position - gl_in[0].gl_Position;
@ -89,7 +84,6 @@ geometry =
g_vertex_offset_horz = vec4(g_vertex_normal_horz * size_x, 0.0); //size * g_vertex_normal_horz; g_vertex_offset_horz = vec4(g_vertex_normal_horz * size_x, 0.0); //size * g_vertex_normal_horz;
g_vertex_normal_vert = vec3(0.0, 1.0, 0.0); g_vertex_normal_vert = vec3(0.0, 1.0, 0.0);
//g_vertex_offset_vert = vec3(g_vertex_normal_vert.x * 0.5f, g_vertex_normal_vert.y * 0.5f, g_vertex_normal_vert.z * 0.5f); //size * g_vertex_normal_vert;
g_vertex_offset_vert = vec4(g_vertex_normal_vert * size_y, 0.0); g_vertex_offset_vert = vec4(g_vertex_normal_vert * size_y, 0.0);
f_vertex = v_vertex[0]; f_vertex = v_vertex[0];
@ -243,10 +237,6 @@ geometry =
EmitVertex(); EmitVertex();
EndPrimitive(); EndPrimitive();
} }
fragment = fragment =
@ -327,4 +317,4 @@ u_lightPosition = light_0_position
a_vertex = vertex a_vertex = vertex
a_color = color a_color = color
a_normal = normal a_normal = normal
a_uvs = uv0 a_line_dim = line_dim