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synced 2025-07-06 22:47:29 -06:00
Layer shader now uses own attribute for line dimensions instead of misusing uvs.
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8d2b3654a4
commit
0f2fb86cd9
6 changed files with 22 additions and 40 deletions
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@ -53,11 +53,8 @@ class Layer:
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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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thickness = self._thickness / 1000 # micrometer to millimeter
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for polygon in self._polygons:
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polygon.build(result_vertex_offset, result_index_offset, vertices, colors, line_dimensions, indices, thickness)
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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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polygon.build(result_vertex_offset, result_index_offset, vertices, colors, line_dimensions, indices)
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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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@ -6,9 +6,9 @@ from UM.Mesh.MeshData import MeshData
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# Immutable, use LayerDataBuilder to create one of these.
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class LayerData(MeshData):
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def __init__(self, vertices = None, normals = None, indices = None, colors = None, uvs = None, file_name = None,
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center_position = None, layers=None, element_counts=None):
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center_position = None, layers=None, element_counts=None, attributes=None):
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super().__init__(vertices=vertices, normals=normals, indices=indices, colors=colors, uvs=uvs,
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file_name=file_name, center_position=center_position)
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file_name=file_name, center_position=center_position, attributes=attributes)
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self._layers = layers
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self._element_counts = element_counts
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@ -56,7 +56,6 @@ 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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line_dimensions = numpy.empty((vertex_count, 2), 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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@ -70,10 +69,15 @@ class LayerDataBuilder(MeshBuilder):
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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._uvs = line_dimensions
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#self._normals = normals
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# self._uvs = line_dimensions
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attributes = {
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"line_dimensions": {
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"value": line_dimensions,
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"opengl_name": "a_line_dim",
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"opengl_type": "vector2f"}
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}
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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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center_position=self.getCenterPosition(), layers=self._layers,
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element_counts=self._element_counts)
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element_counts=self._element_counts, attributes=attributes)
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@ -67,7 +67,7 @@ class LayerPolygon:
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## build
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# line_thicknesses: array with type as index and thickness as value
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def build(self, vertex_offset, index_offset, vertices, colors, line_dimensions, indices, thickness):
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def build(self, vertex_offset, index_offset, vertices, colors, line_dimensions, indices):
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if (self._build_cache_line_mesh_mask is None) or (self._build_cache_needed_points is None ):
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self.buildCache()
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@ -85,6 +85,7 @@ class LayerPolygon:
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# Points are picked based on the index list to get the vertices needed.
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vertices[self._vertex_begin:self._vertex_end, :] = self._data[index_list, :]
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# Create an array with colors for each vertex and remove the color data for the points that has been thrown away.
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colors[self._vertex_begin:self._vertex_end, :] = numpy.tile(self._colors, (1, 2)).reshape((-1, 4))[needed_points_list.ravel()]
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colors[self._vertex_begin:self._vertex_end, :] *= numpy.array([[0.5, 0.5, 0.5, 1.0]], numpy.float32)
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@ -149,16 +149,6 @@ class ProcessSlicedLayersJob(Job):
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# We are done processing all the layers we got from the engine, now create a mesh out of the data
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layer_mesh = layer_data.build()
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# Hack for adding line widths and heights: misuse u, v coordinates.
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#uvs = numpy.zeros([layer_mesh.getVertexCount(), 2], dtype=numpy.float32)
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#uvs[:, 0] = 0.175
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#uvs[:, 1] = 0.125
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#from UM.Math import NumPyUtil
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#layer_mesh._uvs = NumPyUtil.immutableNDArray(uvs)
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# mesh._uvs = numpy.zeros([layer_mesh.getVertexCount(), 2])
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# mesh._uvs[:, 0] = 1.0 # width
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# mesh._uvs[:, 1] = 0.1 # height
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if self._abort_requested:
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if self._progress:
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@ -10,13 +10,14 @@ vertex =
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attribute highp vec4 a_vertex;
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attribute lowp vec4 a_color;
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attribute highp vec4 a_normal;
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attribute highp vec2 a_uvs; // misused here for width and height
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attribute highp vec2 a_line_dim; // line width and thickness
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varying lowp vec4 v_color;
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varying highp vec3 v_vertex;
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varying highp vec3 v_normal;
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varying lowp vec2 v_uvs;
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//varying lowp vec2 v_uvs;
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varying lowp vec2 v_line_dim;
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varying lowp vec4 f_color;
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varying highp vec3 f_vertex;
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@ -25,7 +26,7 @@ vertex =
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void main()
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{
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vec4 v1_vertex = a_vertex;
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v1_vertex.y -= a_uvs.y / 2; // half layer down
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v1_vertex.y -= a_line_dim.y / 2; // half layer down
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vec4 world_space_vert = u_modelMatrix * v1_vertex;
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// gl_Position = u_viewProjectionMatrix * world_space_vert;
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gl_Position = world_space_vert;
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@ -36,7 +37,7 @@ 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_uvs = a_uvs;
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v_line_dim = a_line_dim;
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// for testing without geometry shader
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f_color = v_color;
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@ -47,9 +48,7 @@ vertex =
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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 = 26) out;
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@ -57,7 +56,7 @@ geometry =
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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 vec2 v_uvs[];
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in vec2 v_line_dim[];
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out vec4 f_color;
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out vec3 f_normal;
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@ -65,10 +64,6 @@ geometry =
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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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vec4 g_vertex_offset_horz; // vec4 to match gl_in[x].gl_Position
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@ -77,8 +72,8 @@ geometry =
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vec3 g_vertex_normal_horz_head;
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vec4 g_vertex_offset_horz_head;
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float size_x = v_uvs[0].x / 2 + 0.01; // radius, and make it nicely overlapping
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float size_y = v_uvs[0].y / 2 + 0.01;
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float size_x = v_line_dim[0].x / 2 + 0.01; // radius, and make it nicely overlapping
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float size_y = v_line_dim[0].y / 2 + 0.01;
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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_delta = gl_in[1].gl_Position - gl_in[0].gl_Position;
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@ -89,7 +84,6 @@ geometry =
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g_vertex_offset_horz = vec4(g_vertex_normal_horz * size_x, 0.0); //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(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;
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g_vertex_offset_vert = vec4(g_vertex_normal_vert * size_y, 0.0);
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f_vertex = v_vertex[0];
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@ -243,10 +237,6 @@ geometry =
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EmitVertex();
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EndPrimitive();
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}
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fragment =
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@ -327,4 +317,4 @@ u_lightPosition = light_0_position
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a_vertex = vertex
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a_color = color
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a_normal = normal
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a_uvs = uv0
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a_line_dim = line_dim
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